2 * Copyright (c) 2014 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/platform-abstraction.h>
25 #include <dali/integration-api/gl-sync-abstraction.h>
26 #include <dali/integration-api/render-controller.h>
27 #include <dali/internal/event/actors/actor-impl.h>
28 #include <dali/internal/event/common/stage-impl.h>
29 #include <dali/internal/event/animation/animation-playlist.h>
30 #include <dali/internal/event/common/property-notification-manager.h>
31 #include <dali/internal/event/common/notification-manager.h>
32 #include <dali/integration-api/events/event.h>
33 #include <dali/internal/event/events/event-processor.h>
34 #include <dali/internal/event/events/gesture-event-processor.h>
35 #include <dali/internal/update/manager/update-manager.h>
36 #include <dali/internal/render/common/performance-monitor.h>
37 #include <dali/internal/render/common/render-manager.h>
38 #include <dali/internal/update/common/discard-queue.h>
39 #include <dali/internal/common/event-to-update.h>
40 #include <dali/internal/common/frame-time.h>
41 #include <dali/internal/update/resources/resource-manager.h>
42 #include <dali/internal/event/text/font-factory.h>
43 #include <dali/internal/event/images/image-factory.h>
44 #include <dali/internal/event/images/emoji-factory.h>
45 #include <dali/internal/event/modeling/model-factory.h>
46 #include <dali/internal/event/common/thread-local-storage.h>
47 #include <dali/internal/event/effects/shader-factory.h>
48 #include <dali/internal/update/touch/touch-resampler.h>
49 #include <dali/internal/event/common/type-registry-impl.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;
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 static const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
69 using Integration::RenderController;
70 using Integration::PlatformAbstraction;
71 using Integration::GlSyncAbstraction;
72 using Integration::GestureManager;
73 using Integration::GlAbstraction;
74 using Integration::Event;
75 using Integration::UpdateStatus;
76 using Integration::RenderStatus;
78 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
79 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
80 GestureManager& gestureManager)
81 : mRenderController( renderController ),
83 mGestureEventProcessor(NULL),
84 mEventProcessor(NULL),
88 mResourcePostProcessQueue(),
89 mNotificationManager(NULL),
97 mProcessingEvent(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 std::vector< ResourcePostProcessRequest> init;
112 mResourcePostProcessQueue = new ResourcePostProcessList(init);
114 mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
116 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
117 TextureCache& textureCache = mRenderManager->GetTextureCache();
118 mDiscardQueue = new DiscardQueue( renderQueue );
120 mResourceManager = new ResourceManager( mPlatform,
121 *mNotificationManager,
123 *mResourcePostProcessQueue,
128 mTouchResampler = TouchResampler::New();
130 mUpdateManager = new UpdateManager( *mNotificationManager,
133 *mPropertyNotificationManager,
142 mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager );
144 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
146 mStage->Initialize();
148 mUpdateManager->SetRenderTaskList( &mStage->GetRenderTaskList() );
150 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
151 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
153 mFrameTime = new FrameTime( mPlatform );
154 mFontFactory = new FontFactory(*mResourceClient);
155 mImageFactory = new ImageFactory( *mResourceClient );
156 mModelFactory = new ModelFactory(*mResourceClient);
157 mShaderFactory = new ShaderFactory(*mResourceClient);
158 mShaderFactory->LoadDefaultShaders();
159 mEmojiFactory = new EmojiFactory();
161 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
167 * TODO this should be done by Adaptor, Core does not know about threading
168 * First stop the resource loading thread(s)
170 mPlatform.JoinLoaderThreads();
173 * The order of destructing these singletons is important!!!
176 // clear the thread local storage first
177 // allows core to be created / deleted many times in the same thread (how TET cases work).
178 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
179 ThreadLocalStorage::Get().Remove();
181 // Clean-up stage - remove default camera and root layer
182 mStage->Uninitialize();
184 // remove (last?) reference to stage
187 delete mEventProcessor;
188 delete mGestureEventProcessor;
189 delete mNotificationManager;
191 delete mImageFactory;
192 delete mModelFactory;
193 delete mShaderFactory;
194 delete mResourceClient;
195 delete mResourceManager;
196 delete mUpdateManager;
197 delete mTouchResampler;
198 delete mEmojiFactory;
199 delete mRenderManager;
200 delete mDiscardQueue;
201 delete mResourcePostProcessQueue;
205 void Core::ContextCreated()
207 mRenderManager->ContextCreated();
210 void Core::ContextToBeDestroyed()
212 mRenderManager->ContextDestroyed();
215 void Core::SurfaceResized(unsigned int width, unsigned int height)
217 mStage->SetSize(width, height);
220 void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
222 mPlatform.SetDpi( dpiHorizontal, dpiVertical );
223 mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
224 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
227 void Core::SetMinimumFrameTimeInterval(unsigned int interval)
229 mFrameTime->SetMinimumFrameTimeInterval(interval);
232 void Core::Update( UpdateStatus& status )
234 // get the last delta and the predict when this update will be rendered
235 float lastFrameDelta( 0.0f );
236 unsigned int lastVSyncTime( 0 );
237 unsigned int nextVSyncTime( 0 );
238 mFrameTime->PredictNextVSyncTime( lastFrameDelta, lastVSyncTime, nextVSyncTime );
240 // set the time delta so adaptor can easily print FPS with a release build with 0 as
241 // it is cached by frametime
242 status.secondsFromLastFrame = lastFrameDelta;
244 // Render returns true when there are updates on the stage or one or more animations are completed.
