#define DALI_INTEGRATION_CORE_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <cstdint> // uint32_t
// INTERNAL INCLUDES
-#include <dali/public-api/common/dali-common.h>
#include <dali/integration-api/context-notifier.h>
#include <dali/integration-api/core-enumerations.h>
-#include <dali/integration-api/resource-policies.h>
+#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/math/rect.h>
namespace Dali
{
-
class Layer;
+class ObjectRegistry;
class RenderTaskList;
+namespace Graphics
+{
+class Controller;
+}
+
namespace Internal
{
class Core;
namespace Integration
{
class Core;
-class GlAbstraction;
-class GlSyncAbstraction;
class PlatformAbstraction;
class Processor;
class RenderController;
-class RenderSurface;
+class Scene;
struct Event;
-struct TouchData;
-
+struct TouchEvent;
/**
* The reasons why further updates are required.
{
enum Reasons
{
- NOT_REQUESTED = 0, ///< Zero means that no further updates are required
- STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
- ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
- MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
- RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
+ NOT_REQUESTED = 0, ///< Zero means that no further updates are required
+ STAGE_KEEP_RENDERING = 1 << 1, ///< - Stage::KeepRendering() is being used
+ ANIMATIONS_RUNNING = 1 << 2, ///< - Animations are ongoing
+ MONITORING_PERFORMANCE = 1 << 3, ///< - The --enable-performance-monitor option is being used
+ RENDER_TASK_SYNC = 1 << 4 ///< - A render task is waiting for render sync
};
}
class UpdateStatus
{
public:
-
/**
* Constructor
*/
UpdateStatus()
: keepUpdating(false),
needsNotification(false),
- surfaceRectChanged(false),
- secondsFromLastFrame( 0.0f )
+ secondsFromLastFrame(0.0f)
{
}
public:
-
/**
* Query whether the Core has further frames to update & render e.g. when animations are ongoing.
* @return A bitmask of KeepUpdating values
*/
- uint32_t KeepUpdating() { return keepUpdating; }
+ uint32_t KeepUpdating()
+ {
+ return keepUpdating;
+ }
/**
* Query whether the Core requires an Notification event.
* This should be sent through the same mechanism (e.g. event loop) as input events.
* @return True if an Notification event should be sent.
*/
- bool NeedsNotification() { return needsNotification; }
-
- /**
- * Query wheter the default surface rect is changed or not.
- * @return true if the default surface rect is changed.
- */
- bool SurfaceRectChanged() { return surfaceRectChanged; }
+ bool NeedsNotification()
+ {
+ return needsNotification;
+ }
/**
* This method is provided so that FPS can be easily calculated with a release version
* of Core.
* @return the seconds from last frame as float
*/
- float SecondsFromLastFrame() { return secondsFromLastFrame; }
+ float SecondsFromLastFrame()
+ {
+ return secondsFromLastFrame;
+ }
public:
-
uint32_t keepUpdating; ///< A bitmask of KeepUpdating values
- bool needsNotification;
- bool surfaceRectChanged;
- float secondsFromLastFrame;
+ bool needsNotification;
+ float secondsFromLastFrame;
};
/**
class RenderStatus
{
public:
-
/**
* Constructor
*/
RenderStatus()
- : needsUpdate( false ),
- needsPostRender( false )
+ : needsUpdate(false),
+ needsPostRender(false)
{
}
* Set whether update needs to run following a render.
* @param[in] updateRequired Set to true if an update is required to be run
*/
- void SetNeedsUpdate( bool updateRequired )
+ void SetNeedsUpdate(bool updateRequired)
{
needsUpdate = updateRequired;
}
* If nothing is rendered this frame, we can skip post-render.
* @param[in] postRenderRequired Set to True if post-render is required to be run
*/
- void SetNeedsPostRender( bool postRenderRequired )
+ void SetNeedsPostRender(bool postRenderRequired)
{
needsPostRender = postRenderRequired;
}
}
private:
-
- bool needsUpdate :1; ///< True if update is required to be run
- bool needsPostRender :1; ///< True if post-render is required to be run.
+ bool needsUpdate : 1; ///< True if update is required to be run
+ bool needsPostRender : 1; ///< True if post-render is required to be run.
};
-
/**
* Integration::Core is used for integration with the native windowing system.
* The following integration tasks must be completed:
class DALI_CORE_API Core
{
public:
-
/**
* Create a new Core.
* This object is used for integration with the native windowing system.
* @param[in] renderController The interface to an object which controls rendering.
* @param[in] platformAbstraction The interface providing platform specific services.
- * @param[in] glAbstraction The interface providing OpenGL services.
- * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
- * @param[in] policy The data retention policy. This depends on application setting
- * and platform support. Dali should honour this policy when deciding to discard
- * intermediate resource data.
