2 * Copyright (c) 2016 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/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>
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/render-tasks/render-task-list-impl.h>
41 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
43 #include <dali/internal/update/common/discard-queue.h>
44 #include <dali/internal/update/common/texture-cache-dispatcher.h>
45 #include <dali/internal/update/manager/update-manager.h>
46 #include <dali/internal/update/manager/render-task-processor.h>
47 #include <dali/internal/update/resources/resource-manager.h>
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/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;
59 using Dali::Internal::SceneGraph::TextureCacheDispatcher;
63 // The Update for frame N+1 may be processed whilst frame N is being rendered.
64 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
66 #if defined(DEBUG_ENABLED)
67 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
77 using Integration::RenderController;
78 using Integration::PlatformAbstraction;
79 using Integration::GlSyncAbstraction;
80 using Integration::GestureManager;
81 using Integration::GlAbstraction;
82 using Integration::Event;
83 using Integration::UpdateStatus;
84 using Integration::RenderStatus;
86 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
87 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
88 GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
89 : mRenderController( renderController ),
91 mGestureEventProcessor(NULL),
92 mEventProcessor(NULL),
96 mTextureUploadedQueue(),
97 mNotificationManager(NULL),
100 mProcessingEvent(false)
102 // Create the thread local storage
103 CreateThreadLocalStorage();
105 // This does nothing until Core is built with --enable-performance-monitor
106 PERFORMANCE_MONITOR_INIT( platform );
108 mNotificationManager = new NotificationManager();
110 mAnimationPlaylist = AnimationPlaylist::New();
112 mPropertyNotificationManager = PropertyNotificationManager::New();
114 mTextureUploadedQueue = new LockedResourceQueue;
116 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
118 mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
120 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
121 TextureCache& textureCache = mRenderManager->GetTextureCache();
123 ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
124 if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
126 discardPolicy = ResourcePolicy::OWNED_RETAIN;
128 textureCache.SetDiscardBitmapsPolicy(discardPolicy);
130 mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
132 mDiscardQueue = new DiscardQueue( renderQueue );
134 mResourceManager = new ResourceManager( mPlatform,
135 *mNotificationManager,
136 *mTextureCacheDispatcher,
137 *mTextureUploadedQueue,
141 mUpdateManager = new UpdateManager( *mNotificationManager,
143 *mPropertyNotificationManager,
149 *mTextureCacheDispatcher,
150 *mRenderTaskProcessor );
152 mRenderManager->SetShaderSaver( *mUpdateManager );
154 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
156 // This must be called after stage is created but before stage initialization
157 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
159 mStage->Initialize();
161 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
162 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
164 mShaderFactory = new ShaderFactory();
165 mUpdateManager->SetShaderSaver( *mShaderFactory );
167 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
173 * TODO this should be done by Adaptor, Core does not know about threading
174 * First stop the resource loading thread(s)
176 mPlatform.JoinLoaderThreads();
179 * The order of destructing these singletons is important!!!
182 // clear the thread local storage first
183 // allows core to be created / deleted many times in the same thread (how TET cases work).
184 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
185 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
191 // Stop relayout requests being raised on stage destruction
192 mRelayoutController.Reset();
194 // Clean-up stage - remove default camera and root layer
195 mStage->Uninitialize();
197 // remove (last?) reference to stage
200 delete mEventProcessor;
201 delete mGestureEventProcessor;
202 delete mNotificationManager;
203 delete mShaderFactory;
204 delete mResourceManager;
205 delete mDiscardQueue;
206 delete mTextureCacheDispatcher;
207 delete mUpdateManager;
208 delete mRenderManager;
209 delete mRenderTaskProcessor;
210 delete mTextureUploadedQueue;
213 Integration::ContextNotifierInterface* Core::GetContextNotifier()
218 void Core::RecoverFromContextLoss()
220 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
222 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
225 void Core::ContextCreated()
227 mRenderManager->ContextCreated();
230 void Core::ContextDestroyed()
232 mRenderManager->ContextDestroyed();
235 void Core::SurfaceResized( unsigned int width, unsigned int height )
237 mStage->SurfaceResized( width, height );
239 // The stage-size may be less than surface-size (reduced by top-margin)
240 Vector2 size = mStage->GetSize();
241 mRelayoutController->SetStageSize( size.width, size.height );
244 void Core::SetTopMargin( unsigned int margin )
246 mStage->SetTopMargin( margin );
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 );
253 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
255 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
258 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
260 // set the time delta so adaptor can easily print FPS with a release build with 0 as
261 // it is cached by frametime
262 status.secondsFromLastFrame = elapsedSeconds;
264 // Render returns true when there are updates on the stage or one or more animations are completed.
