/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 <dali/internal/common/core-impl.h>
// INTERNAL INCLUDES
-#include <dali/integration-api/system-overlay.h>
+#include <dali/graphics-api/graphics-controller.h>
#include <dali/integration-api/core.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/gl-context-helper-abstraction.h>
#include <dali/integration-api/platform-abstraction.h>
+#include <dali/integration-api/processor-interface.h>
#include <dali/integration-api/render-controller.h>
#include <dali/internal/event/actors/actor-impl.h>
#include <dali/internal/event/animation/animation-playlist.h>
+#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/event/common/notification-manager.h>
#include <dali/internal/event/common/property-notification-manager.h>
#include <dali/internal/event/common/stage-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/update/manager/update-manager.h>
#include <dali/internal/render/common/performance-monitor.h>
#include <dali/internal/render/common/render-manager.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::RenderManager;
using Dali::Internal::SceneGraph::RenderQueue;
+using Dali::Internal::SceneGraph::UpdateManager;
namespace
{
// The Update for frame N+1 may be processed whilst frame N is being rendered.
-const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
+const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
#if defined(DEBUG_ENABLED)
Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
#endif
-}
+} // namespace
namespace Dali
{
-
namespace Internal
{
-
-using Integration::RenderController;
-using Integration::PlatformAbstraction;
-using Integration::GlSyncAbstraction;
-using Integration::GestureManager;
-using Integration::GlAbstraction;
using Integration::Event;
-using Integration::UpdateStatus;
+using Integration::GlAbstraction;
+using Integration::GlContextHelperAbstraction;
+using Integration::PlatformAbstraction;
+using Integration::RenderController;
using Integration::RenderStatus;
+using Integration::UpdateStatus;
-Core::Core( RenderController& renderController,
- PlatformAbstraction& platform,
- GlAbstraction& glAbstraction,
- GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager,
- ResourcePolicy::DataRetention dataRetentionPolicy,
- bool renderToFboEnabled )
-: mRenderController( renderController ),
+Core::Core(RenderController& renderController,
+ PlatformAbstraction& platform,
+ Graphics::Controller& graphicsController,
+ Integration::RenderToFrameBuffer renderToFboEnabled,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable)
+: mRenderController(renderController),
mPlatform(platform),
- mProcessingEvent(false)
+ mGraphicsController(graphicsController),
+ mProcessingEvent(false),
+ mForceNextUpdate(false)
{
// Create the thread local storage
CreateThreadLocalStorage();
// This does nothing until Core is built with --enable-performance-monitor
- PERFORMANCE_MONITOR_INIT( platform );
+ PERFORMANCE_MONITOR_INIT(platform);
mNotificationManager = new NotificationManager();
mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction );
+ mRenderManager = RenderManager::New(graphicsController, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable);
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
- mDiscardQueue = new DiscardQueue( renderQueue );
+ mDiscardQueue = new DiscardQueue(renderQueue);
- mUpdateManager = new UpdateManager( *mNotificationManager,
- *mAnimationPlaylist,
- *mPropertyNotificationManager,
- *mDiscardQueue,
- renderController,
- *mRenderManager,
- renderQueue,
- *mRenderTaskProcessor );
+ mUpdateManager = new UpdateManager(*mNotificationManager,
+ *mAnimationPlaylist,
+ *mPropertyNotificationManager,
+ *mDiscardQueue,
+ renderController,
+ *mRenderManager,
+ renderQueue,
+ *mRenderTaskProcessor);
- mRenderManager->SetShaderSaver( *mUpdateManager );
+ mRenderManager->SetShaderSaver(*mUpdateManager);
- mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager, mRenderController ) );
+ mObjectRegistry = ObjectRegistry::New();
- // This must be called after stage is created but before stage initialization
- mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
+ mStage = IntrusivePtr<Stage>(Stage::New(*mUpdateManager));
- mStage->Initialize( renderToFboEnabled );
+ // This must be called after stage is created but before stage initialization
+ mRelayoutController = IntrusivePtr<RelayoutController>(new RelayoutController(mRenderController));
- mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController );
- mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );
+ mGestureEventProcessor = new GestureEventProcessor(*mUpdateManager, mRenderController);
mShaderFactory = new ShaderFactory();
- mUpdateManager->SetShaderSaver( *mShaderFactory );
