Removed redundant resource loading & rendering code
[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/manager/update-manager.h>
45 #include <dali/internal/update/manager/render-task-processor.h>
46
47 #include <dali/internal/render/common/performance-monitor.h>
48 #include <dali/internal/render/common/render-manager.h>
49 #include <dali/internal/render/gl-resources/context.h>
50
51 using Dali::Internal::SceneGraph::UpdateManager;
52 using Dali::Internal::SceneGraph::RenderManager;
53 using Dali::Internal::SceneGraph::DiscardQueue;
54 using Dali::Internal::SceneGraph::RenderQueue;
55
56 namespace
57 {
58 // The Update for frame N+1 may be processed whilst frame N is being rendered.
59 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
60
61 #if defined(DEBUG_ENABLED)
62 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
63 #endif
64 }
65
66 namespace Dali
67 {
68
69 namespace Internal
70 {
71
72 using Integration::RenderController;
73 using Integration::PlatformAbstraction;
74 using Integration::GlSyncAbstraction;
75 using Integration::GestureManager;
76 using Integration::GlAbstraction;
77 using Integration::Event;
78 using Integration::UpdateStatus;
79 using Integration::RenderStatus;
80
81 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
82             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
83             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
84 : mRenderController( renderController ),
85   mPlatform(platform),
86   mGestureEventProcessor(NULL),
87   mEventProcessor(NULL),
88   mUpdateManager(NULL),
89   mRenderManager(NULL),
90   mDiscardQueue(NULL),
91   mNotificationManager(NULL),
92   mShaderFactory(NULL),
93   mIsActive(true),
94   mProcessingEvent(false)
95 {
96   // Create the thread local storage
97   CreateThreadLocalStorage();
98
99   // This does nothing until Core is built with --enable-performance-monitor
100   PERFORMANCE_MONITOR_INIT( platform );
101
102   mNotificationManager = new NotificationManager();
103
104   mAnimationPlaylist = AnimationPlaylist::New();
105
106   mPropertyNotificationManager = PropertyNotificationManager::New();
107
108   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
109
110   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction );
111
112   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
113
114   mDiscardQueue = new DiscardQueue( renderQueue );
115
116   mUpdateManager = new UpdateManager( *mNotificationManager,
117                                       *mAnimationPlaylist,
118                                       *mPropertyNotificationManager,
119                                       *mDiscardQueue,
120                                        renderController,
121                                       *mRenderManager,
122                                        renderQueue,
123                                       *mRenderTaskProcessor );
124
125   mRenderManager->SetShaderSaver( *mUpdateManager );
126
127   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
128
129   // This must be called after stage is created but before stage initialization
130   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
131
132   mStage->Initialize();
133
134   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
135   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
136
137   mShaderFactory = new ShaderFactory();
138   mUpdateManager->SetShaderSaver( *mShaderFactory );
139
140   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
141 }
142
143 Core::~Core()
144 {
145   /*
146    * The order of destructing these singletons is important!!!
147    */
148
149   // clear the thread local storage first
150   // allows core to be created / deleted many times in the same thread (how TET cases work).
151   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
152   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
153   if( tls )
154   {
155     tls->Remove();
156     delete tls;
157   }
158
159   // Stop relayout requests being raised on stage destruction
160   mRelayoutController.Reset();
161
162   // Clean-up stage - remove default camera and root layer
163   mStage->Uninitialize();
164
165   // remove (last?) reference to stage
166   mStage.Reset();
167
168   delete mEventProcessor;
169   delete mGestureEventProcessor;
170   delete mNotificationManager;
171   delete mShaderFactory;
172   delete mDiscardQueue;
173   delete mUpdateManager;
174   delete mRenderManager;
175   delete mRenderTaskProcessor;
176 }
177
178 Integration::ContextNotifierInterface* Core::GetContextNotifier()
179 {
180   return mStage.Get();
181 }
182
183 void Core::RecoverFromContextLoss()
184 {
185   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
186
187   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
188 }
189
190 void Core::ContextCreated()
191 {
192   mRenderManager->ContextCreated();
193 }
194
195 void Core::ContextDestroyed()
196 {
197   mRenderManager->ContextDestroyed();
198 }
199
200 void Core::SurfaceResized( unsigned int width, unsigned int height )
201 {
202   mStage->SurfaceResized( width, height );
203
204   // The stage-size may be less than surface-size (reduced by top-margin)
205   Vector2 size = mStage->GetSize();
206   mRelayoutController->SetStageSize( size.width, size.height );
207 }
208
209 void Core::SetTopMargin( unsigned int margin )
210 {
211   mStage->SetTopMargin( margin );
212
213   // The stage-size may be less than surface-size (reduced by top-margin)
214   Vector2 size = mStage->GetSize();
215   mRelayoutController->SetStageSize( size.width, size.height );
216 }
217
218 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
219 {
220   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
221 }
222
223 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
224 {
225   // set the time delta so adaptor can easily print FPS with a release build with 0 as
226   // it is cached by frametime
227   status.secondsFromLastFrame = elapsedSeconds;
228
229   // Render returns true when there are updates on the stage or one or more animations are completed.
