[dali_1.1.24] Merge branch 'devel/master'
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2015 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/platform-abstraction.h>
26 #include <dali/integration-api/gl-sync-abstraction.h>
27 #include <dali/integration-api/render-controller.h>
28 #include <dali/internal/event/actors/actor-impl.h>
29 #include <dali/internal/event/common/stage-impl.h>
30 #include <dali/internal/event/animation/animation-playlist.h>
31 #include <dali/internal/event/common/property-notification-manager.h>
32 #include <dali/internal/event/common/notification-manager.h>
33 #include <dali/integration-api/events/event.h>
34 #include <dali/internal/event/events/event-processor.h>
35 #include <dali/internal/event/events/gesture-event-processor.h>
36 #include <dali/internal/update/manager/update-manager.h>
37 #include <dali/internal/render/common/performance-monitor.h>
38 #include <dali/internal/render/common/render-manager.h>
39 #include <dali/internal/update/common/discard-queue.h>
40 #include <dali/internal/update/resources/resource-manager.h>
41 #include <dali/internal/event/images/image-factory.h>
42 #include <dali/internal/event/common/thread-local-storage.h>
43 #include <dali/internal/event/effects/shader-factory.h>
44 #include <dali/internal/update/touch/touch-resampler.h>
45 #include <dali/internal/event/common/type-registry-impl.h>
46 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
47 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
48
49 #include <dali/internal/render/gl-resources/texture-cache.h>
50 #include <dali/internal/render/gl-resources/context.h>
51
52 using Dali::Internal::SceneGraph::UpdateManager;
53 using Dali::Internal::SceneGraph::RenderManager;
54 using Dali::Internal::SceneGraph::DiscardQueue;
55 using Dali::Internal::SceneGraph::RenderQueue;
56 using Dali::Internal::SceneGraph::TextureCache;
57
58 namespace
59 {
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 const unsigned int 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::GestureManager;
78 using Integration::GlAbstraction;
79 using Integration::Event;
80 using Integration::UpdateStatus;
81 using Integration::RenderStatus;
82
83 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
84             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
85             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
86 : mRenderController( renderController ),
87   mPlatform(platform),
88   mGestureEventProcessor(NULL),
89   mEventProcessor(NULL),
90   mUpdateManager(NULL),
91   mRenderManager(NULL),
92   mDiscardQueue(NULL),
93   mTextureUploadedQueue(),
94   mNotificationManager(NULL),
95   mImageFactory(NULL),
96   mShaderFactory(NULL),
97   mIsActive(true),
98   mProcessingEvent(false)
99 {
100   // Create the thread local storage
101   CreateThreadLocalStorage();
102
103   // This does nothing until Core is built with --enable-performance-monitor
104   PERFORMANCE_MONITOR_INIT( platform );
105
106   mNotificationManager = new NotificationManager();
107
108   mAnimationPlaylist = AnimationPlaylist::New();
109
110   mPropertyNotificationManager = PropertyNotificationManager::New();
111
112   mTextureUploadedQueue = new LockedResourceQueue;
113
114   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
115
116   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
117   TextureCache& textureCache = mRenderManager->GetTextureCache();
118
119   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
120   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
121   {
122     discardPolicy = ResourcePolicy::OWNED_RETAIN;
123   }
124   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
125
126   mDiscardQueue = new DiscardQueue( renderQueue );
127
128   mResourceManager = new ResourceManager(  mPlatform,
129                                           *mNotificationManager,
130                                            textureCache,
131                                           *mTextureUploadedQueue,
132                                           *mDiscardQueue,
133                                            renderQueue );
134
135   mTouchResampler = TouchResampler::New();
136
137   mUpdateManager = new UpdateManager( *mNotificationManager,
138                                       *mAnimationPlaylist,
139                                       *mPropertyNotificationManager,
140                                       *mResourceManager,
141                                       *mDiscardQueue,
142                                        renderController,
143                                       *mRenderManager,
144                                        renderQueue,
145                                        textureCache,
146                                       *mTouchResampler );
147
148   mRenderManager->SetShaderSaver( *mUpdateManager );
149
150   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
151
152   // This must be called after stage is created but before stage initialization
153   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
154
155   mStage->Initialize();
156
157   mResourceClient = new ResourceClient( *mResourceManager, *mStage );
158
159   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
160   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
161
162   mImageFactory = new ImageFactory( *mResourceClient );
163   mShaderFactory = new ShaderFactory();
164   mUpdateManager->SetShaderSaver( *mShaderFactory );
165   mShaderFactory->LoadDefaultShaders();
166
167   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
168 }
169
170 Core::~Core()
171 {
172   /**
173    * TODO this should be done by Adaptor, Core does not know about threading
174    * First stop the resource loading thread(s)
175    */
176   mPlatform.JoinLoaderThreads();
177
178   /*
179    * The order of destructing these singletons is important!!!
