Initial refactoring of graphics interface
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
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11  * distributed under the License is distributed on an "AS IS" BASIS,
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13  * See the License for the specific language governing permissions and
14  * limitations under the License.
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17
18 // CLASS HEADER
19 #include <dali/internal/common/core-impl.h>
20
21 // INTERNAL INCLUDES
22 #include <dali/graphics-api/graphics-controller.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/gl-context-helper-abstraction.h>
27 #include <dali/integration-api/gl-sync-abstraction.h>
28 #include <dali/integration-api/platform-abstraction.h>
29 #include <dali/integration-api/processor-interface.h>
30 #include <dali/integration-api/render-controller.h>
31
32 #include <dali/internal/event/actors/actor-impl.h>
33 #include <dali/internal/event/animation/animation-playlist.h>
34 #include <dali/internal/event/common/event-thread-services.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>
45
46 #include <dali/internal/update/common/discard-queue.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
48 #include <dali/internal/update/manager/update-manager.h>
49
50 #include <dali/internal/render/common/performance-monitor.h>
51 #include <dali/internal/render/common/render-manager.h>
52 #include <dali/internal/render/gl-resources/context.h>
53
54 using Dali::Internal::SceneGraph::DiscardQueue;
55 using Dali::Internal::SceneGraph::RenderManager;
56 using Dali::Internal::SceneGraph::RenderQueue;
57 using Dali::Internal::SceneGraph::UpdateManager;
58
59 namespace
60 {
61 // The Update for frame N+1 may be processed whilst frame N is being rendered.
62 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
63
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
66 #endif
67 } // namespace
68
69 namespace Dali
70 {
71 namespace Internal
72 {
73 using Integration::Event;
74 using Integration::GlAbstraction;
75 using Integration::GlContextHelperAbstraction;
76 using Integration::GlSyncAbstraction;
77 using Integration::PlatformAbstraction;
78 using Integration::RenderController;
79 using Integration::RenderStatus;
80 using Integration::UpdateStatus;
81
82 Core::Core(RenderController&                   renderController,
83            PlatformAbstraction&                platform,
84            Graphics::Controller&               graphicsController,
85            Integration::RenderToFrameBuffer    renderToFboEnabled,
86            Integration::DepthBufferAvailable   depthBufferAvailable,
87            Integration::StencilBufferAvailable stencilBufferAvailable,
88            Integration::PartialUpdateAvailable partialUpdateAvailable)
89 : mRenderController(renderController),
90   mPlatform(platform),
91   mGraphicsController(graphicsController),
92   mProcessingEvent(false),
93   mForceNextUpdate(false)
94 {
95   // Create the thread local storage
96   CreateThreadLocalStorage();
97
98   // This does nothing until Core is built with --enable-performance-monitor
99   PERFORMANCE_MONITOR_INIT(platform);
100
101   mNotificationManager = new NotificationManager();
102
103   mAnimationPlaylist = AnimationPlaylist::New();
104
105   mPropertyNotificationManager = PropertyNotificationManager::New();
106
107   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
108
109   mRenderManager = RenderManager::New(graphicsController, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable);
110
111   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
112
113   mDiscardQueue = new DiscardQueue(renderQueue);
114
115   mUpdateManager = new UpdateManager(*mNotificationManager,
116                                      *mAnimationPlaylist,
117                                      *mPropertyNotificationManager,
118                                      *mDiscardQueue,
119                                      renderController,
120                                      *mRenderManager,
121                                      renderQueue,
122                                      *mRenderTaskProcessor);
123
124   mRenderManager->SetShaderSaver(*mUpdateManager);
125
126   mObjectRegistry = ObjectRegistry::New();
127
128   mStage = IntrusivePtr<Stage>(Stage::New(*mUpdateManager));
129
130   // This must be called after stage is created but before stage initialization
131   mRelayoutController = IntrusivePtr<RelayoutController>(new RelayoutController(mRenderController));
132
133   mGestureEventProcessor = new GestureEventProcessor(*mUpdateManager, mRenderController);
134
135   mShaderFactory = new ShaderFactory();
136   mUpdateManager->SetShaderSaver(*mShaderFactory);
137
138   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
139 }
140
141 Core::~Core()
142 {
143   /*
144    * The order of destructing these singletons is important!!!
145    */
146
147   // clear the thread local storage first
148   // allows core to be created / deleted many times in the same thread (how TET cases work).
