Clean up the code to build successfully on macOS
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2020 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
31 #include <dali/internal/event/actors/actor-impl.h>
32 #include <dali/internal/event/animation/animation-playlist.h>
33 #include <dali/internal/event/common/notification-manager.h>
34 #include <dali/internal/event/common/property-notification-manager.h>
35 #include <dali/internal/event/common/stage-impl.h>
36 #include <dali/internal/event/common/thread-local-storage.h>
37 #include <dali/internal/event/common/event-thread-services.h>
38 #include <dali/internal/event/common/type-registry-impl.h>
39 #include <dali/internal/event/effects/shader-factory.h>
40 #include <dali/internal/event/events/event-processor.h>
41 #include <dali/internal/event/events/gesture-event-processor.h>
42 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
43 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
44
45 #include <dali/internal/update/common/discard-queue.h>
46 #include <dali/internal/update/manager/update-manager.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
48
49 #include <dali/internal/render/common/performance-monitor.h>
50 #include <dali/internal/render/common/render-manager.h>
51 #include <dali/internal/render/gl-resources/context.h>
52
53 using Dali::Internal::SceneGraph::UpdateManager;
54 using Dali::Internal::SceneGraph::RenderManager;
55 using Dali::Internal::SceneGraph::DiscardQueue;
56 using Dali::Internal::SceneGraph::RenderQueue;
57
58 namespace
59 {
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
62
63 #if defined(DEBUG_ENABLED)
64 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
65 #endif
66 }
67
68 namespace Dali
69 {
70
71 namespace Internal
72 {
73
74 using Integration::RenderController;
75 using Integration::PlatformAbstraction;
76 using Integration::GlSyncAbstraction;
77 using Integration::GlAbstraction;
78 using Integration::GlContextHelperAbstraction;
79 using Integration::Event;
80 using Integration::UpdateStatus;
81 using Integration::RenderStatus;
82
83 Core::Core( RenderController& renderController,
84             PlatformAbstraction& platform,
85             GlAbstraction& glAbstraction,
86             GlSyncAbstraction& glSyncAbstraction,
87             GlContextHelperAbstraction& glContextHelperAbstraction,
88             Integration::RenderToFrameBuffer renderToFboEnabled,
89             Integration::DepthBufferAvailable depthBufferAvailable,
90             Integration::StencilBufferAvailable stencilBufferAvailable,
91             Integration::PartialUpdateAvailable partialUpdateAvailable )
92 : mRenderController( renderController ),
93   mPlatform(platform),
94   mProcessingEvent(false),
95   mForceNextUpdate( false )
96 {
97   // Create the thread local storage
98   CreateThreadLocalStorage();
99
100   // This does nothing until Core is built with --enable-performance-monitor
101   PERFORMANCE_MONITOR_INIT( platform );
102
103   mNotificationManager = new NotificationManager();
104
105   mAnimationPlaylist = AnimationPlaylist::New();
106
107   mPropertyNotificationManager = PropertyNotificationManager::New();
108
109   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
110
111   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable );
112
113   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
114
115   mDiscardQueue = new DiscardQueue( renderQueue );
116
117   mUpdateManager = new UpdateManager( *mNotificationManager,
118                                       *mAnimationPlaylist,
119                                       *mPropertyNotificationManager,
120                                       *mDiscardQueue,
121                                        renderController,
122                                       *mRenderManager,
123                                        renderQueue,
124                                       *mRenderTaskProcessor );
125
126   mRenderManager->SetShaderSaver( *mUpdateManager );
127
128   mObjectRegistry = ObjectRegistry::New();
129
130   mStage = IntrusivePtr<Stage>( Stage::New( *mUpdateManager ) );
131
132   // This must be called after stage is created but before stage initialization
133   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
134
135   mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, mRenderController );
136
137   mShaderFactory = new ShaderFactory();
138   mUpdateManager->SetShaderSaver( *mShaderFactory );
139
140   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
141 }
142
143 Core::~Core()
144 {
145   /*
146    * The order of destructing these singletons is important!!!
147    */
148
149   // clear the thread local storage first
150   // allows core to be created / deleted many times in the same thread (how TET cases work).
