X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fintegration-api%2Fcore.h;h=2e57a7683c6af0517842ec106c054e2af71fb98a;hb=872c598cecbe0c7922dfdbca0d2f8009eeaff5cd;hp=fed5246df99fb3dfc14750720fe5602da8eb8700;hpb=a1a31a51052f2a0617255d5b316749b6f83ba63b;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/integration-api/core.h b/dali/integration-api/core.h index fed5246..a5051e5 100644 --- a/dali/integration-api/core.h +++ b/dali/integration-api/core.h @@ -2,7 +2,7 @@ #define DALI_INTEGRATION_CORE_H /* - * 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. @@ -19,13 +19,25 @@ */ // EXTERNAL INCLUDES -#include -#include +#include // uint32_t + +// INTERNAL INCLUDES #include -#include +#include +#include +#include +#include namespace Dali { +class Layer; +class ObjectRegistry; +class RenderTaskList; + +namespace Graphics +{ +class Controller; +} namespace Internal { @@ -34,17 +46,13 @@ class Core; namespace Integration { - class Core; -class GestureManager; -class GlAbstraction; -class GlSyncAbstraction; class PlatformAbstraction; +class Processor; class RenderController; -class SystemOverlay; +class Scene; struct Event; -struct TouchData; - +struct TouchEvent; /** * The reasons why further updates are required. @@ -53,11 +61,11 @@ namespace KeepUpdating { enum Reasons { - NOT_REQUESTED = 0, ///< Zero means that no further updates are required - STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used - ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing - MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used - RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync + NOT_REQUESTED = 0, ///< Zero means that no further updates are required + STAGE_KEEP_RENDERING = 1 << 1, ///< - Stage::KeepRendering() is being used + ANIMATIONS_RUNNING = 1 << 2, ///< - Animations are ongoing + MONITORING_PERFORMANCE = 1 << 3, ///< - The --enable-performance-monitor option is being used + RENDER_TASK_SYNC = 1 << 4 ///< - A render task is waiting for render sync }; } @@ -67,44 +75,50 @@ enum Reasons class UpdateStatus { public: - /** * Constructor */ UpdateStatus() : keepUpdating(false), needsNotification(false), - secondsFromLastFrame( 0.0f ) + secondsFromLastFrame(0.0f) { } public: - /** * Query whether the Core has further frames to update & render e.g. when animations are ongoing. * @return A bitmask of KeepUpdating values */ - unsigned int KeepUpdating() { return keepUpdating; } + uint32_t KeepUpdating() + { + return keepUpdating; + } /** * Query whether the Core requires an Notification event. * This should be sent through the same mechanism (e.g. event loop) as input events. * @return True if an Notification event should be sent. */ - bool NeedsNotification() { return needsNotification; } + bool NeedsNotification() + { + return needsNotification; + } /** * This method is provided so that FPS can be easily calculated with a release version * of Core. * @return the seconds from last frame as float */ - float SecondsFromLastFrame() { return secondsFromLastFrame; } + float SecondsFromLastFrame() + { + return secondsFromLastFrame; + } public: - - unsigned int keepUpdating; ///< A bitmask of KeepUpdating values - bool needsNotification; - float secondsFromLastFrame; + uint32_t keepUpdating; ///< A bitmask of KeepUpdating values + bool needsNotification; + float secondsFromLastFrame; }; /** @@ -113,13 +127,12 @@ public: class RenderStatus { public: - /** * Constructor */ RenderStatus() - : needsUpdate( false ), - needsPostRender( false ) + : needsUpdate(false), + needsPostRender(false) { } @@ -127,7 +140,7 @@ public: * Set whether update needs to run following a render. * @param[in] updateRequired Set to true if an update is required to be run */ - void SetNeedsUpdate( bool updateRequired ) + void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; } @@ -146,7 +159,7 @@ public: * If nothing is rendered this frame, we can skip post-render. * @param[in] postRenderRequired Set to True if post-render is required to be run */ - void SetNeedsPostRender( bool postRenderRequired ) + void SetNeedsPostRender(bool postRenderRequired) { needsPostRender = postRenderRequired; } @@ -161,9 +174,8 @@ public: } private: - - bool needsUpdate :1; ///< True if update is required to be run - bool needsPostRender :1; ///< True if post-render is required to be run. + bool needsUpdate : 1; ///< True if update is required to be run + bool needsPostRender : 1; ///< True if post-render is required to be run. }; /** @@ -184,14 +196,6 @@ private: * * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services. * - * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform. - * - * Suspend/Resume behaviour: - * - * The Core has no knowledge of the application lifecycle, but can be suspended. - * In the suspended state, input events will not