149   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
150   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
151   if(tls)
152   {
153     tls->Remove();
154     tls->Unreference();
155   }
156
157   mObjectRegistry.Reset();
158
159   // Stop relayout requests being raised on stage destruction
160   mRelayoutController.Reset();
161
162   // remove (last?) reference to stage
163   mStage.Reset();
164 }
165
166 void Core::Initialize()
167 {
168   mStage->Initialize(*mScenes[0]);
169 }
170
171 Integration::ContextNotifierInterface* Core::GetContextNotifier()
172 {
173   return mStage.Get();
174 }
175
176 void Core::RecoverFromContextLoss()
177 {
178   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
179
180   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
181 }
182
183 void Core::ContextCreated()
184 {
185   mRenderManager->ContextCreated();
186 }
187
188 void Core::ContextDestroyed()
189 {
190   mRenderManager->ContextDestroyed();
191 }
192
193 void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo)
194 {
195   // set the time delta so adaptor can easily print FPS with a release build with 0 as
196   // it is cached by frametime
197   status.secondsFromLastFrame = elapsedSeconds;
198
199   // Render returns true when there are updates on the stage or one or more animations are completed.
200   // Use the estimated time diff till we render as the elapsed time.
201   status.keepUpdating = mUpdateManager->Update(elapsedSeconds,
202                                                lastVSyncTimeMilliseconds,
203                                                nextVSyncTimeMilliseconds,
204                                                renderToFboEnabled,
205                                                isRenderingToFbo);
206
207   // Check the Notification Manager message queue to set needsNotification
208   status.needsNotification = mNotificationManager->MessagesToProcess();
209
210   // Check if the default surface is changed
211   status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
212
213   // No need to keep update running if there are notifications to process.
214   // Any message to update will wake it up anyways
215 }
216
217 void Core::PreRender(RenderStatus& status, bool forceClear, bool uploadOnly)
218 {
219   mRenderManager->PreRender(status, forceClear, uploadOnly);
220 }
221
222 void Core::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
223 {
224   mRenderManager->PreRender(scene, damagedRects);
225 }
226
227 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
228 {
229   mRenderManager->RenderScene(status, scene, renderToFbo);
230 }
231
232 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
233 {
234   mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
235 }
236
237 void Core::PostRender(bool uploadOnly)
238 {
239   mRenderManager->PostRender(uploadOnly);
240 }
241
242 void Core::SceneCreated()
243 {
244   mStage->EmitSceneCreatedSignal();
245
246   mRelayoutController->OnApplicationSceneCreated();
247
248   for(const auto& scene : mScenes)
249   {
250     Dali::Actor sceneRootLayer = scene->GetRootLayer();
251     mRelayoutController->RequestRelayoutTree(sceneRootLayer);
252   }
253 }
254
255 void Core::QueueEvent(const Integration::Event& event)
256 {
257   if(mScenes.size() != 0)
258   {
259     mScenes.front()->QueueEvent(event);
260   }
261 }
262
263 void Core::ProcessEvents()
264 {
265   // Guard against calls to ProcessEvents() during ProcessEvents()
266   if(mProcessingEvent)
267   {
268     DALI_LOG_ERROR("ProcessEvents should not be called from within ProcessEvents!\n");
269     mRenderController.RequestProcessEventsOnIdle(false);
270     return;
271   }
272
273   mProcessingEvent = true;
274   mRelayoutController->SetProcessingCoreEvents(true);
275
276   // Signal that any messages received will be flushed soon
277   mUpdateManager->EventProcessingStarted();
278
279   // Scene could be added or removed while processing the events
280   // Copy the Scene container locally to avoid possibly invalid iterator
281   SceneContainer scenes = mScenes;
282
283   // process events in all scenes
284   for(auto scene : scenes)
285   {
286     scene->ProcessEvents();
287   }
288
289   mNotificationManager->ProcessMessages();
290
291   // Emit signal here to inform listeners that event processing has finished.
292   for(auto scene : scenes)
293   {
294     scene->EmitEventProcessingFinishedSignal();
295   }
296
297   // Run any registered processors
298   RunProcessors();
299
300   // Run the size negotiation after event processing finished signal
301   mRelayoutController->Relayout();
302
303   // Rebuild depth tree after event processing has finished
304   for(auto scene : scenes)
305   {
306     scene->RebuildDepthTree();
307   }
308
309   // Flush any queued messages for the update-thread
310   const bool messagesToProcess = mUpdateManager->FlushQueue();
311
312   // Check if the touch or gestures require updates.
313   const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
314   // Check if the next update is forced.
