2 * Copyright (c) 2015 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/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>
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/geometry-batcher.h>
48 #include <dali/internal/update/resources/resource-manager.h>
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>
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;
64 // The Update for frame N+1 may be processed whilst frame N is being rendered.
65 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
67 #if defined(DEBUG_ENABLED)
68 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
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;
87 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
88 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
89 GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
90 : mRenderController( renderController ),
92 mGestureEventProcessor(NULL),
93 mEventProcessor(NULL),
97 mTextureUploadedQueue(),
98 mNotificationManager(NULL),
100 mShaderFactory(NULL),
101 mGeometryBatcher( NULL ),
103 mProcessingEvent(false)
105 // Create the thread local storage
106 CreateThreadLocalStorage();
108 // This does nothing until Core is built with --enable-performance-monitor
109 PERFORMANCE_MONITOR_INIT( platform );
111 mNotificationManager = new NotificationManager();
113 mAnimationPlaylist = AnimationPlaylist::New();
115 mPropertyNotificationManager = PropertyNotificationManager::New();
117 mTextureUploadedQueue = new LockedResourceQueue;
119 mGeometryBatcher = new SceneGraph::GeometryBatcher();
121 mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mGeometryBatcher, *mTextureUploadedQueue );
123 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
124 TextureCache& textureCache = mRenderManager->GetTextureCache();
126 ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
127 if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
129 discardPolicy = ResourcePolicy::OWNED_RETAIN;
131 textureCache.SetDiscardBitmapsPolicy(discardPolicy);
133 mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
135 mDiscardQueue = new DiscardQueue( renderQueue );
137 mResourceManager = new ResourceManager( mPlatform,
138 *mNotificationManager,
139 *mTextureCacheDispatcher,
140 *mTextureUploadedQueue,
144 mUpdateManager = new UpdateManager( *mNotificationManager,
146 *mPropertyNotificationManager,
152 *mTextureCacheDispatcher,
155 mRenderManager->SetShaderSaver( *mUpdateManager );
157 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
159 // This must be called after stage is created but before stage initialization
160 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
162 mStage->Initialize();
164 mResourceClient = new ResourceClient( *mResourceManager, *mStage );
166 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
167 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
169 mImageFactory = new ImageFactory( *mResourceClient );
170 mShaderFactory = new ShaderFactory();
171 mUpdateManager->SetShaderSaver( *mShaderFactory );
172 mShaderFactory->LoadDefaultShaders();
174 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
180 * TODO this should be done by Adaptor, Core does not know about threading
181 * First stop the resource loading thread(s)
183 mPlatform.JoinLoaderThreads();
186 * The order of destructing these singletons is important!!!
189 // clear the thread local storage first
190 // allows core to be created / deleted many times in the same thread (how TET cases work).
191 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
192 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
198 // Stop relayout requests being raised on stage destruction
199 mRelayoutController.Reset();
201 // Clean-up stage - remove default camera and root layer
202 mStage->Uninitialize();
204 // remove (last?) reference to stage
207 delete mEventProcessor;
208 delete mGestureEventProcessor;
209 delete mNotificationManager;
210 delete mImageFactory;
211 delete mShaderFactory;
212 delete mResourceClient;
213 delete mResourceManager;
214 delete mDiscardQueue;
215 delete mTextureCacheDispatcher;
216 delete mUpdateManager;
217 delete mRenderManager;
218 delete mGeometryBatcher;
219 delete mTextureUploadedQueue;
222 Integration::ContextNotifierInterface* Core::GetContextNotifier()
227 void Core::RecoverFromContextLoss()
229 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
231 mImageFactory->RecoverFromContextLoss(); // Reload images from files
232 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
235 void Core::ContextCreated()
237 mRenderManager->ContextCreated();
240 void Core::ContextDestroyed()
242 mRenderManager->ContextDestroyed();
245 void Core::SurfaceResized( unsigned int width, unsigned int height )
247 mStage->SetSize( width, height );
248 mRelayoutController->SetStageSize( width, height );
251 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
253 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
256 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
258 // set the time delta so adaptor can easily print FPS with a release build with 0 as
259 // it is cached by frametime
260 status.secondsFromLastFrame = elapsedSeconds;
262 // Render returns true when there are updates on the stage or one or more animations are completed.
