b78b515a3ae58114d0fc7a8f970c0c6e7bb2e3c5
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2019 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/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>
31
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>
45
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>
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/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
59 namespace
60 {
61 // The Update for frame N+1 may be processed whilst frame N is being rendered.
62 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
63
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
66 #endif
67 }
68
69 namespace Dali
70 {
71
72 namespace Internal
73 {
74
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;
83
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 : mRenderController( renderController ),
94   mPlatform(platform),
95   mProcessingEvent(false),
96   mForceNextUpdate( false )
97 {
98   // Create the thread local storage
99   CreateThreadLocalStorage();
100
101   // This does nothing until Core is built with --enable-performance-monitor
102   PERFORMANCE_MONITOR_INIT( platform );
103
104   mNotificationManager = new NotificationManager();
105
106   mAnimationPlaylist = AnimationPlaylist::New();
107
108   mPropertyNotificationManager = PropertyNotificationManager::New();
109
110   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
111
112   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable );
113
114   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
115
116   mDiscardQueue = new DiscardQueue( renderQueue );
117
118   mUpdateManager = new UpdateManager( *mNotificationManager,
119                                       *mAnimationPlaylist,
120                                       *mPropertyNotificationManager,
121                                       *mDiscardQueue,
122                                        renderController,
123                                       *mRenderManager,
124                                        renderQueue,
125                                       *mRenderTaskProcessor );
126
127   mRenderManager->SetShaderSaver( *mUpdateManager );
128
129   mObjectRegistry = ObjectRegistry::New();
130
131   mStage = IntrusivePtr<Stage>( Stage::New( *mUpdateManager ) );
132
133   // This must be called after stage is created but before stage initialization
134   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
135
136   mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, mRenderController );
137
138   mShaderFactory = new ShaderFactory();
139   mUpdateManager->SetShaderSaver( *mShaderFactory );
140
141   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
142 }
143
144 Core::~Core()
145 {
146   /*
147    * The order of destructing these singletons is important!!!
148    */
149
150   // clear the thread local storage first
151   // allows core to be created / deleted many times in the same thread (how TET cases work).
152   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
153   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
154   if( tls )
155   {
156     tls->Remove();
157     delete tls;
158   }
159
160   mObjectRegistry.Reset();
161
162   // Stop relayout requests being raised on stage destruction
163   mRelayoutController.Reset();
164
165   // remove (last?) reference to stage
166   mStage.Reset();
167
168 }
169
170 void Core::Initialize()
171 {
172   mStage->Initialize( *mScenes[0] );
173 }
174
175 Integration::ContextNotifierInterface* Core::GetContextNotifier()
176 {
177   return mStage.Get();
178 }
179
180 void Core::RecoverFromContextLoss()
181 {
182   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
183
184   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
185 }
186
187 void Core::ContextCreated()
188 {
189   mRenderManager->ContextCreated();
190 }
191
192 void Core::ContextDestroyed()
193 {
194   mRenderManager->ContextDestroyed();
195 }
196
197 void Core::SurfaceDeleted( Integration::RenderSurface* surface )
198 {
199   for( auto scene : mScenes )
200   {
201     if( scene->GetSurface() == surface )
202     {
203       scene->SurfaceDeleted();
204       break;
205     }
206   }
207 }
208
209 void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
210 {
211   // set the time delta so adaptor can easily print FPS with a release build with 0 as
212   // it is cached by frametime
213   status.secondsFromLastFrame = elapsedSeconds;
214
215   // Render returns true when there are updates on the stage or one or more animations are completed.
216   // Use the estimated time diff till we render as the elapsed time.
217   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
218                                                 lastVSyncTimeMilliseconds,
219                                                 nextVSyncTimeMilliseconds,
220                                                 renderToFboEnabled,
221                                                 isRenderingToFbo );
222
223   // Check the Notification Manager message queue to set needsNotification
224   status.needsNotification = mNotificationManager->MessagesToProcess();
225
226   // Check if the default surface is changed
227   status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
228
229   // No need to keep update running if there are notifications to process.
230   // Any message to update will wake it up anyways
231 }
232
233 void Core::Render( RenderStatus& status, bool forceClear, bool uploadOnly )
234 {
235   mRenderManager->Render( status, forceClear, uploadOnly );
236 }
237
238 void Core::SceneCreated()
239 {
240   mStage->EmitSceneCreatedSignal();
241
242   mRelayoutController->OnApplicationSceneCreated();
243
244   for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
245   {
246     Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
247     mRelayoutController->RequestRelayoutTree( sceneRootLayer );
248   }
249 }
250
251 void Core::QueueEvent( const Integration::Event& event )
252 {
253   if (mScenes.size() != 0)
254   {
255     mScenes.front()->QueueEvent( event );
256   }
257 }
258
259 void Core::ProcessEvents()
260 {
261   // Guard against calls to ProcessEvents() during ProcessEvents()
262   if( mProcessingEvent )
263   {
264     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
265     mRenderController.RequestProcessEventsOnIdle( false );
266     return;
267   }
268
269   mProcessingEvent = true;
270   mRelayoutController->SetProcessingCoreEvents( true );
271
272   // Signal that any messages received will be flushed soon
273   mUpdateManager->EventProcessingStarted();
274
275   // Scene could be added or removed while processing the events
276   // Copy the Scene container locally to avoid possibly invalid iterator
277   SceneContainer scenes = mScenes;
278
279   // process events in all scenes
280   for( auto scene : scenes )
281   {
282     scene->ProcessEvents();
283   }
284
285   mNotificationManager->ProcessMessages();
286
287   // Emit signal here to inform listeners that event processing has finished.