be processed, and animations will not progress any further. - * The Core can still render in the suspended state; the same frame will be produced each time. - * * Multi-threading notes: * * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results @@ -207,35 +211,39 @@ private: * This is the recommended option, so that input processing will not affect the smoothness of animations. * Note that the rendering thread must be halted, before destroying the GL context. */ -class DALI_IMPORT_API Core +class DALI_CORE_API Core { public: - /** * Create a new Core. * This object is used for integration with the native windowing system. * @param[in] renderController The interface to an object which controls rendering. * @param[in] platformAbstraction The interface providing platform specific services. - * @param[in] glAbstraction The interface providing OpenGL services. - * @param[in] glSyncAbstraction The interface providing OpenGL sync objects. - * @param[in] gestureManager The interface providing gesture manager services. - * @param[in] policy The data retention policy. This depends on application setting - * and platform support. Dali should honour this policy when deciding to discard - * intermediate resource data. + * @param[in] graphicsController The interface providing graphics services + * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled. + * @param[in] depthBufferAvailable Whether the depth buffer is available + * @param[in] stencilBufferAvailable Whether the stencil buffer is available + * @param[in] partialUpdateAvailable Whether the partial update is available * @return A newly allocated Core. */ - static Core* New(RenderController& renderController, - PlatformAbstraction& platformAbstraction, - GlAbstraction& glAbstraction, - GlSyncAbstraction& glSyncAbstraction, - GestureManager& gestureManager, - ResourcePolicy::DataRetention policy); + static Core* New(RenderController& renderController, + PlatformAbstraction& platformAbstraction, + Graphics::Controller& graphicsController, + RenderToFrameBuffer renderToFboEnabled, + DepthBufferAvailable depthBufferAvailable, + StencilBufferAvailable stencilBufferAvailable, + PartialUpdateAvailable partialUpdateAvailable); /** * Non-virtual destructor. Core is not intended as a base class. */ ~Core(); + /** + * Initialize the core + */ + void Initialize(); + // GL Context Lifecycle /** @@ -270,59 +278,9 @@ public: */ void RecoverFromContextLoss(); - /** - * Notify the Core that the GL surface has been resized. - * This should be done at least once i.e. after the first call to ContextCreated(). - * The Core will use the surface size for camera calculations, and to set the GL viewport. - * Multi-threading note: this method should be called from the main thread - * @param[in] width The new surface width. - * @param[in] height The new surface height. - */ - void SurfaceResized(unsigned int width, unsigned int height); - - /** - * Notify the Core about the top margin size. - * Available stage size is reduced by this size. - * The stage is located below the size at the top of the display - * It is mainly useful for indicator in mobile device - * @param[in] margin margin size - */ - void SetTopMargin( unsigned int margin ); - - // Core setters - - /** - * Notify the Core about the display's DPI values. - * This should be done after the display is initialized and a Core instance is created. - * The Core will use the DPI values for font rendering. - * Multi-threading note: this method should be called from the main thread - * @param[in] dpiHorizontal Horizontal DPI value. - * @param[in] dpiVertical Vertical DPI value. - */ - void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical); - // Core Lifecycle /** - * Put Core into the suspended state. - * Any ongoing event processing will be cancelled, for example multi-touch sequences. - * The core expects the system has suspended us. Animation time will continue during the suspended - * state. - * Multi-threading note: this method should be called from the main thread - * @post The Core is in the suspended state. - */ - void Suspend(); - - /** - * Resume the Core from the suspended state. - * At the first update, the elapsed time passed to the animations will be equal to the time spent - * suspended. - * Multi-threading note: this method should be called from the main thread - * @post The Core is not in the suspended state. - */ - void Resume(); - - /** * Notify Core that the scene has been created. */ void SceneCreated(); @@ -350,7 +308,7 @@ public: * the Core::Render() method for frame N has returned. * @return The maximum update count (>= 1). */ - unsigned int GetMaximumUpdateCount() const; + uint32_t GetMaximumUpdateCount() const; /** * Update the scene for the next frame. This method must be called before each frame is