[3.0] Clipping API feature in Actor
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2016 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/manager/render-task-processor.h>
48 #include <dali/internal/update/resources/resource-manager.h>
49
50 #include <dali/internal/render/common/performance-monitor.h>
51 #include <dali/internal/render/common/render-manager.h>
52 #include <dali/internal/render/gl-resources/texture-cache.h>
53 #include <dali/internal/render/gl-resources/context.h>
54
55 using Dali::Internal::SceneGraph::UpdateManager;
56 using Dali::Internal::SceneGraph::RenderManager;
57 using Dali::Internal::SceneGraph::DiscardQueue;
58 using Dali::Internal::SceneGraph::RenderQueue;
59 using Dali::Internal::SceneGraph::TextureCache;
60 using Dali::Internal::SceneGraph::TextureCacheDispatcher;
61
62 namespace
63 {
64 // The Update for frame N+1 may be processed whilst frame N is being rendered.
65 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
66
67 #if defined(DEBUG_ENABLED)
68 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
69 #endif
70 }
71
72 namespace Dali
73 {
74
75 namespace Internal
76 {
77
78 using Integration::RenderController;
79 using Integration::PlatformAbstraction;
80 using Integration::GlSyncAbstraction;
81 using Integration::GestureManager;
82 using Integration::GlAbstraction;
83 using Integration::Event;
84 using Integration::UpdateStatus;
85 using Integration::RenderStatus;
86
87 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
88             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
89             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
90 : mRenderController( renderController ),
91   mPlatform(platform),
92   mGestureEventProcessor(NULL),
93   mEventProcessor(NULL),
94   mUpdateManager(NULL),
95   mRenderManager(NULL),
96   mDiscardQueue(NULL),
97   mTextureUploadedQueue(),
98   mNotificationManager(NULL),
99   mImageFactory(NULL),
100   mShaderFactory(NULL),
101   mIsActive(true),
102   mProcessingEvent(false)
103 {
104   // Create the thread local storage
105   CreateThreadLocalStorage();
106
107   // This does nothing until Core is built with --enable-performance-monitor
108   PERFORMANCE_MONITOR_INIT( platform );
109
110   mNotificationManager = new NotificationManager();
111
112   mAnimationPlaylist = AnimationPlaylist::New();
113
114   mPropertyNotificationManager = PropertyNotificationManager::New();
115
116   mTextureUploadedQueue = new LockedResourceQueue;
117
118   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
119
120   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
121
122   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
123   TextureCache& textureCache = mRenderManager->GetTextureCache();
124
125   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
126   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
127   {
128     discardPolicy = ResourcePolicy::OWNED_RETAIN;
129   }
130   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
131
132   mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
133
134   mDiscardQueue = new DiscardQueue( renderQueue );
135
136   mResourceManager = new ResourceManager(  mPlatform,
137                                           *mNotificationManager,
138                                           *mTextureCacheDispatcher,
139                                           *mTextureUploadedQueue,
140                                           *mDiscardQueue,
141                                            renderQueue );
142
143   mUpdateManager = new UpdateManager( *mNotificationManager,
144                                       *mAnimationPlaylist,
145                                       *mPropertyNotificationManager,
146                                       *mResourceManager,
147                                       *mDiscardQueue,
148                                        renderController,
149                                       *mRenderManager,
150                                        renderQueue,
151                                       *mTextureCacheDispatcher,
152                                       *mRenderTaskProcessor );
153
154   mRenderManager->SetShaderSaver( *mUpdateManager );
155
156   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
157
158   // This must be called after stage is created but before stage initialization
159   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
160
161   mStage->Initialize();
162
163   mResourceClient = new ResourceClient( *mResourceManager, *mStage );
164
165   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
166   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
167
168   mImageFactory = new ImageFactory( *mResourceClient );
169   mShaderFactory = new ShaderFactory();
170   mUpdateManager->SetShaderSaver( *mShaderFactory );
171   mShaderFactory->LoadDefaultShaders();
172
173   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
174 }
175
176 Core::~Core()
177 {
178   /**
179    * TODO this should be done by Adaptor, Core does not know about threading
180    * First stop the resource loading thread(s)
181    */
182   mPlatform.JoinLoaderThreads();
183
184   /*
185    * The order of destructing these singletons is important!!!
186    */
187
188   // clear the thread local storage first
189   // allows core to be created / deleted many times in the same thread (how TET cases work).
190   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
191   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
192   if( tls )
193   {
194     tls->Remove();
195   }
196
197   // Stop relayout requests being raised on stage destruction
198   mRelayoutController.Reset();
199
200   // Clean-up stage - remove default camera and root layer
201   mStage->Uninitialize();
202
203   // remove (last?) reference to stage
204   mStage.Reset();
205
206   delete mEventProcessor;
207   delete mGestureEventProcessor;
208   delete mNotificationManager;
209   delete mImageFactory;
210   delete mShaderFactory;
211   delete mResourceClient;
212   delete mResourceManager;
213   delete mDiscardQueue;
214   delete mTextureCacheDispatcher;
215   delete mUpdateManager;
216   delete mRenderManager;
217   delete mRenderTaskProcessor;
218   delete mTextureUploadedQueue;
219 }
220
221 Integration::ContextNotifierInterface* Core::GetContextNotifier()
222 {
223   return mStage.Get();
224 }
225
226 void Core::RecoverFromContextLoss()
227 {
228   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
229
230   mImageFactory->RecoverFromContextLoss(); // Reload images from files
231   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
232 }
233
234 void Core::ContextCreated()
235 {
236   mRenderManager->ContextCreated();
237 }
238
239 void Core::ContextDestroyed()
240 {
241   mRenderManager->ContextDestroyed();
242 }
243
244 void Core::SurfaceResized( unsigned int width, unsigned int height )
245 {
246   mStage->SetSize( width, height );
247   mRelayoutController->SetStageSize( width, height );
248 }
249
250 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
251 {
252   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
253 }
254
255 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
256 {
257   // set the time delta so adaptor can easily print FPS with a release build with 0 as
258   // it is cached by frametime
259   status.secondsFromLastFrame = elapsedSeconds;
260
261   // Render returns true when there are updates on the stage or one or more animations are completed.
