2 * Copyright (c) 2019 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/core.h>
23 #include <dali/integration-api/debug.h>
24 #include <dali/integration-api/events/event.h>
25 #include <dali/integration-api/gl-sync-abstraction.h>
26 #include <dali/integration-api/platform-abstraction.h>
27 #include <dali/integration-api/processor-interface.h>
28 #include <dali/integration-api/render-controller.h>
29 #include <dali/integration-api/render-surface.h>
31 #include <dali/internal/event/actors/actor-impl.h>
32 #include <dali/internal/event/animation/animation-playlist.h>
33 #include <dali/internal/event/common/notification-manager.h>
34 #include <dali/internal/event/common/property-notification-manager.h>
35 #include <dali/internal/event/common/stage-impl.h>
36 #include <dali/internal/event/common/thread-local-storage.h>
37 #include <dali/internal/event/common/event-thread-services.h>
38 #include <dali/internal/event/common/type-registry-impl.h>
39 #include <dali/internal/event/effects/shader-factory.h>
40 #include <dali/internal/event/events/event-processor.h>
41 #include <dali/internal/event/events/gesture-event-processor.h>
42 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
43 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
45 #include <dali/internal/update/common/discard-queue.h>
46 #include <dali/internal/update/manager/update-manager.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
49 #include <dali/internal/render/common/performance-monitor.h>
50 #include <dali/internal/render/common/render-manager.h>
51 #include <dali/internal/render/gl-resources/context.h>
53 using Dali::Internal::SceneGraph::UpdateManager;
54 using Dali::Internal::SceneGraph::RenderManager;
55 using Dali::Internal::SceneGraph::DiscardQueue;
56 using Dali::Internal::SceneGraph::RenderQueue;
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 const uint32_t 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,
84 PlatformAbstraction& platform,
85 GlAbstraction& glAbstraction,
86 GlSyncAbstraction& glSyncAbstraction,
87 GestureManager& gestureManager,
88 ResourcePolicy::DataRetention dataRetentionPolicy,
89 Integration::RenderToFrameBuffer renderToFboEnabled,
90 Integration::DepthBufferAvailable depthBufferAvailable,
91 Integration::StencilBufferAvailable stencilBufferAvailable )
92 : mRenderController( renderController ),
94 mProcessingEvent(false),
95 mForceNextUpdate( false )
97 // Create the thread local storage
98 CreateThreadLocalStorage();
100 // This does nothing until Core is built with --enable-performance-monitor
101 PERFORMANCE_MONITOR_INIT( platform );
103 mNotificationManager = new NotificationManager();
105 mAnimationPlaylist = AnimationPlaylist::New();
107 mPropertyNotificationManager = PropertyNotificationManager::New();
109 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
111 mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable );
113 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
115 mDiscardQueue = new DiscardQueue( renderQueue );
117 mUpdateManager = new UpdateManager( *mNotificationManager,
119 *mPropertyNotificationManager,
124 *mRenderTaskProcessor );
126 mRenderManager->SetShaderSaver( *mUpdateManager );
128 mObjectRegistry = ObjectRegistry::New();
130 mStage = IntrusivePtr<Stage>( Stage::New( *mUpdateManager ) );
132 // This must be called after stage is created but before stage initialization
133 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
135 mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, gestureManager, mRenderController );
137 mShaderFactory = new ShaderFactory();
138 mUpdateManager->SetShaderSaver( *mShaderFactory );
140 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
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
169 void Core::Initialize()
171 mStage->Initialize( *mScenes[0] );
174 Integration::ContextNotifierInterface* Core::GetContextNotifier()
179 void Core::RecoverFromContextLoss()
181 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
183 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
186 void Core::ContextCreated()
188 mRenderManager->ContextCreated();
191 void Core::ContextDestroyed()
193 mRenderManager->ContextDestroyed();
196 void Core::SurfaceResized( Integration::RenderSurface* surface )
198 for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
200 if( (*iter)->GetSurface() == surface )
202 (*iter)->SetSurface( *surface );
207 void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
209 // set the time delta so adaptor can easily print FPS with a release build with 0 as
210 // it is cached by frametime
211 status.secondsFromLastFrame = elapsedSeconds;
213 // Render returns true when there are updates on the stage or one or more animations are completed.
214 // Use the estimated time diff till we render as the elapsed time.
215 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
216 lastVSyncTimeMilliseconds,
217 nextVSyncTimeMilliseconds,
221 // Check the Notification Manager message queue to set needsNotification
222 status.needsNotification = mNotificationManager->MessagesToProcess();
224 // Check if the default surface is changed
225 status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
227 // No need to keep update running if there are notifications to process.
