[3.0] Added missing newline chars to logging commands
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2015 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/common/core-impl.h>
20
21 // INTERNAL INCLUDES
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>
29
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>
43
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>
48
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>
53
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;
60
61 namespace
62 {
63 // The Update for frame N+1 may be processed whilst frame N is being rendered.
64 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
65
66 #if defined(DEBUG_ENABLED)
67 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
68 #endif
69 }
70
71 namespace Dali
72 {
73
74 namespace Internal
75 {
76
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;
85
86 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
87             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
88             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
89 : mRenderController( renderController ),
90   mPlatform(platform),
91   mGestureEventProcessor(NULL),
92   mEventProcessor(NULL),
93   mUpdateManager(NULL),
94   mRenderManager(NULL),
95   mDiscardQueue(NULL),
96   mTextureUploadedQueue(),
97   mNotificationManager(NULL),
98   mImageFactory(NULL),
99   mShaderFactory(NULL),
100   mIsActive(true),
101   mProcessingEvent(false)
102 {
103   // Create the thread local storage
104   CreateThreadLocalStorage();
105
106   // This does nothing until Core is built with --enable-performance-monitor
107   PERFORMANCE_MONITOR_INIT( platform );
108
109   mNotificationManager = new NotificationManager();
110
111   mAnimationPlaylist = AnimationPlaylist::New();
112
113   mPropertyNotificationManager = PropertyNotificationManager::New();
114
115   mTextureUploadedQueue = new LockedResourceQueue;
116
117   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
118
119   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
120   TextureCache& textureCache = mRenderManager->GetTextureCache();
121
122   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
123   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
124   {
125     discardPolicy = ResourcePolicy::OWNED_RETAIN;
126   }
127   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
128
129   mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
130
131   mDiscardQueue = new DiscardQueue( renderQueue );
132
133   mResourceManager = new ResourceManager(  mPlatform,
134                                           *mNotificationManager,
135                                           *mTextureCacheDispatcher,
136                                           *mTextureUploadedQueue,
137                                           *mDiscardQueue,
138                                            renderQueue );
139
140   mUpdateManager = new UpdateManager( *mNotificationManager,
141                                       *mAnimationPlaylist,
142                                       *mPropertyNotificationManager,
143                                       *mResourceManager,
144                                       *mDiscardQueue,
145                                        renderController,
146                                       *mRenderManager,
147                                        renderQueue,
148                                       *mTextureCacheDispatcher );
149
150   mRenderManager->SetShaderSaver( *mUpdateManager );
151
152   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
153
154   // This must be called after stage is created but before stage initialization
155   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
156
157   mStage->Initialize();
158
159   mResourceClient = new ResourceClient( *mResourceManager, *mStage );
160
161   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
162   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
163
164   mImageFactory = new ImageFactory( *mResourceClient );
165   mShaderFactory = new ShaderFactory();
166   mUpdateManager->SetShaderSaver( *mShaderFactory );
167   mShaderFactory->LoadDefaultShaders();
168
169   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
170 }
171
172 Core::~Core()
173 {
174   /**
175    * TODO this should be done by Adaptor, Core does not know about threading
176    * First stop the resource loading thread(s)
177    */
178   mPlatform.JoinLoaderThreads();
179
180   /*
181    * The order of destructing these singletons is important!!!
182    */
183
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();
188   if( tls )
189   {
190     tls->Remove();
191   }
192
193   // Stop relayout requests being raised on stage destruction
194   mRelayoutController.Reset();
195
196   // Clean-up stage - remove default camera and root layer
197   mStage->Uninitialize();
198
199   // remove (last?) reference to stage
200   mStage.Reset();
201
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;
214 }
215
216 Integration::ContextNotifierInterface* Core::GetContextNotifier()
217 {
218   return mStage.Get();
219 }
220
221 void Core::RecoverFromContextLoss()
222 {
223   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
224
225   mImageFactory->RecoverFromContextLoss(); // Reload images from files
226   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
227 }
228
229 void Core::ContextCreated()
230 {
231   mRenderManager->ContextCreated();
232 }
233
234 void Core::ContextDestroyed()
235 {
236   mRenderManager->ContextDestroyed();
237 }
238
239 void Core::SurfaceResized( unsigned int width, unsigned int height )
240 {
241   mStage->SetSize( width, height );
242   mRelayoutController->SetStageSize( width, height );
243 }
244
245 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
246 {
247   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
248 }
249
250 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
251 {
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;
255
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 );
261
262   // Check the Notification Manager message queue to set needsNotification
263   status.needsNotification = mNotificationManager->MessagesToProcess();
264
265   // No need to keep update running if there are notifications to process.
