2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/common/core-impl.h>
23 #include <dali/integration-api/core.h>
24 #include <dali/integration-api/debug.h>
25 #include <dali/integration-api/events/event.h>
26 #include <dali/integration-api/graphics/graphics.h>
27 #include <dali/integration-api/platform-abstraction.h>
28 #include <dali/integration-api/render-controller.h>
29 #include <dali/integration-api/system-overlay.h>
31 #include <dali/internal/common/performance-monitor.h>
33 #include <dali/internal/event/actors/actor-impl.h>
34 #include <dali/internal/event/animation/animation-playlist.h>
35 #include <dali/internal/event/common/notification-manager.h>
36 #include <dali/internal/event/common/property-notification-manager.h>
37 #include <dali/internal/event/common/stage-impl.h>
38 #include <dali/internal/event/common/thread-local-storage.h>
39 #include <dali/internal/event/common/type-registry-impl.h>
40 #include <dali/internal/event/effects/shader-factory.h>
41 #include <dali/internal/event/events/event-processor.h>
42 #include <dali/internal/event/events/gesture-event-processor.h>
43 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
44 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
46 #include <dali/internal/update/common/discard-queue.h>
47 #include <dali/internal/update/manager/update-manager.h>
48 #include <dali/internal/update/manager/render-task-processor.h>
52 std::vector<uint32_t> GraphicsGetBuiltinShader( const std::string& tag );
55 using Dali::Internal::SceneGraph::UpdateManager;
56 using Dali::Internal::SceneGraph::DiscardQueue;
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
63 #if defined(DEBUG_ENABLED)
64 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
73 using Integration::RenderController;
74 using Integration::PlatformAbstraction;
75 using Integration::GestureManager;
76 using Integration::Event;
77 using Integration::UpdateStatus;
78 using Integration::RenderStatus;
79 using Integration::Graphics::Graphics;
82 Core::Core( RenderController& renderController,
83 PlatformAbstraction& platform,
85 GestureManager& gestureManager,
86 ResourcePolicy::DataRetention dataRetentionPolicy,
87 Integration::RenderToFrameBuffer renderToFboEnabled,
88 Integration::DepthBufferAvailable depthBufferAvailable,
89 Integration::StencilBufferAvailable stencilBufferAvailable )
90 : mRenderController( renderController ),
92 mProcessingEvent(false),
95 // fixme: for now to ensure libgraphics.a won't be removed during linking due to being
96 Integration::Graphics::IncludeThisLibrary();
98 GraphicsGetBuiltinShader("");
100 // Create the thread local storage
101 CreateThreadLocalStorage();
103 // This does nothing until Core is built with --enable-performance-monitor
104 PERFORMANCE_MONITOR_INIT( platform );
106 mNotificationManager = new NotificationManager();
108 mAnimationPlaylist = AnimationPlaylist::New();
110 mPropertyNotificationManager = PropertyNotificationManager::New();
112 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
114 mDiscardQueue = new DiscardQueue();
116 mUpdateManager = new UpdateManager( *mNotificationManager,
118 *mPropertyNotificationManager,
121 *mRenderTaskProcessor,
125 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager, mRenderController ) );
127 // This must be called after stage is created but before stage initialization
128 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
130 mStage->Initialize( renderToFboEnabled == Integration::RenderToFrameBuffer::TRUE );
132 mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController );
133 mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );
135 mShaderFactory = new ShaderFactory();
137 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
143 * The order of destructing these singletons is important!!!
146 // clear the thread local storage first
147 // allows core to be created / deleted many times in the same thread (how TET cases work).
148 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
149 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
156 // Stop relayout requests being raised on stage destruction
157 mRelayoutController.Reset();
159 // Clean-up stage - remove default camera and root layer
160 mStage->Uninitialize();
162 // remove (last?) reference to stage
166 void Core::SurfaceResized( unsigned int width, unsigned int height )
168 mStage->SurfaceResized( width, height );
170 // The stage-size may be less than surface-size (reduced by top-margin)
171 Vector2 size = mStage->GetSize();
172 mRelayoutController->SetStageSize( size.width, size.height );
175 void Core::SetTopMargin( unsigned int margin )
177 mStage->SetTopMargin( margin );
179 // The stage-size may be less than surface-size (reduced by top-margin)
180 Vector2 size = mStage->GetSize();
181 mRelayoutController->SetStageSize( size.width, size.height );
184 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
186 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
189 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
191 // set the time delta so adaptor can easily print FPS with a release build with 0 as
192 // it is cached by frametime
193 status.secondsFromLastFrame = elapsedSeconds;
195 // Render returns true when there are updates on the stage or one or more animations are completed.