+ mUpdateManager->SetShaderSaver(*mShaderFactory);
GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
}
// 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* tls = ThreadLocalStorage::GetInternal();
- if( tls )
+ if(tls)
{
tls->Remove();
- delete tls;
+ tls->Unreference();
}
+ mObjectRegistry.Reset();
+
// Stop relayout requests being raised on stage destruction
mRelayoutController.Reset();
- // Clean-up stage - remove default camera and root layer
- mStage->Uninitialize();
-
// remove (last?) reference to stage
mStage.Reset();
+}
+void Core::Initialize()
+{
+ mStage->Initialize(*mScenes[0]);
}
Integration::ContextNotifierInterface* Core::GetContextNotifier()
void Core::ContextCreated()
{
- mRenderManager->ContextCreated();
}
void Core::ContextDestroyed()
{
- mRenderManager->ContextDestroyed();
-}
-
-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->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 )
-{
- mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
}
-void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
+void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo, bool uploadOnly)
{
// set the time delta so adaptor can easily print FPS with a release build with 0 as
// it is cached by frametime
// 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( elapsedSeconds,
- lastVSyncTimeMilliseconds,
- nextVSyncTimeMilliseconds,
- renderToFboEnabled,
- isRenderingToFbo );
+ status.keepUpdating = mUpdateManager->Update(elapsedSeconds,
+ lastVSyncTimeMilliseconds,
+ nextVSyncTimeMilliseconds,
+ renderToFboEnabled,
+ isRenderingToFbo,
+ uploadOnly);
// Check the Notification Manager message queue to set needsNotification
status.needsNotification = mNotificationManager->MessagesToProcess();
// Any message to update will wake it up anyways
}
-void Core::Render( RenderStatus& status )
+void Core::PreRender(RenderStatus& status, bool forceClear)
+{
+ mRenderManager->PreRender(status, forceClear);
+}
+
+void Core::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
+{
+ mRenderManager->PreRender(scene, damagedRects);
+}
+
+void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
+{
+ mRenderManager->RenderScene(status, scene, renderToFbo);
+}
+
+void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
+{
+ mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
+}
+
+void Core::PostRender()
{
- mRenderManager->Render( status );
+ mRenderManager->PostRender();
}
void Core::SceneCreated()
mStage->EmitSceneCreatedSignal();
mRelayoutController->OnApplicationSceneCreated();
+
+ for(const auto& scene : mScenes)
+ {
+ Dali::Actor sceneRootLayer = scene->GetRootLayer();
+ mRelayoutController->RequestRelayoutTree(sceneRootLayer);
+ }
}
-void Core::QueueEvent( const Integration::Event& event )
+void Core::QueueEvent(const Integration::Event& event)
{
- mEventProcessor->QueueEvent( event );
+ if(mScenes.size() != 0)
+ {
+ mScenes.front()->QueueEvent(event);
+ }
}
void Core::ProcessEvents()
{
// Guard against calls to ProcessEvents() during ProcessEvents()
- if( mProcessingEvent )
+ if(mProcessingEvent)
{
- DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
- mRenderController.RequestProcessEventsOnIdle( false );
+ DALI_LOG_ERROR("ProcessEvents should not be called from within ProcessEvents!\n");
+ mRenderController.RequestProcessEventsOnIdle(false);
return;
}
mProcessingEvent = true;
- mRelayoutController->SetProcessingCoreEvents( true );
+ mRelayoutController->SetProcessingCoreEvents(true);
// Signal that any messages received will be flushed soon
mUpdateManager->EventProcessingStarted();
- mEventProcessor->ProcessEvents();
+ // Scene could be added or removed while processing the events
+ // Copy the Scene container locally to avoid possibly invalid iterator
+ SceneContainer scenes = mScenes;
+
+ // process events in all scenes
+ for(auto scene : scenes)
+ {
+ scene->ProcessEvents();
+ }
mNotificationManager->ProcessMessages();
// Emit signal here to inform listeners that event processing has finished.
- mStage->EmitEventProcessingFinishedSignal();
+ for(auto scene : scenes)
+ {
+ scene->EmitEventProcessingFinishedSignal();
+ }
+
+ // Run any registered processors
+ RunProcessors();
// Run the size negotiation after event processing finished signal
mRelayoutController->Relayout();
+ // Run any registered post processors
+ RunPostProcessors();
+
// Rebuild depth tree after event processing has finished
- mStage->RebuildDepthTree();
+ for(auto scene : scenes)
+ {
+ scene->RebuildDepthTree();
+ }
// Flush any queued messages for the update-thread
const bool messagesToProcess = mUpdateManager->FlushQueue();
// Check if the touch or gestures require updates.
const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
// Check if the next update is forced.