+ * @param[in] graphicsController The interface providing graphics services
* @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
* @param[in] depthBufferAvailable Whether the depth buffer is available
* @param[in] stencilBufferAvailable Whether the stencil buffer is available
+ * @param[in] partialUpdateAvailable Whether the partial update is available
* @return A newly allocated Core.
*/
- static Core* New( RenderController& renderController,
- PlatformAbstraction& platformAbstraction,
- GlAbstraction& glAbstraction,
- GlSyncAbstraction& glSyncAbstraction,
- ResourcePolicy::DataRetention policy,
- RenderToFrameBuffer renderToFboEnabled,
- DepthBufferAvailable depthBufferAvailable,
- StencilBufferAvailable stencilBufferAvailable );
+ static Core* New(RenderController& renderController,
+ PlatformAbstraction& platformAbstraction,
+ Graphics::Controller& graphicsController,
+ RenderToFrameBuffer renderToFboEnabled,
+ DepthBufferAvailable depthBufferAvailable,
+ StencilBufferAvailable stencilBufferAvailable,
+ PartialUpdateAvailable partialUpdateAvailable);
/**
* Non-virtual destructor. Core is not intended as a base class.
*/
void RecoverFromContextLoss();
- /**
- * Notify the Core that the GL surface has been resized.
- * This should be done at least once i.e. after the first call to ContextCreated().
- * The Core will use the surface size for camera calculations, and to set the GL viewport.
- * Multi-threading note: this method should be called from the main thread
- * @param[in] surface The resized surface
- */
- void SurfaceResized( Integration::RenderSurface* surface );
-
// Core Lifecycle
/**
* whether a Notification event should be sent, regardless of whether the multi-threading is used.
* @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
* @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
+ * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void Update( float elapsedSeconds,
- uint32_t lastVSyncTimeMilliseconds,
- uint32_t nextVSyncTimeMilliseconds,
- UpdateStatus& status,
- bool renderToFboEnabled,
- bool isRenderingToFbo );
+ void Update(float elapsedSeconds,
+ uint32_t lastVSyncTimeMilliseconds,
+ uint32_t nextVSyncTimeMilliseconds,
+ UpdateStatus& status,
+ bool renderToFboEnabled,
+ bool isRenderingToFbo,
+ bool uploadOnly);
/**
- * Render the next frame. This method should be preceded by a call up Update.
+ * This is called before rendering any scene in the next frame. This method should be preceded
+ * by a call up Update.
* Multi-threading note: this method should be called from a dedicated rendering thread.
* @pre The GL context must have been created, and made current.
* @param[out] status showing whether update is required to run.
* @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
*/
- void Render( RenderStatus& status, bool forceClear );
+ void PreRender(RenderStatus& status, bool forceClear);
+
+ /**
+ * This is called before rendering any scene in the next frame. This method should be preceded
+ * by a call up Update.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ * @param[in] scene The scene to be rendered.
+ * @param[out] damagedRects containing damaged render items rects for this pass.
+ */
+ void PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
+
+ /**
+ * Render a scene in the next frame. This method should be preceded by a call up PreRender.
+ * This method should be called twice. The first pass to render off-screen frame buffers if any,
+ * and the second pass to render the surface.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ * @param[out] status Contains the rendering flags.
+ * @param[in] scene The scene to be rendered.
+ * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
+ */
+ void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo);
+
+ /**
+ * Render a scene in the next frame. This method should be preceded by a call up PreRender.
+ * This method should be called twice. The first pass to render off-screen frame buffers if any,
+ * and the second pass to render the surface.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ * @param[out] status Contains the rendering flags.
+ * @param[in] scene The scene to be rendered.
+ * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
+ * @param[in] clippingRect The rect to clip rendered scene.
+ */
+ void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect);
+
+ /**
+ * This is called after rendering all the scenes in the next frame. This method should be
+ * followed by a call up RenderScene.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ */
+ void PostRender();
/**
* @brief Register a processor
*
* Note, Core does not take ownership of this processor.
* @param[in] processor The process to register
+ * @param[in] postProcessor set this processor required to be called after size negotiation. Default is false.
*/
- void RegisterProcessor( Processor& processor );
+ void RegisterProcessor(Processor& processor, bool postProcessor = false);
/**
* @brief Unregister a processor
* @param[in] processor The process to unregister
+ * @param[in] postProcessor True if the processor to be unregister is for post processor.
*/
- void UnregisterProcessor( Processor& processor );
+ void UnregisterProcessor(Processor& processor, bool postProcessor = false);
-private:
+ /**
+ * @brief Gets the Object registry.
+ * @return The object registry
+ */
+ ObjectRegistry GetObjectRegistry() const;
/**
+ * Log core's memory pool's capacities
+ */
+ void LogMemoryPools() const;
+
+private:
+ /**
* Private constructor; see also Core::New()
*/
Core();
Core& operator=(const Core& rhs);
private:
-
Internal::Core* mImpl;
-
};
} // namespace Integration