-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2015 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include <dali/internal/common/core-impl.h>
// 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/update/manager/update-manager.h>
-#include <dali/internal/render/common/performance-monitor.h>
-#include <dali/internal/render/common/render-manager.h>
+#include <dali/internal/event/images/image-factory.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/common/event-to-update.h>
-#include <dali/internal/common/frame-time.h>
+#include <dali/internal/update/common/texture-cache-dispatcher.h>
+#include <dali/internal/update/manager/update-manager.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/common/performance-monitor.h>
+#include <dali/internal/render/common/render-manager.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
#include <dali/internal/render/gl-resources/context.h>
using Dali::Internal::SceneGraph::DiscardQueue;
using Dali::Internal::SceneGraph::RenderQueue;
using Dali::Internal::SceneGraph::TextureCache;
+using Dali::Internal::SceneGraph::TextureCacheDispatcher;
+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
{
Core::Core( RenderController& renderController, PlatformAbstraction& platform,
GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager)
+ GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
: mRenderController( renderController ),
mPlatform(platform),
mGestureEventProcessor(NULL),
mUpdateManager(NULL),
mRenderManager(NULL),
mDiscardQueue(NULL),
- mResourcePostProcessQueue(),
+ mTextureUploadedQueue(),
mNotificationManager(NULL),
- mFrameTime(NULL),
- mFontFactory(NULL),
mImageFactory(NULL),
- mModelFactory(NULL),
mShaderFactory(NULL),
- mEmojiFactory(NULL),
mIsActive(true),
mProcessingEvent(false)
{
mPropertyNotificationManager = PropertyNotificationManager::New();
- std::vector< ResourcePostProcessRequest> init;
- mResourcePostProcessQueue = new ResourcePostProcessList(init);
+ mTextureUploadedQueue = new LockedResourceQueue;
- mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
TextureCache& textureCache = mRenderManager->GetTextureCache();
+
+ ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
+ if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
+ {
+ discardPolicy = ResourcePolicy::OWNED_RETAIN;
+ }
+ textureCache.SetDiscardBitmapsPolicy(discardPolicy);
+
+ mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
+
mDiscardQueue = new DiscardQueue( renderQueue );
mResourceManager = new ResourceManager( mPlatform,
*mNotificationManager,
- textureCache,
- *mResourcePostProcessQueue,
- *mRenderManager,
+ *mTextureCacheDispatcher,
+ *mTextureUploadedQueue,
*mDiscardQueue,
renderQueue );
- mTouchResampler = TouchResampler::New();
-
mUpdateManager = new UpdateManager( *mNotificationManager,
- glSyncAbstraction,
*mAnimationPlaylist,
*mPropertyNotificationManager,
*mResourceManager,
renderController,
*mRenderManager,
renderQueue,
- textureCache,
- *mTouchResampler );
+ *mTextureCacheDispatcher );
- 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();
- mUpdateManager->SetRenderTaskList( &mStage->GetRenderTaskList() );
+ mResourceClient = new ResourceClient( *mResourceManager, *mStage );
mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
- mFrameTime = new FrameTime( mPlatform );
- mFontFactory = new FontFactory(*mResourceClient);
mImageFactory = new ImageFactory( *mResourceClient );
- mModelFactory = new ModelFactory(*mResourceClient);
- mShaderFactory = new ShaderFactory(*mResourceClient);
+ mShaderFactory = new ShaderFactory();
+ mUpdateManager->SetShaderSaver( *mShaderFactory );
mShaderFactory->LoadDefaultShaders();
- mEmojiFactory = new EmojiFactory();
GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
}
// 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();
+ }
+
+ // Stop relayout requests being raised on stage destruction
+ mRelayoutController.Reset();
// Clean-up stage - remove default camera and root layer
mStage->Uninitialize();
delete mEventProcessor;
delete mGestureEventProcessor;
delete mNotificationManager;
- delete mFontFactory;
delete mImageFactory;
- delete mModelFactory;
delete mShaderFactory;
delete mResourceClient;
delete mResourceManager;
+ delete mDiscardQueue;
+ delete mTextureCacheDispatcher;
delete mUpdateManager;
- delete mTouchResampler;
- delete mEmojiFactory;
delete mRenderManager;
- delete mDiscardQueue;
- delete mResourcePostProcessQueue;
- delete mFrameTime;