- const bool forceUpdate = mStage->IsNextUpdateForced();
+ const bool forceUpdate = IsNextUpdateForced();
- if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
+ if(messagesToProcess || gestureNeedsUpdate || forceUpdate)
{
// tell the render controller to keep update thread running
- mRenderController.RequestUpdate( forceUpdate );
+ mRenderController.RequestUpdate(forceUpdate);
}
- mRelayoutController->SetProcessingCoreEvents( false );
+ mRelayoutController->SetProcessingCoreEvents(false);
// ProcessEvents() may now be called again
mProcessingEvent = false;
}
-unsigned int Core::GetMaximumUpdateCount() const
+uint32_t Core::GetMaximumUpdateCount() const
{
return MAXIMUM_UPDATE_COUNT;
}
-Integration::SystemOverlay& Core::GetSystemOverlay()
+void Core::RegisterProcessor(Integration::Processor& processor, bool postProcessor)
{
- return mStage->GetSystemOverlay();
+ if(postProcessor)
+ {
+ mPostProcessors.PushBack(&processor);
+ }
+ else
+ {
+ mProcessors.PushBack(&processor);
+ }
}
-void Core::SetViewMode( ViewMode viewMode )
+void Core::UnregisterProcessor(Integration::Processor& processor, bool postProcessor)
{
- mStage->SetViewMode( viewMode );
+ if(postProcessor)
+ {
+ auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), &processor);
+ if(iter != mPostProcessors.End())
+ {
+ mPostProcessors.Erase(iter);
+ }
+ }
+ else
+ {
+ auto iter = std::find(mProcessors.Begin(), mProcessors.End(), &processor);
+ if(iter != mProcessors.End())
+ {
+ mProcessors.Erase(iter);
+ }
+ }
}
-ViewMode Core::GetViewMode() const
+void Core::RunProcessors()
{
- return mStage->GetViewMode();
-}
+ // Copy processor pointers to prevent changes to vector affecting loop iterator.
+ Dali::Vector<Integration::Processor*> processors(mProcessors);
-void Core::SetStereoBase( float stereoBase )
-{
- mStage->SetStereoBase( stereoBase );
+ for(auto processor : processors)
+ {
+ if(processor)
+ {
+ processor->Process(false);
+ }
+ }
}
-float Core::GetStereoBase() const
+void Core::RunPostProcessors()
{
- return mStage->GetStereoBase();
+ // Copy processor pointers to prevent changes to vector affecting loop iterator.
+ Dali::Vector<Integration::Processor*> processors(mPostProcessors);
+
+ for(auto processor : processors)
+ {
+ if(processor)
+ {
+ processor->Process(true);
+ }
+ }
}
StagePtr Core::GetCurrentStage()
return *(mRelayoutController.Get());
}
+ObjectRegistry& Core::GetObjectRegistry() const
+{
+ return *(mObjectRegistry.Get());
+}
+
+EventThreadServices& Core::GetEventThreadServices()
+{
+ return *this;
+}
+
+PropertyNotificationManager& Core::GetPropertyNotificationManager() const
+{
+ return *(mPropertyNotificationManager);
+}
+
+AnimationPlaylist& Core::GetAnimationPlaylist() const
+{
+ return *(mAnimationPlaylist);
+}
+
+Integration::GlAbstraction& Core::GetGlAbstraction() const
+{
+ return mGraphicsController.GetGlAbstraction();
+}
+
+void Core::AddScene(Scene* scene)
+{
+ mScenes.push_back(scene);
+}
+
+void Core::RemoveScene(Scene* scene)
+{
+ auto iter = std::find(mScenes.begin(), mScenes.end(), scene);
+ if(iter != mScenes.end())
+ {
+ mScenes.erase(iter);
+ }
+}
+
void Core::CreateThreadLocalStorage()
{
// a pointer to the ThreadLocalStorage object will be stored in TLS
// The ThreadLocalStorage object should be deleted by the Core destructor
- new ThreadLocalStorage(this);
+ ThreadLocalStorage* tls = new ThreadLocalStorage(this);
+ tls->Reference();
+}
+
+void Core::RegisterObject(Dali::BaseObject* object)
+{
+ mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
+ mObjectRegistry->RegisterObject(object);
+}
+
+void Core::UnregisterObject(Dali::BaseObject* object)
+{
+ mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
+ mObjectRegistry->UnregisterObject(object);
+}
+
+Integration::RenderController& Core::GetRenderController()
+{
+ return mRenderController;
+}
+
+uint32_t* Core::ReserveMessageSlot(uint32_t size, bool updateScene)
+{
+ return mUpdateManager->ReserveMessageSlot(size, updateScene);
+}
+
+BufferIndex Core::GetEventBufferIndex() const
+{
+ return mUpdateManager->GetEventBufferIndex();
+}
+
+void Core::ForceNextUpdate()
+{
+ mForceNextUpdate = true;
+}
+
+bool Core::IsNextUpdateForced()
+{
+ bool nextUpdateForced = mForceNextUpdate;
+ mForceNextUpdate = false;
+ return nextUpdateForced;
}
} // namespace Internal