rendered. @@ -364,52 +322,94 @@ public: * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds * @param[out] status showing whether further updates are required. This also shows * whether a Notification event should be sent, regardless of whether the multi-threading is used. + * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled. + * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object. */ - void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status ); + void Update(float elapsedSeconds, + uint32_t lastVSyncTimeMilliseconds, + uint32_t nextVSyncTimeMilliseconds, + UpdateStatus& status, + bool renderToFboEnabled, + bool isRenderingToFbo); /** - * Render the next frame. This method should be preceded by a call up Update. + * This is called before rendering any scene in the next frame. This method should be preceded + * by a call up Update. * Multi-threading note: this method should be called from a dedicated rendering thread. * @pre The GL context must have been created, and made current. * @param[out] status showing whether update is required to run. + * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered. + * @param[in] uploadOnly uploadOnly Upload the resource only without rendering. */ - void Render( RenderStatus& status ); + void PreRender(RenderStatus& status, bool forceClear, bool uploadOnly); - // System-level overlay + /** + * This is called before rendering any scene in the next frame. This method should be preceded + * by a call up Update. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[in] scene The scene to be rendered. + * @param[out] damagedRects containing damaged render items rects for this pass. + */ + void PreRender(RenderStatus& status, Integration::Scene& scene, std::vector>& damagedRects); /** - * Use the SystemOverlay to draw content for system-level indicators, dialogs etc. - * @return The SystemOverlay. + * Render a scene in the next frame. This method should be preceded by a call up PreRender. + * This method should be called twice. The first pass to render off-screen frame buffers if any, + * and the second pass to render the surface. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[out] status Contains the rendering flags. + * @param[in] scene The scene to be rendered. + * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only. */ - SystemOverlay& GetSystemOverlay(); + void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo); /** - * Set the stereoscopic 3D view mode - * @param[in] viewMode The new view mode + * Render a scene in the next frame. This method should be preceded by a call up PreRender. + * This method should be called twice. The first pass to render off-screen frame buffers if any, + * and the second pass to render the surface. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[out] status Contains the rendering flags. + * @param[in] scene The scene to be rendered. + * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only. + * @param[in] clippingRect The rect to clip rendered scene. */ - void SetViewMode( ViewMode viewMode ); + void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect& clippingRect); /** - * Get the current view mode - * @return The current view mode - * @see SetViewMode. + * This is called after rendering all the scenes in the next frame. This method should be + * followed by a call up RenderScene. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[in] uploadOnly uploadOnly Upload the resource only without rendering. */ - ViewMode GetViewMode() const; + void PostRender(bool uploadOnly); /** - * Set the stereo base (eye seperation) for stereoscopic 3D - * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm) + * @brief Register a processor + * + * Note, Core does not take ownership of this processor. + * @param[in] processor The process to register + * @param[in] postProcessor set this processor required to be called after size negotiation. Default is false. */ - void SetStereoBase( float stereoBase ); + void RegisterProcessor(Processor& processor, bool postProcessor = false); /** - * Get the stereo base (eye seperation) for stereoscopic 3D - * @return The stereo base (eye seperation) for stereoscopic 3D (mm) + * @brief Unregister a processor + * @param[in] processor The process to unregister + * @param[in] postProcessor True if the processor to be unregister is for post processor. */ - float GetStereoBase() const; + void UnregisterProcessor(Processor& processor, bool postProcessor = false); -private: + /** + * @brief Gets the Object registry. + * @return The object registry + */ + ObjectRegistry GetObjectRegistry() const; +private: /** * Private constructor; see also Core::New() */ @@ -430,9 +430,7 @@ private: Core& operator=(const Core& rhs); private: - Internal::Core* mImpl; - }; } // namespace Integration