X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fintegration-api%2Fcore.h;h=f2a9f7a3a823abcde6f9d348bccf8a8487d07b7a;hb=79881246746f65474b24ea4fe14151ccef8df3f4;hp=780d0968ef2c7e9e85bc731e8e58a564ace14811;hpb=7dcb0a38005dd8c6d71e466c1ea0ec4d7d57239f;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/integration-api/core.h b/dali/integration-api/core.h index 780d096..f2a9f7a 100644 --- a/dali/integration-api/core.h +++ b/dali/integration-api/core.h @@ -1,8 +1,8 @@ -#ifndef __DALI_INTEGRATION_CORE_H__ -#define __DALI_INTEGRATION_CORE_H__ +#ifndef DALI_INTEGRATION_CORE_H +#define DALI_INTEGRATION_CORE_H /* - * 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. @@ -19,12 +19,19 @@ */ // EXTERNAL INCLUDES +#include // uint32_t + +// INTERNAL INCLUDES #include -#include +#include +#include namespace Dali { +class Layer; +class RenderTaskList; + namespace Internal { class Core; @@ -32,39 +39,37 @@ class Core; namespace Integration { - class Core; -class GestureManager; class GlAbstraction; class GlSyncAbstraction; +class GlContextHelperAbstraction; class PlatformAbstraction; +class Processor; class RenderController; -class SystemOverlay; +class Scene; struct Event; struct TouchData; + /** * The reasons why further updates are required. */ -namespace KeepUpdating DALI_IMPORT_API +namespace KeepUpdating { - extern const unsigned int NOT_REQUESTED; ///< Zero means that no further updates are required - - // Bit-field values - extern const unsigned int STAGE_KEEP_RENDERING; ///< 0x01 - Stage::KeepRendering() is being used - extern const unsigned int INCOMING_MESSAGES; ///< 0x02 - Event-thread is sending messages to update-thread - extern const unsigned int ANIMATIONS_RUNNING; ///< 0x04 - Animations are ongoing - extern const unsigned int DYNAMICS_CHANGED; ///< 0x08 - A dynamics simulation is running - extern const unsigned int LOADING_RESOURCES; ///< 0x10 - Resources are being loaded - extern const unsigned int NOTIFICATIONS_PENDING; ///< 0x20 - Notifications are pending for the event-thread - extern const unsigned int MONITORING_PERFORMANCE; ///< 0x40 - The --enable-performance-monitor option is being used - extern const unsigned int RENDER_TASK_SYNC; ///< 0x80 - A render task is waiting for render sync +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 }; +} /** * The status of the Core::Update operation. */ -class DALI_IMPORT_API UpdateStatus +class UpdateStatus { public: @@ -74,6 +79,7 @@ public: UpdateStatus() : keepUpdating(false), needsNotification(false), + surfaceRectChanged(false), secondsFromLastFrame( 0.0f ) { } @@ -84,7 +90,7 @@ 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. @@ -94,6 +100,12 @@ public: bool NeedsNotification() { return needsNotification; } /** + * Query wheter the default surface rect is changed or not. + * @return true if the default surface rect is changed. + */ + bool SurfaceRectChanged() { return surfaceRectChanged; } + + /** * 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 @@ -102,15 +114,16 @@ public: public: - unsigned int keepUpdating; ///< A bitmask of KeepUpdating values + uint32_t keepUpdating; ///< A bitmask of KeepUpdating values bool needsNotification; + bool surfaceRectChanged; float secondsFromLastFrame; }; /** * The status of the Core::Render operation. */ -class DALI_IMPORT_API RenderStatus +class RenderStatus { public: @@ -118,41 +131,55 @@ public: * Constructor */ RenderStatus() - : needsUpdate(false), - hasRendered(false) + : needsUpdate( false ), + needsPostRender( false ) { } /** * Set whether update needs to run following a render. - * This might be because render has sent messages to update, or it has - * some textures to upload over several frames. + * @param[in] updateRequired Set to true if an update is required to be run */ - void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; } + void SetNeedsUpdate( bool updateRequired ) + { + needsUpdate = updateRequired; + } /** * Query the update status following rendering of a frame. - * @return true if update should run. + * @return True if update is required to be run */ - bool NeedsUpdate() { return needsUpdate; } + bool NeedsUpdate() const + { + return needsUpdate; + } /** - * Set whether there were new render instructions. + * Sets if a post-render should be run. + * 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 SetHasRendered(bool rendered) { hasRendered = rendered; } + void SetNeedsPostRender( bool postRenderRequired ) + { + needsPostRender = postRenderRequired; + } /** - * Query whether there were new render instructions. - * @return true if there were render instructions + * Queries if a post-render should be run. + * @return True if post-render is required to be run */ - bool HasRendered() { return hasRendered; } + bool NeedsPostRender() const + { + return needsPostRender; + } private: - bool needsUpdate; - bool hasRendered; + bool needsUpdate :1; ///< True if update is required to be run + bool needsPostRender :1; ///< True if post-render is required to be run. }; + /** * Integration::Core is used for integration with the native windowing system. * The following integration tasks must be completed: @@ -171,14 +198,6 @@ 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 @@ -194,7 +213,7 @@ 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: @@ -205,23 +224,39 @@ public: * @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] glContextHelperAbstraction The interface providing OpenGL context helper objects. + * @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 * @return A newly allocated Core. */ - static Core* New(RenderController& renderController, - PlatformAbstraction& platformAbstraction, - GlAbstraction& glAbstraction, - GlSyncAbstraction& glSyncAbstraction, - GestureManager& gestureManager); + static