2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/common/core-impl.h>
22 #include <dali/integration-api/system-overlay.h>
23 #include <dali/integration-api/core.h>
24 #include <dali/integration-api/debug.h>
25 #include <dali/integration-api/events/event.h>
26 #include <dali/integration-api/gl-sync-abstraction.h>
27 #include <dali/integration-api/platform-abstraction.h>
28 #include <dali/integration-api/render-controller.h>
30 #include <dali/internal/event/actors/actor-impl.h>
31 #include <dali/internal/event/animation/animation-playlist.h>
32 #include <dali/internal/event/common/notification-manager.h>
33 #include <dali/internal/event/common/property-notification-manager.h>
34 #include <dali/internal/event/common/stage-impl.h>
35 #include <dali/internal/event/common/thread-local-storage.h>
36 #include <dali/internal/event/common/type-registry-impl.h>
37 #include <dali/internal/event/effects/shader-factory.h>
38 #include <dali/internal/event/events/event-processor.h>
39 #include <dali/internal/event/events/gesture-event-processor.h>
40 #include <dali/internal/event/images/image-factory.h>
41 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
42 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
44 #include <dali/internal/update/common/discard-queue.h>
45 #include <dali/internal/update/common/texture-cache-dispatcher.h>
46 #include <dali/internal/update/manager/update-manager.h>
47 #include <dali/internal/update/resources/resource-manager.h>
49 #include <dali/internal/render/common/performance-monitor.h>
50 #include <dali/internal/render/common/render-manager.h>
51 #include <dali/internal/render/gl-resources/texture-cache.h>
52 #include <dali/internal/render/gl-resources/context.h>
54 using Dali::Internal::SceneGraph::UpdateManager;
55 using Dali::Internal::SceneGraph::RenderManager;
56 using Dali::Internal::SceneGraph::DiscardQueue;
57 using Dali::Internal::SceneGraph::RenderQueue;
58 using Dali::Internal::SceneGraph::TextureCache;
59 using Dali::Internal::SceneGraph::TextureCacheDispatcher;
63 // The Update for frame N+1 may be processed whilst frame N is being rendered.
64 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
66 #if defined(DEBUG_ENABLED)
67 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
77 using Integration::RenderController;
78 using Integration::PlatformAbstraction;
79 using Integration::GlSyncAbstraction;
80 using Integration::GestureManager;
81 using Integration::GlAbstraction;
82 using Integration::Event;
83 using Integration::UpdateStatus;
84 using Integration::RenderStatus;
86 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
87 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
88 GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
89 : mRenderController( renderController ),
91 mGestureEventProcessor(NULL),
92 mEventProcessor(NULL),
96 mTextureUploadedQueue(),
97 mNotificationManager(NULL),
101 mProcessingEvent(false)
103 // Create the thread local storage
104 CreateThreadLocalStorage();
106 // This does nothing until Core is built with --enable-performance-monitor
107 PERFORMANCE_MONITOR_INIT( platform );
109 mNotificationManager = new NotificationManager();
111 mAnimationPlaylist = AnimationPlaylist::New();
113 mPropertyNotificationManager = PropertyNotificationManager::New();
115 mTextureUploadedQueue = new LockedResourceQueue;
117 mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
119 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
120 TextureCache& textureCache = mRenderManager->GetTextureCache();
122 ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
123 if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
125 discardPolicy = ResourcePolicy::OWNED_RETAIN;
127 textureCache.SetDiscardBitmapsPolicy(discardPolicy);
129 mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
131 mDiscardQueue = new DiscardQueue( renderQueue );
133 mResourceManager = new ResourceManager( mPlatform,
134 *mNotificationManager,
135 *mTextureCacheDispatcher,
136 *mTextureUploadedQueue,
140 mUpdateManager = new UpdateManager( *mNotificationManager,
142 *mPropertyNotificationManager,
148 *mTextureCacheDispatcher );
150 mRenderManager->SetShaderSaver( *mUpdateManager );
152 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
154 // This must be called after stage is created but before stage initialization
155 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
157 mStage->Initialize();
159 mResourceClient = new ResourceClient( *mResourceManager, *mStage );
161 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
162 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
164 mImageFactory = new ImageFactory( *mResourceClient );
165 mShaderFactory = new ShaderFactory();
166 mUpdateManager->SetShaderSaver( *mShaderFactory );
167 mShaderFactory->LoadDefaultShaders();
169 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
175 * TODO this should be done by Adaptor, Core does not know about threading
176 * First stop the resource loading thread(s)
178 mPlatform.JoinLoaderThreads();
181 * The order of destructing these singletons is important!!!
184 // clear the thread local storage first
185 // allows core to be created / deleted many times in the same thread (how TET cases work).