151   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
152   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
153   if( tls )
154   {
155     tls->Remove();
156     tls->Unreference();
157   }
158
159   mObjectRegistry.Reset();
160
161   // Stop relayout requests being raised on stage destruction
162   mRelayoutController.Reset();
163
164   // remove (last?) reference to stage
165   mStage.Reset();
166
167 }
168
169 void Core::Initialize()
170 {
171   mStage->Initialize( *mScenes[0] );
172 }
173
174 Integration::ContextNotifierInterface* Core::GetContextNotifier()
175 {
176   return mStage.Get();
177 }
178
179 void Core::RecoverFromContextLoss()
180 {
181   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
182
183   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
184 }
185
186 void Core::ContextCreated()
187 {
188   mRenderManager->ContextCreated();
189 }
190
191 void Core::ContextDestroyed()
192 {
193   mRenderManager->ContextDestroyed();
194 }
195
196 void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
197 {
198   // set the time delta so adaptor can easily print FPS with a release build with 0 as
199   // it is cached by frametime
200   status.secondsFromLastFrame = elapsedSeconds;
201
202   // Render returns true when there are updates on the stage or one or more animations are completed.
203   // Use the estimated time diff till we render as the elapsed time.
204   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
205                                                 lastVSyncTimeMilliseconds,
206                                                 nextVSyncTimeMilliseconds,
207                                                 renderToFboEnabled,
208                                                 isRenderingToFbo );
209
210   // Check the Notification Manager message queue to set needsNotification
211   status.needsNotification = mNotificationManager->MessagesToProcess();
212
213   // Check if the default surface is changed
214   status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
215
216   // No need to keep update running if there are notifications to process.
217   // Any message to update will wake it up anyways
218 }
219
220 void Core::PreRender( RenderStatus& status, bool forceClear, bool uploadOnly )
221 {
222   mRenderManager->PreRender( status, forceClear, uploadOnly );
223 }
224
225 void Core::PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects )
226 {
227   mRenderManager->PreRender( scene, damagedRects );
228 }
229
230 void Core::RenderScene( RenderStatus& status, Integration::Scene& scene, bool renderToFbo )
231 {
232   mRenderManager->RenderScene( status, scene, renderToFbo );
233 }
234
235 void Core::RenderScene( RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect )
236 {
237   mRenderManager->RenderScene( status, scene, renderToFbo, clippingRect );
238 }
239
240 void Core::PostRender( bool uploadOnly )
241 {
242   mRenderManager->PostRender( uploadOnly );
243 }
244
245 void Core::SceneCreated()
246 {
247   mStage->EmitSceneCreatedSignal();
248
249   mRelayoutController->OnApplicationSceneCreated();
250
251   for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
252   {
253     Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
254     mRelayoutController->RequestRelayoutTree( sceneRootLayer );
255   }
256 }
257
258 void Core::QueueEvent( const Integration::Event& event )
259 {
260   if (mScenes.size() != 0)
261   {
262     mScenes.front()->QueueEvent( event );
263   }
264 }
265
266 void Core::ProcessEvents()
267 {
268   // Guard against calls to ProcessEvents() during ProcessEvents()
269   if( mProcessingEvent )
270   {
271     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
272     mRenderController.RequestProcessEventsOnIdle( false );
273     return;
274   }
275
276   mProcessingEvent = true;
277   mRelayoutController->SetProcessingCoreEvents( true );
278
279   // Signal that any messages received will be flushed soon
280   mUpdateManager->EventProcessingStarted();
281
282   // Scene could be added or removed while processing the events
283   // Copy the Scene container locally to avoid possibly invalid iterator
284   SceneContainer scenes = mScenes;
285
286   // process events in all scenes
287   for( auto scene : scenes )
288   {
289     scene->ProcessEvents();
290   }
291
292   mNotificationManager->ProcessMessages();
293
294   // Emit signal here to inform listeners that event processing has finished.
295   for( auto scene : scenes )
296   {
297     scene->EmitEventProcessingFinishedSignal();
298   }
299
300   // Run any registered processors
301   RunProcessors();
302
303   // Run the size negotiation after event processing finished signal
304   mRelayoutController->Relayout();
305
306   // Rebuild depth tree after event processing has finished
307   for( auto scene : scenes )
308   {
309     scene->RebuildDepthTree();
310   }
311
312   // Flush any queued messages for the update-thread
313   const bool messagesToProcess = mUpdateManager->FlushQueue();
314
315   // Check if the touch or gestures require updates.
316   const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
317   // Check if the next update is forced.