+ delete mTextureUploadedQueue;
}
-void Core::ContextCreated()
+Integration::ContextNotifierInterface* Core::GetContextNotifier()
{
- mRenderManager->ContextCreated();
+ return mStage.Get();
}
-void Core::ContextToBeDestroyed()
+void Core::RecoverFromContextLoss()
{
- mRenderManager->ContextDestroyed();
+ DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
+
+ mImageFactory->RecoverFromContextLoss(); // Reload images from files
+ mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
}
-void Core::SurfaceResized(unsigned int width, unsigned int height)
+void Core::ContextCreated()
{
- mStage->SetSize(width, height);
+ mRenderManager->ContextCreated();
}
-void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
+void Core::ContextDestroyed()
{
- mPlatform.SetDpi( dpiHorizontal, dpiVertical );
- mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
- mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
+ mRenderManager->ContextDestroyed();
}
-void Core::SetMinimumFrameTimeInterval(unsigned int interval)
+void Core::SurfaceResized( unsigned int width, unsigned int height )
{
- mFrameTime->SetMinimumFrameTimeInterval(interval);
+ mStage->SetSize( width, height );
+ mRelayoutController->SetStageSize( width, height );
}
-void Core::Update( UpdateStatus& status )
+void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
{
- // get the last delta and the predict when this update will be rendered
- float lastFrameDelta( 0.0f );
- unsigned int lastVSyncTime( 0 );
- unsigned int nextVSyncTime( 0 );
- mFrameTime->PredictNextVSyncTime( lastFrameDelta, lastVSyncTime, nextVSyncTime );
+ mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
+}
+void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
+{
// set the time delta so adaptor can easily print FPS with a release build with 0 as
// it is cached by frametime
- status.secondsFromLastFrame = lastFrameDelta;
+ status.secondsFromLastFrame = elapsedSeconds;
// Render returns true when there are updates on the stage or one or more animations are completed.
// Use the estimated time diff till we render as the elapsed time.
- status.keepUpdating = mUpdateManager->Update( lastFrameDelta, lastVSyncTime, nextVSyncTime );
+ status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
+ lastVSyncTimeMilliseconds,
+ nextVSyncTimeMilliseconds );
// 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;
- }
+ // No need to keep update running if there are notifications to process.
+ // Any message to update will wake it up anyways
if ( mResourceManager->ResourcesToProcess() )
{
void Core::Suspend()
{
- if( mFrameTime )
- {
- mFrameTime->Suspend();
- }
-
mPlatform.Suspend();
mIsActive = false;
void Core::Resume()
{
- if( mFrameTime )
- {
- mFrameTime->Resume();
- }
-
mPlatform.Resume();
mIsActive = true;
ProcessEvents();
}
-void Core::Sleep()
-{
- if( mFrameTime )
- {
- mFrameTime->Sleep();
- }
-}
-
-void Core::WakeUp()
+void Core::SceneCreated()
{
- if( mFrameTime )
- {
- mFrameTime->WakeUp();
- }
-}
+ mStage->EmitSceneCreatedSignal();
-void Core::VSync( unsigned int frameNumber, unsigned int seconds, unsigned int microseconds )
-{
- // Can't use passed in time as that is not the clock the touch events use so our predicted render value will be meaningless.
- mFrameTime->SetVSyncTime( frameNumber );
+ mRelayoutController->OnApplicationSceneCreated();
}
void Core::QueueEvent( const Integration::Event& event )
// 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();
// Emit signal here to start size negotiation and control relayout.
mStage->EmitEventProcessingFinishedSignal();
+ // Run the size negotiation after event processing finished signal
+ mRelayoutController->Relayout();
+
// Flush discard queue for image factory
mImageFactory->FlushReleaseQueue();
- // send text requests if required
- mFontFactory->SendTextRequests();
-
// 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;
return *(mResourceClient);
}
-FontFactory& Core::GetFontFactory()
-{
- return *(mFontFactory);
-}
-
ImageFactory& Core::GetImageFactory()
{
return *(mImageFactory);
}
-ModelFactory& Core::GetModelFactory()
-{
- return *(mModelFactory);
-}
-
ShaderFactory& Core::GetShaderFactory()
{
return *(mShaderFactory);
return *(mGestureEventProcessor);
}
-EmojiFactory& Core::GetEmojiFactory()
+RelayoutController& Core::GetRelayoutController()
{
- return *mEmojiFactory;
+ return *(mRelayoutController.Get());
}
void Core::CreateThreadLocalStorage()