fafe5b398ac96a79c14840b2779ed5c13e84dece
[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->SurfaceResized( width, height );
247
248   // The stage-size may be less than surface-size (reduced by top-margin)
249   Vector2 size = mStage->GetSize();
250   mRelayoutController->SetStageSize( size.width, size.height );
251 }
252
253 void Core::SetTopMargin( unsigned int margin )
254 {
255   mStage->SetTopMargin( margin );
256
257   // The stage-size may be less than surface-size (reduced by top-margin)
258   Vector2 size = mStage->GetSize();
259   mRelayoutController->SetStageSize( size.width, size.height );
260 }
261
262 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
263 {
264   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
265 }
266
267 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
268 {
269   // set the time delta so adaptor can easily print FPS with a release build with 0 as
270   // it is cached by frametime
271   status.secondsFromLastFrame = elapsedSeconds;
272
273   // Render returns true when there are updates on the stage or one or more animations are completed.
274   // Use the estimated time diff till we render as the elapsed time.
275   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
276                                                 lastVSyncTimeMilliseconds,
277                                                 nextVSyncTimeMilliseconds );
278
279   // Check the Notification Manager message queue to set needsNotification
280   status.needsNotification = mNotificationManager->MessagesToProcess();
281
282   // No need to keep update running if there are notifications to process.
283   // Any message to update will wake it up anyways
284
285   if ( mResourceManager->ResourcesToProcess() )
286   {
287     // If we are still processing resources, then we have to continue the update
288     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
289   }
290 }
291
292 void Core::Render( RenderStatus& status )
293 {
294   bool updateRequired = mRenderManager->Render( status );
295
296   status.SetNeedsUpdate( updateRequired );
297 }
298
299 void Core::Suspend()
300 {
301   mPlatform.Suspend();
302
303   mIsActive = false;
304 }
305
306 void Core::Resume()
307 {
308   mPlatform.Resume();
309
310   mIsActive = true;
311
312   // trigger processing of events queued up while paused
313   ProcessEvents();
314 }
315
316 void Core::SceneCreated()
317 {
318   mStage->EmitSceneCreatedSignal();
319
320   mRelayoutController->OnApplicationSceneCreated();
321 }
322
323 void Core::QueueEvent( const Integration::Event& event )
324 {
325   mEventProcessor->QueueEvent( event );
326 }
327
328 void Core::ProcessEvents()
329 {
330   // Guard against calls to ProcessEvents() during ProcessEvents()
331   if( mProcessingEvent )
332   {
333     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
334     mRenderController.RequestProcessEventsOnIdle();
335     return;
336   }
337
338   mProcessingEvent = true;
339   mRelayoutController->SetProcessingCoreEvents( true );
340
341   // Signal that any messages received will be flushed soon
342   mUpdateManager->EventProcessingStarted();
343
344   mEventProcessor->ProcessEvents();
345
346   mNotificationManager->ProcessMessages();
347
348   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
349   if( mIsActive )
350   {
351     // Emit signal here to start size negotiation and control relayout.
352     mStage->EmitEventProcessingFinishedSignal();
353
354     // Run the size negotiation after event processing finished signal
355     mRelayoutController->Relayout();
356
357     // Flush discard queue for image factory
358     mImageFactory->FlushReleaseQueue();
359
360     // Flush any queued messages for the update-thread
361     const bool messagesToProcess = mUpdateManager->FlushQueue();
362
363     // Check if the touch or gestures require updates.
364     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
365
366     if( messagesToProcess || gestureNeedsUpdate )
367     {
368       // tell the render controller to keep update thread running
369       mRenderController.RequestUpdate();
370     }
371   }
372
373   mRelayoutController->SetProcessingCoreEvents( false );
374
375   // ProcessEvents() may now be called again
376   mProcessingEvent = false;
377 }
378
379 unsigned int Core::GetMaximumUpdateCount() const
380 {
381   return MAXIMUM_UPDATE_COUNT;
382 }
383
384 Integration::SystemOverlay& Core::GetSystemOverlay()
385 {
386   return mStage->GetSystemOverlay();
387 }
388
389 void Core::SetViewMode( ViewMode viewMode )
390 {
391   mStage->SetViewMode( viewMode );
392 }
393
394 ViewMode Core::GetViewMode() const
395 {
396   return mStage->GetViewMode();
397 }
398
399 void Core::SetStereoBase( float stereoBase )
400 {
401   mStage->SetStereoBase( stereoBase );
402 }
403
404 float Core::GetStereoBase() const
405 {
406   return mStage->GetStereoBase();
407 }
408
409 StagePtr Core::GetCurrentStage()
410 {
411   return mStage.Get();
412 }
413
414 PlatformAbstraction& Core::GetPlatform()
415 {
416   return mPlatform;
417 }
418
419 UpdateManager& Core::GetUpdateManager()
420 {
421   return *(mUpdateManager);
422 }
423
424 RenderManager& Core::GetRenderManager()
425 {
426   return *(mRenderManager);
427 }
428
429 NotificationManager& Core::GetNotificationManager()
430 {
431   return *(mNotificationManager);
432 }
433
434 ResourceManager& Core::GetResourceManager()
435 {
436   return *(mResourceManager);
437 }
438
439 ResourceClient& Core::GetResourceClient()
440 {
441   return *(mResourceClient);
442 }
443
444 ImageFactory& Core::GetImageFactory()
445 {
446   return *(mImageFactory);
447 }
448
449 ShaderFactory& Core::GetShaderFactory()
450 {
451   return *(mShaderFactory);
452 }
453
454 GestureEventProcessor& Core::GetGestureEventProcessor()
455 {
456   return *(mGestureEventProcessor);
457 }
458
459 RelayoutController& Core::GetRelayoutController()
460 {
461   return *(mRelayoutController.Get());
462 }
463
464 void Core::CreateThreadLocalStorage()
465 {
466   // a pointer to the ThreadLocalStorage object will be stored in TLS
467   // and automatically deleted when the thread is killed
468   new ThreadLocalStorage(this);
469 }
470
471 } // namespace Internal
472
473 } // namespace Dali