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>
51 using Dali::Internal::SceneGraph::UpdateManager;
52 using Dali::Internal::SceneGraph::DiscardQueue;
56 // The Update for frame N+1 may be processed whilst frame N is being rendered.
57 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
59 #if defined(DEBUG_ENABLED)
60 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
69 using Integration::RenderController;
70 using Integration::PlatformAbstraction;
71 using Integration::GestureManager;
72 using Integration::Event;
73 using Integration::UpdateStatus;
74 using Integration::RenderStatus;
75 using Integration::Graphics::Graphics;
78 Core::Core( RenderController& renderController,
79 PlatformAbstraction& platform,
81 GestureManager& gestureManager,
82 ResourcePolicy::DataRetention dataRetentionPolicy,
83 bool renderToFboEnabled )
84 : mRenderController( renderController ),
86 mProcessingEvent(false),
89 // fixme: for now to ensure libgraphics.a won't be removed during linking due to being
90 Integration::Graphics::IncludeThisLibrary();
92 // Create the thread local storage
93 CreateThreadLocalStorage();
95 // This does nothing until Core is built with --enable-performance-monitor
96 PERFORMANCE_MONITOR_INIT( platform );
98 mNotificationManager = new NotificationManager();
100 mAnimationPlaylist = AnimationPlaylist::New();
102 mPropertyNotificationManager = PropertyNotificationManager::New();
104 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
106 mDiscardQueue = new DiscardQueue();
108 mUpdateManager = new UpdateManager( *mNotificationManager,
110 *mPropertyNotificationManager,
113 *mRenderTaskProcessor,
117 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager, mRenderController ) );
119 // This must be called after stage is created but before stage initialization
120 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
122 mStage->Initialize( renderToFboEnabled );
124 mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController );
125 mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );
127 mShaderFactory = new ShaderFactory();
129 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
135 * The order of destructing these singletons is important!!!
138 // clear the thread local storage first
139 // allows core to be created / deleted many times in the same thread (how TET cases work).
140 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
141 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
148 // Stop relayout requests being raised on stage destruction
149 mRelayoutController.Reset();
151 // Clean-up stage - remove default camera and root layer
152 mStage->Uninitialize();
154 // remove (last?) reference to stage
158 void Core::SurfaceResized( unsigned int width, unsigned int height )
160 mStage->SurfaceResized( width, height );
162 // The stage-size may be less than surface-size (reduced by top-margin)
163 Vector2 size = mStage->GetSize();
164 mRelayoutController->SetStageSize( size.width, size.height );
167 void Core::SetTopMargin( unsigned int margin )
169 mStage->SetTopMargin( margin );
171 // The stage-size may be less than surface-size (reduced by top-margin)
172 Vector2 size = mStage->GetSize();
173 mRelayoutController->SetStageSize( size.width, size.height );
176 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
178 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
181 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
183 // set the time delta so adaptor can easily print FPS with a release build with 0 as
184 // it is cached by frametime
185 status.secondsFromLastFrame = elapsedSeconds;
187 // Render returns true when there are updates on the stage or one or more animations are completed.
188 // Use the estimated time diff till we render as the elapsed time.
189 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
190 lastVSyncTimeMilliseconds,
191 nextVSyncTimeMilliseconds,
195 // Check the Notification Manager message queue to set needsNotification
196 status.needsNotification = mNotificationManager->MessagesToProcess();
198 // No need to keep update running if there are notifications to process.
199 // Any message to update will wake it up anyways
202 void Core::Render( RenderStatus& status )
204 DALI_LOG_ERROR("Render()!");
208 void Core::SceneCreated()
210 mStage->EmitSceneCreatedSignal();
212 mRelayoutController->OnApplicationSceneCreated();
215 void Core::QueueEvent( const Integration::Event& event )
217 mEventProcessor->QueueEvent( event );
220 void Core::ProcessEvents()
222 // Guard against calls to ProcessEvents() during ProcessEvents()
223 if( mProcessingEvent )
225 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
226 mRenderController.RequestProcessEventsOnIdle( false );
230 mProcessingEvent = true;
231 mRelayoutController->SetProcessingCoreEvents( true );
233 // Signal that any messages received will be flushed soon
234 mUpdateManager->EventProcessingStarted();
236 mEventProcessor->ProcessEvents();
238 mNotificationManager->ProcessMessages();
240 // Emit signal here to inform listeners that event processing has finished.
241 mStage->EmitEventProcessingFinishedSignal();
243 // Run the size negotiation after event processing finished signal
244 mRelayoutController->Relayout();
246 // Rebuild depth tree after event processing has finished
247 mStage->RebuildDepthTree();
249 // Flush any queued messages for the update-thread
250 const bool messagesToProcess = mUpdateManager->FlushQueue();
252 // Check if the touch or gestures require updates.
253 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
254 // Check if the next update is forced.
255 const bool forceUpdate = mStage->IsNextUpdateForced();
257 if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
259 // tell the render controller to keep update thread running
260 mRenderController.RequestUpdate( forceUpdate );
263 mRelayoutController->SetProcessingCoreEvents( false );
265 // ProcessEvents() may now be called again
266 mProcessingEvent = false;
269 unsigned int Core::GetMaximumUpdateCount() const
271 return MAXIMUM_UPDATE_COUNT;
274 Integration::SystemOverlay& Core::GetSystemOverlay()
276 return mStage->GetSystemOverlay();
279 void Core::SetViewMode( ViewMode viewMode )
281 mStage->SetViewMode( viewMode );
284 ViewMode Core::GetViewMode() const
286 return mStage->GetViewMode();
289 void Core::SetStereoBase( float stereoBase )
291 mStage->SetStereoBase( stereoBase );
294 float Core::GetStereoBase() const
296 return mStage->GetStereoBase();
299 StagePtr Core::GetCurrentStage()
304 PlatformAbstraction& Core::GetPlatform()
309 UpdateManager& Core::GetUpdateManager()
311 return *(mUpdateManager);
315 NotificationManager& Core::GetNotificationManager()
317 return *(mNotificationManager);
320 ShaderFactory& Core::GetShaderFactory()
322 return *(mShaderFactory);
325 GestureEventProcessor& Core::GetGestureEventProcessor()
327 return *(mGestureEventProcessor);
330 RelayoutController& Core::GetRelayoutController()
332 return *(mRelayoutController.Get());
335 void Core::CreateThreadLocalStorage()
337 // a pointer to the ThreadLocalStorage object will be stored in TLS
338 // The ThreadLocalStorage object should be deleted by the Core destructor
339 new ThreadLocalStorage(this);
342 } // namespace Internal