Merge "Valgrind detected TextureSet leak and invalid access" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
index 3dfc85a..0534dd7 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
 // INTERNAL INCLUDES
 #include <dali/integration-api/system-overlay.h>
 #include <dali/integration-api/core.h>
-#include <dali/integration-api/platform-abstraction.h>
+#include <dali/integration-api/debug.h>
+#include <dali/integration-api/events/event.h>
 #include <dali/integration-api/gl-sync-abstraction.h>
+#include <dali/integration-api/platform-abstraction.h>
 #include <dali/integration-api/render-controller.h>
+
 #include <dali/internal/event/actors/actor-impl.h>
-#include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/animation/animation-playlist.h>
-#include <dali/internal/event/common/property-notification-manager.h>
 #include <dali/internal/event/common/notification-manager.h>
-#include <dali/integration-api/events/event.h>
+#include <dali/internal/event/common/property-notification-manager.h>
+#include <dali/internal/event/common/stage-impl.h>
+#include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/event/common/type-registry-impl.h>
+#include <dali/internal/event/effects/shader-factory.h>
 #include <dali/internal/event/events/event-processor.h>
 #include <dali/internal/event/events/gesture-event-processor.h>
+#include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
+
+#include <dali/internal/update/common/discard-queue.h>
 #include <dali/internal/update/manager/update-manager.h>
+#include <dali/internal/update/manager/render-task-processor.h>
+
 #include <dali/internal/render/common/performance-monitor.h>
 #include <dali/internal/render/common/render-manager.h>
-#include <dali/internal/update/common/discard-queue.h>
-#include <dali/internal/common/event-to-update.h>
-#include <dali/internal/update/resources/resource-manager.h>
-#include <dali/internal/event/text/font-factory.h>
-#include <dali/internal/event/images/image-factory.h>
-#include <dali/internal/event/images/emoji-factory.h>
-#include <dali/internal/event/modeling/model-factory.h>
-#include <dali/internal/event/common/thread-local-storage.h>
-#include <dali/internal/event/effects/shader-factory.h>
-#include <dali/internal/update/touch/touch-resampler.h>
-#include <dali/internal/event/common/type-registry-impl.h>
-
-#include <dali/internal/render/gl-resources/texture-cache.h>
 #include <dali/internal/render/gl-resources/context.h>
 
 using Dali::Internal::SceneGraph::UpdateManager;
 using Dali::Internal::SceneGraph::RenderManager;
 using Dali::Internal::SceneGraph::DiscardQueue;
 using Dali::Internal::SceneGraph::RenderQueue;
-using Dali::Internal::SceneGraph::TextureCache;
 
+namespace
+{
 // The Update for frame N+1 may be processed whilst frame N is being rendered.
-static const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
+const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
+
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
+#endif
+}
 
 namespace Dali
 {
@@ -76,21 +80,9 @@ using Integration::RenderStatus;
 
 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
-            GestureManager& gestureManager)
+            GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
 : mRenderController( renderController ),
   mPlatform(platform),
-  mGestureEventProcessor(NULL),
-  mEventProcessor(NULL),
-  mUpdateManager(NULL),
-  mRenderManager(NULL),
-  mDiscardQueue(NULL),
-  mResourcePostProcessQueue(),
-  mNotificationManager(NULL),
-  mFontFactory(NULL),
-  mImageFactory(NULL),
-  mModelFactory(NULL),
-  mShaderFactory(NULL),
-  mEmojiFactory(NULL),
   mIsActive(true),
   mProcessingEvent(false)
 {
@@ -106,64 +98,43 @@ Core::Core( RenderController& renderController, PlatformAbstraction& platform,
 
   mPropertyNotificationManager = PropertyNotificationManager::New();
 
-  std::vector< ResourcePostProcessRequest> init;
-  mResourcePostProcessQueue = new ResourcePostProcessList(init);
+  mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
 
-  mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
+  mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction );
 
   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
-  TextureCache& textureCache = mRenderManager->GetTextureCache();
-  mDiscardQueue = new DiscardQueue( renderQueue );
-
-  mResourceManager = new ResourceManager(  mPlatform,
-                                          *mNotificationManager,
-                                           textureCache,
-                                          *mResourcePostProcessQueue,
-                                          *mRenderManager,
-                                          *mDiscardQueue,
-                                           renderQueue );
 
