Merge remote-tracking branch 'origin/tizen' into new_text
[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/common/event-to-update.h>
41 #include <dali/internal/update/resources/resource-manager.h>
42 #include <dali/internal/event/images/image-factory.h>
43 #include <dali/internal/event/modeling/model-factory.h>
44 #include <dali/internal/event/common/thread-local-storage.h>
45 #include <dali/internal/event/effects/shader-factory.h>
46 #include <dali/internal/update/touch/touch-resampler.h>
47 #include <dali/internal/event/common/type-registry-impl.h>
48 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
49
50 #include <dali/internal/render/gl-resources/texture-cache.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 using Dali::Internal::SceneGraph::TextureCache;
58
59 namespace
60 {
61 // The Update for frame N+1 may be processed whilst frame N is being rendered.
62 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
63
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
66 #endif
67 }
68
69 namespace Dali
70 {
71
72 namespace Internal
73 {
74
75 using Integration::RenderController;
76 using Integration::PlatformAbstraction;
77 using Integration::GlSyncAbstraction;
78 using Integration::GestureManager;
79 using Integration::GlAbstraction;
80 using Integration::Event;
81 using Integration::UpdateStatus;
82 using Integration::RenderStatus;
83
84 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
85             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
86             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
87 : mRenderController( renderController ),
88   mPlatform(platform),
89   mGestureEventProcessor(NULL),
90   mEventProcessor(NULL),
91   mUpdateManager(NULL),
92   mRenderManager(NULL),
93   mDiscardQueue(NULL),
94   mResourcePostProcessQueue(),
95   mNotificationManager(NULL),
96   mImageFactory(NULL),
97   mModelFactory(NULL),
98   mShaderFactory(NULL),
99   mIsActive(true),
100   mProcessingEvent(false)
101 {
102   // Create the thread local storage
103   CreateThreadLocalStorage();
104
105   // This does nothing until Core is built with --enable-performance-monitor
106   PERFORMANCE_MONITOR_INIT( platform );
107
108   mNotificationManager = new NotificationManager();
109
110   mAnimationPlaylist = AnimationPlaylist::New();
111
112   mPropertyNotificationManager = PropertyNotificationManager::New();
113
114   std::vector< ResourcePostProcessRequest> init;
115   mResourcePostProcessQueue = new ResourcePostProcessList(init);
116
117   mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
118
119   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
120   TextureCache& textureCache = mRenderManager->GetTextureCache();
121
122   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
123   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
124   {
125     discardPolicy = ResourcePolicy::RETAIN;
126   }
127   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
128
129   mDiscardQueue = new DiscardQueue( renderQueue );
130
131   mResourceManager = new ResourceManager(  mPlatform,
132                                           *mNotificationManager,
133                                            textureCache,
134                                           *mResourcePostProcessQueue,
135                                           *mRenderManager,
136                                           *mDiscardQueue,
137                                            renderQueue );
138
139   mTouchResampler = TouchResampler::New();
140
141   mUpdateManager = new UpdateManager( *mNotificationManager,
142                                        glSyncAbstraction,
143                                       *mAnimationPlaylist,
144                                       *mPropertyNotificationManager,
145                                       *mResourceManager,
146                                       *mDiscardQueue,
147                                        renderController,
148                                       *mRenderManager,
149                                        renderQueue,
150                                        textureCache,
151                                       *mTouchResampler );
152
153   mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager, dataRetentionPolicy );
154
155   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
156
157   mStage->Initialize();
158
159   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
160   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
161
162   mImageFactory = new ImageFactory( *mResourceClient );
163   mModelFactory = new ModelFactory(*mResourceClient);
164   mShaderFactory = new ShaderFactory(*mResourceClient);
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::Get().Remove();
186
187   // Clean-up stage - remove default camera and root layer
188   mStage->Uninitialize();
189
190   // remove (last?) reference to stage
191   mStage.Reset();
192
193   delete mEventProcessor;
194   delete mGestureEventProcessor;
195   delete mNotificationManager;
196   delete mImageFactory;
197   delete mModelFactory;
198   delete mShaderFactory;
199   delete mResourceClient;
200   delete mResourceManager;
201   delete mUpdateManager;
202   delete mTouchResampler;
203   delete mRenderManager;
204   delete mDiscardQueue;
205   delete mResourcePostProcessQueue;
206 }
207
208 Integration::ContextNotifierInterface* Core::GetContextNotifier()
209 {
210   return mStage.Get();
211 }
212
213 void Core::RecoverFromContextLoss()
214 {
215   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
216
217   mImageFactory->RecoverFromContextLoss(); // Reload images from files
218   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
219 }
220
221 void Core::ContextCreated()
222 {
223   mRenderManager->ContextCreated();
224 }
225
226 void Core::ContextDestroyed()
227 {
228   mRenderManager->ContextDestroyed();
229 }
230
231 void Core::SurfaceResized(unsigned int width, unsigned int height)
232 {
233   mStage->SetSize(width, height);
234 }
235
236 void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
237 {
238   mPlatform.SetDpi( dpiHorizontal, dpiVertical );
239   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
240 }
241
242 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
243 {
244   // set the time delta so adaptor can easily print FPS with a release build with 0 as
245   // it is cached by frametime
246   status.secondsFromLastFrame = elapsedSeconds;
247
248   // Render returns true when there are updates on the stage or one or more animations are completed.