Core* New( RenderController& renderController, + PlatformAbstraction& platformAbstraction, + GlAbstraction& glAbstraction, + GlSyncAbstraction& glSyncAbstraction, + GlContextHelperAbstraction& glContextHelperAbstraction, + RenderToFrameBuffer renderToFboEnabled, + DepthBufferAvailable depthBufferAvailable, + StencilBufferAvailable stencilBufferAvailable ); /** * Non-virtual destructor. Core is not intended as a base class. */ ~Core(); + /** + * Initialize the core + */ + void Initialize(); + // GL Context Lifecycle /** + * Get the object that will notify the application/toolkit when context is lost/regained + */ + ContextNotifierInterface* GetContextNotifier(); + + /** * Notify the Core that the GL context has been created. * The context must be created before the Core can render. * Multi-threading note: this method should be called from the rendering thread only @@ -235,70 +270,29 @@ public: * Multi-threading note: this method should be called from the rendering thread only * @post The Core is unaware of any GL context. */ - void ContextToBeDestroyed(); - - /** - * 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); - - // 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); + void ContextDestroyed(); /** - * Sets the expected interval between frames used to predict future intervals and the time when the - * next render will take place. + * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface + * or Context loss. * - * This is the minimum interval that Core should expect. Core will adapt the predicted interval - * accordingly if the expected interval is constantly not met (but will not drop it below this - * amount). + * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have + * been called on the render thread before this is called on the event thread. * - * The value provided should be in microseconds. - * - * @param[in] interval The minimum interval between frames (in microseconds). - * - * Multi-threading note: this method should be called from the render thread + * Multi-threading note: this method should be called from the main thread */ - void SetMinimumFrameTimeInterval(unsigned int interval); + void RecoverFromContextLoss(); // 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. + * Notify Core that the scene has been created. */ - void Resume(); + void SceneCreated(); /** * Queue an event with Core. - * Pre-processing of events may be benificial e.g. a series of motion events could be throttled, so that only the last event is queued. + * Pre-processing of events may be beneficial e.g. a series of motion events could be throttled, so that only the last event is queued. * Multi-threading note: this method should be called from the main thread. * @param[in] event The new event. */ @@ -312,15 +306,6 @@ public: void ProcessEvents(); /** - * Update external raw touch data in core. - * The core will use the touch data to generate Dali Touch/Gesture events for applications to use - * in the update thread. - * @param[in] touch The raw touch data. - * @note This can be called from either the event thread OR a dedicated touch thread. - */ - void UpdateTouchData(const TouchData& touch); - - /** * The Core::Update() method prepares a frame for rendering. This method determines how many frames * may be prepared, ahead of the rendering. * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed @@ -328,7 +313,7 @@ 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. @@ -337,76 +322,66 @@ public: * However the update-thread must wait until frame N has been rendered, before processing frame N+2. * After this method returns, messages may be queued internally for the main thread. * In order to process these messages, a notification is sent via the main thread's event loop. + * @param[in] elapsedSeconds Number of seconds since the last call + * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds + * @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( 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 ); - - /** - * Tells core that it is about to sleep. - * Application is running as normal, but no updates are taking place i.e. no ongoing animations. - * This should be called when we choose to stop updating and rendering when there are no screen - * updates required. - * Multi-threading note: this method should be called from the update-thread. - */ - void Sleep(); - - /** - * Wakes up core from a sleep state. - * At the first update the elapsed time passed to the animations is zero. - * Multi-threading note: this method should be called from the update-thread. - */ - void WakeUp(); - - /** - * Notification of a vertical blank sync - * @param[in] frameNumber The frame number of this vsync. This number will not update - * while paused. - * @param[in] seconds The timestamp seconds - * @param[in] microseconds The timestamp microseconds - */ - void VSync( unsigned int frameNumber, unsigned int seconds, unsigned int microseconds ); - - // System-level overlay + void PreRender( RenderStatus& status, bool forceClear, bool uploadOnly ); /** - * 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[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( Integration::Scene& scene, bool renderToFbo ); - /** - * Set the stereoscopic 3D view mode - * @param[in] viewMode The new view mode - */ - void SetViewMode( ViewMode viewMode ); /** - * 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 */ - void SetStereoBase( float stereoBase ); + void RegisterProcessor( Processor& processor ); /** - * 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 */ - float GetStereoBase() const; + void UnregisterProcessor( Processor& processor ); private: @@ -439,4 +414,4 @@ private: } // namespace Dali -#endif // __DALI_INTEGRATION_CORE_H__ +#endif // DALI_INTEGRATION_CORE_H