265 // Use the estimated time diff till we render as the elapsed time.
266 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
267 lastVSyncTimeMilliseconds,
268 nextVSyncTimeMilliseconds );
270 // Check the Notification Manager message queue to set needsNotification
271 status.needsNotification = mNotificationManager->MessagesToProcess();
273 // No need to keep update running if there are notifications to process.
274 // Any message to update will wake it up anyways
276 if ( mResourceManager->ResourcesToProcess() )
278 // If we are still processing resources, then we have to continue the update
279 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
283 void Core::Render( RenderStatus& status )
285 bool updateRequired = mRenderManager->Render( status );
287 status.SetNeedsUpdate( updateRequired );
303 // trigger processing of events queued up while paused
307 void Core::SceneCreated()
309 mStage->EmitSceneCreatedSignal();
311 mRelayoutController->OnApplicationSceneCreated();
314 void Core::QueueEvent( const Integration::Event& event )
316 mEventProcessor->QueueEvent( event );
319 void Core::ProcessEvents()
321 // Guard against calls to ProcessEvents() during ProcessEvents()
322 if( mProcessingEvent )
324 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
325 mRenderController.RequestProcessEventsOnIdle();
329 mProcessingEvent = true;
330 mRelayoutController->SetProcessingCoreEvents( true );
332 // Signal that any messages received will be flushed soon
333 mUpdateManager->EventProcessingStarted();
335 mEventProcessor->ProcessEvents();
337 mNotificationManager->ProcessMessages();
339 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
342 // Emit signal here to inform listeners that event processing has finished.
343 mStage->EmitEventProcessingFinishedSignal();
345 // Run the size negotiation after event processing finished signal
346 mRelayoutController->Relayout();
348 // Flush any queued messages for the update-thread
349 const bool messagesToProcess = mUpdateManager->FlushQueue();
351 // Check if the touch or gestures require updates.
352 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
354 if( messagesToProcess || gestureNeedsUpdate )
356 // tell the render controller to keep update thread running
357 mRenderController.RequestUpdate();
361 mRelayoutController->SetProcessingCoreEvents( false );
363 // ProcessEvents() may now be called again
364 mProcessingEvent = false;
367 unsigned int Core::GetMaximumUpdateCount() const
369 return MAXIMUM_UPDATE_COUNT;
372 Integration::SystemOverlay& Core::GetSystemOverlay()
374 return mStage->GetSystemOverlay();
377 void Core::SetViewMode( ViewMode viewMode )
379 mStage->SetViewMode( viewMode );
382 ViewMode Core::GetViewMode() const
384 return mStage->GetViewMode();
387 void Core::SetStereoBase( float stereoBase )
389 mStage->SetStereoBase( stereoBase );
392 float Core::GetStereoBase() const
394 return mStage->GetStereoBase();
397 StagePtr Core::GetCurrentStage()
402 PlatformAbstraction& Core::GetPlatform()
407 UpdateManager& Core::GetUpdateManager()
409 return *(mUpdateManager);
412 RenderManager& Core::GetRenderManager()
414 return *(mRenderManager);
417 NotificationManager& Core::GetNotificationManager()
419 return *(mNotificationManager);
422 ResourceManager& Core::GetResourceManager()
424 return *(mResourceManager);
427 ShaderFactory& Core::GetShaderFactory()
429 return *(mShaderFactory);
432 GestureEventProcessor& Core::GetGestureEventProcessor()
434 return *(mGestureEventProcessor);
437 RelayoutController& Core::GetRelayoutController()
439 return *(mRelayoutController.Get());
442 void Core::CreateThreadLocalStorage()
444 // a pointer to the ThreadLocalStorage object will be stored in TLS
445 // and automatically deleted when the thread is killed
446 new ThreadLocalStorage(this);
449 } // namespace Internal