/*
- * Copyright (c) 2019 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/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/integration-api/render-surface.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/common/thread-local-storage.h>
-#include <dali/internal/event/common/event-thread-services.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/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
{
#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::Event;
using Integration::GlAbstraction;
using Integration::GlContextHelperAbstraction;
-using Integration::Event;
-using Integration::UpdateStatus;
+using Integration::PlatformAbstraction;
+using Integration::RenderController;
using Integration::RenderStatus;
+using Integration::UpdateStatus;
-Core::Core( RenderController& renderController,
- PlatformAbstraction& platform,
- GlAbstraction& glAbstraction,
- GlSyncAbstraction& glSyncAbstraction,
- GlContextHelperAbstraction& glContextHelperAbstraction,
- ResourcePolicy::DataRetention dataRetentionPolicy,
- Integration::RenderToFrameBuffer renderToFboEnabled,
- Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
-: 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),
+ mGraphicsController(graphicsController),
mProcessingEvent(false),
- mForceNextUpdate( 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, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable );
+ 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);
mObjectRegistry = ObjectRegistry::New();
- mStage = IntrusivePtr<Stage>( Stage::New( *mUpdateManager ) );
+ mStage = IntrusivePtr<Stage>(Stage::New(*mUpdateManager));
// This must be called after stage is created but before stage initialization
- mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
+ mRelayoutController = IntrusivePtr<RelayoutController>(new RelayoutController(mRenderController));
- mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, mRenderController );
+ 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();
// remove (last?) reference to stage
mStage.Reset();
-
}
void Core::Initialize()
{
- mStage->Initialize( *mScenes[0] );
+ mStage->Initialize(*mScenes[0]);
}
Integration::ContextNotifierInterface* Core::GetContextNotifier()
void Core::ContextCreated()
{
- mRenderManager->ContextCreated();
}
void Core::ContextDestroyed()
{
- mRenderManager->ContextDestroyed();
-}
-
-void Core::SurfaceDeleted( Integration::RenderSurface* surface )
-{
- for( auto scene : mScenes )
- {
- if( scene->GetSurface() == surface )
- {
- scene->SurfaceDeleted();
- break;
- }
- }
}
-void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t 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)
{
// 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);
// Check the Notification Manager message queue to set needsNotification
status.needsNotification = mNotificationManager->MessagesToProcess();
- // Check if the default surface is changed
- status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
-
// 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, bool forceClear, bool uploadOnly )
+void Core::PreRender(RenderStatus& status, bool forceClear, bool uploadOnly)
{
- mRenderManager->Render( status, forceClear, uploadOnly );
+ mRenderManager->PreRender(status, forceClear, uploadOnly);
+}
+
+void Core::PreRender(RenderStatus& status, Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
+{
+ mRenderManager->PreRender(status, 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(bool uploadOnly)
+{
+ mRenderManager->PostRender(uploadOnly);
}
void Core::SceneCreated()
mRelayoutController->OnApplicationSceneCreated();
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for(const auto& scene : mScenes)
{
- Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
- mRelayoutController->RequestRelayoutTree( sceneRootLayer );
+ Dali::Actor sceneRootLayer = scene->GetRootLayer();
+ mRelayoutController->RequestRelayoutTree(sceneRootLayer);
}
}
-void Core::QueueEvent( const Integration::Event& event )
+void Core::QueueEvent(const Integration::Event& event)
{
- if (mScenes.size() != 0)
+ if(mScenes.size() != 0)
{
- mScenes.front()->QueueEvent( event );
+ 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();
SceneContainer scenes = mScenes;
// process events in all scenes
- for( auto scene : scenes )
+ for(auto scene : scenes)
{
scene->ProcessEvents();
}
mNotificationManager->ProcessMessages();
// Emit signal here to inform listeners that event processing has finished.
- for( auto scene : scenes )
+ for(auto scene : scenes)
{
scene->EmitEventProcessingFinishedSignal();
}
// 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
- for( auto scene : scenes )
+ for(auto scene : scenes)
{
scene->RebuildDepthTree();
}
// Check if the next update is forced.
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;
return MAXIMUM_UPDATE_COUNT;
}
-void Core::RegisterProcessor( Integration::Processor& processor )
+void Core::RegisterProcessor(Integration::Processor& processor, bool postProcessor)
{
- mProcessors.PushBack(&processor);
+ if(postProcessor)
+ {
+ mPostProcessors.PushBack(&processor);
+ }
+ else
+ {
+ mProcessors.PushBack(&processor);
+ }
}
-void Core::UnregisterProcessor( Integration::Processor& processor )
+void Core::UnregisterProcessor(Integration::Processor& processor, bool postProcessor)
{
- auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
- if( iter != mProcessors.End() )
+ if(postProcessor)
{
- mProcessors.Erase( iter );
+ 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);
+ }
}
}
void Core::RunProcessors()
{
// Copy processor pointers to prevent changes to vector affecting loop iterator.
- Dali::Vector<Integration::Processor*> processors( mProcessors );
+ Dali::Vector<Integration::Processor*> processors(mProcessors);
- for( auto processor : processors )
+ for(auto processor : processors)
{
- if( processor )
+ if(processor)
{
- processor->Process();
+ processor->Process(false);
+ }
+ }
+}
+
+void Core::RunPostProcessors()
+{
+ // 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);
}
}
}
return *(mAnimationPlaylist);
}
-void Core::AddScene( Scene* scene )
+Integration::GlAbstraction& Core::GetGlAbstraction() const
+{
+ return mGraphicsController.GetGlAbstraction();
+}
+
+void Core::AddScene(Scene* scene)
{
- mScenes.push_back( scene );
+ mScenes.push_back(scene);
}
-void Core::RemoveScene( Scene* scene )
+void Core::RemoveScene(Scene* scene)
{
- auto iter = std::find( mScenes.begin(), mScenes.end(), scene );
- if( iter != mScenes.end() )
+ auto iter = std::find(mScenes.begin(), mScenes.end(), scene);
+ if(iter != mScenes.end())
{
- mScenes.erase( iter );
+ mScenes.erase(iter);
}
}
{
// 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 )
+void Core::RegisterObject(Dali::BaseObject* object)
{
mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
- mObjectRegistry->RegisterObject( object );
+ mObjectRegistry->RegisterObject(object);
}
-void Core::UnregisterObject( Dali::BaseObject* object )
+void Core::UnregisterObject(Dali::BaseObject* object)
{
mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
- mObjectRegistry->UnregisterObject( object );
+ mObjectRegistry->UnregisterObject(object);
}
Integration::RenderController& Core::GetRenderController()
return mRenderController;
}
-uint32_t* Core::ReserveMessageSlot( uint32_t size, bool updateScene )
+uint32_t* Core::ReserveMessageSlot(uint32_t size, bool updateScene)
{
- return mUpdateManager->ReserveMessageSlot( size, updateScene );
+ return mUpdateManager->ReserveMessageSlot(size, updateScene);
}
BufferIndex Core::GetEventBufferIndex() const
bool Core::IsNextUpdateForced()
{
bool nextUpdateForced = mForceNextUpdate;
- mForceNextUpdate = false;
+ mForceNextUpdate = false;
return nextUpdateForced;
}