Merge "Remove batching." into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2016 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/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>
29
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/render-tasks/render-task-list-impl.h>
41 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
42
43 #include <dali/internal/update/common/discard-queue.h>
44 #include <dali/internal/update/common/texture-cache-dispatcher.h>
45 #include <dali/internal/update/manager/update-manager.h>
46 #include <dali/internal/update/manager/render-task-processor.h>
47 #include <dali/internal/update/resources/resource-manager.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/texture-cache.h>
52 #include <dali/internal/render/gl-resources/context.h>
53
54 using Dali::Internal::SceneGraph::UpdateManager;
55 using Dali::Internal::SceneGraph::RenderManager;
56 using Dali::Internal::SceneGraph::DiscardQueue;
57 using Dali::Internal::SceneGraph::RenderQueue;
58 using Dali::Internal::SceneGraph::TextureCache;
59 using Dali::Internal::SceneGraph::TextureCacheDispatcher;
60
61 namespace
62 {
63 // The Update for frame N+1 may be processed whilst frame N is being rendered.
64 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
65
66 #if defined(DEBUG_ENABLED)
67 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
68 #endif
69 }
70
71 namespace Dali
72 {
73
74 namespace Internal
75 {
76
77 using Integration::RenderController;
78 using Integration::PlatformAbstraction;
79 using Integration::GlSyncAbstraction;
80 using Integration::GestureManager;
81 using Integration::GlAbstraction;
82 using Integration::Event;
83 using Integration::UpdateStatus;
84 using Integration::RenderStatus;
85
86 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
87             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
88             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
89 : mRenderController( renderController ),
90   mPlatform(platform),
91   mGestureEventProcessor(NULL),
92   mEventProcessor(NULL),
93   mUpdateManager(NULL),
94   mRenderManager(NULL),
95   mDiscardQueue(NULL),
96   mTextureUploadedQueue(),
97   mNotificationManager(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   mTextureUploadedQueue = new LockedResourceQueue;
115
116   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
117
118   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
119
120   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
121   TextureCache& textureCache = mRenderManager->GetTextureCache();
122
123   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
124   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
125   {
126     discardPolicy = ResourcePolicy::OWNED_RETAIN;
127   }
128   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
129
130   mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
131
132   mDiscardQueue = new DiscardQueue( renderQueue );
133
134   mResourceManager = new ResourceManager(  mPlatform,
135                                           *mNotificationManager,
136                                           *mTextureCacheDispatcher,
137                                           *mTextureUploadedQueue,
138                                           *mDiscardQueue,
139                                            renderQueue );
140
141   mUpdateManager = new UpdateManager( *mNotificationManager,
142                                       *mAnimationPlaylist,
143                                       *mPropertyNotificationManager,
144                                       *mResourceManager,
145                                       *mDiscardQueue,
146                                        renderController,
147                                       *mRenderManager,
148                                        renderQueue,
149                                       *mTextureCacheDispatcher,
150                                       *mRenderTaskProcessor );
151
152   mRenderManager->SetShaderSaver( *mUpdateManager );
153
154   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
155
156   // This must be called after stage is created but before stage initialization
157   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
158
159   mStage->Initialize();
160
161   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
162   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
163
164   mShaderFactory = new ShaderFactory();
165   mUpdateManager->SetShaderSaver( *mShaderFactory );
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 mShaderFactory;
204   delete mResourceManager;
205   delete mDiscardQueue;
206   delete mTextureCacheDispatcher;
207   delete mUpdateManager;
208   delete mRenderManager;
209   delete mRenderTaskProcessor;
210   delete mTextureUploadedQueue;
211 }
212
213 Integration::ContextNotifierInterface* Core::GetContextNotifier()
214 {
215   return mStage.Get();
216 }
217
218 void Core::RecoverFromContextLoss()
219 {
220   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
221
222   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
223 }
224
225 void Core::ContextCreated()
226 {
227   mRenderManager->ContextCreated();
228 }
229
230 void Core::ContextDestroyed()
231 {
232   mRenderManager->ContextDestroyed();
233 }
234
235 void Core::SurfaceResized( unsigned int width, unsigned int height )
236 {
237   mStage->SurfaceResized( width, height );
238
239   // The stage-size may be less than surface-size (reduced by top-margin)
240   Vector2 size = mStage->GetSize();
241   mRelayoutController->SetStageSize( size.width, size.height );
242 }
243
244 void Core::SetTopMargin( unsigned int margin )
245 {
246   mStage->SetTopMargin( margin );
247
248   // The stage-size may be less than surface-size (reduced by top-margin)
249   Vector2 size = mStage->GetSize();
250   mRelayoutController->SetStageSize( size.width, size.height );
251 }
252
253 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
254 {
255   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
256 }
257
258 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
259 {
260   // set the time delta so adaptor can easily print FPS with a release build with 0 as
261   // it is cached by frametime
262   status.secondsFromLastFrame = elapsedSeconds;
263
264   // Render returns true when there are updates on the stage or one or more animations are completed.