196 // Use the estimated time diff till we render as the elapsed time.
197 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
198 lastVSyncTimeMilliseconds,
199 nextVSyncTimeMilliseconds,
203 // Check the Notification Manager message queue to set needsNotification
204 status.needsNotification = mNotificationManager->MessagesToProcess();
206 // No need to keep update running if there are notifications to process.
207 // Any message to update will wake it up anyways
210 void Core::Render( RenderStatus& status, bool forceClear )
212 DALI_LOG_ERROR("Render()!\n");
216 void Core::SceneCreated()
218 mStage->EmitSceneCreatedSignal();
220 mRelayoutController->OnApplicationSceneCreated();
223 void Core::QueueEvent( const Integration::Event& event )
225 mEventProcessor->QueueEvent( event );
228 void Core::ProcessEvents()
230 // Guard against calls to ProcessEvents() during ProcessEvents()
231 if( mProcessingEvent )
233 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
234 mRenderController.RequestProcessEventsOnIdle( false );
238 mProcessingEvent = true;
239 mRelayoutController->SetProcessingCoreEvents( true );
241 // Signal that any messages received will be flushed soon
242 mUpdateManager->EventProcessingStarted();
244 mEventProcessor->ProcessEvents();
246 mNotificationManager->ProcessMessages();
248 // Emit signal here to inform listeners that event processing has finished.
249 mStage->EmitEventProcessingFinishedSignal();
251 // Run the size negotiation after event processing finished signal
252 mRelayoutController->Relayout();
254 // Run any registered processors
257 // Rebuild depth tree after event processing has finished
258 mStage->RebuildDepthTree();
260 // Flush any queued messages for the update-thread
261 const bool messagesToProcess = mUpdateManager->FlushQueue();
263 // Check if the touch or gestures require updates.
264 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
265 // Check if the next update is forced.
266 const bool forceUpdate = mStage->IsNextUpdateForced();
268 if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
270 // tell the render controller to keep update thread running
271 mRenderController.RequestUpdate( forceUpdate );
274 mRelayoutController->SetProcessingCoreEvents( false );
276 // ProcessEvents() may now be called again
277 mProcessingEvent = false;
280 unsigned int Core::GetMaximumUpdateCount() const
282 return MAXIMUM_UPDATE_COUNT;
285 Integration::SystemOverlay& Core::GetSystemOverlay()
287 return mStage->GetSystemOverlay();
290 void Core::SetViewMode( ViewMode viewMode )
292 mStage->SetViewMode( viewMode );
295 ViewMode Core::GetViewMode() const
297 return mStage->GetViewMode();
300 void Core::SetStereoBase( float stereoBase )
302 mStage->SetStereoBase( stereoBase );
305 void Core::RegisterProcessor( Integration::Processor& processor )
307 mProcessors.PushBack(&processor);
310 void Core::UnregisterProcessor( Integration::Processor& processor )
312 auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
313 if( iter != mProcessors.End() )
315 mProcessors.Erase( iter );
319 void Core::RunProcessors()
321 // Copy processor pointers to prevent changes to vector affecting loop iterator.
322 Dali::Vector<Integration::Processor*> processors( mProcessors );
324 for( auto processor : processors )
328 processor->Process();
333 float Core::GetStereoBase() const
335 return mStage->GetStereoBase();
338 StagePtr Core::GetCurrentStage()
343 PlatformAbstraction& Core::GetPlatform()
348 UpdateManager& Core::GetUpdateManager()
350 return *(mUpdateManager);
354 NotificationManager& Core::GetNotificationManager()
356 return *(mNotificationManager);
359 ShaderFactory& Core::GetShaderFactory()
361 return *(mShaderFactory);
364 GestureEventProcessor& Core::GetGestureEventProcessor()
366 return *(mGestureEventProcessor);
369 RelayoutController& Core::GetRelayoutController()
371 return *(mRelayoutController.Get());
374 void Core::CreateThreadLocalStorage()
376 // a pointer to the ThreadLocalStorage object will be stored in TLS
377 // The ThreadLocalStorage object should be deleted by the Core destructor
378 new ThreadLocalStorage(this);
381 } // namespace Internal