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/update/resources/resource-manager.h>
41 #include <dali/internal/event/images/image-factory.h>
42 #include <dali/internal/event/common/thread-local-storage.h>
43 #include <dali/internal/event/effects/shader-factory.h>
44 #include <dali/internal/update/touch/touch-resampler.h>
45 #include <dali/internal/event/common/type-registry-impl.h>
46 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
47 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
49 #include <dali/internal/render/gl-resources/texture-cache.h>
50 #include <dali/internal/render/gl-resources/context.h>
52 using Dali::Internal::SceneGraph::UpdateManager;
53 using Dali::Internal::SceneGraph::RenderManager;
54 using Dali::Internal::SceneGraph::DiscardQueue;
55 using Dali::Internal::SceneGraph::RenderQueue;
56 using Dali::Internal::SceneGraph::TextureCache;
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");
74 using Integration::RenderController;
75 using Integration::PlatformAbstraction;
76 using Integration::GlSyncAbstraction;
77 using Integration::GestureManager;
78 using Integration::GlAbstraction;
79 using Integration::Event;
80 using Integration::UpdateStatus;
81 using Integration::RenderStatus;
83 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
84 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
85 GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
86 : mRenderController( renderController ),
88 mGestureEventProcessor(NULL),
89 mEventProcessor(NULL),
93 mResourcePostProcessQueue(),
94 mNotificationManager(NULL),
98 mProcessingEvent(false)
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 std::vector< ResourcePostProcessRequest> init;
113 mResourcePostProcessQueue = new ResourcePostProcessList(init);
115 mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
117 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
118 TextureCache& textureCache = mRenderManager->GetTextureCache();
120 ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
121 if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
123 discardPolicy = ResourcePolicy::OWNED_RETAIN;
125 textureCache.SetDiscardBitmapsPolicy(discardPolicy);
127 mDiscardQueue = new DiscardQueue( renderQueue );
129 mResourceManager = new ResourceManager( mPlatform,
130 *mNotificationManager,
132 *mResourcePostProcessQueue,
137 mTouchResampler = TouchResampler::New();
139 mUpdateManager = new UpdateManager( *mNotificationManager,
142 *mPropertyNotificationManager,
151 mRenderManager->SetShaderSaver( *mUpdateManager );
153 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
155 // This must be called after stage is created but before stage initialization
156 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
158 mStage->Initialize();
160 mResourceClient = new ResourceClient( *mResourceManager, *mStage );
162 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
163 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
165 mImageFactory = new ImageFactory( *mResourceClient );
166 mShaderFactory = new ShaderFactory();
167 mUpdateManager->SetShaderSaver( *mShaderFactory );
168 mShaderFactory->LoadDefaultShaders();
170 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
176 * TODO this should be done by Adaptor, Core does not know about threading
177 * First stop the resource loading thread(s)
179 mPlatform.JoinLoaderThreads();
182 * The order of destructing these singletons is important!!!
185 // clear the thread local storage first
186 // allows core to be created / deleted many times in the same thread (how TET cases work).
187 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
188 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
194 // Stop relayout requests being raised on stage destruction
195 mRelayoutController.Reset();
197 // Clean-up stage - remove default camera and root layer
198 mStage->Uninitialize();
200 // remove (last?) reference to stage
203 delete mEventProcessor;
204 delete mGestureEventProcessor;
205 delete mNotificationManager;
206 delete mImageFactory;
207 delete mShaderFactory;
208 delete mResourceClient;
209 delete mResourceManager;
210 delete mUpdateManager;
211 delete mTouchResampler;
212 delete mRenderManager;
213 delete mDiscardQueue;
214 delete mResourcePostProcessQueue;
217 Integration::ContextNotifierInterface* Core::GetContextNotifier()
222 void Core::RecoverFromContextLoss()
224 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
226 mImageFactory->RecoverFromContextLoss(); // Reload images from files
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 );
243 mRelayoutController->SetStageSize( width, height );
246 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
248 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
251 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
253 // set the time delta so adaptor can easily print FPS with a release build with 0 as
254 // it is cached by frametime
255 status.secondsFromLastFrame = elapsedSeconds;
257 // Render returns true when there are updates on the stage or one or more animations are completed.
