Remove RenderSurface from Core
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
index 97787c7..f1c6cd4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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/integration-api/core.h>
 #include <dali/integration-api/debug.h>
-#include <dali/integration-api/platform-abstraction.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/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/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/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/event/render-tasks/render-task-list-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.
-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");
@@ -77,31 +74,24 @@ namespace Internal
 using Integration::RenderController;
 using Integration::PlatformAbstraction;
 using Integration::GlSyncAbstraction;
-using Integration::GestureManager;
 using Integration::GlAbstraction;
+using Integration::GlContextHelperAbstraction;
 using Integration::Event;
 using Integration::UpdateStatus;
 using Integration::RenderStatus;
 
-Core::Core( RenderController& renderController, PlatformAbstraction& platform,
-            GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
-            GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
+Core::Core( RenderController& renderController,
+            PlatformAbstraction& platform,
+            GlAbstraction& glAbstraction,
+            GlSyncAbstraction& glSyncAbstraction,
+            GlContextHelperAbstraction& glContextHelperAbstraction,
+            Integration::RenderToFrameBuffer renderToFboEnabled,
+            Integration::DepthBufferAvailable depthBufferAvailable,
+            Integration::StencilBufferAvailable stencilBufferAvailable )
 : 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)
+  mProcessingEvent(false),
+  mForceNextUpdate( false )
 {
   // Create the thread local storage
   CreateThreadLocalStorage();
@@ -115,72 +105,42 @@ 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, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable );
 
   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
-  TextureCache& textureCache = mRenderManager->GetTextureCache();
-
-  ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
-  if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
-  {
-    discardPolicy = ResourcePolicy::RETAIN;
-  }
-  textureCache.SetDiscardBitmapsPolicy(discardPolicy);
 
   mDiscardQueue = new DiscardQueue( renderQueue );
 
-  mResourceManager = new ResourceManager(  mPlatform,
-                                          *mNotificationManager,
-                                           textureCache,
-                                          *mResourcePostProcessQueue,
-                                          *mRenderManager,
-                                          *mDiscardQueue,
-                                           renderQueue );
-
-  mTouchResampler = TouchResampler::New();
-
   mUpdateManager = new UpdateManager( *mNotificationManager,
-                                       glSyncAbstraction,
                                       *mAnimationPlaylist,
                                       *mPropertyNotificationManager,
-                                      *mResourceManager,
                                       *mDiscardQueue,
                                        renderController,
                                       *mRenderManager,
                                        renderQueue,
-                                       textureCache,
-                                      *mTouchResampler );
+                                      *mRenderTaskProcessor );
+
+  mRenderManager->SetShaderSaver( *mUpdateManager );
 
-  mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager, dataRetentionPolicy );
+  mObjectRegistry = ObjectRegistry::New();
 
-  mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
+  mStage = IntrusivePtr<Stage>( Stage::New( *mUpdateManager ) );
 
-  mStage->Initialize();
+  // This must be called after stage is created but before stage initialization
+  mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
 
-  mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
-  mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
+  mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, mRenderController );
 
-  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!!!
    */
@@ -188,29 +148,26 @@ 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();
+    tls->Unreference();
+  }
+
+  mObjectRegistry.Reset();
 
-  // Clean-up stage - remove default camera and root layer
-  mStage->Uninitialize();
+  // Stop relayout requests being raised on stage destruction
+  mRelayoutController.Reset();
 
   // 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;
+}
+
+void Core::Initialize()
+{
+  mStage->Initialize( *mScenes[0] );
 }
 
 Integration::ContextNotifierInterface* Core::GetContextNotifier()
@@ -222,8 +179,6 @@ void Core::RecoverFromContextLoss()
 {
   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
 
-  mImageFactory->RecoverFromContextLoss(); // Reload images from files
-  mFontFactory->RecoverFromContextLoss();  // Reload glyphs from cache into new atlas
   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
 }
 
@@ -237,19 +192,7 @@ void Core::ContextDestroyed()
   mRenderManager->ContextDestroyed();
 }
 
-void Core::SurfaceResized(unsigned int width, unsigned int height)
-{
-  mStage->SetSize(width, height);
-}
-
-void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
-{
-  mPlatform.SetDpi( dpiHorizontal, dpiVertical );
-  mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
-  mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
-}
-
-void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
+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
@@ -259,48 +202,54 @@ void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds,
   // Use the estimated time diff till we render as the elapsed time.
   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
                                                 lastVSyncTimeMilliseconds,
-                                                nextVSyncTimeMilliseconds );
+                                                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
-
-  if ( mResourceManager->ResourcesToProcess() )
-  {
-    // If we are still processing resources, then we have to continue the update
-    status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
-  }
 }
 
-void Core::Render( RenderStatus& status )
+void Core::PreRender( RenderStatus& status, bool forceClear, bool uploadOnly )
 {
-  bool updateRequired = mRenderManager->Render( status );
-
-  status.SetNeedsUpdate( updateRequired );
+  mRenderManager->PreRender( status, forceClear, uploadOnly );
 }
 
-void Core::Suspend()
+void Core::RenderScene( Integration::Scene& scene, bool renderToFbo )
 {
-  mPlatform.Suspend();
+  mRenderManager->RenderScene( scene, renderToFbo );
+}
 
-  mIsActive = false;
+void Core::PostRender( bool uploadOnly )
+{
+  mRenderManager->PostRender( uploadOnly );
 }
 
-void Core::Resume()
+void Core::SceneCreated()
 {
-  mPlatform.Resume();
+  mStage->EmitSceneCreatedSignal();
 
