2 * Copyright (c) 2014 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>
22 #include <dali/integration-api/system-overlay.h>
23 #include <dali/integration-api/core.h>
24 #include <dali/integration-api/debug.h>
25 #include <dali/integration-api/platform-abstraction.h>
26 #include <dali/integration-api/gl-sync-abstraction.h>
27 #include <dali/integration-api/render-controller.h>
28 #include <dali/internal/event/actors/actor-impl.h>
29 #include <dali/internal/event/common/stage-impl.h>
30 #include <dali/internal/event/animation/animation-playlist.h>
31 #include <dali/internal/event/common/property-notification-manager.h>
32 #include <dali/internal/event/common/notification-manager.h>
33 #include <dali/integration-api/events/event.h>
34 #include <dali/internal/event/events/event-processor.h>
35 #include <dali/internal/event/events/gesture-event-processor.h>
36 #include <dali/internal/update/manager/update-manager.h>
37 #include <dali/internal/render/common/performance-monitor.h>
38 #include <dali/internal/render/common/render-manager.h>
39 #include <dali/internal/update/common/discard-queue.h>
40 #include <dali/internal/common/event-to-update.h>
41 #include <dali/internal/update/resources/resource-manager.h>
42 #include <dali/internal/event/text/font-factory.h>
43 #include <dali/internal/event/images/image-factory.h>
44 #include <dali/internal/event/images/emoji-factory.h>
45 #include <dali/internal/event/modeling/model-factory.h>
46 #include <dali/internal/event/common/thread-local-storage.h>
47 #include <dali/internal/event/effects/shader-factory.h>
48 #include <dali/internal/update/touch/touch-resampler.h>
49 #include <dali/internal/event/common/type-registry-impl.h>
50 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
52 #include <dali/internal/render/gl-resources/texture-cache.h>
53 #include <dali/internal/render/gl-resources/context.h>
55 using Dali::Internal::SceneGraph::UpdateManager;
56 using Dali::Internal::SceneGraph::RenderManager;
57 using Dali::Internal::SceneGraph::DiscardQueue;
58 using Dali::Internal::SceneGraph::RenderQueue;
59 using Dali::Internal::SceneGraph::TextureCache;
63 // The Update for frame N+1 may be processed whilst frame N is being rendered.
64 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
66 #if defined(DEBUG_ENABLED)
67 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
77 using Integration::RenderController;
78 using Integration::PlatformAbstraction;
79 using Integration::GlSyncAbstraction;
80 using Integration::GestureManager;
81 using Integration::GlAbstraction;
82 using Integration::Event;
83 using Integration::UpdateStatus;
84 using Integration::RenderStatus;
86 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
87 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
88 GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
89 : mRenderController( renderController ),
91 mGestureEventProcessor(NULL),
92 mEventProcessor(NULL),
96 mResourcePostProcessQueue(),
97 mNotificationManager(NULL),
101 mShaderFactory(NULL),
104 mProcessingEvent(false)
106 // Create the thread local storage
107 CreateThreadLocalStorage();
109 // This does nothing until Core is built with --enable-performance-monitor
110 PERFORMANCE_MONITOR_INIT( platform );
112 mNotificationManager = new NotificationManager();
114 mAnimationPlaylist = AnimationPlaylist::New();
116 mPropertyNotificationManager = PropertyNotificationManager::New();
118 std::vector< ResourcePostProcessRequest> init;
119 mResourcePostProcessQueue = new ResourcePostProcessList(init);
121 mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
123 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
124 TextureCache& textureCache = mRenderManager->GetTextureCache();
126 ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
127 if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
129 discardPolicy = ResourcePolicy::RETAIN;
131 textureCache.SetDiscardBitmapsPolicy(discardPolicy);
133 mDiscardQueue = new DiscardQueue( renderQueue );
135 mResourceManager = new ResourceManager( mPlatform,
136 *mNotificationManager,
138 *mResourcePostProcessQueue,
143 mTouchResampler = TouchResampler::New();
145 mUpdateManager = new UpdateManager( *mNotificationManager,
148 *mPropertyNotificationManager,
157 mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager, dataRetentionPolicy );
159 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
161 mStage->Initialize();
163 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
164 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
166 mFontFactory = new FontFactory(*mResourceClient);
167 mImageFactory = new ImageFactory( *mResourceClient );
168 mModelFactory = new ModelFactory(*mResourceClient);
169 mShaderFactory = new ShaderFactory(*mResourceClient);
170 mShaderFactory->LoadDefaultShaders();
171 mEmojiFactory = new EmojiFactory();
173 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
179 * TODO this should be done by Adaptor, Core does not know about threading
180 * First stop the resource loading thread(s)
182 mPlatform.JoinLoaderThreads();
185 * The order of destructing these singletons is important!!!
188 // clear the thread local storage first
189 // allows core to be created / deleted many times in the same thread (how TET cases work).