228 // Any message to update will wake it up anyways
231 void Core::Render( RenderStatus& status, bool forceClear )
233 mRenderManager->Render( status, forceClear );
236 void Core::SceneCreated()
238 mStage->EmitSceneCreatedSignal();
240 mRelayoutController->OnApplicationSceneCreated();
242 for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
244 Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
245 mRelayoutController->RequestRelayoutTree( sceneRootLayer );
249 void Core::QueueEvent( const Integration::Event& event )
251 if (mScenes.size() != 0)
253 mScenes.front()->QueueEvent( event );
257 void Core::ProcessEvents()
259 // Guard against calls to ProcessEvents() during ProcessEvents()
260 if( mProcessingEvent )
262 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
263 mRenderController.RequestProcessEventsOnIdle( false );
267 mProcessingEvent = true;
268 mRelayoutController->SetProcessingCoreEvents( true );
270 // Signal that any messages received will be flushed soon
271 mUpdateManager->EventProcessingStarted();
273 // process events in all scenes
274 for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
276 (*iter)->ProcessEvents();
279 mNotificationManager->ProcessMessages();
281 // Emit signal here to inform listeners that event processing has finished.
282 for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
284 (*iter)->EmitEventProcessingFinishedSignal();
287 // Run any registered processors
290 // Run the size negotiation after event processing finished signal
291 mRelayoutController->Relayout();
293 // Rebuild depth tree after event processing has finished
294 for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
296 (*iter)->RebuildDepthTree();
299 // Flush any queued messages for the update-thread
300 const bool messagesToProcess = mUpdateManager->FlushQueue();
302 // Check if the touch or gestures require updates.
303 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
304 // Check if the next update is forced.
305 const bool forceUpdate = IsNextUpdateForced();
307 if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
309 // tell the render controller to keep update thread running
310 mRenderController.RequestUpdate( forceUpdate );
313 mRelayoutController->SetProcessingCoreEvents( false );
315 // ProcessEvents() may now be called again
316 mProcessingEvent = false;
319 uint32_t Core::GetMaximumUpdateCount() const
321 return MAXIMUM_UPDATE_COUNT;
324 void Core::RegisterProcessor( Integration::Processor& processor )
326 mProcessors.PushBack(&processor);
329 void Core::UnregisterProcessor( Integration::Processor& processor )
331 auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
332 if( iter != mProcessors.End() )
334 mProcessors.Erase( iter );
338 void Core::RunProcessors()
340 // Copy processor pointers to prevent changes to vector affecting loop iterator.
341 Dali::Vector<Integration::Processor*> processors( mProcessors );
343 for( auto processor : processors )
347 processor->Process();
352 StagePtr Core::GetCurrentStage()
357 PlatformAbstraction& Core::GetPlatform()
362 UpdateManager& Core::GetUpdateManager()
364 return *(mUpdateManager);
367 RenderManager& Core::GetRenderManager()
369 return *(mRenderManager);
372 NotificationManager& Core::GetNotificationManager()
374 return *(mNotificationManager);
377 ShaderFactory& Core::GetShaderFactory()
379 return *(mShaderFactory);
382 GestureEventProcessor& Core::GetGestureEventProcessor()
384 return *(mGestureEventProcessor);
387 RelayoutController& Core::GetRelayoutController()
389 return *(mRelayoutController.Get());
392 ObjectRegistry& Core::GetObjectRegistry() const
394 return *(mObjectRegistry.Get());
397 EventThreadServices& Core::GetEventThreadServices()
402 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
404 return *(mPropertyNotificationManager);
407 AnimationPlaylist& Core::GetAnimationPlaylist() const
409 return *(mAnimationPlaylist);
412 void Core::AddScene( Scene* scene )
414 mScenes.push_back( scene );
417 void Core::RemoveScene( Scene* scene )
419 auto iter = std::find( mScenes.begin(), mScenes.end(), scene );
420 if( iter != mScenes.end() )
422 mScenes.erase( iter );
426 void Core::CreateThreadLocalStorage()
428 // a pointer to the ThreadLocalStorage object will be stored in TLS
429 // The ThreadLocalStorage object should be deleted by the Core destructor
430 new ThreadLocalStorage(this);
433 void Core::RegisterObject( Dali::BaseObject* object )
435 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
436 mObjectRegistry->RegisterObject( object );
439 void Core::UnregisterObject( Dali::BaseObject* object )
441 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
442 mObjectRegistry->UnregisterObject( object );
445 Integration::RenderController& Core::GetRenderController()
447 return mRenderController;
450 uint32_t* Core::ReserveMessageSlot( uint32_t size, bool updateScene )
452 return mUpdateManager->ReserveMessageSlot( size, updateScene );
455 BufferIndex Core::GetEventBufferIndex() const
457 return mUpdateManager->GetEventBufferIndex();
460 void Core::ForceNextUpdate()
462 mForceNextUpdate = true;
465 bool Core::IsNextUpdateForced()
467 bool nextUpdateForced = mForceNextUpdate;
468 mForceNextUpdate = false;
469 return nextUpdateForced;
472 } // namespace Internal