262   // Use the estimated time diff till we render as the elapsed time.
263   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
264                                                 lastVSyncTimeMilliseconds,
265                                                 nextVSyncTimeMilliseconds );
266
267   // Check the Notification Manager message queue to set needsNotification
268   status.needsNotification = mNotificationManager->MessagesToProcess();
269
270   // No need to keep update running if there are notifications to process.
271   // Any message to update will wake it up anyways
272
273   if ( mResourceManager->ResourcesToProcess() )
274   {
275     // If we are still processing resources, then we have to continue the update
276     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
277   }
278 }
279
280 void Core::Render( RenderStatus& status )
281 {
282   bool updateRequired = mRenderManager->Render( status );
283
284   status.SetNeedsUpdate( updateRequired );
285 }
286
287 void Core::Suspend()
288 {
289   mPlatform.Suspend();
290
291   mIsActive = false;
292 }
293
294 void Core::Resume()
295 {
296   mPlatform.Resume();
297
298   mIsActive = true;
299
300   // trigger processing of events queued up while paused
301   ProcessEvents();
302 }
303
304 void Core::SceneCreated()
305 {
306   mStage->EmitSceneCreatedSignal();
307
308   mRelayoutController->OnApplicationSceneCreated();
309 }
310
311 void Core::QueueEvent( const Integration::Event& event )
312 {
313   mEventProcessor->QueueEvent( event );
314 }
315
316 void Core::ProcessEvents()
317 {
318   // Guard against calls to ProcessEvents() during ProcessEvents()
319   if( mProcessingEvent )
320   {
321     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
322     mRenderController.RequestProcessEventsOnIdle();
323     return;
324   }
325
326   mProcessingEvent = true;
327   mRelayoutController->SetProcessingCoreEvents( true );
328
329   // Signal that any messages received will be flushed soon
330   mUpdateManager->EventProcessingStarted();
331
332   mEventProcessor->ProcessEvents();
333
334   mNotificationManager->ProcessMessages();
335
336   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
337   if( mIsActive )
338   {
339     // Emit signal here to start size negotiation and control relayout.
340     mStage->EmitEventProcessingFinishedSignal();
341
342     // Run the size negotiation after event processing finished signal
343     mRelayoutController->Relayout();
344
345     // Flush discard queue for image factory
346     mImageFactory->FlushReleaseQueue();
347
348     // Flush any queued messages for the update-thread
349     const bool messagesToProcess = mUpdateManager->FlushQueue();
350
351     // Check if the touch or gestures require updates.
352     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
353
354     if( messagesToProcess || gestureNeedsUpdate )
355     {
356       // tell the render controller to keep update thread running
357       mRenderController.RequestUpdate();
358     }
359   }
360
361   mRelayoutController->SetProcessingCoreEvents( false );
362
363   // ProcessEvents() may now be called again
364   mProcessingEvent = false;
365 }
366
367 unsigned int Core::GetMaximumUpdateCount() const
368 {
369   return MAXIMUM_UPDATE_COUNT;
370 }
371
372 Integration::SystemOverlay& Core::GetSystemOverlay()
373 {
374   return mStage->GetSystemOverlay();
375 }
376
377 void Core::SetViewMode( ViewMode viewMode )
378 {
379   mStage->SetViewMode( viewMode );
380 }
381
382 ViewMode Core::GetViewMode() const
383 {
384   return mStage->GetViewMode();
385 }
386
387 void Core::SetStereoBase( float stereoBase )
388 {
389   mStage->SetStereoBase( stereoBase );
390 }
391
392 float Core::GetStereoBase() const
393 {
394   return mStage->GetStereoBase();
395 }
396
397 StagePtr Core::GetCurrentStage()
398 {
399   return mStage.Get();
400 }
401
402 PlatformAbstraction& Core::GetPlatform()
403 {
404   return mPlatform;
405 }
406
407 UpdateManager& Core::GetUpdateManager()
408 {
409   return *(mUpdateManager);
410 }
411
412 RenderManager& Core::GetRenderManager()
413 {
414   return *(mRenderManager);
415 }
416
417 NotificationManager& Core::GetNotificationManager()
418 {
419   return *(mNotificationManager);
420 }
421
422 ResourceManager& Core::GetResourceManager()
423 {
424   return *(mResourceManager);
425 }
426
427 ResourceClient& Core::GetResourceClient()
428 {
429   return *(mResourceClient);
430 }
431
432 ImageFactory& Core::GetImageFactory()
433 {
434   return *(mImageFactory);
435 }
436
437 ShaderFactory& Core::GetShaderFactory()
438 {
439   return *(mShaderFactory);
440 }
441
442 GestureEventProcessor& Core::GetGestureEventProcessor()
443 {
444   return *(mGestureEventProcessor);
445 }
446
447 RelayoutController& Core::GetRelayoutController()
448 {
449   return *(mRelayoutController.Get());
450 }
451
452 void Core::CreateThreadLocalStorage()
453 {
454   // a pointer to the ThreadLocalStorage object will be stored in TLS
455   // and automatically deleted when the thread is killed
456   new ThreadLocalStorage(this);
457 }
458
459 } // namespace Internal
460
461 } // namespace Dali