180    */
181
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();
186   if( tls )
187   {
188     tls->Remove();
189   }
190
191   // Stop relayout requests being raised on stage destruction
192   mRelayoutController.Reset();
193
194   // Clean-up stage - remove default camera and root layer
195   mStage->Uninitialize();
196
197   // remove (last?) reference to stage
198   mStage.Reset();
199
200   delete mEventProcessor;
201   delete mGestureEventProcessor;
202   delete mNotificationManager;
203   delete mImageFactory;
204   delete mShaderFactory;
205   delete mResourceClient;
206   delete mResourceManager;
207   delete mUpdateManager;
208   delete mTouchResampler;
209   delete mRenderManager;
210   delete mDiscardQueue;
211   delete mTextureUploadedQueue;
212 }
213
214 Integration::ContextNotifierInterface* Core::GetContextNotifier()
215 {
216   return mStage.Get();
217 }
218
219 void Core::RecoverFromContextLoss()
220 {
221   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
222
223   mImageFactory->RecoverFromContextLoss(); // Reload images from files
224   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
225 }
226
227 void Core::ContextCreated()
228 {
229   mRenderManager->ContextCreated();
230 }
231
232 void Core::ContextDestroyed()
233 {
234   mRenderManager->ContextDestroyed();
235 }
236
237 void Core::SurfaceResized( unsigned int width, unsigned int height )
238 {
239   mStage->SetSize( width, height );
240   mRelayoutController->SetStageSize( width, height );
241 }
242
243 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
244 {
245   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
246 }
247
248 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
249 {
250   // set the time delta so adaptor can easily print FPS with a release build with 0 as
251   // it is cached by frametime
252   status.secondsFromLastFrame = elapsedSeconds;
253
254   // Render returns true when there are updates on the stage or one or more animations are completed.
255   // Use the estimated time diff till we render as the elapsed time.
256   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
257                                                 lastVSyncTimeMilliseconds,
258                                                 nextVSyncTimeMilliseconds );
259
260   // Check the Notification Manager message queue to set needsNotification
261   status.needsNotification = mNotificationManager->MessagesToProcess();
262
263   // No need to keep update running if there are notifications to process.
264   // Any message to update will wake it up anyways
265
266   if ( mResourceManager->ResourcesToProcess() )
267   {
268     // If we are still processing resources, then we have to continue the update
269     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
270   }
271 }
272
273 void Core::Render( RenderStatus& status )
274 {
275   bool updateRequired = mRenderManager->Render( status );
276
277   status.SetNeedsUpdate( updateRequired );
278 }
279
280 void Core::Suspend()
281 {
282   mPlatform.Suspend();
283
284   mIsActive = false;
285 }
286
287 void Core::Resume()
288 {
289   mPlatform.Resume();
290
291   mIsActive = true;
292
293   // trigger processing of events queued up while paused
294   ProcessEvents();
295 }
296
297 void Core::SceneCreated()
298 {
299   mStage->EmitSceneCreatedSignal();
300
301   mRelayoutController->OnApplicationSceneCreated();
302 }
303
304 void Core::QueueEvent( const Integration::Event& event )
305 {
306   mEventProcessor->QueueEvent( event );
307 }
308
309 void Core::ProcessEvents()
310 {
311   // Guard against calls to ProcessEvents() during ProcessEvents()
312   if( mProcessingEvent )
313   {
314     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
315     mRenderController.RequestProcessEventsOnIdle();
316     return;
317   }
318
319   mProcessingEvent = true;
320   mRelayoutController->SetProcessingCoreEvents( true );
321
322   // Signal that any messages received will be flushed soon
323   mUpdateManager->EventProcessingStarted();
324
325   mEventProcessor->ProcessEvents();
326
327   mNotificationManager->ProcessMessages();
328
329   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
330   if( mIsActive )
331   {
332     // Emit signal here to start size negotiation and control relayout.
