Merge "Change DrawMode::OVERLAY to DrawMode::OVERLAY_2D" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2014 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   mResourcePostProcessQueue(),
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   std::vector< ResourcePostProcessRequest> init;
113   mResourcePostProcessQueue = new ResourcePostProcessList(init);
114
115   mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
116
117   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
118   TextureCache& textureCache = mRenderManager->GetTextureCache();
119
120   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
121   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
122   {
123     discardPolicy = ResourcePolicy::RETAIN;
124   }
125   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
126
127   mDiscardQueue = new DiscardQueue( renderQueue );
128
129   mResourceManager = new ResourceManager(  mPlatform,
130                                           *mNotificationManager,
131                                            textureCache,
132                                           *mResourcePostProcessQueue,
133                                           *mRenderManager,
134                                           *mDiscardQueue,
135                                            renderQueue );
136
137   mTouchResampler = TouchResampler::New();
138
139   mUpdateManager = new UpdateManager( *mNotificationManager,
140                                        glSyncAbstraction,
141                                       *mAnimationPlaylist,
142                                       *mPropertyNotificationManager,
143                                       *mResourceManager,
144                                       *mDiscardQueue,
145                                        renderController,
146                                       *mRenderManager,
147                                        renderQueue,
148                                        textureCache,
149                                       *mTouchResampler );
150
151   mRenderManager->SetShaderSaver( *mUpdateManager );
152
153   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
154
155   // This must be called after stage is created but before stage initialization
156   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
157
158   mStage->Initialize();
159
160   mResourceClient = new ResourceClient( *mResourceManager, *mStage, dataRetentionPolicy );
161
162   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
163   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
164
165   mImageFactory = new ImageFactory( *mResourceClient );
166   mShaderFactory = new ShaderFactory();
167   mUpdateManager->SetShaderSaver( *mShaderFactory );
168   mShaderFactory->LoadDefaultShaders();
169
170   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
171 }
172
173 Core::~Core()
174 {
175   /**
176    * TODO this should be done by Adaptor, Core does not know about threading
177    * First stop the resource loading thread(s)
178    */
179   mPlatform.JoinLoaderThreads();
180
181   /*
182    * The order of destructing these singletons is important!!!
183    */
184
185   // clear the thread local storage first
186   // allows core to be created / deleted many times in the same thread (how TET cases work).
187   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
188   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
189   if( tls )
190   {
191     tls->Remove();
192   }
193
194   // Stop relayout requests being raised on stage destruction
195   mRelayoutController.Reset();
196
197   // Clean-up stage - remove default camera and root layer
198   mStage->Uninitialize();
199
200   // remove (last?) reference to stage
201   mStage.Reset();
202
203   delete mEventProcessor;
204   delete mGestureEventProcessor;
205   delete mNotificationManager;
206   delete mImageFactory;
207   delete mShaderFactory;
208   delete mResourceClient;
209   delete mResourceManager;
210   delete mUpdateManager;
211   delete mTouchResampler;
212   delete mRenderManager;
213   delete mDiscardQueue;
214   delete mResourcePostProcessQueue;
215 }
216
217 Integration::ContextNotifierInterface* Core::GetContextNotifier()
218 {
219   return mStage.Get();
220 }
221
222 void Core::RecoverFromContextLoss()
223 {
224   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
225
226   mImageFactory->RecoverFromContextLoss(); // Reload images from files
227   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
228 }
229
230 void Core::ContextCreated()
231 {
232   mRenderManager->ContextCreated();
233 }
234
235 void Core::ContextDestroyed()
236 {
237   mRenderManager->ContextDestroyed();
238 }
239
240 void Core::SurfaceResized( unsigned int width, unsigned int height )
241 {
242   mStage->SetSize( width, height );
243   mRelayoutController->SetStageSize( width, height );
244 }
245
246 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
247 {
248   mPlatform.SetDpi( dpiHorizontal, dpiVertical );
249   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
250 }
251
252 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
253 {
254   // set the time delta so adaptor can easily print FPS with a release build with 0 as
255   // it is cached by frametime
256   status.secondsFromLastFrame = elapsedSeconds;
257
258   // Render returns true when there are updates on the stage or one or more animations are completed.
259   // Use the estimated time diff till we render as the elapsed time.
260   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
261                                                 lastVSyncTimeMilliseconds,
262                                                 nextVSyncTimeMilliseconds );
263
264   // Check the Notification Manager message queue to set needsNotification
265   status.needsNotification = mNotificationManager->MessagesToProcess();
266
267   // No need to keep update running if there are notifications to process.