266   // Any message to update will wake it up anyways
267
268   if ( mResourceManager->ResourcesToProcess() )
269   {
270     // If we are still processing resources, then we have to continue the update
271     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
272   }
273 }
274
275 void Core::Render( RenderStatus& status )
276 {
277   bool updateRequired = mRenderManager->Render( status );
278
279   status.SetNeedsUpdate( updateRequired );
280 }
281
282 void Core::Suspend()
283 {
284   mPlatform.Suspend();
285
286   mIsActive = false;
287 }
288
289 void Core::Resume()
290 {
291   mPlatform.Resume();
292
293   mIsActive = true;
294
295   // trigger processing of events queued up while paused
296   ProcessEvents();
297 }
298
299 void Core::SceneCreated()
300 {
301   mStage->EmitSceneCreatedSignal();
302
303   mRelayoutController->OnApplicationSceneCreated();
304 }
305
306 void Core::QueueEvent( const Integration::Event& event )
307 {
308   mEventProcessor->QueueEvent( event );
309 }
310
311 void Core::ProcessEvents()
312 {
313   // Guard against calls to ProcessEvents() during ProcessEvents()
314   if( mProcessingEvent )
315   {
316     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
317     mRenderController.RequestProcessEventsOnIdle();
318     return;
319   }
320
321   mProcessingEvent = true;
322   mRelayoutController->SetProcessingCoreEvents( true );
323
324   // Signal that any messages received will be flushed soon
325   mUpdateManager->EventProcessingStarted();
326
327   mEventProcessor->ProcessEvents();
328
329   mNotificationManager->ProcessMessages();
330
331   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
332   if( mIsActive )
333   {
334     // Emit signal here to start size negotiation and control relayout.
335     mStage->EmitEventProcessingFinishedSignal();
336
337     // Run the size negotiation after event processing finished signal
338     mRelayoutController->Relayout();
339
340     // Flush discard queue for image factory
341     mImageFactory->FlushReleaseQueue();
342
343     // Flush any queued messages for the update-thread
344     const bool messagesToProcess = mUpdateManager->FlushQueue();
345
346     // Check if the touch or gestures require updates.
347     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
348
349     if( messagesToProcess || gestureNeedsUpdate )
350     {
351       // tell the render controller to keep update thread running
352       mRenderController.RequestUpdate();
353     }
354   }
355
356   mRelayoutController->SetProcessingCoreEvents( false );
357
358   // ProcessEvents() may now be called again
359   mProcessingEvent = false;
360 }
361
362 unsigned int Core::GetMaximumUpdateCount() const
363 {
364   return MAXIMUM_UPDATE_COUNT;
365 }
366
367 Integration::SystemOverlay& Core::GetSystemOverlay()
368 {
369   return mStage->GetSystemOverlay();
370 }
371
372 void Core::SetViewMode( ViewMode viewMode )
373 {
374   mStage->SetViewMode( viewMode );
375 }
376
377 ViewMode Core::GetViewMode() const
378 {
379   return mStage->GetViewMode();
380 }
381
382 void Core::SetStereoBase( float stereoBase )
383 {
384   mStage->SetStereoBase( stereoBase );
385 }
386
387 float Core::GetStereoBase() const
388 {
389   return mStage->GetStereoBase();
390 }
391
392 StagePtr Core::GetCurrentStage()
393 {
394   return mStage.Get();
395 }
396
397 PlatformAbstraction& Core::GetPlatform()
398 {
399   return mPlatform;
400 }
401
402 UpdateManager& Core::GetUpdateManager()
403 {
404   return *(mUpdateManager);
405 }
406
407 RenderManager& Core::GetRenderManager()
408 {
409   return *(mRenderManager);
410 }
411
412 NotificationManager& Core::GetNotificationManager()
413 {
414   return *(mNotificationManager);
415 }
416
417 ResourceManager& Core::GetResourceManager()
418 {
419   return *(mResourceManager);
420 }
421
422 ResourceClient& Core::GetResourceClient()
423 {
424   return *(mResourceClient);
425 }
426
427 ImageFactory& Core::GetImageFactory()
428 {
429   return *(mImageFactory);
430 }
431
432 ShaderFactory& Core::GetShaderFactory()
433 {
434   return *(mShaderFactory);
435 }
436
437 GestureEventProcessor& Core::GetGestureEventProcessor()
438 {
439   return *(mGestureEventProcessor);
440 }
441
442 RelayoutController& Core::GetRelayoutController()
443 {
444   return *(mRelayoutController.Get());
445 }
446
447 void Core::CreateThreadLocalStorage()
448 {
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);
452 }
453
454 } // namespace Internal
455
456 } // namespace Dali