2 * Copyright (c) 2019 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/core.h>
23 #include <dali/integration-api/debug.h>
24 #include <dali/integration-api/events/event.h>
25 #include <dali/integration-api/gl-sync-abstraction.h>
26 #include <dali/integration-api/gl-context-helper-abstraction.h>
27 #include <dali/integration-api/platform-abstraction.h>
28 #include <dali/integration-api/processor-interface.h>
29 #include <dali/integration-api/render-controller.h>
30 #include <dali/integration-api/render-surface.h>
32 #include <dali/internal/event/actors/actor-impl.h>
33 #include <dali/internal/event/animation/animation-playlist.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-notification-manager.h>
36 #include <dali/internal/event/common/stage-impl.h>
37 #include <dali/internal/event/common/thread-local-storage.h>
38 #include <dali/internal/event/common/event-thread-services.h>
39 #include <dali/internal/event/common/type-registry-impl.h>
40 #include <dali/internal/event/effects/shader-factory.h>
41 #include <dali/internal/event/events/event-processor.h>
42 #include <dali/internal/event/events/gesture-event-processor.h>
43 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
44 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
46 #include <dali/internal/update/common/discard-queue.h>
47 #include <dali/internal/update/manager/update-manager.h>
48 #include <dali/internal/update/manager/render-task-processor.h>
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/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;
61 // The Update for frame N+1 may be processed whilst frame N is being rendered.
62 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
75 using Integration::RenderController;
76 using Integration::PlatformAbstraction;
77 using Integration::GlSyncAbstraction;
78 using Integration::GlAbstraction;
79 using Integration::GlContextHelperAbstraction;
80 using Integration::Event;
81 using Integration::UpdateStatus;
82 using Integration::RenderStatus;
84 Core::Core( RenderController& renderController,
85 PlatformAbstraction& platform,
86 GlAbstraction& glAbstraction,
87 GlSyncAbstraction& glSyncAbstraction,
88 GlContextHelperAbstraction& glContextHelperAbstraction,
89 ResourcePolicy::DataRetention dataRetentionPolicy,
90 Integration::RenderToFrameBuffer renderToFboEnabled,
91 Integration::DepthBufferAvailable depthBufferAvailable,
92 Integration::StencilBufferAvailable stencilBufferAvailable,
93 Integration::PartialUpdateAvailable partialUpdateAvailable )
94 : mRenderController( renderController ),
96 mProcessingEvent(false),
97 mForceNextUpdate( false )
99 // Create the thread local storage
100 CreateThreadLocalStorage();
102 // This does nothing until Core is built with --enable-performance-monitor
103 PERFORMANCE_MONITOR_INIT( platform );
105 mNotificationManager = new NotificationManager();
107 mAnimationPlaylist = AnimationPlaylist::New();
109 mPropertyNotificationManager = PropertyNotificationManager::New();
111 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
113 mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable );
115 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
117 mDiscardQueue = new DiscardQueue( renderQueue );
119 mUpdateManager = new UpdateManager( *mNotificationManager,
121 *mPropertyNotificationManager,
126 *mRenderTaskProcessor );
128 mRenderManager->SetShaderSaver( *mUpdateManager );
130 mObjectRegistry = ObjectRegistry::New();
132 mStage = IntrusivePtr<Stage>( Stage::New( *mUpdateManager ) );
134 // This must be called after stage is created but before stage initialization
135 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
137 mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, mRenderController );
139 mShaderFactory = new ShaderFactory();
140 mUpdateManager->SetShaderSaver( *mShaderFactory );
142 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
148 * The order of destructing these singletons is important!!!
151 // clear the thread local storage first
152 // allows core to be created / deleted many times in the same thread (how TET cases work).
153 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
154 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
161 mObjectRegistry.Reset();
163 // Stop relayout requests being raised on stage destruction
164 mRelayoutController.Reset();
166 // remove (last?) reference to stage
171 void Core::Initialize()
173 mStage->Initialize( *mScenes[0] );
176 Integration::ContextNotifierInterface* Core::GetContextNotifier()
181 void Core::RecoverFromContextLoss()
183 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
185 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
188 void Core::ContextCreated()
190 mRenderManager->ContextCreated();
193 void Core::ContextDestroyed()
195 mRenderManager->ContextDestroyed();
198 void Core::SurfaceDeleted( Integration::RenderSurface* surface )
200 for( auto scene : mScenes )
202 if( scene->GetSurface() == surface )
204 scene->SurfaceDeleted();
210 void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
212 // set the time delta so adaptor can easily print FPS with a release build with 0 as
213 // it is cached by frametime
214 status.secondsFromLastFrame = elapsedSeconds;
216 // Render returns true when there are updates on the stage or one or more animations are completed.
217 // Use the estimated time diff till we render as the elapsed time.
218 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
219 lastVSyncTimeMilliseconds,
220 nextVSyncTimeMilliseconds,
224 // Check the Notification Manager message queue to set needsNotification
225 status.needsNotification = mNotificationManager->MessagesToProcess();
227 // Check if the default surface is changed
228 status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
230 // No need to keep update running if there are notifications to process.