263 // Use the estimated time diff till we render as the elapsed time.
264 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
265 lastVSyncTimeMilliseconds,
266 nextVSyncTimeMilliseconds );
268 // Check the Notification Manager message queue to set needsNotification
269 status.needsNotification = mNotificationManager->MessagesToProcess();
271 // No need to keep update running if there are notifications to process.
272 // Any message to update will wake it up anyways
274 if ( mResourceManager->ResourcesToProcess() )
276 // If we are still processing resources, then we have to continue the update
277 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
281 void Core::Render( RenderStatus& status )
283 bool updateRequired = mRenderManager->Render( status );
285 status.SetNeedsUpdate( updateRequired );
301 // trigger processing of events queued up while paused
305 void Core::SceneCreated()
307 mStage->EmitSceneCreatedSignal();
309 mRelayoutController->OnApplicationSceneCreated();
312 void Core::QueueEvent( const Integration::Event& event )
314 mEventProcessor->QueueEvent( event );
317 void Core::ProcessEvents()
319 // Guard against calls to ProcessEvents() during ProcessEvents()
320 if( mProcessingEvent )
322 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
323 mRenderController.RequestProcessEventsOnIdle();
327 mProcessingEvent = true;
328 mRelayoutController->SetProcessingCoreEvents( true );
330 // Signal that any messages received will be flushed soon
331 mUpdateManager->EventProcessingStarted();
333 mEventProcessor->ProcessEvents();
335 mNotificationManager->ProcessMessages();
337 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
340 // Emit signal here to start size negotiation and control relayout.
341 mStage->EmitEventProcessingFinishedSignal();
343 // Run the size negotiation after event processing finished signal
344 mRelayoutController->Relayout();
346 // Flush discard queue for image factory
347 mImageFactory->FlushReleaseQueue();
349 // Flush any queued messages for the update-thread
350 const bool messagesToProcess = mUpdateManager->FlushQueue();
352 // Check if the touch or gestures require updates.
353 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
355 if( messagesToProcess || gestureNeedsUpdate )
357 // tell the render controller to keep update thread running
358 mRenderController.RequestUpdate();
362 mRelayoutController->SetProcessingCoreEvents( false );
364 // ProcessEvents() may now be called again
365 mProcessingEvent = false;
368 unsigned int Core::GetMaximumUpdateCount() const
370 return MAXIMUM_UPDATE_COUNT;
373 Integration::SystemOverlay& Core::GetSystemOverlay()
375 return mStage->GetSystemOverlay();
378 void Core::SetViewMode( ViewMode viewMode )
380 mStage->SetViewMode( viewMode );
383 ViewMode Core::GetViewMode() const
385 return mStage->GetViewMode();
388 void Core::SetStereoBase( float stereoBase )
390 mStage->SetStereoBase( stereoBase );
393 float Core::GetStereoBase() const
395 return mStage->GetStereoBase();
398 StagePtr Core::GetCurrentStage()
403 PlatformAbstraction& Core::GetPlatform()
408 UpdateManager& Core::GetUpdateManager()
410 return *(mUpdateManager);
413 RenderManager& Core::GetRenderManager()
415 return *(mRenderManager);
418 NotificationManager& Core::GetNotificationManager()
420 return *(mNotificationManager);
423 ResourceManager& Core::GetResourceManager()
425 return *(mResourceManager);
428 ResourceClient& Core::GetResourceClient()
430 return *(mResourceClient);
433 ImageFactory& Core::GetImageFactory()
435 return *(mImageFactory);
438 ShaderFactory& Core::GetShaderFactory()
440 return *(mShaderFactory);
443 GestureEventProcessor& Core::GetGestureEventProcessor()
445 return *(mGestureEventProcessor);
448 RelayoutController& Core::GetRelayoutController()
450 return *(mRelayoutController.Get());
453 void Core::CreateThreadLocalStorage()
455 // a pointer to the ThreadLocalStorage object will be stored in TLS
456 // and automatically deleted when the thread is killed
457 new ThreadLocalStorage(this);
460 } // namespace Internal