2 * Copyright (c) 2023 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/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/platform-abstraction.h>
28 #include <dali/integration-api/processor-interface.h>
29 #include <dali/integration-api/render-controller.h>
30 #include <dali/integration-api/trace.h>
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>
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>
50 #include <dali/internal/render/common/performance-monitor.h>
51 #include <dali/internal/render/common/render-manager.h>
53 using Dali::Internal::SceneGraph::RenderManager;
54 using Dali::Internal::SceneGraph::RenderQueue;
55 using Dali::Internal::SceneGraph::UpdateManager;
59 // The Update for frame N+1 may be processed whilst frame N is being rendered.
60 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
62 DALI_INIT_TRACE_FILTER(gTraceFilter, DALI_TRACE_PERFORMANCE_MARKER, false);
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
73 using Integration::Event;
74 using Integration::GlAbstraction;
75 using Integration::GlContextHelperAbstraction;
76 using Integration::PlatformAbstraction;
77 using Integration::RenderController;
78 using Integration::RenderStatus;
79 using Integration::UpdateStatus;
81 Core::Core(RenderController& renderController,
82 PlatformAbstraction& platform,
83 Graphics::Controller& graphicsController,
84 Integration::RenderToFrameBuffer renderToFboEnabled,
85 Integration::DepthBufferAvailable depthBufferAvailable,
86 Integration::StencilBufferAvailable stencilBufferAvailable,
87 Integration::PartialUpdateAvailable partialUpdateAvailable)
88 : mRenderController(renderController),
90 mGraphicsController(graphicsController),
91 mProcessingEvent(false),
92 mProcessorUnregistered(false),
93 mPostProcessorUnregistered(false),
96 // Create the thread local storage
97 CreateThreadLocalStorage();
99 // This does nothing until Core is built with --enable-performance-monitor
100 PERFORMANCE_MONITOR_INIT(platform);
102 mNotificationManager = new NotificationManager();
104 mAnimationPlaylist = AnimationPlaylist::New();
106 mPropertyNotificationManager = PropertyNotificationManager::New();
108 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
110 mRenderManager = RenderManager::New(graphicsController, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable);
112 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
114 mUpdateManager = new UpdateManager(*mNotificationManager,
116 *mPropertyNotificationManager,
120 *mRenderTaskProcessor);
122 mRenderManager->SetShaderSaver(*mUpdateManager);
124 mObjectRegistry = ObjectRegistry::New();
126 mStage = IntrusivePtr<Stage>(Stage::New(*mUpdateManager));
128 // This must be called after stage is created but before stage initialization
129 mRelayoutController = IntrusivePtr<RelayoutController>(new RelayoutController(mRenderController));
131 mGestureEventProcessor = new GestureEventProcessor(*mUpdateManager, mRenderController);
133 mShaderFactory = new ShaderFactory();
134 mUpdateManager->SetShaderSaver(*mShaderFactory);
136 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
138 DALI_LOG_RELEASE_INFO("Node size: %lu\n", sizeof(Dali::Internal::SceneGraph::Node));
139 DALI_LOG_RELEASE_INFO("Renderer size: %lu\n", sizeof(Dali::Internal::SceneGraph::Renderer));
140 DALI_LOG_RELEASE_INFO("RenderItem size: %lu\n", sizeof(Dali::Internal::SceneGraph::RenderItem));
146 * The order of destructing these singletons is important!!!
149 // clear the thread local storage first
150 // allows core to be created / deleted many times in the same thread (how TET cases work).
151 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
152 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
159 mObjectRegistry.Reset();
161 // Stop relayout requests being raised on stage destruction
162 mRelayoutController.Reset();
164 // remove (last?) reference to stage
168 void Core::Initialize()
170 mStage->Initialize(*mScenes[0]);
173 Integration::ContextNotifierInterface* Core::GetContextNotifier()
178 void Core::RecoverFromContextLoss()
180 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
182 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
185 void Core::ContextCreated()
189 void Core::ContextDestroyed()
193 void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo, bool uploadOnly)
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;
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,
208 // Check the Notification Manager message queue to set needsNotification
209 status.needsNotification = mNotificationManager->MessagesToProcess();
211 // No need to keep update running if there are notifications to process.