-  mIsActive = true;
+  mRelayoutController->OnApplicationSceneCreated();
 
-  // trigger processing of events queued up while paused
-  ProcessEvents();
+  for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+  {
+    Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
+    mRelayoutController->RequestRelayoutTree( sceneRootLayer );
+  }
 }
 
 void Core::QueueEvent( const Integration::Event& event )
 {
-  mEventProcessor->QueueEvent( event );
+  if (mScenes.size() != 0)
+  {
+    mScenes.front()->QueueEvent( event );
+  }
 }
 
 void Core::ProcessEvents()
@@ -308,85 +257,98 @@ void Core::ProcessEvents()
   // Guard against calls to ProcessEvents() during ProcessEvents()
   if( mProcessingEvent )
   {
-    DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
-    mRenderController.RequestProcessEventsOnIdle();
+    DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
+    mRenderController.RequestProcessEventsOnIdle( false );
     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();
+  // 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();
 
-  // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
-  if( mIsActive )
+  // Emit signal here to inform listeners that event processing has finished.
+  for( auto scene : scenes )
   {
-    // Emit signal here to start size negotiation and control relayout.
-    mStage->EmitEventProcessingFinishedSignal();
+    scene->EmitEventProcessingFinishedSignal();
+  }
 
-    // Flush discard queue for image factory
-    mImageFactory->FlushReleaseQueue();
+  // Run any registered processors
+  RunProcessors();
 
-    // 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();
+  // Rebuild depth tree after event processing has finished
+  for( auto scene : scenes )
+  {
+    scene->RebuildDepthTree();
+  }
 
-    // Check if the touch or gestures require updates.
-    const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
-    const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
+  // Flush any queued messages for the update-thread
+  const bool messagesToProcess = mUpdateManager->FlushQueue();
 
-    if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
-    {
-      // tell the render controller to keep update thread running
-      mRenderController.RequestUpdate();
-    }
+  // Check if the touch or gestures require updates.
+  const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
+  // Check if the next update is forced.
+  const bool forceUpdate = IsNextUpdateForced();
+
+  if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
+  {
+    // tell the render controller to keep update thread running
+    mRenderController.RequestUpdate( forceUpdate );
   }
 
+  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
+uint32_t Core::GetMaximumUpdateCount() const
 {
   return MAXIMUM_UPDATE_COUNT;
 }
 
-Integration::SystemOverlay& Core::GetSystemOverlay()
-{
-  return mStage->GetSystemOverlay();
-}
-
-void Core::SetViewMode( ViewMode viewMode )
+void Core::RegisterProcessor( Integration::Processor& processor )
 {
-  mStage->SetViewMode( viewMode );
+  mProcessors.PushBack(&processor);
 }
 
-ViewMode Core::GetViewMode() const
+void Core::UnregisterProcessor( Integration::Processor& processor )
 {
-  return mStage->GetViewMode();
+  auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
+  if( iter != mProcessors.End() )
+  {
+    mProcessors.Erase( iter );
+  }
 }
 
-void Core::SetStereoBase( float stereoBase )
+void Core::RunProcessors()
 {
-  mStage->SetStereoBase( stereoBase );
-}
+  // Copy processor pointers to prevent changes to vector affecting loop iterator.
+  Dali::Vector<Integration::Processor*> processors( mProcessors );
 
-float Core::GetStereoBase() const
-{
-  return mStage->GetStereoBase();
+  for( auto processor : processors )
+  {
+    if( processor )
+    {
+      processor->Process();
+    }
+  }
 }
 
 StagePtr Core::GetCurrentStage()
@@ -414,51 +376,100 @@ NotificationManager& Core::GetNotificationManager()
   return *(mNotificationManager);
 }
 
-ResourceManager& Core::GetResourceManager()
+ShaderFactory& Core::GetShaderFactory()
 {
-  return *(mResourceManager);
+  return *(mShaderFactory);
 }
 
-ResourceClient& Core::GetResourceClient()
+GestureEventProcessor& Core::GetGestureEventProcessor()
 {
-  return *(mResourceClient);
+  return *(mGestureEventProcessor);
 }
 
-FontFactory& Core::GetFontFactory()
+RelayoutController& Core::GetRelayoutController()
 {
-  return *(mFontFactory);
+  return *(mRelayoutController.Get());
 }
 
-ImageFactory& Core::GetImageFactory()
+ObjectRegistry& Core::GetObjectRegistry() const
 {
-  return *(mImageFactory);
+  return *(mObjectRegistry.Get());
 }
 
-ModelFactory& Core::GetModelFactory()
+EventThreadServices& Core::GetEventThreadServices()
 {
-  return *(mModelFactory);
+  return *this;
 }
 
-ShaderFactory& Core::GetShaderFactory()
+PropertyNotificationManager& Core::GetPropertyNotificationManager() const
 {
-  return *(mShaderFactory);
+  return *(mPropertyNotificationManager);
 }
 
-GestureEventProcessor& Core::GetGestureEventProcessor()
+AnimationPlaylist& Core::GetAnimationPlaylist() const
 {
-  return *(mGestureEventProcessor);
+  return *(mAnimationPlaylist);
 }
 
-EmojiFactory& Core::GetEmojiFactory()
+void Core::AddScene( Scene* scene )
 {
-  return *mEmojiFactory;
+  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
-  // and automatically deleted when the thread is killed
-  new ThreadLocalStorage(this);
+  // The ThreadLocalStorage object should be deleted by the Core destructor
+  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