Merge branch 'devel/master' into tizen
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2019 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/platform-abstraction.h>
27 #include <dali/integration-api/processor-interface.h>
28 #include <dali/integration-api/render-controller.h>
29 #include <dali/integration-api/render-surface.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::GestureManager;
78 using Integration::GlAbstraction;
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             GestureManager& gestureManager,
88             ResourcePolicy::DataRetention dataRetentionPolicy,
89             Integration::RenderToFrameBuffer renderToFboEnabled,
90             Integration::DepthBufferAvailable depthBufferAvailable,
91             Integration::StencilBufferAvailable stencilBufferAvailable )
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, depthBufferAvailable, stencilBufferAvailable );
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( *mStage, *mUpdateManager, gestureManager, mRenderController );
136   mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );
137
138   mShaderFactory = new ShaderFactory();
139   mUpdateManager->SetShaderSaver( *mShaderFactory );
140
141   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
142 }
143
144 Core::~Core()
145 {
146   /*
147    * The order of destructing these singletons is important!!!
148    */
149
150   // clear the thread local storage first
151   // allows core to be created / deleted many times in the same thread (how TET cases work).
152   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
153   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
154   if( tls )
155   {
156     tls->Remove();
157     delete tls;
158   }
159
160   mObjectRegistry.Reset();
161
162   // Stop relayout requests being raised on stage destruction
163   mRelayoutController.Reset();
164
165   // remove (last?) reference to stage
166   mStage.Reset();
167
168 }
169
170 void Core::Initialize()
171 {
172   mStage->Initialize( *mScenes[0] );
173 }
174
175 Integration::ContextNotifierInterface* Core::GetContextNotifier()
176 {
177   return mStage.Get();
178 }
179
180 void Core::RecoverFromContextLoss()
181 {
182   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
183
184   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
185 }
186
187 void Core::ContextCreated()
188 {
189   mRenderManager->ContextCreated();
190 }
191
192 void Core::ContextDestroyed()
193 {
194   mRenderManager->ContextDestroyed();
195 }
196
197 void Core::SurfaceResized( Integration::RenderSurface* surface )
198 {
199   for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
200   {
201     if( (*iter)->GetSurface() == surface )
202     {
203       (*iter)->SetSurface( *surface );
204     }
205   }
206 }
207
208 void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
209 {
210   // set the time delta so adaptor can easily print FPS with a release build with 0 as
211   // it is cached by frametime
212   status.secondsFromLastFrame = elapsedSeconds;
213
214   // Render returns true when there are updates on the stage or one or more animations are completed.
215   // Use the estimated time diff till we render as the elapsed time.
216   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
217                                                 lastVSyncTimeMilliseconds,
218                                                 nextVSyncTimeMilliseconds,
219                                                 renderToFboEnabled,
220                                                 isRenderingToFbo );
221
222   // Check the Notification Manager message queue to set needsNotification
223   status.needsNotification = mNotificationManager->MessagesToProcess();
224
225   // Check if the default surface is changed
226   status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
227
228   // No need to keep update running if there are notifications to process.
229   // Any message to update will wake it up anyways
230 }
231
232 void Core::Render( RenderStatus& status, bool forceClear )
233 {
234   mRenderManager->Render( status, forceClear );
235 }
236
237 void Core::SceneCreated()
238 {
239   mStage->EmitSceneCreatedSignal();
240
241   mRelayoutController->OnApplicationSceneCreated();
242
243   for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
244   {
245     Dali::Actor sceneRootLayer = (*iter)->GetRootLayer();
246     mRelayoutController->RequestRelayoutTree( sceneRootLayer );
247   }
248 }
249
250 void Core::QueueEvent( const Integration::Event& event )
251 {
252   mEventProcessor->QueueEvent( event );
253 }
254
255 void Core::ProcessEvents()
256 {
257   // Guard against calls to ProcessEvents() during ProcessEvents()
258   if( mProcessingEvent )
259   {
260     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
261     mRenderController.RequestProcessEventsOnIdle( false );
262     return;
263   }
264
265   mProcessingEvent = true;
266   mRelayoutController->SetProcessingCoreEvents( true );
267
268   // Signal that any messages received will be flushed soon
269   mUpdateManager->EventProcessingStarted();
270
271   mEventProcessor->ProcessEvents();
272
273   mNotificationManager->ProcessMessages();
274
275   // Emit signal here to inform listeners that event processing has finished.