258 // Use the estimated time diff till we render as the elapsed time.
259 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
260 lastVSyncTimeMilliseconds,
261 nextVSyncTimeMilliseconds );
263 // Check the Notification Manager message queue to set needsNotification
264 status.needsNotification = mNotificationManager->MessagesToProcess();
266 // No need to keep update running if there are notifications to process.
267 // Any message to update will wake it up anyways
269 if ( mResourceManager->ResourcesToProcess() )
271 // If we are still processing resources, then we have to continue the update
272 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
276 void Core::Render( RenderStatus& status )
278 bool updateRequired = mRenderManager->Render( status );
280 status.SetNeedsUpdate( updateRequired );
296 // trigger processing of events queued up while paused
300 void Core::SceneCreated()
302 mStage->EmitSceneCreatedSignal();
304 mRelayoutController->OnApplicationSceneCreated();
307 void Core::QueueEvent( const Integration::Event& event )
309 mEventProcessor->QueueEvent( event );
312 void Core::ProcessEvents()
314 // Guard against calls to ProcessEvents() during ProcessEvents()
315 if( mProcessingEvent )
317 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
318 mRenderController.RequestProcessEventsOnIdle();
322 mProcessingEvent = true;
323 mRelayoutController->SetProcessingCoreEvents( true );
325 // Signal that any messages received will be flushed soon
326 mUpdateManager->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 // Run the size negotiation after event processing finished signal
339 mRelayoutController->Relayout();
341 // Flush discard queue for image factory
342 mImageFactory->FlushReleaseQueue();
344 // Flush any queued messages for the update-thread
345 const bool messagesToProcess = mUpdateManager->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 mRelayoutController->SetProcessingCoreEvents( false );
360 // ProcessEvents() may now be called again
361 mProcessingEvent = false;
364 void Core::UpdateTouchData(const Integration::TouchData& touch)
366 mTouchResampler->SendTouchData( touch );
369 unsigned int Core::GetMaximumUpdateCount() const
371 return MAXIMUM_UPDATE_COUNT;
374 Integration::SystemOverlay& Core::GetSystemOverlay()
376 return mStage->GetSystemOverlay();
379 void Core::SetViewMode( ViewMode viewMode )
381 mStage->SetViewMode( viewMode );
384 ViewMode Core::GetViewMode() const
386 return mStage->GetViewMode();
389 void Core::SetStereoBase( float stereoBase )
391 mStage->SetStereoBase( stereoBase );
394 float Core::GetStereoBase() const
396 return mStage->GetStereoBase();
399 StagePtr Core::GetCurrentStage()
404 PlatformAbstraction& Core::GetPlatform()
409 UpdateManager& Core::GetUpdateManager()
411 return *(mUpdateManager);
414 RenderManager& Core::GetRenderManager()
416 return *(mRenderManager);
419 NotificationManager& Core::GetNotificationManager()
421 return *(mNotificationManager);
424 ResourceManager& Core::GetResourceManager()
426 return *(mResourceManager);
429 ResourceClient& Core::GetResourceClient()
431 return *(mResourceClient);
434 ImageFactory& Core::GetImageFactory()
436 return *(mImageFactory);
439 ShaderFactory& Core::GetShaderFactory()
441 return *(mShaderFactory);
444 GestureEventProcessor& Core::GetGestureEventProcessor()
446 return *(mGestureEventProcessor);
449 RelayoutController& Core::GetRelayoutController()
451 return *(mRelayoutController.Get());
454 void Core::CreateThreadLocalStorage()
456 // a pointer to the ThreadLocalStorage object will be stored in TLS
457 // and automatically deleted when the thread is killed
458 new ThreadLocalStorage(this);
461 } // namespace Internal