-  mTouchResampler = TouchResampler::New();
+  mDiscardQueue = new DiscardQueue( renderQueue );
 
   mUpdateManager = new UpdateManager( *mNotificationManager,
-                                       glSyncAbstraction,
                                       *mAnimationPlaylist,
                                       *mPropertyNotificationManager,
-                                      *mResourceManager,
                                       *mDiscardQueue,
                                        renderController,
                                       *mRenderManager,
                                        renderQueue,
-                                       textureCache,
-                                      *mTouchResampler );
+                                      *mRenderTaskProcessor );
 
-  mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager );
+  mRenderManager->SetShaderSaver( *mUpdateManager );
 
   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
 
+  // This must be called after stage is created but before stage initialization
+  mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
+
   mStage->Initialize();
 
   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
 
-  mFontFactory = new FontFactory(*mResourceClient);
-  mImageFactory = new ImageFactory( *mResourceClient );
-  mModelFactory = new ModelFactory(*mResourceClient);
-  mShaderFactory = new ShaderFactory(*mResourceClient);
-  mShaderFactory->LoadDefaultShaders();
-  mEmojiFactory = new EmojiFactory();
+  mShaderFactory = new ShaderFactory();
+  mUpdateManager->SetShaderSaver( *mShaderFactory );
 
   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
 }
 
 Core::~Core()
 {
-  /**
-   * TODO this should be done by Adaptor, Core does not know about threading
-   * First stop the resource loading thread(s)
-   */
-  mPlatform.JoinLoaderThreads();
-
   /*
    * The order of destructing these singletons is important!!!
    */
@@ -171,7 +142,15 @@ Core::~Core()
   // clear the thread local storage first
   // allows core to be created / deleted many times in the same thread (how TET cases work).
   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
-  ThreadLocalStorage::Get().Remove();
+  ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
+  if( tls )
+  {
+    tls->Remove();
+    delete tls;
+  }
+
+  // Stop relayout requests being raised on stage destruction
+  mRelayoutController.Reset();
 
   // Clean-up stage - remove default camera and root layer
   mStage->Uninitialize();
@@ -179,21 +158,18 @@ Core::~Core()
   // remove (last?) reference to stage
   mStage.Reset();
 
-  delete mEventProcessor;
-  delete mGestureEventProcessor;
-  delete mNotificationManager;
-  delete mFontFactory;
-  delete mImageFactory;
-  delete mModelFactory;
-  delete mShaderFactory;
-  delete mResourceClient;
-  delete mResourceManager;
-  delete mUpdateManager;
-  delete mTouchResampler;
-  delete mEmojiFactory;
-  delete mRenderManager;
-  delete mDiscardQueue;
-  delete mResourcePostProcessQueue;
+}
+
+Integration::ContextNotifierInterface* Core::GetContextNotifier()
+{
+  return mStage.Get();
+}
+
+void Core::RecoverFromContextLoss()
+{
+  DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
+
+  mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
 }
 
 void Core::ContextCreated()
@@ -201,20 +177,31 @@ void Core::ContextCreated()
   mRenderManager->ContextCreated();
 }
 
-void Core::ContextToBeDestroyed()
+void Core::ContextDestroyed()
 {
   mRenderManager->ContextDestroyed();
 }
 
-void Core::SurfaceResized(unsigned int width, unsigned int height)
+void Core::SurfaceResized( unsigned int width, unsigned int height )
+{
+  mStage->SurfaceResized( width, height );
+
+  // The stage-size may be less than surface-size (reduced by top-margin)
+  Vector2 size = mStage->GetSize();
+  mRelayoutController->SetStageSize( size.width, size.height );
+}
+
+void Core::SetTopMargin( unsigned int margin )
 {
-  mStage->SetSize(width, height);
+  mStage->SetTopMargin( margin );
+
+  // The stage-size may be less than surface-size (reduced by top-margin)
+  Vector2 size = mStage->GetSize();
+  mRelayoutController->SetStageSize( size.width, size.height );
 }
 
-void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
+void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
 {
-  mPlatform.SetDpi( dpiHorizontal, dpiVertical  );
-  mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
 }
 
@@ -233,20 +220,8 @@ void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds,
   // Check the Notification Manager message queue to set needsNotification
   status.needsNotification = mNotificationManager->MessagesToProcess();
 