230   // Use the estimated time diff till we render as the elapsed time.
231   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
232                                                 lastVSyncTimeMilliseconds,
233                                                 nextVSyncTimeMilliseconds );
234
235   // Check the Notification Manager message queue to set needsNotification
236   status.needsNotification = mNotificationManager->MessagesToProcess();
237
238   // No need to keep update running if there are notifications to process.
239   // Any message to update will wake it up anyways
240 }
241
242 void Core::Render( RenderStatus& status )
243 {
244   bool updateRequired = mRenderManager->Render( status );
245
246   status.SetNeedsUpdate( updateRequired );
247 }
248
249 void Core::Suspend()
250 {
251   mIsActive = false;
252 }
253
254 void Core::Resume()
255 {
256   mIsActive = true;
257
258   // trigger processing of events queued up while paused
259   ProcessEvents();
260 }
261
262 void Core::SceneCreated()
263 {
264   mStage->EmitSceneCreatedSignal();
265
266   mRelayoutController->OnApplicationSceneCreated();
267 }
268
269 void Core::QueueEvent( const Integration::Event& event )
270 {
271   mEventProcessor->QueueEvent( event );
272 }
273
274 void Core::ProcessEvents()
275 {
276   // Guard against calls to ProcessEvents() during ProcessEvents()
277   if( mProcessingEvent )
278   {
279     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
280     mRenderController.RequestProcessEventsOnIdle();
281     return;
282   }
283
284   mProcessingEvent = true;
285   mRelayoutController->SetProcessingCoreEvents( true );
286
287   // Signal that any messages received will be flushed soon
288   mUpdateManager->EventProcessingStarted();
289
290   mEventProcessor->ProcessEvents();
291
292   mNotificationManager->ProcessMessages();
293
294   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
295   if( mIsActive )
296   {
297     // Emit signal here to inform listeners that event processing has finished.
298     mStage->EmitEventProcessingFinishedSignal();
299
300     // Run the size negotiation after event processing finished signal
301     mRelayoutController->Relayout();
302
303     // Flush any queued messages for the update-thread
304     const bool messagesToProcess = mUpdateManager->FlushQueue();
305
306     // Check if the touch or gestures require updates.
307     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
308
309     if( messagesToProcess || gestureNeedsUpdate )
310     {
311       // tell the render controller to keep update thread running
312       mRenderController.RequestUpdate();
313     }
314   }
315
316   mRelayoutController->SetProcessingCoreEvents( false );
317
318   // ProcessEvents() may now be called again
319   mProcessingEvent = false;
320 }
321
322 unsigned int Core::GetMaximumUpdateCount() const
323 {
324   return MAXIMUM_UPDATE_COUNT;
325 }
326
327 Integration::SystemOverlay& Core::GetSystemOverlay()
328 {
329   return mStage->GetSystemOverlay();
330 }
331
332 void Core::SetViewMode( ViewMode viewMode )
333 {
334   mStage->SetViewMode( viewMode );
335 }
336
337 ViewMode Core::GetViewMode() const
338 {
339   return mStage->GetViewMode();
340 }
341
342 void Core::SetStereoBase( float stereoBase )
343 {
344   mStage->SetStereoBase( stereoBase );
345 }
346
347 float Core::GetStereoBase() const
348 {
349   return mStage->GetStereoBase();
350 }
351
352 StagePtr Core::GetCurrentStage()
353 {
354   return mStage.Get();
355 }
356
357 PlatformAbstraction& Core::GetPlatform()
358 {
359   return mPlatform;
360 }
361
362 UpdateManager& Core::GetUpdateManager()
363 {
364   return *(mUpdateManager);
365 }
366
367 RenderManager& Core::GetRenderManager()
368 {
369   return *(mRenderManager);
370 }
371
372 NotificationManager& Core::GetNotificationManager()
373 {
374   return *(mNotificationManager);
375 }
376
377 ShaderFactory& Core::GetShaderFactory()
378 {
379   return *(mShaderFactory);
380 }
381
382 GestureEventProcessor& Core::GetGestureEventProcessor()
383 {
384   return *(mGestureEventProcessor);
385 }
386
387 RelayoutController& Core::GetRelayoutController()
388 {
389   return *(mRelayoutController.Get());
390 }
391
392 void Core::CreateThreadLocalStorage()
393 {
394   // a pointer to the ThreadLocalStorage object will be stored in TLS
395   // The ThreadLocalStorage object should be deleted by the Core destructor
396   new ThreadLocalStorage(this);
397 }
398
399 } // namespace Internal
400
401 } // namespace Dali