288   for( auto scene : scenes )
289   {
290     scene->EmitEventProcessingFinishedSignal();
291   }
292
293   // Run any registered processors
294   RunProcessors();
295
296   // Run the size negotiation after event processing finished signal
297   mRelayoutController->Relayout();
298
299   // Rebuild depth tree after event processing has finished
300   for( auto scene : scenes )
301   {
302     scene->RebuildDepthTree();
303   }
304
305   // Flush any queued messages for the update-thread
306   const bool messagesToProcess = mUpdateManager->FlushQueue();
307
308   // Check if the touch or gestures require updates.
309   const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
310   // Check if the next update is forced.
311   const bool forceUpdate = IsNextUpdateForced();
312
313   if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
314   {
315     // tell the render controller to keep update thread running
316     mRenderController.RequestUpdate( forceUpdate );
317   }
318
319   mRelayoutController->SetProcessingCoreEvents( false );
320
321   // ProcessEvents() may now be called again
322   mProcessingEvent = false;
323 }
324
325 uint32_t Core::GetMaximumUpdateCount() const
326 {
327   return MAXIMUM_UPDATE_COUNT;
328 }
329
330 void Core::RegisterProcessor( Integration::Processor& processor )
331 {
332   mProcessors.PushBack(&processor);
333 }
334
335 void Core::UnregisterProcessor( Integration::Processor& processor )
336 {
337   auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
338   if( iter != mProcessors.End() )
339   {
340     mProcessors.Erase( iter );
341   }
342 }
343
344 void Core::RunProcessors()
345 {
346   // Copy processor pointers to prevent changes to vector affecting loop iterator.
347   Dali::Vector<Integration::Processor*> processors( mProcessors );
348
349   for( auto processor : processors )
350   {
351     if( processor )
352     {
353       processor->Process();
354     }
355   }
356 }
357
358 StagePtr Core::GetCurrentStage()
359 {
360   return mStage.Get();
361 }
362
363 PlatformAbstraction& Core::GetPlatform()
364 {
365   return mPlatform;
366 }
367
368 UpdateManager& Core::GetUpdateManager()
369 {
370   return *(mUpdateManager);
371 }
372
373 RenderManager& Core::GetRenderManager()
374 {
375   return *(mRenderManager);
376 }
377
378 NotificationManager& Core::GetNotificationManager()
379 {
380   return *(mNotificationManager);
381 }
382
383 ShaderFactory& Core::GetShaderFactory()
384 {
385   return *(mShaderFactory);
386 }
387
388 GestureEventProcessor& Core::GetGestureEventProcessor()
389 {
390   return *(mGestureEventProcessor);
391 }
392
393 RelayoutController& Core::GetRelayoutController()
394 {
395   return *(mRelayoutController.Get());
396 }
397
398 ObjectRegistry& Core::GetObjectRegistry() const
399 {
400   return *(mObjectRegistry.Get());
401 }
402
403 EventThreadServices& Core::GetEventThreadServices()
404 {
405   return *this;
406 }
407
408 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
409 {
410   return *(mPropertyNotificationManager);
411 }
412
413 AnimationPlaylist& Core::GetAnimationPlaylist() const
414 {
415   return *(mAnimationPlaylist);
416 }
417
418 void Core::AddScene( Scene* scene )
419 {
420   mScenes.push_back( scene );
421 }
422
423 void Core::RemoveScene( Scene* scene )
424 {
425   auto iter = std::find( mScenes.begin(), mScenes.end(), scene );
426   if( iter != mScenes.end() )
427   {
428     mScenes.erase( iter );
429   }
430 }
431
432 void Core::CreateThreadLocalStorage()
433 {
434   // a pointer to the ThreadLocalStorage object will be stored in TLS
435   // The ThreadLocalStorage object should be deleted by the Core destructor
436   new ThreadLocalStorage(this);
437 }
438
439 void Core::RegisterObject( Dali::BaseObject* object )
440 {
441   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
442   mObjectRegistry->RegisterObject( object );
443 }
444
445 void Core::UnregisterObject( Dali::BaseObject* object )
446 {
447   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
448   mObjectRegistry->UnregisterObject( object );
449 }
450
451 Integration::RenderController& Core::GetRenderController()
452 {
453   return mRenderController;
454 }
455
456 uint32_t* Core::ReserveMessageSlot( uint32_t size, bool updateScene )
457 {
458   return mUpdateManager->ReserveMessageSlot( size, updateScene );
459 }
460
461 BufferIndex Core::GetEventBufferIndex() const
462 {
463   return mUpdateManager->GetEventBufferIndex();
464 }
465
466 void Core::ForceNextUpdate()
467 {
468   mForceNextUpdate = true;
469 }
470
471 bool Core::IsNextUpdateForced()
472 {
473   bool nextUpdateForced = mForceNextUpdate;
474   mForceNextUpdate = false;
475   return nextUpdateForced;
476 }
477
478 } // namespace Internal
479
480 } // namespace Dali