212 // Any message to update will wake it up anyways
215 void Core::PreRender(RenderStatus& status, bool forceClear)
217 mRenderManager->PreRender(status, forceClear);
220 void Core::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
222 mRenderManager->PreRender(scene, damagedRects);
225 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
227 mRenderManager->RenderScene(status, scene, renderToFbo);
230 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
232 mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
235 void Core::PostRender()
237 mUpdateManager->PostRender();
238 mRenderManager->PostRender();
241 void Core::SceneCreated()
243 mStage->EmitSceneCreatedSignal();
245 mRelayoutController->OnApplicationSceneCreated();
247 for(const auto& scene : mScenes)
249 Dali::Actor sceneRootLayer = scene->GetRootLayer();
250 mRelayoutController->RequestRelayoutTree(sceneRootLayer);
254 void Core::QueueEvent(const Integration::Event& event)
256 if(mScenes.size() != 0)
258 mScenes.front()->QueueEvent(event);
262 void Core::ForceRelayout()
266 DALI_LOG_ERROR("ForceRelayout should not be called from within RelayoutAndFlush!\n");
270 // Scene could be added or removed while processing the events
271 // Copy the Scene container locally to avoid possibly invalid iterator
272 SceneContainer scenes = mScenes;
274 RelayoutAndFlush(scenes);
277 void Core::ProcessEvents()
279 // Guard against calls to ProcessEvents() during ProcessEvents()
282 DALI_LOG_ERROR("ProcessEvents should not be called from within ProcessEvents!\n");
283 mRenderController.RequestProcessEventsOnIdle();
287 mProcessingEvent = true;
288 mRelayoutController->SetProcessingCoreEvents(true);
290 // Signal that any messages received will be flushed soon
291 mUpdateManager->EventProcessingStarted();
293 // Scene could be added or removed while processing the events
294 // Copy the Scene container locally to avoid possibly invalid iterator
295 SceneContainer scenes = mScenes;
297 // process events in all scenes
298 for(auto scene : scenes)
300 scene->ProcessEvents();
303 mNotificationManager->ProcessMessages();
305 // Emit signal here to inform listeners that event processing has finished.
306 for(auto scene : scenes)
308 scene->EmitEventProcessingFinishedSignal();
311 RelayoutAndFlush(scenes);
313 mUpdateManager->EventProcessingFinished();
315 // Check if the touch or gestures require updates.
316 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
318 if(gestureNeedsUpdate)
320 // tell the render controller to keep update thread running
321 mRenderController.RequestUpdate();
324 mRelayoutController->SetProcessingCoreEvents(false);
326 // ProcessEvents() may now be called again
327 mProcessingEvent = false;
330 void Core::RelayoutAndFlush(SceneContainer& scenes)
334 DALI_LOG_ERROR("RelayoutAndFlush should not be called from within RelayoutAndFlush!\n");
338 const bool isProcessEvents = mProcessingEvent;
342 // Fake that we are in ProcessEvents()
343 mProcessingEvent = true;
344 mRelayoutController->SetProcessingCoreEvents(true);
346 // Signal that any messages received will be flushed soon
347 mUpdateManager->EventProcessingStarted();
350 mRelayoutFlush = true;
352 // Run any registered processors
355 // Run the size negotiation after event processing finished signal
356 mRelayoutController->Relayout();
358 // Run any registered post processors
361 // Rebuild depth tree after event processing has finished
362 for(auto scene : scenes)
364 scene->RebuildDepthTree();
367 // Flush any queued messages for the update-thread
368 const bool messagesToProcess = mUpdateManager->FlushQueue();
370 if(messagesToProcess)
372 // tell the render controller to keep update thread running
373 mRenderController.RequestUpdate();
376 mRelayoutFlush = false;
380 // Revert fake informations
381 mProcessingEvent = false;
382 mRelayoutController->SetProcessingCoreEvents(false);
384 mUpdateManager->EventProcessingFinished();
388 uint32_t Core::GetMaximumUpdateCount() const
390 return MAXIMUM_UPDATE_COUNT;
393 void Core::RegisterProcessor(Integration::Processor& processor, bool postProcessor)
397 mPostProcessors.PushBack(&processor);
401 mProcessors.PushBack(&processor);
405 void Core::UnregisterProcessor(Integration::Processor& processor, bool postProcessor)
409 auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), &processor);
410 if(iter != mPostProcessors.End())
412 mPostProcessors.Erase(iter);
413 mPostProcessorUnregistered = true;
418 auto iter = std::find(mProcessors.Begin(), mProcessors.End(), &processor);
419 if(iter != mProcessors.End())
421 mProcessors.Erase(iter);
422 mProcessorUnregistered = true;
427 void Core::RunProcessors()
429 if(mProcessors.Count() != 0)
431 DALI_TRACE_SCOPE(gTraceFilter, "DALI_CORE_RUN_PROCESSORS");
433 // Copy processor pointers to prevent changes to vector affecting loop iterator.
434 Dali::Vector<Integration::Processor*> processors(mProcessors);
436 // To prevent accessing processor unregistered during the loop
437 mProcessorUnregistered = false;
439 for(auto processor : processors)
443 if(!mProcessorUnregistered)
445 processor->Process(false);
449 // Run processor if the processor is still in the list.
450 // It may be removed during the loop.
451 auto iter = std::find(mProcessors.Begin(), mProcessors.End(), processor);
452 if(iter != mProcessors.End())
454 processor->Process(false);
462 void Core::RunPostProcessors()
464 if(mPostProcessors.Count() != 0)
466 DALI_TRACE_SCOPE(gTraceFilter, "DALI_CORE_RUN_POST_PROCESSORS");
468 // Copy processor pointers to prevent changes to vector affecting loop iterator.