318   const bool forceUpdate = IsNextUpdateForced();
319
320   if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
321   {
322     // tell the render controller to keep update thread running
323     mRenderController.RequestUpdate( forceUpdate );
324   }
325
326   mRelayoutController->SetProcessingCoreEvents( false );
327
328   // ProcessEvents() may now be called again
329   mProcessingEvent = false;
330 }
331
332 uint32_t Core::GetMaximumUpdateCount() const
333 {
334   return MAXIMUM_UPDATE_COUNT;
335 }
336
337 void Core::RegisterProcessor( Integration::Processor& processor )
338 {
339   mProcessors.PushBack(&processor);
340 }
341
342 void Core::UnregisterProcessor( Integration::Processor& processor )
343 {
344   auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
345   if( iter != mProcessors.End() )
346   {
347     mProcessors.Erase( iter );
348   }
349 }
350
351 void Core::RunProcessors()
352 {
353   // Copy processor pointers to prevent changes to vector affecting loop iterator.
354   Dali::Vector<Integration::Processor*> processors( mProcessors );
355
356   for( auto processor : processors )
357   {
358     if( processor )
359     {
360       processor->Process();
361     }
362   }
363 }
364
365 StagePtr Core::GetCurrentStage()
366 {
367   return mStage.Get();
368 }
369
370 PlatformAbstraction& Core::GetPlatform()
371 {
372   return mPlatform;
373 }
374
375 UpdateManager& Core::GetUpdateManager()
376 {
377   return *(mUpdateManager);
378 }
379
380 RenderManager& Core::GetRenderManager()
381 {
382   return *(mRenderManager);
383 }
384
385 NotificationManager& Core::GetNotificationManager()
386 {
387   return *(mNotificationManager);
388 }
389
390 ShaderFactory& Core::GetShaderFactory()
391 {
392   return *(mShaderFactory);
393 }
394
395 GestureEventProcessor& Core::GetGestureEventProcessor()
396 {
397   return *(mGestureEventProcessor);
398 }
399
400 RelayoutController& Core::GetRelayoutController()
401 {
402   return *(mRelayoutController.Get());
403 }
404
405 ObjectRegistry& Core::GetObjectRegistry() const
406 {
407   return *(mObjectRegistry.Get());
408 }
409
410 EventThreadServices& Core::GetEventThreadServices()
411 {
412   return *this;
413 }
414
415 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
416 {
417   return *(mPropertyNotificationManager);
418 }
419
420 AnimationPlaylist& Core::GetAnimationPlaylist() const
421 {
422   return *(mAnimationPlaylist);
423 }
424
425 void Core::AddScene( Scene* scene )
426 {
427   mScenes.push_back( scene );
428 }
429
430 void Core::RemoveScene( Scene* scene )
431 {
432   auto iter = std::find( mScenes.begin(), mScenes.end(), scene );
433   if( iter != mScenes.end() )
434   {
435     mScenes.erase( iter );
436   }
437 }
438
439 void Core::CreateThreadLocalStorage()
440 {
441   // a pointer to the ThreadLocalStorage object will be stored in TLS
442   // The ThreadLocalStorage object should be deleted by the Core destructor
443   ThreadLocalStorage* tls = new ThreadLocalStorage(this);
444   tls->Reference();
445 }
446
447 void Core::RegisterObject( Dali::BaseObject* object )
448 {
449   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
450   mObjectRegistry->RegisterObject( object );
451 }
452
453 void Core::UnregisterObject( Dali::BaseObject* object )
454 {
455   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
456   mObjectRegistry->UnregisterObject( object );
457 }
458
459 Integration::RenderController& Core::GetRenderController()
460 {
461   return mRenderController;
462 }
463
464 uint32_t* Core::ReserveMessageSlot( uint32_t size, bool updateScene )
465 {
466   return mUpdateManager->ReserveMessageSlot( size, updateScene );
467 }
468
469 BufferIndex Core::GetEventBufferIndex() const
470 {
471   return mUpdateManager->GetEventBufferIndex();
472 }
473
474 void Core::ForceNextUpdate()
475 {
476   mForceNextUpdate = true;
477 }
478
479 bool Core::IsNextUpdateForced()
480 {
481   bool nextUpdateForced = mForceNextUpdate;
482   mForceNextUpdate = false;
483   return nextUpdateForced;
484 }
485
486 } // namespace Internal
487
488 } // namespace Dali