268   // Any message to update will wake it up anyways
269
270   if ( mResourceManager->ResourcesToProcess() )
271   {
272     // If we are still processing resources, then we have to continue the update
273     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
274   }
275 }
276
277 void Core::Render( RenderStatus& status )
278 {
279   bool updateRequired = mRenderManager->Render( status );
280
281   status.SetNeedsUpdate( updateRequired );
282 }
283
284 void Core::Suspend()
285 {
286   mPlatform.Suspend();
287
288   mIsActive = false;
289 }
290
291 void Core::Resume()
292 {
293   mPlatform.Resume();
294
295   mIsActive = true;
296
297   // trigger processing of events queued up while paused
298   ProcessEvents();
299 }
300
301 void Core::SceneCreated()
302 {
303   mStage->EmitSceneCreatedSignal();
304
305   mRelayoutController->OnApplicationSceneCreated();
306 }
307
308 void Core::QueueEvent( const Integration::Event& event )
309 {
310   mEventProcessor->QueueEvent( event );
311 }
312
313 void Core::ProcessEvents()
314 {
315   // Guard against calls to ProcessEvents() during ProcessEvents()
316   if( mProcessingEvent )
317   {
318     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
319     mRenderController.RequestProcessEventsOnIdle();
320     return;
321   }
322
323   mProcessingEvent = true;
324   mRelayoutController->SetProcessingCoreEvents( true );
325
326   // Signal that any messages received will be flushed soon
327   mUpdateManager->EventProcessingStarted();
328
329   mEventProcessor->ProcessEvents();
330
331   mNotificationManager->ProcessMessages();
332
333   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
334   if( mIsActive )
335   {
336     // Emit signal here to start size negotiation and control relayout.
337     mStage->EmitEventProcessingFinishedSignal();
338
339     // Run the size negotiation after event processing finished signal
340     mRelayoutController->Relayout();
341
342     // Flush discard queue for image factory
343     mImageFactory->FlushReleaseQueue();
344
345     // Flush any queued messages for the update-thread
346     const bool messagesToProcess = mUpdateManager->FlushQueue();
347
348     // Check if the touch or gestures require updates.
349     const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
350     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
351
352     if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
353     {
354       // tell the render controller to keep update thread running
355       mRenderController.RequestUpdate();
356     }
357   }
358
359   mRelayoutController->SetProcessingCoreEvents( false );
360
361   // ProcessEvents() may now be called again
362   mProcessingEvent = false;
363 }
364
365 void Core::UpdateTouchData(const Integration::TouchData& touch)
366 {
367   mTouchResampler->SendTouchData( touch );
368 }
369
370 unsigned int Core::GetMaximumUpdateCount() const
371 {
372   return MAXIMUM_UPDATE_COUNT;
373 }
374
375 Integration::SystemOverlay& Core::GetSystemOverlay()
376 {
377   return mStage->GetSystemOverlay();
378 }
379
380 void Core::SetViewMode( ViewMode viewMode )
381 {
382   mStage->SetViewMode( viewMode );
383 }
384
385 ViewMode Core::GetViewMode() const
386 {
387   return mStage->GetViewMode();
388 }
389
390 void Core::SetStereoBase( float stereoBase )
391 {
392   mStage->SetStereoBase( stereoBase );
393 }
394
395 float Core::GetStereoBase() const
396 {
397   return mStage->GetStereoBase();
398 }
399
400 StagePtr Core::GetCurrentStage()
401 {
402   return mStage.Get();
403 }
404
405 PlatformAbstraction& Core::GetPlatform()
406 {
407   return mPlatform;
408 }
409
410 UpdateManager& Core::GetUpdateManager()
411 {
412   return *(mUpdateManager);
413 }
414
415 RenderManager& Core::GetRenderManager()
416 {
417   return *(mRenderManager);
418 }
419
420 NotificationManager& Core::GetNotificationManager()
421 {
422   return *(mNotificationManager);
423 }
424
425 ResourceManager& Core::GetResourceManager()
426 {
427   return *(mResourceManager);
428 }
429
430 ResourceClient& Core::GetResourceClient()
431 {
432   return *(mResourceClient);
433 }
434
435 ImageFactory& Core::GetImageFactory()
436 {
437   return *(mImageFactory);
438 }
439
440 ShaderFactory& Core::GetShaderFactory()
441 {
442   return *(mShaderFactory);
443 }
444
445 GestureEventProcessor& Core::GetGestureEventProcessor()
446 {
447   return *(mGestureEventProcessor);
448 }
449
450 RelayoutController& Core::GetRelayoutController()
451 {
452   return *(mRelayoutController.Get());
453 }
454
455 void Core::CreateThreadLocalStorage()
456 {
457   // a pointer to the ThreadLocalStorage object will be stored in TLS
458   // and automatically deleted when the thread is killed
459   new ThreadLocalStorage(this);
460 }
461
462 } // namespace Internal
463
464 } // namespace Dali