469 Dali::Vector<Integration::Processor*> processors(mPostProcessors);
471 // To prevent accessing processor unregistered during the loop
472 mPostProcessorUnregistered = false;
474 for(auto processor : processors)
478 if(!mPostProcessorUnregistered)
480 processor->Process(true);
484 // Run processor if the processor is still in the list.
485 // It may be removed during the loop.
486 auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), processor);
487 if(iter != mPostProcessors.End())
489 processor->Process(true);
497 StagePtr Core::GetCurrentStage()
502 PlatformAbstraction& Core::GetPlatform()
507 UpdateManager& Core::GetUpdateManager()
509 return *(mUpdateManager);
512 RenderManager& Core::GetRenderManager()
514 return *(mRenderManager);
517 NotificationManager& Core::GetNotificationManager()
519 return *(mNotificationManager);
522 ShaderFactory& Core::GetShaderFactory()
524 return *(mShaderFactory);
527 GestureEventProcessor& Core::GetGestureEventProcessor()
529 return *(mGestureEventProcessor);
532 RelayoutController& Core::GetRelayoutController()
534 return *(mRelayoutController.Get());
537 ObjectRegistry& Core::GetObjectRegistry() const
539 return *(mObjectRegistry.Get());
542 void Core::LogMemoryPools() const
544 uint32_t animationPoolCapacity = SceneGraph::Animation::GetMemoryPoolCapacity();
545 uint32_t renderItemPoolCapacity = SceneGraph::RenderItem::GetMemoryPoolCapacity();
546 uint32_t relayoutItemPoolCapacity = mRelayoutController->GetMemoryPoolCapacity();
547 uint32_t rendererPoolCapacity = SceneGraph::Renderer::GetMemoryPoolCapacity();
548 uint32_t textureSetPoolCapacity = SceneGraph::TextureSet::GetMemoryPoolCapacity();
549 uint32_t renderTaskPoolCapacity = SceneGraph::RenderTaskList::GetMemoryPoolCapacity();
550 uint32_t nodePoolCapacity = SceneGraph::Node::GetMemoryPoolCapacity();
552 DALI_LOG_RELEASE_INFO(
553 "\nMemory Pool capacities:\n"
555 " RenderItems: %lu\n"
556 " RelayoutItems: %lu\n"
558 " TextureSets: %lu\n"
559 " RenderTasks: %lu\n"
561 animationPoolCapacity,
562 renderItemPoolCapacity,
563 relayoutItemPoolCapacity,
564 rendererPoolCapacity,
565 textureSetPoolCapacity,
566 renderTaskPoolCapacity,
569 uint32_t updateQCapacity = mUpdateManager->GetUpdateMessageQueueCapacity();
570 uint32_t renderQCapacity = mUpdateManager->GetRenderMessageQueueCapacity();
572 DALI_LOG_RELEASE_INFO(
573 "\nMessage Queue capacities:\n"
574 " UpdateQueue: %lu\n"
575 " RenderQueue: %lu\n",
579 size_t renderInstructionCapacity = mUpdateManager->GetRenderInstructionCapacity();
580 DALI_LOG_RELEASE_INFO("\nRenderInstruction capacity: %lu\n", renderInstructionCapacity);
583 EventThreadServices& Core::GetEventThreadServices()
588 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
590 return *(mPropertyNotificationManager);
593 AnimationPlaylist& Core::GetAnimationPlaylist() const
595 return *(mAnimationPlaylist);
598 Integration::GlAbstraction& Core::GetGlAbstraction() const
600 return mGraphicsController.GetGlAbstraction();
603 void Core::AddScene(Scene* scene)
605 mScenes.push_back(scene);
608 void Core::RemoveScene(Scene* scene)
610 auto iter = std::find(mScenes.begin(), mScenes.end(), scene);
611 if(iter != mScenes.end())
617 void Core::CreateThreadLocalStorage()
619 // a pointer to the ThreadLocalStorage object will be stored in TLS
620 // The ThreadLocalStorage object should be deleted by the Core destructor
621 ThreadLocalStorage* tls = new ThreadLocalStorage(this);
625 void Core::RegisterObject(Dali::BaseObject* object)
627 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
628 mObjectRegistry->RegisterObject(object);
631 void Core::UnregisterObject(Dali::BaseObject* object)
633 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
634 mObjectRegistry->UnregisterObject(object);
637 Integration::RenderController& Core::GetRenderController()
639 return mRenderController;
642 uint32_t* Core::ReserveMessageSlot(uint32_t size, bool updateScene)
644 return mUpdateManager->ReserveMessageSlot(size, updateScene);
647 BufferIndex Core::GetEventBufferIndex() const
649 return mUpdateManager->GetEventBufferIndex();
652 } // namespace Internal