231 // Any message to update will wake it up anyways
234 void Core::Render( RenderStatus& status, bool forceClear )
236 mRenderManager->Render( status, forceClear );
239 void Core::SceneCreated()
241 mStage->EmitSceneCreatedSignal();
243 mRelayoutController->OnApplicationSceneCreated();
245 for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
247 Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
248 mRelayoutController->RequestRelayoutTree( sceneRootLayer );
252 void Core::QueueEvent( const Integration::Event& event )
254 if (mScenes.size() != 0)
256 mScenes.front()->QueueEvent( event );
260 void Core::ProcessEvents()
262 // Guard against calls to ProcessEvents() during ProcessEvents()
263 if( mProcessingEvent )
265 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
266 mRenderController.RequestProcessEventsOnIdle( false );
270 mProcessingEvent = true;
271 mRelayoutController->SetProcessingCoreEvents( true );
273 // Signal that any messages received will be flushed soon
274 mUpdateManager->EventProcessingStarted();
276 // Scene could be added or removed while processing the events
277 // Copy the Scene container locally to avoid possibly invalid iterator
278 SceneContainer scenes = mScenes;
280 // process events in all scenes
281 for( auto scene : scenes )
283 scene->ProcessEvents();
286 mNotificationManager->ProcessMessages();
288 // Emit signal here to inform listeners that event processing has finished.
289 for( auto scene : scenes )
291 scene->EmitEventProcessingFinishedSignal();
294 // Run any registered processors
297 // Run the size negotiation after event processing finished signal
298 mRelayoutController->Relayout();
300 // Rebuild depth tree after event processing has finished
301 for( auto scene : scenes )
303 scene->RebuildDepthTree();
306 // Flush any queued messages for the update-thread
307 const bool messagesToProcess = mUpdateManager->FlushQueue();
309 // Check if the touch or gestures require updates.
310 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
311 // Check if the next update is forced.
312 const bool forceUpdate = IsNextUpdateForced();
314 if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
316 // tell the render controller to keep update thread running
317 mRenderController.RequestUpdate( forceUpdate );
320 mRelayoutController->SetProcessingCoreEvents( false );
322 // ProcessEvents() may now be called again
323 mProcessingEvent = false;
326 uint32_t Core::GetMaximumUpdateCount() const
328 return MAXIMUM_UPDATE_COUNT;
331 void Core::RegisterProcessor( Integration::Processor& processor )
333 mProcessors.PushBack(&processor);
336 void Core::UnregisterProcessor( Integration::Processor& processor )
338 auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
339 if( iter != mProcessors.End() )
341 mProcessors.Erase( iter );
345 void Core::RunProcessors()
347 // Copy processor pointers to prevent changes to vector affecting loop iterator.
348 Dali::Vector<Integration::Processor*> processors( mProcessors );
350 for( auto processor : processors )
354 processor->Process();
359 StagePtr Core::GetCurrentStage()
364 PlatformAbstraction& Core::GetPlatform()
369 UpdateManager& Core::GetUpdateManager()
371 return *(mUpdateManager);
374 RenderManager& Core::GetRenderManager()
376 return *(mRenderManager);
379 NotificationManager& Core::GetNotificationManager()
381 return *(mNotificationManager);
384 ShaderFactory& Core::GetShaderFactory()
386 return *(mShaderFactory);
389 GestureEventProcessor& Core::GetGestureEventProcessor()
391 return *(mGestureEventProcessor);
394 RelayoutController& Core::GetRelayoutController()
396 return *(mRelayoutController.Get());
399 ObjectRegistry& Core::GetObjectRegistry() const
401 return *(mObjectRegistry.Get());
404 EventThreadServices& Core::GetEventThreadServices()
409 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
411 return *(mPropertyNotificationManager);
414 AnimationPlaylist& Core::GetAnimationPlaylist() const
416 return *(mAnimationPlaylist);
419 void Core::AddScene( Scene* scene )
421 mScenes.push_back( scene );
424 void Core::RemoveScene( Scene* scene )
426 auto iter = std::find( mScenes.begin(), mScenes.end(), scene );
427 if( iter != mScenes.end() )
429 mScenes.erase( iter );
433 void Core::CreateThreadLocalStorage()
435 // a pointer to the ThreadLocalStorage object will be stored in TLS
436 // The ThreadLocalStorage object should be deleted by the Core destructor
437 new ThreadLocalStorage(this);
440 void Core::RegisterObject( Dali::BaseObject* object )
442 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
443 mObjectRegistry->RegisterObject( object );
446 void Core::UnregisterObject( Dali::BaseObject* object )
448 mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
449 mObjectRegistry->UnregisterObject( object );
452 Integration::RenderController& Core::GetRenderController()
454 return mRenderController;
457 uint32_t* Core::ReserveMessageSlot( uint32_t size, bool updateScene )
459 return mUpdateManager->ReserveMessageSlot( size, updateScene );
462 BufferIndex Core::GetEventBufferIndex() const
464 return mUpdateManager->GetEventBufferIndex();
467 void Core::ForceNextUpdate()
469 mForceNextUpdate = true;
472 bool Core::IsNextUpdateForced()
474 bool nextUpdateForced = mForceNextUpdate;
475 mForceNextUpdate = false;
476 return nextUpdateForced;
479 } // namespace Internal