190 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
191 ThreadLocalStorage::Get().Remove();
193 // Clean-up stage - remove default camera and root layer
194 mStage->Uninitialize();
196 // remove (last?) reference to stage
199 delete mEventProcessor;
200 delete mGestureEventProcessor;
201 delete mNotificationManager;
203 delete mImageFactory;
204 delete mModelFactory;
205 delete mShaderFactory;
206 delete mResourceClient;
207 delete mResourceManager;
208 delete mUpdateManager;
209 delete mTouchResampler;
210 delete mEmojiFactory;
211 delete mRenderManager;
212 delete mDiscardQueue;
213 delete mResourcePostProcessQueue;
216 Integration::ContextNotifierInterface* Core::GetContextNotifier()
221 void Core::RecoverFromContextLoss()
223 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
225 mImageFactory->RecoverFromContextLoss(); // Reload images from files
226 mFontFactory->RecoverFromContextLoss(); // Reload glyphs from cache into new atlas
227 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
230 void Core::ContextCreated()
232 mRenderManager->ContextCreated();
235 void Core::ContextDestroyed()
237 mRenderManager->ContextDestroyed();
240 void Core::SurfaceResized(unsigned int width, unsigned int height)
242 mStage->SetSize(width, height);
245 void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
247 mPlatform.SetDpi( dpiHorizontal, dpiVertical );
248 mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
249 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
252 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
254 // set the time delta so adaptor can easily print FPS with a release build with 0 as
255 // it is cached by frametime
256 status.secondsFromLastFrame = elapsedSeconds;
258 // Render returns true when there are updates on the stage or one or more animations are completed.
259 // Use the estimated time diff till we render as the elapsed time.
260 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
261 lastVSyncTimeMilliseconds,
262 nextVSyncTimeMilliseconds );
264 // Check the Notification Manager message queue to set needsNotification
265 status.needsNotification = mNotificationManager->MessagesToProcess();
267 // No need to keep update running if there are notifications to process.
268 // Any message to update will wake it up anyways
270 if ( mResourceManager->ResourcesToProcess() )
272 // If we are still processing resources, then we have to continue the update
273 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
277 void Core::Render( RenderStatus& status )
279 bool updateRequired = mRenderManager->Render( status );
281 status.SetNeedsUpdate( updateRequired );
297 // trigger processing of events queued up while paused
301 void Core::SceneCreated()
303 mStage->EmitSceneCreatedSignal();
306 void Core::QueueEvent( const Integration::Event& event )
308 mEventProcessor->QueueEvent( event );
311 void Core::ProcessEvents()
313 // Guard against calls to ProcessEvents() during ProcessEvents()
314 if( mProcessingEvent )
316 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
317 mRenderController.RequestProcessEventsOnIdle();
321 mProcessingEvent = true;
323 EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
325 // Signal that any messages received will be flushed soon
326 eventToUpdate.EventProcessingStarted();
328 mEventProcessor->ProcessEvents();
330 mNotificationManager->ProcessMessages();
332 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
335 // Emit signal here to start size negotiation and control relayout.
336 mStage->EmitEventProcessingFinishedSignal();
338 // Flush discard queue for image factory
339 mImageFactory->FlushReleaseQueue();
341 // send text requests if required
342 mFontFactory->SendTextRequests();
344 // Flush any queued messages for the update-thread
345 const bool messagesToProcess = eventToUpdate.FlushQueue();
347 // Check if the touch or gestures require updates.
348 const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
349 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
351 if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
353 // tell the render controller to keep update thread running
354 mRenderController.RequestUpdate();
358 // ProcessEvents() may now be called again
359 mProcessingEvent = false;
362 void Core::UpdateTouchData(const Integration::TouchData& touch)
364 mTouchResampler->SendTouchData( touch );
367 unsigned int Core::GetMaximumUpdateCount() const
369 return MAXIMUM_UPDATE_COUNT;
372 Integration::SystemOverlay& Core::GetSystemOverlay()
374 return mStage->GetSystemOverlay();
377 void Core::SetViewMode( ViewMode viewMode )
379 mStage->SetViewMode( viewMode );
382 ViewMode Core::GetViewMode() const
384 return mStage->GetViewMode();
387 void Core::SetStereoBase( float stereoBase )
389 mStage->SetStereoBase( stereoBase );
392 float Core::GetStereoBase() const
394 return mStage->GetStereoBase();
397 StagePtr Core::GetCurrentStage()
402 PlatformAbstraction& Core::GetPlatform()
407 UpdateManager& Core::GetUpdateManager()
409 return *(mUpdateManager);
412 RenderManager& Core::GetRenderManager()
414 return *(mRenderManager);
417 NotificationManager& Core::GetNotificationManager()
419 return *(mNotificationManager);
422 ResourceManager& Core::GetResourceManager()
424 return *(mResourceManager);
427 ResourceClient& Core::GetResourceClient()
429 return *(mResourceClient);
432 FontFactory& Core::GetFontFactory()
434 return *(mFontFactory);
437 ImageFactory& Core::GetImageFactory()
439 return *(mImageFactory);
442 ModelFactory& Core::GetModelFactory()
444 return *(mModelFactory);
447 ShaderFactory& Core::GetShaderFactory()
449 return *(mShaderFactory);
452 GestureEventProcessor& Core::GetGestureEventProcessor()
454 return *(mGestureEventProcessor);
457 EmojiFactory& Core::GetEmojiFactory()
459 return *mEmojiFactory;
462 void Core::CreateThreadLocalStorage()
464 // a pointer to the ThreadLocalStorage object will be stored in TLS
465 // and automatically deleted when the thread is killed
466 new ThreadLocalStorage(this);
469 } // namespace Internal