265   // Use the estimated time diff till we render as the elapsed time.
266   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
267                                                 lastVSyncTimeMilliseconds,
268                                                 nextVSyncTimeMilliseconds );
269
270   // Check the Notification Manager message queue to set needsNotification
271   status.needsNotification = mNotificationManager->MessagesToProcess();
272
273   // No need to keep update running if there are notifications to process.
274   // Any message to update will wake it up anyways
275
276   if ( mResourceManager->ResourcesToProcess() )
277   {
278     // If we are still processing resources, then we have to continue the update
279     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
280   }
281 }
282
283 void Core::Render( RenderStatus& status )
284 {
285   bool updateRequired = mRenderManager->Render( status );
286
287   status.SetNeedsUpdate( updateRequired );
288 }
289
290 void Core::Suspend()
291 {
292   mPlatform.Suspend();
293
294   mIsActive = false;
295 }
296
297 void Core::Resume()
298 {
299   mPlatform.Resume();
300
301   mIsActive = true;
302
303   // trigger processing of events queued up while paused
304   ProcessEvents();
305 }
306
307 void Core::SceneCreated()
308 {
309   mStage->EmitSceneCreatedSignal();
310
311   mRelayoutController->OnApplicationSceneCreated();
312 }
313
314 void Core::QueueEvent( const Integration::Event& event )
315 {
316   mEventProcessor->QueueEvent( event );
317 }
318
319 void Core::ProcessEvents()
320 {
321   // Guard against calls to ProcessEvents() during ProcessEvents()
322   if( mProcessingEvent )
323   {
324     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
325     mRenderController.RequestProcessEventsOnIdle();
326     return;
327   }
328
329   mProcessingEvent = true;
330   mRelayoutController->SetProcessingCoreEvents( true );
331
332   // Signal that any messages received will be flushed soon
333   mUpdateManager->EventProcessingStarted();
334
335   mEventProcessor->ProcessEvents();
336
337   mNotificationManager->ProcessMessages();
338
339   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
340   if( mIsActive )
341   {
342     // Emit signal here to inform listeners that event processing has finished.
343     mStage->EmitEventProcessingFinishedSignal();
344
345     // Run the size negotiation after event processing finished signal
346     mRelayoutController->Relayout();
347
348     // Flush any queued messages for the update-thread
349     const bool messagesToProcess = mUpdateManager->FlushQueue();
350
351     // Check if the touch or gestures require updates.
352     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
353
354     if( messagesToProcess || gestureNeedsUpdate )
355     {
356       // tell the render controller to keep update thread running
357       mRenderController.RequestUpdate();
358     }
359   }
360
361   mRelayoutController->SetProcessingCoreEvents( false );
362
363   // ProcessEvents() may now be called again
364   mProcessingEvent = false;
365 }
366
367 unsigned int Core::GetMaximumUpdateCount() const
368 {
369   return MAXIMUM_UPDATE_COUNT;
370 }
371
372 Integration::SystemOverlay& Core::GetSystemOverlay()
373 {
374   return mStage->GetSystemOverlay();
375 }
376
377 void Core::SetViewMode( ViewMode viewMode )
378 {
379   mStage->SetViewMode( viewMode );
380 }
381
382 ViewMode Core::GetViewMode() const
383 {
384   return mStage->GetViewMode();
385 }
386
387 void Core::SetStereoBase( float stereoBase )
388 {
389   mStage->SetStereoBase( stereoBase );
390 }
391
392 float Core::GetStereoBase() const
393 {
394   return mStage->GetStereoBase();
395 }
396
397 StagePtr Core::GetCurrentStage()
398 {
399   return mStage.Get();
400 }
401
402 PlatformAbstraction& Core::GetPlatform()
403 {
404   return mPlatform;
405 }
406
407 UpdateManager& Core::GetUpdateManager()
408 {
409   return *(mUpdateManager);
410 }
411
412 RenderManager& Core::GetRenderManager()
413 {
414   return *(mRenderManager);
415 }
416
417 NotificationManager& Core::GetNotificationManager()
418 {
419   return *(mNotificationManager);
420 }
421
422 ResourceManager& Core::GetResourceManager()
423 {
424   return *(mResourceManager);
425 }
426
427 ShaderFactory& Core::GetShaderFactory()
428 {
429   return *(mShaderFactory);
430 }
431
432 GestureEventProcessor& Core::GetGestureEventProcessor()
433 {
434   return *(mGestureEventProcessor);
435 }
436
437 RelayoutController& Core::GetRelayoutController()
438 {
439   return *(mRelayoutController.Get());
440 }
441
442 void Core::CreateThreadLocalStorage()
443 {
444   // a pointer to the ThreadLocalStorage object will be stored in TLS
445   // and automatically deleted when the thread is killed
446   new ThreadLocalStorage(this);
447 }
448
449 } // namespace Internal
450
451 } // namespace Dali