276   mStage->EmitEventProcessingFinishedSignal();
277
278   // Run any registered processors
279   RunProcessors();
280
281   // Run the size negotiation after event processing finished signal
282   mRelayoutController->Relayout();
283
284
285   // Rebuild depth tree after event processing has finished
286   for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
287   {
288     (*iter)->RebuildDepthTree();
289   }
290
291   // Flush any queued messages for the update-thread
292   const bool messagesToProcess = mUpdateManager->FlushQueue();
293
294   // Check if the touch or gestures require updates.
295   const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
296   // Check if the next update is forced.
297   const bool forceUpdate = IsNextUpdateForced();
298
299   if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
300   {
301     // tell the render controller to keep update thread running
302     mRenderController.RequestUpdate( forceUpdate );
303   }
304
305   mRelayoutController->SetProcessingCoreEvents( false );
306
307   // ProcessEvents() may now be called again
308   mProcessingEvent = false;
309 }
310
311 uint32_t Core::GetMaximumUpdateCount() const
312 {
313   return MAXIMUM_UPDATE_COUNT;
314 }
315
316 void Core::RegisterProcessor( Integration::Processor& processor )
317 {
318   mProcessors.PushBack(&processor);
319 }
320
321 void Core::UnregisterProcessor( Integration::Processor& processor )
322 {
323   auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
324   if( iter != mProcessors.End() )
325   {
326     mProcessors.Erase( iter );
327   }
328 }
329
330 void Core::RunProcessors()
331 {
332   // Copy processor pointers to prevent changes to vector affecting loop iterator.
333   Dali::Vector<Integration::Processor*> processors( mProcessors );
334
335   for( auto processor : processors )
336   {
337     if( processor )
338     {
339       processor->Process();
340     }
341   }
342 }
343
344 StagePtr Core::GetCurrentStage()
345 {
346   return mStage.Get();
347 }
348
349 PlatformAbstraction& Core::GetPlatform()
350 {
351   return mPlatform;
352 }
353
354 UpdateManager& Core::GetUpdateManager()
355 {
356   return *(mUpdateManager);
357 }
358
359 RenderManager& Core::GetRenderManager()
360 {
361   return *(mRenderManager);
362 }
363
364 NotificationManager& Core::GetNotificationManager()
365 {
366   return *(mNotificationManager);
367 }
368
369 ShaderFactory& Core::GetShaderFactory()
370 {
371   return *(mShaderFactory);
372 }
373
374 GestureEventProcessor& Core::GetGestureEventProcessor()
375 {
376   return *(mGestureEventProcessor);
377 }
378
379 RelayoutController& Core::GetRelayoutController()
380 {
381   return *(mRelayoutController.Get());
382 }
383
384 ObjectRegistry& Core::GetObjectRegistry() const
385 {
386   return *(mObjectRegistry.Get());
387 }
388
389 EventThreadServices& Core::GetEventThreadServices()
390 {
391   return *this;
392 }
393
394 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
395 {
396   return *(mPropertyNotificationManager);
397 }
398
399 AnimationPlaylist& Core::GetAnimationPlaylist() const
400 {
401   return *(mAnimationPlaylist);
402 }
403
404 void Core::AddScene( Scene* scene )
405 {
406   mScenes.push_back( scene );
407 }
408
409 void Core::RemoveScene( Scene* scene )
410 {
411   auto iter = std::find( mScenes.begin(), mScenes.end(), scene );
412   if( iter != mScenes.end() )
413   {
414     mScenes.erase( iter );
415   }
416 }
417
418 void Core::CreateThreadLocalStorage()
419 {
420   // a pointer to the ThreadLocalStorage object will be stored in TLS
421   // The ThreadLocalStorage object should be deleted by the Core destructor
422   new ThreadLocalStorage(this);
423 }
424
425 void Core::RegisterObject( Dali::BaseObject* object )
426 {
427   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
428   mObjectRegistry->RegisterObject( object );
429 }
430
431 void Core::UnregisterObject( Dali::BaseObject* object )
432 {
433   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
434   mObjectRegistry->UnregisterObject( object );
435 }
436
437 Integration::RenderController& Core::GetRenderController()
438 {
439   return mRenderController;
440 }
441
442 uint32_t* Core::ReserveMessageSlot( uint32_t size, bool updateScene )
443 {
444   return mUpdateManager->ReserveMessageSlot( size, updateScene );
445 }
446
447 BufferIndex Core::GetEventBufferIndex() const
448 {
449   return mUpdateManager->GetEventBufferIndex();
450 }
451
452 void Core::ForceNextUpdate()
453 {
454   mForceNextUpdate = true;
455 }
456
457 bool Core::IsNextUpdateForced()
458 {
459   bool nextUpdateForced = mForceNextUpdate;
460   mForceNextUpdate = false;
461   return nextUpdateForced;
462 }
463
464 } // namespace Internal
465
466 } // namespace Dali