333     mStage->EmitEventProcessingFinishedSignal();
334
335     // Run the size negotiation after event processing finished signal
336     mRelayoutController->Relayout();
337
338     // Flush discard queue for image factory
339     mImageFactory->FlushReleaseQueue();
340
341     // Flush any queued messages for the update-thread
342     const bool messagesToProcess = mUpdateManager->FlushQueue();
343
344     // Check if the touch or gestures require updates.
345     const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
346     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
347
348     if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
349     {
350       // tell the render controller to keep update thread running
351       mRenderController.RequestUpdate();
352     }
353   }
354
355   mRelayoutController->SetProcessingCoreEvents( false );
356
357   // ProcessEvents() may now be called again
358   mProcessingEvent = false;
359 }
360
361 void Core::UpdateTouchData(const Integration::TouchData& touch)
362 {
363   mTouchResampler->SendTouchData( touch );
364 }
365
366 unsigned int Core::GetMaximumUpdateCount() const
367 {
368   return MAXIMUM_UPDATE_COUNT;
369 }
370
371 Integration::SystemOverlay& Core::GetSystemOverlay()
372 {
373   return mStage->GetSystemOverlay();
374 }
375
376 void Core::SetViewMode( ViewMode viewMode )
377 {
378   mStage->SetViewMode( viewMode );
379 }
380
381 ViewMode Core::GetViewMode() const
382 {
383   return mStage->GetViewMode();
384 }
385
386 void Core::SetStereoBase( float stereoBase )
387 {
388   mStage->SetStereoBase( stereoBase );
389 }
390
391 float Core::GetStereoBase() const
392 {
393   return mStage->GetStereoBase();
394 }
395
396 StagePtr Core::GetCurrentStage()
397 {
398   return mStage.Get();
399 }
400
401 PlatformAbstraction& Core::GetPlatform()
402 {
403   return mPlatform;
404 }
405
406 UpdateManager& Core::GetUpdateManager()
407 {
408   return *(mUpdateManager);
409 }
410
411 RenderManager& Core::GetRenderManager()
412 {
413   return *(mRenderManager);
414 }
415
416 NotificationManager& Core::GetNotificationManager()
417 {
418   return *(mNotificationManager);
419 }
420
421 ResourceManager& Core::GetResourceManager()
422 {
423   return *(mResourceManager);
424 }
425
426 ResourceClient& Core::GetResourceClient()
427 {
428   return *(mResourceClient);
429 }
430
431 ImageFactory& Core::GetImageFactory()
432 {
433   return *(mImageFactory);
434 }
435
436 ShaderFactory& Core::GetShaderFactory()
437 {
438   return *(mShaderFactory);
439 }
440
441 GestureEventProcessor& Core::GetGestureEventProcessor()
442 {
443   return *(mGestureEventProcessor);
444 }
445
446 RelayoutController& Core::GetRelayoutController()
447 {
448   return *(mRelayoutController.Get());
449 }
450
451 void Core::CreateThreadLocalStorage()
452 {
453   // a pointer to the ThreadLocalStorage object will be stored in TLS
454   // and automatically deleted when the thread is killed
455   new ThreadLocalStorage(this);
456 }
457
458 } // namespace Internal
459
460 } // namespace Dali