315   const bool forceUpdate = IsNextUpdateForced();
316
317   if(messagesToProcess || gestureNeedsUpdate || forceUpdate)
318   {
319     // tell the render controller to keep update thread running
320     mRenderController.RequestUpdate(forceUpdate);
321   }
322
323   mRelayoutController->SetProcessingCoreEvents(false);
324
325   // ProcessEvents() may now be called again
326   mProcessingEvent = false;
327 }
328
329 uint32_t Core::GetMaximumUpdateCount() const
330 {
331   return MAXIMUM_UPDATE_COUNT;
332 }
333
334 void Core::RegisterProcessor(Integration::Processor& processor)
335 {
336   mProcessors.PushBack(&processor);
337 }
338
339 void Core::UnregisterProcessor(Integration::Processor& processor)
340 {
341   auto iter = std::find(mProcessors.Begin(), mProcessors.End(), &processor);
342   if(iter != mProcessors.End())
343   {
344     mProcessors.Erase(iter);
345   }
346 }
347
348 void Core::RunProcessors()
349 {
350   // Copy processor pointers to prevent changes to vector affecting loop iterator.
351   Dali::Vector<Integration::Processor*> processors(mProcessors);
352
353   for(auto processor : processors)
354   {
355     if(processor)
356     {
357       processor->Process();
358     }
359   }
360 }
361
362 StagePtr Core::GetCurrentStage()
363 {
364   return mStage.Get();
365 }
366
367 PlatformAbstraction& Core::GetPlatform()
368 {
369   return mPlatform;
370 }
371
372 UpdateManager& Core::GetUpdateManager()
373 {
374   return *(mUpdateManager);
375 }
376
377 RenderManager& Core::GetRenderManager()
378 {
379   return *(mRenderManager);
380 }
381
382 NotificationManager& Core::GetNotificationManager()
383 {
384   return *(mNotificationManager);
385 }
386
387 ShaderFactory& Core::GetShaderFactory()
388 {
389   return *(mShaderFactory);
390 }
391
392 GestureEventProcessor& Core::GetGestureEventProcessor()
393 {
394   return *(mGestureEventProcessor);
395 }
396
397 RelayoutController& Core::GetRelayoutController()
398 {
399   return *(mRelayoutController.Get());
400 }
401
402 ObjectRegistry& Core::GetObjectRegistry() const
403 {
404   return *(mObjectRegistry.Get());
405 }
406
407 EventThreadServices& Core::GetEventThreadServices()
408 {
409   return *this;
410 }
411
412 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
413 {
414   return *(mPropertyNotificationManager);
415 }
416
417 AnimationPlaylist& Core::GetAnimationPlaylist() const
418 {
419   return *(mAnimationPlaylist);
420 }
421
422 Integration::GlAbstraction& Core::GetGlAbstraction() const
423 {
424   return mGraphicsController.GetGlAbstraction();
425 }
426
427 void Core::AddScene(Scene* scene)
428 {
429   mScenes.push_back(scene);
430 }
431
432 void Core::RemoveScene(Scene* scene)
433 {
434   auto iter = std::find(mScenes.begin(), mScenes.end(), scene);
435   if(iter != mScenes.end())
436   {
437     mScenes.erase(iter);
438   }
439 }
440
441 void Core::CreateThreadLocalStorage()
442 {
443   // a pointer to the ThreadLocalStorage object will be stored in TLS
444   // The ThreadLocalStorage object should be deleted by the Core destructor
445   ThreadLocalStorage* tls = new ThreadLocalStorage(this);
446   tls->Reference();
447 }
448
449 void Core::RegisterObject(Dali::BaseObject* object)
450 {
451   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
452   mObjectRegistry->RegisterObject(object);
453 }
454
455 void Core::UnregisterObject(Dali::BaseObject* object)
456 {
457   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
458   mObjectRegistry->UnregisterObject(object);
459 }
460
461 Integration::RenderController& Core::GetRenderController()
462 {
463   return mRenderController;
464 }
465
466 uint32_t* Core::ReserveMessageSlot(uint32_t size, bool updateScene)
467 {
468   return mUpdateManager->ReserveMessageSlot(size, updateScene);
469 }
470
471 BufferIndex Core::GetEventBufferIndex() const
472 {
473   return mUpdateManager->GetEventBufferIndex();
474 }
475
476 void Core::ForceNextUpdate()
477 {
478   mForceNextUpdate = true;
479 }
480
481 bool Core::IsNextUpdateForced()
482 {
483   bool nextUpdateForced = mForceNextUpdate;
484   mForceNextUpdate      = false;
485   return nextUpdateForced;
486 }
487
488 } // namespace Internal
489
490 } // namespace Dali