-  // If there are notifications to process keep the update thread running as well.
-  // A notification event might add a new actor or animation to the stage which needs
-  // update thread to process it. This also prevents update thread from sleeping
-  // while actor thread is still processing events.
-  if ( status.needsNotification )
-  {
-    status.keepUpdating |= Integration::KeepUpdating::NOTIFICATIONS_PENDING;
-  }
-
-  if ( mResourceManager->ResourcesToProcess() )
-  {
-    // If we are still processing resources, then we have to continue the update
-    status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
-  }
+  // No need to keep update running if there are notifications to process.
+  // Any message to update will wake it up anyways
 }
 
 void Core::Render( RenderStatus& status )
@@ -258,21 +233,24 @@ void Core::Render( RenderStatus& status )
 
 void Core::Suspend()
 {
-  mPlatform.Suspend();
-
   mIsActive = false;
 }
 
 void Core::Resume()
 {
-  mPlatform.Resume();
-
   mIsActive = true;
 
   // trigger processing of events queued up while paused
   ProcessEvents();
 }
 
+void Core::SceneCreated()
+{
+  mStage->EmitSceneCreatedSignal();
+
+  mRelayoutController->OnApplicationSceneCreated();
+}
+
 void Core::QueueEvent( const Integration::Event& event )
 {
   mEventProcessor->QueueEvent( event );
@@ -283,17 +261,16 @@ void Core::ProcessEvents()
   // Guard against calls to ProcessEvents() during ProcessEvents()
   if( mProcessingEvent )
   {
-    DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
+    DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
     mRenderController.RequestProcessEventsOnIdle();
     return;
   }
 
   mProcessingEvent = true;
-
-  EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
+  mRelayoutController->SetProcessingCoreEvents( true );
 
   // Signal that any messages received will be flushed soon
-  eventToUpdate.EventProcessingStarted();
+  mUpdateManager->EventProcessingStarted();
 
   mEventProcessor->ProcessEvents();
 
@@ -302,38 +279,31 @@ void Core::ProcessEvents()
   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
   if( mIsActive )
   {
-    // Emit signal here to start size negotiation and control relayout.
+    // Emit signal here to inform listeners that event processing has finished.
     mStage->EmitEventProcessingFinishedSignal();
 
-    // Flush discard queue for image factory
-    mImageFactory->FlushReleaseQueue();
-
-    // send text requests if required
-    mFontFactory->SendTextRequests();
+    // Run the size negotiation after event processing finished signal
+    mRelayoutController->Relayout();
 
     // Flush any queued messages for the update-thread
-    const bool messagesToProcess = eventToUpdate.FlushQueue();
+    const bool messagesToProcess = mUpdateManager->FlushQueue();
 
     // Check if the touch or gestures require updates.
-    const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
 
-    if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
+    if( messagesToProcess || gestureNeedsUpdate )
     {
       // tell the render controller to keep update thread running
       mRenderController.RequestUpdate();
     }
   }
 
+  mRelayoutController->SetProcessingCoreEvents( false );
+
   // ProcessEvents() may now be called again
   mProcessingEvent = false;
 }
 
-void Core::UpdateTouchData(const Integration::TouchData& touch)
-{
-  mTouchResampler->SendTouchData( touch );
-}
-
 unsigned int Core::GetMaximumUpdateCount() const
 {
   return MAXIMUM_UPDATE_COUNT;
@@ -389,31 +359,6 @@ NotificationManager& Core::GetNotificationManager()
   return *(mNotificationManager);
 }
 
-ResourceManager& Core::GetResourceManager()
-{
-  return *(mResourceManager);
-}
-
-ResourceClient& Core::GetResourceClient()
-{
-  return *(mResourceClient);
-}
-
-FontFactory& Core::GetFontFactory()
-{
-  return *(mFontFactory);
-}
-
-ImageFactory& Core::GetImageFactory()
-{
-  return *(mImageFactory);
-}
-
-ModelFactory& Core::GetModelFactory()
-{
-  return *(mModelFactory);
-}
-
 ShaderFactory& Core::GetShaderFactory()
 {
   return *(mShaderFactory);
@@ -424,15 +369,15 @@ GestureEventProcessor& Core::GetGestureEventProcessor()
   return *(mGestureEventProcessor);
 }
 
-EmojiFactory& Core::GetEmojiFactory()
+RelayoutController& Core::GetRelayoutController()
 {
-  return *mEmojiFactory;
+  return *(mRelayoutController.Get());
 }
 
 void Core::CreateThreadLocalStorage()
 {
   // a pointer to the ThreadLocalStorage object will be stored in TLS
-  // and automatically deleted when the thread is killed
+  // The ThreadLocalStorage object should be deleted by the Core destructor
   new ThreadLocalStorage(this);
 }