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 bool renderToFboEnabled )
88 : mRenderController( renderController ),
90 mProcessingEvent(false),
93 // fixme: for now to ensure libgraphics.a won't be removed during linking due to being
94 Integration::Graphics::IncludeThisLibrary();
96 GraphicsGetBuiltinShader("");
98 // Create the thread local storage
99 CreateThreadLocalStorage();
101 // This does nothing until Core is built with --enable-performance-monitor
102 PERFORMANCE_MONITOR_INIT( platform );
104 mNotificationManager = new NotificationManager();
106 mAnimationPlaylist = AnimationPlaylist::New();
108 mPropertyNotificationManager = PropertyNotificationManager::New();
110 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
112 mDiscardQueue = new DiscardQueue();
114 mUpdateManager = new UpdateManager( *mNotificationManager,
116 *mPropertyNotificationManager,
119 *mRenderTaskProcessor,
123 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager, mRenderController ) );
125 // This must be called after stage is created but before stage initialization
126 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
128 mStage->Initialize( renderToFboEnabled );
130 mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController );
131 mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );
133 mShaderFactory = new ShaderFactory();
135 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
141 * The order of destructing these singletons is important!!!
144 // clear the thread local storage first
145 // allows core to be created / deleted many times in the same thread (how TET cases work).
146 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
147 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
154 // Stop relayout requests being raised on stage destruction
155 mRelayoutController.Reset();
157 // Clean-up stage - remove default camera and root layer
158 mStage->Uninitialize();
160 // remove (last?) reference to stage
164 void Core::SurfaceResized( unsigned int width, unsigned int height )
166 mStage->SurfaceResized( width, height );
168 // The stage-size may be less than surface-size (reduced by top-margin)
169 Vector2 size = mStage->GetSize();
170 mRelayoutController->SetStageSize( size.width, size.height );
173 void Core::SetTopMargin( unsigned int margin )
175 mStage->SetTopMargin( margin );
177 // The stage-size may be less than surface-size (reduced by top-margin)
178 Vector2 size = mStage->GetSize();
179 mRelayoutController->SetStageSize( size.width, size.height );
182 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
184 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
187 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
189 // set the time delta so adaptor can easily print FPS with a release build with 0 as
190 // it is cached by frametime
191 status.secondsFromLastFrame = elapsedSeconds;
193 // Render returns true when there are updates on the stage or one or more animations are completed.
194 // Use the estimated time diff till we render as the elapsed time.
195 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
196 lastVSyncTimeMilliseconds,
197 nextVSyncTimeMilliseconds,
201 // Check the Notification Manager message queue to set needsNotification
202 status.needsNotification = mNotificationManager->MessagesToProcess();
204 // No need to keep update running if there are notifications to process.
205 // Any message to update will wake it up anyways
208 void Core::Render( RenderStatus& status )
210 DALI_LOG_ERROR("Render()!");
214 void Core::SceneCreated()
216 mStage->EmitSceneCreatedSignal();
218 mRelayoutController->OnApplicationSceneCreated();
221 void Core::QueueEvent( const Integration::Event& event )
223 mEventProcessor->QueueEvent( event );
226 void Core::ProcessEvents()
228 // Guard against calls to ProcessEvents() during ProcessEvents()
229 if( mProcessingEvent )
231 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
232 mRenderController.RequestProcessEventsOnIdle( false );
236 mProcessingEvent = true;
237 mRelayoutController->SetProcessingCoreEvents( true );
239 // Signal that any messages received will be flushed soon
240 mUpdateManager->EventProcessingStarted();
242 mEventProcessor->ProcessEvents();
244 mNotificationManager->ProcessMessages();
246 // Emit signal here to inform listeners that event processing has finished.
247 mStage->EmitEventProcessingFinishedSignal();
249 // Run the size negotiation after event processing finished signal
250 mRelayoutController->Relayout();
252 // Rebuild depth tree after event processing has finished
253 mStage->RebuildDepthTree();
255 // Flush any queued messages for the update-thread
256 const bool messagesToProcess = mUpdateManager->FlushQueue();
258 // Check if the touch or gestures require updates.
259 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
260 // Check if the next update is forced.
261 const bool forceUpdate = mStage->IsNextUpdateForced();
263 if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
265 // tell the render controller to keep update thread running
266 mRenderController.RequestUpdate( forceUpdate );
269 mRelayoutController->SetProcessingCoreEvents( false );
271 // ProcessEvents() may now be called again
272 mProcessingEvent = false;
275 unsigned int Core::GetMaximumUpdateCount() const
277 return MAXIMUM_UPDATE_COUNT;
280 Integration::SystemOverlay& Core::GetSystemOverlay()
282 return mStage->GetSystemOverlay();
285 void Core::SetViewMode( ViewMode viewMode )
287 mStage->SetViewMode( viewMode );
290 ViewMode Core::GetViewMode() const
292 return mStage->GetViewMode();
295 void Core::SetStereoBase( float stereoBase )
297 mStage->SetStereoBase( stereoBase );
300 float Core::GetStereoBase() const
302 return mStage->GetStereoBase();
305 StagePtr Core::GetCurrentStage()
310 PlatformAbstraction& Core::GetPlatform()
315 UpdateManager& Core::GetUpdateManager()
317 return *(mUpdateManager);
321 NotificationManager& Core::GetNotificationManager()
323 return *(mNotificationManager);
326 ShaderFactory& Core::GetShaderFactory()
328 return *(mShaderFactory);
331 GestureEventProcessor& Core::GetGestureEventProcessor()
333 return *(mGestureEventProcessor);
336 RelayoutController& Core::GetRelayoutController()
338 return *(mRelayoutController.Get());
341 void Core::CreateThreadLocalStorage()
343 // a pointer to the ThreadLocalStorage object will be stored in TLS
344 // The ThreadLocalStorage object should be deleted by the Core destructor
345 new ThreadLocalStorage(this);
348 } // namespace Internal