186 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
187 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
193 // Stop relayout requests being raised on stage destruction
194 mRelayoutController.Reset();
196 // Clean-up stage - remove default camera and root layer
197 mStage->Uninitialize();
199 // remove (last?) reference to stage
202 delete mEventProcessor;
203 delete mGestureEventProcessor;
204 delete mNotificationManager;
205 delete mImageFactory;
206 delete mShaderFactory;
207 delete mResourceClient;
208 delete mResourceManager;
209 delete mDiscardQueue;
210 delete mTextureCacheDispatcher;
211 delete mUpdateManager;
212 delete mRenderManager;
213 delete mTextureUploadedQueue;
216 Integration::ContextNotifierInterface* Core::GetContextNotifier()
221 void Core::RecoverFromContextLoss()
223 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
225 mImageFactory->RecoverFromContextLoss(); // Reload images from files
226 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
229 void Core::ContextCreated()
231 mRenderManager->ContextCreated();
234 void Core::ContextDestroyed()
236 mRenderManager->ContextDestroyed();
239 void Core::SurfaceResized( unsigned int width, unsigned int height )
241 mStage->SetSize( width, height );
242 mRelayoutController->SetStageSize( width, height );
245 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
247 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
250 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
252 // set the time delta so adaptor can easily print FPS with a release build with 0 as
253 // it is cached by frametime
254 status.secondsFromLastFrame = elapsedSeconds;
256 // Render returns true when there are updates on the stage or one or more animations are completed.
257 // Use the estimated time diff till we render as the elapsed time.
258 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
259 lastVSyncTimeMilliseconds,
260 nextVSyncTimeMilliseconds );
262 // Check the Notification Manager message queue to set needsNotification
263 status.needsNotification = mNotificationManager->MessagesToProcess();
265 // No need to keep update running if there are notifications to process.
266 // Any message to update will wake it up anyways
268 if ( mResourceManager->ResourcesToProcess() )
270 // If we are still processing resources, then we have to continue the update
271 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
275 void Core::Render( RenderStatus& status )
277 bool updateRequired = mRenderManager->Render( status );
279 status.SetNeedsUpdate( updateRequired );
295 // trigger processing of events queued up while paused
299 void Core::SceneCreated()
301 mStage->EmitSceneCreatedSignal();
303 mRelayoutController->OnApplicationSceneCreated();
306 void Core::QueueEvent( const Integration::Event& event )
308 mEventProcessor->QueueEvent( event );
311 void Core::ProcessEvents()
313 // Guard against calls to ProcessEvents() during ProcessEvents()
314 if( mProcessingEvent )
316 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
317 mRenderController.RequestProcessEventsOnIdle();
321 mProcessingEvent = true;
322 mRelayoutController->SetProcessingCoreEvents( true );
324 // Signal that any messages received will be flushed soon
325 mUpdateManager->EventProcessingStarted();
327 mEventProcessor->ProcessEvents();
329 mNotificationManager->ProcessMessages();
331 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
334 // Emit signal here to start size negotiation and control relayout.
335 mStage->EmitEventProcessingFinishedSignal();
337 // Run the size negotiation after event processing finished signal
338 mRelayoutController->Relayout();
340 // Flush discard queue for image factory
341 mImageFactory->FlushReleaseQueue();
343 // Flush any queued messages for the update-thread
344 const bool messagesToProcess = mUpdateManager->FlushQueue();
346 // Check if the touch or gestures require updates.
347 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
349 if( messagesToProcess || gestureNeedsUpdate )
351 // tell the render controller to keep update thread running
352 mRenderController.RequestUpdate();
356 mRelayoutController->SetProcessingCoreEvents( false );
358 // ProcessEvents() may now be called again
359 mProcessingEvent = false;
362 unsigned int Core::GetMaximumUpdateCount() const
364 return MAXIMUM_UPDATE_COUNT;
367 Integration::SystemOverlay& Core::GetSystemOverlay()
369 return mStage->GetSystemOverlay();
372 void Core::SetViewMode( ViewMode viewMode )
374 mStage->SetViewMode( viewMode );
377 ViewMode Core::GetViewMode() const
379 return mStage->GetViewMode();
382 void Core::SetStereoBase( float stereoBase )
384 mStage->SetStereoBase( stereoBase );
387 float Core::GetStereoBase() const
389 return mStage->GetStereoBase();
392 StagePtr Core::GetCurrentStage()
397 PlatformAbstraction& Core::GetPlatform()
402 UpdateManager& Core::GetUpdateManager()
404 return *(mUpdateManager);
407 RenderManager& Core::GetRenderManager()
409 return *(mRenderManager);
412 NotificationManager& Core::GetNotificationManager()
414 return *(mNotificationManager);
417 ResourceManager& Core::GetResourceManager()
419 return *(mResourceManager);
422 ResourceClient& Core::GetResourceClient()
424 return *(mResourceClient);
427 ImageFactory& Core::GetImageFactory()
429 return *(mImageFactory);
432 ShaderFactory& Core::GetShaderFactory()
434 return *(mShaderFactory);
437 GestureEventProcessor& Core::GetGestureEventProcessor()
439 return *(mGestureEventProcessor);
442 RelayoutController& Core::GetRelayoutController()
444 return *(mRelayoutController.Get());
447 void Core::CreateThreadLocalStorage()
449 // a pointer to the ThreadLocalStorage object will be stored in TLS
450 // and automatically deleted when the thread is killed
451 new ThreadLocalStorage(this);
454 } // namespace Internal