245 // Use the estimated time diff till we render as the elapsed time.
246 status.keepUpdating = mUpdateManager->Update( lastFrameDelta, lastVSyncTime, nextVSyncTime );
248 // Check the Notification Manager message queue to set needsNotification
249 status.needsNotification = mNotificationManager->MessagesToProcess();
251 // If there are notifications to process keep the update thread running as well.
252 // A notification event might add a new actor or animation to the stage which needs
253 // update thread to process it. This also prevents update thread from sleeping
254 // while actor thread is still processing events.
255 if ( status.needsNotification )
257 status.keepUpdating |= Integration::KeepUpdating::NOTIFICATIONS_PENDING;
260 if ( mResourceManager->ResourcesToProcess() )
262 // If we are still processing resources, then we have to continue the update
263 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
267 void Core::Render( RenderStatus& status )
269 bool updateRequired = mRenderManager->Render( status );
271 status.SetNeedsUpdate( updateRequired );
278 mFrameTime->Suspend();
290 mFrameTime->Resume();
297 // trigger processing of events queued up while paused
313 mFrameTime->WakeUp();
317 void Core::VSync( unsigned int frameNumber, unsigned int seconds, unsigned int microseconds )
319 // Can't use passed in time as that is not the clock the touch events use so our predicted render value will be meaningless.
320 mFrameTime->SetVSyncTime( frameNumber );
323 void Core::QueueEvent( const Integration::Event& event )
325 mEventProcessor->QueueEvent( event );
328 void Core::ProcessEvents()
330 // Guard against calls to ProcessEvents() during ProcessEvents()
331 if( mProcessingEvent )
333 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
334 mRenderController.RequestProcessEventsOnIdle();
338 mProcessingEvent = true;
340 EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
342 // Signal that any messages received will be flushed soon
343 eventToUpdate.EventProcessingStarted();
345 mEventProcessor->ProcessEvents();
347 mNotificationManager->ProcessMessages();
349 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
352 // Emit signal here to start size negotiation and control relayout.
353 mStage->EmitEventProcessingFinishedSignal();
355 // Flush discard queue for image factory
356 mImageFactory->FlushReleaseQueue();
358 // send text requests if required
359 mFontFactory->SendTextRequests();
361 // Flush any queued messages for the update-thread
362 const bool messagesToProcess = eventToUpdate.FlushQueue();
364 // Check if the touch or gestures require updates.
365 const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
366 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
368 if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
370 // tell the render controller to keep update thread running
371 mRenderController.RequestUpdate();
375 // ProcessEvents() may now be called again
376 mProcessingEvent = false;
379 void Core::UpdateTouchData(const Integration::TouchData& touch)
381 mTouchResampler->SendTouchData( touch );
384 unsigned int Core::GetMaximumUpdateCount() const
386 return MAXIMUM_UPDATE_COUNT;
389 Integration::SystemOverlay& Core::GetSystemOverlay()
391 return mStage->GetSystemOverlay();
394 void Core::SetViewMode( ViewMode viewMode )
396 mStage->SetViewMode( viewMode );
399 ViewMode Core::GetViewMode() const
401 return mStage->GetViewMode();
404 void Core::SetStereoBase( float stereoBase )
406 mStage->SetStereoBase( stereoBase );
409 float Core::GetStereoBase() const
411 return mStage->GetStereoBase();
414 StagePtr Core::GetCurrentStage()
419 PlatformAbstraction& Core::GetPlatform()
424 UpdateManager& Core::GetUpdateManager()
426 return *(mUpdateManager);
429 RenderManager& Core::GetRenderManager()
431 return *(mRenderManager);
434 NotificationManager& Core::GetNotificationManager()
436 return *(mNotificationManager);
439 ResourceManager& Core::GetResourceManager()
441 return *(mResourceManager);
444 ResourceClient& Core::GetResourceClient()
446 return *(mResourceClient);
449 FontFactory& Core::GetFontFactory()
451 return *(mFontFactory);
454 ImageFactory& Core::GetImageFactory()
456 return *(mImageFactory);
459 ModelFactory& Core::GetModelFactory()
461 return *(mModelFactory);
464 ShaderFactory& Core::GetShaderFactory()
466 return *(mShaderFactory);
469 GestureEventProcessor& Core::GetGestureEventProcessor()
471 return *(mGestureEventProcessor);
474 EmojiFactory& Core::GetEmojiFactory()
476 return *mEmojiFactory;
479 void Core::CreateThreadLocalStorage()
481 // a pointer to the ThreadLocalStorage object will be stored in TLS
482 // and automatically deleted when the thread is killed
483 new ThreadLocalStorage(this);
486 } // namespace Internal