[3.0] Delete ThreadLocalStorage on shutdown
[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     delete tls;
196   }
197
198   // Stop relayout requests being raised on stage destruction
199   mRelayoutController.Reset();
200
201   // Clean-up stage - remove default camera and root layer
202   mStage->Uninitialize();
203
204   // remove (last?) reference to stage
205   mStage.Reset();
206
207   delete mEventProcessor;
208   delete mGestureEventProcessor;
209   delete mNotificationManager;
210   delete mImageFactory;
211   delete mShaderFactory;
212   delete mResourceClient;
213   delete mResourceManager;
214   delete mDiscardQueue;
215   delete mTextureCacheDispatcher;
216   delete mUpdateManager;
217   delete mRenderManager;
218   delete mRenderTaskProcessor;
219   delete mTextureUploadedQueue;
220 }
221
222 Integration::ContextNotifierInterface* Core::GetContextNotifier()
223 {
224   return mStage.Get();
225 }
226
227 void Core::RecoverFromContextLoss()
228 {
229   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
230
231   mImageFactory->RecoverFromContextLoss(); // Reload images from files
232   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
233 }
234
235 void Core::ContextCreated()
236 {
237   mRenderManager->ContextCreated();
238 }
239
240 void Core::ContextDestroyed()
241 {
242   mRenderManager->ContextDestroyed();
243 }
244
245 void Core::SurfaceResized( unsigned int width, unsigned int height )
246 {
247   mStage->SurfaceResized( width, height );
248
249   // The stage-size may be less than surface-size (reduced by top-margin)
250   Vector2 size = mStage->GetSize();
251   mRelayoutController->SetStageSize( size.width, size.height );
252 }
253
254 void Core::SetTopMargin( unsigned int margin )
255 {
256   mStage->SetTopMargin( margin );
257
258   // The stage-size may be less than surface-size (reduced by top-margin)
259   Vector2 size = mStage->GetSize();
260   mRelayoutController->SetStageSize( size.width, size.height );
261 }
262
263 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
264 {
265   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
266 }
267
268 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
269 {
270   // set the time delta so adaptor can easily print FPS with a release build with 0 as
271   // it is cached by frametime
272   status.secondsFromLastFrame = elapsedSeconds;
273
274   // Render returns true when there are updates on the stage or one or more animations are completed.
275   // Use the estimated time diff till we render as the elapsed time.
276   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
277                                                 lastVSyncTimeMilliseconds,
278                                                 nextVSyncTimeMilliseconds );
279
280   // Check the Notification Manager message queue to set needsNotification
281   status.needsNotification = mNotificationManager->MessagesToProcess();
282
283   // No need to keep update running if there are notifications to process.
284   // Any message to update will wake it up anyways
285
286   if ( mResourceManager->ResourcesToProcess() )
287   {
288     // If we are still processing resources, then we have to continue the update
289     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
290   }
291 }
292
293 void Core::Render( RenderStatus& status )
294 {
295   bool updateRequired = mRenderManager->Render( status );
296
297   status.SetNeedsUpdate( updateRequired );
298 }
299
300 void Core::Suspend()
301 {
302   mPlatform.Suspend();
303
304   mIsActive = false;
305 }
306
307 void Core::Resume()
308 {
309   mPlatform.Resume();
310
311   mIsActive = true;
312
313   // trigger processing of events queued up while paused
314   ProcessEvents();
315 }
316
317 void Core::SceneCreated()
318 {
319   mStage->EmitSceneCreatedSignal();
320
321   mRelayoutController->OnApplicationSceneCreated();
322 }
323
324 void Core::QueueEvent( const Integration::Event& event )
325 {
326   mEventProcessor->QueueEvent( event );
327 }
328
329 void Core::ProcessEvents()
330 {
331   // Guard against calls to ProcessEvents() during ProcessEvents()
332   if( mProcessingEvent )
333   {
334     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
335     mRenderController.RequestProcessEventsOnIdle();
336     return;
337   }
338
339   mProcessingEvent = true;
340   mRelayoutController->SetProcessingCoreEvents( true );
341
342   // Signal that any messages received will be flushed soon
343   mUpdateManager->EventProcessingStarted();
344
345   mEventProcessor->ProcessEvents();
346
347   mNotificationManager->ProcessMessages();
348
349   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
350   if( mIsActive )
351   {
352     // Emit signal here to start size negotiation and control relayout.
353     mStage->EmitEventProcessingFinishedSignal();
354
355     // Run the size negotiation after event processing finished signal
356     mRelayoutController->Relayout();
357
358     // Flush discard queue for image factory
359     mImageFactory->FlushReleaseQueue();
360
361     // Flush any queued messages for the update-thread
362     const bool messagesToProcess = mUpdateManager->FlushQueue();
363
364     // Check if the touch or gestures require updates.
365     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
366
367     if( messagesToProcess || gestureNeedsUpdate )
368     {
369       // tell the render controller to keep update thread running
370       mRenderController.RequestUpdate();
371     }
372   }
373
374   mRelayoutController->SetProcessingCoreEvents( false );
375
376   // ProcessEvents() may now be called again
377   mProcessingEvent = false;
378 }
379
380 unsigned int Core::GetMaximumUpdateCount() const
381 {
382   return MAXIMUM_UPDATE_COUNT;
383 }
384
385 Integration::SystemOverlay& Core::GetSystemOverlay()
386 {
387   return mStage->GetSystemOverlay();
388 }
389
390 void Core::SetViewMode( ViewMode viewMode )
391 {
392   mStage->SetViewMode( viewMode );
393 }
394
395 ViewMode Core::GetViewMode() const
396 {
397   return mStage->GetViewMode();
398 }
399
400 void Core::SetStereoBase( float stereoBase )
401 {
402   mStage->SetStereoBase( stereoBase );
403 }
404
405 float Core::GetStereoBase() const
406 {
407   return mStage->GetStereoBase();
408 }
409
410 StagePtr Core::GetCurrentStage()
411 {
412   return mStage.Get();
413 }
414
415 PlatformAbstraction& Core::GetPlatform()
416 {
417   return mPlatform;
418 }
419
420 UpdateManager& Core::GetUpdateManager()
421 {
422   return *(mUpdateManager);
423 }
424
425 RenderManager& Core::GetRenderManager()
426 {
427   return *(mRenderManager);
428 }
429
430 NotificationManager& Core::GetNotificationManager()
431 {
432   return *(mNotificationManager);
433 }
434
435 ResourceManager& Core::GetResourceManager()
436 {
437   return *(mResourceManager);
438 }
439
440 ResourceClient& Core::GetResourceClient()
441 {
442   return *(mResourceClient);
443 }
444
445 ImageFactory& Core::GetImageFactory()
446 {
447   return *(mImageFactory);
448 }
449
450 ShaderFactory& Core::GetShaderFactory()
451 {
452   return *(mShaderFactory);
453 }
454
455 GestureEventProcessor& Core::GetGestureEventProcessor()
456 {
457   return *(mGestureEventProcessor);
458 }
459
460 RelayoutController& Core::GetRelayoutController()
461 {
462   return *(mRelayoutController.Get());
463 }
464
465 void Core::CreateThreadLocalStorage()
466 {
467   // a pointer to the ThreadLocalStorage object will be stored in TLS
468   // The ThreadLocalStorage object should be deleted by the Core destructor
469   new ThreadLocalStorage(this);
470 }
471
472 } // namespace Internal
473
474 } // namespace Dali