249   // Use the estimated time diff till we render as the elapsed time.
250   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
251                                                 lastVSyncTimeMilliseconds,
252                                                 nextVSyncTimeMilliseconds );
253
254   // Check the Notification Manager message queue to set needsNotification
255   status.needsNotification = mNotificationManager->MessagesToProcess();
256
257   // No need to keep update running if there are notifications to process.
258   // Any message to update will wake it up anyways
259
260   if ( mResourceManager->ResourcesToProcess() )
261   {
262     // If we are still processing resources, then we have to continue the update
263     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
264   }
265 }
266
267 void Core::Render( RenderStatus& status )
268 {
269   bool updateRequired = mRenderManager->Render( status );
270
271   status.SetNeedsUpdate( updateRequired );
272 }
273
274 void Core::Suspend()
275 {
276   mPlatform.Suspend();
277
278   mIsActive = false;
279 }
280
281 void Core::Resume()
282 {
283   mPlatform.Resume();
284
285   mIsActive = true;
286
287   // trigger processing of events queued up while paused
288   ProcessEvents();
289 }
290
291 void Core::SceneCreated()
292 {
293   mStage->EmitSceneCreatedSignal();
294 }
295
296 void Core::QueueEvent( const Integration::Event& event )
297 {
298   mEventProcessor->QueueEvent( event );
299 }
300
301 void Core::ProcessEvents()
302 {
303   // Guard against calls to ProcessEvents() during ProcessEvents()
304   if( mProcessingEvent )
305   {
306     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
307     mRenderController.RequestProcessEventsOnIdle();
308     return;
309   }
310
311   mProcessingEvent = true;
312
313   EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
314
315   // Signal that any messages received will be flushed soon
316   eventToUpdate.EventProcessingStarted();
317
318   mEventProcessor->ProcessEvents();
319
320   mNotificationManager->ProcessMessages();
321
322   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
323   if( mIsActive )
324   {
325     // Emit signal here to start size negotiation and control relayout.
326     mStage->EmitEventProcessingFinishedSignal();
327
328     // Flush discard queue for image factory
329     mImageFactory->FlushReleaseQueue();
330
331     // Flush any queued messages for the update-thread
332     const bool messagesToProcess = eventToUpdate.FlushQueue();
333
334     // Check if the touch or gestures require updates.
335     const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
336     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
337
338     if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
339     {
340       // tell the render controller to keep update thread running
341       mRenderController.RequestUpdate();
342     }
343   }
344
345   // ProcessEvents() may now be called again
346   mProcessingEvent = false;
347 }
348
349 void Core::UpdateTouchData(const Integration::TouchData& touch)
350 {
351   mTouchResampler->SendTouchData( touch );
352 }
353
354 unsigned int Core::GetMaximumUpdateCount() const
355 {
356   return MAXIMUM_UPDATE_COUNT;
357 }
358
359 Integration::SystemOverlay& Core::GetSystemOverlay()
360 {
361   return mStage->GetSystemOverlay();
362 }
363
364 void Core::SetViewMode( ViewMode viewMode )
365 {
366   mStage->SetViewMode( viewMode );
367 }
368
369 ViewMode Core::GetViewMode() const
370 {
371   return mStage->GetViewMode();
372 }
373
374 void Core::SetStereoBase( float stereoBase )
375 {
376   mStage->SetStereoBase( stereoBase );
377 }
378
379 float Core::GetStereoBase() const
380 {
381   return mStage->GetStereoBase();
382 }
383
384 StagePtr Core::GetCurrentStage()
385 {
386   return mStage.Get();
387 }
388
389 PlatformAbstraction& Core::GetPlatform()
390 {
391   return mPlatform;
392 }
393
394 UpdateManager& Core::GetUpdateManager()
395 {
396   return *(mUpdateManager);
397 }
398
399 RenderManager& Core::GetRenderManager()
400 {
401   return *(mRenderManager);
402 }
403
404 NotificationManager& Core::GetNotificationManager()
405 {
406   return *(mNotificationManager);
407 }
408
409 ResourceManager& Core::GetResourceManager()
410 {
411   return *(mResourceManager);
412 }
413
414 ResourceClient& Core::GetResourceClient()
415 {
416   return *(mResourceClient);
417 }
418
419 ImageFactory& Core::GetImageFactory()
420 {
421   return *(mImageFactory);
422 }
423
424 ModelFactory& Core::GetModelFactory()
425 {
426   return *(mModelFactory);
427 }
428
429 ShaderFactory& Core::GetShaderFactory()
430 {
431   return *(mShaderFactory);
432 }
433
434 GestureEventProcessor& Core::GetGestureEventProcessor()
435 {
436   return *(mGestureEventProcessor);
437 }
438
439 void Core::CreateThreadLocalStorage()
440 {
441   // a pointer to the ThreadLocalStorage object will be stored in TLS
442   // and automatically deleted when the thread is killed
443   new ThreadLocalStorage(this);
444 }
445
446 } // namespace Internal
447
448 } // namespace Dali