Removed ResourceClient
[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/geometry-batcher.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
48 #include <dali/internal/update/resources/resource-manager.h>
49
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>
54
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;
61
62 namespace
63 {
64 // The Update for frame N+1 may be processed whilst frame N is being rendered.
65 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
66
67 #if defined(DEBUG_ENABLED)
68 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
69 #endif
70 }
71
72 namespace Dali
73 {
74
75 namespace Internal
76 {
77
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;
86
87 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
88             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
89             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
90 : mRenderController( renderController ),
91   mPlatform(platform),
92   mGestureEventProcessor(NULL),
93   mEventProcessor(NULL),
94   mUpdateManager(NULL),
95   mRenderManager(NULL),
96   mDiscardQueue(NULL),
97   mTextureUploadedQueue(),
98   mNotificationManager(NULL),
99   mShaderFactory(NULL),
100   mGeometryBatcher( NULL ),
101   mIsActive(true),
102   mProcessingEvent(false)
103 {
104   // Create the thread local storage
105   CreateThreadLocalStorage();
106
107   // This does nothing until Core is built with --enable-performance-monitor
108   PERFORMANCE_MONITOR_INIT( platform );
109
110   mNotificationManager = new NotificationManager();
111
112   mAnimationPlaylist = AnimationPlaylist::New();
113
114   mPropertyNotificationManager = PropertyNotificationManager::New();
115
116   mTextureUploadedQueue = new LockedResourceQueue;
117
118   mGeometryBatcher = new SceneGraph::GeometryBatcher();
119
120   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
121
122   mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mGeometryBatcher, *mTextureUploadedQueue );
123
124   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
125   TextureCache& textureCache = mRenderManager->GetTextureCache();
126
127   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
128   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
129   {
130     discardPolicy = ResourcePolicy::OWNED_RETAIN;
131   }
132   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
133
134   mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
135
136   mDiscardQueue = new DiscardQueue( renderQueue );
137
138   mResourceManager = new ResourceManager(  mPlatform,
139                                           *mNotificationManager,
140                                           *mTextureCacheDispatcher,
141                                           *mTextureUploadedQueue,
142                                           *mDiscardQueue,
143                                            renderQueue );
144
145   mUpdateManager = new UpdateManager( *mNotificationManager,
146                                       *mAnimationPlaylist,
147                                       *mPropertyNotificationManager,
148                                       *mResourceManager,
149                                       *mDiscardQueue,
150                                        renderController,
151                                       *mRenderManager,
152                                        renderQueue,
153                                       *mTextureCacheDispatcher,
154                                       *mGeometryBatcher,
155                                       *mRenderTaskProcessor );
156
157   mRenderManager->SetShaderSaver( *mUpdateManager );
158
159   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
160
161   // This must be called after stage is created but before stage initialization
162   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
163
164   mStage->Initialize();
165
166   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
167   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
168
169   mShaderFactory = new ShaderFactory();
170   mUpdateManager->SetShaderSaver( *mShaderFactory );
171
172   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
173 }
174
175 Core::~Core()
176 {
177   /**
178    * TODO this should be done by Adaptor, Core does not know about threading
179    * First stop the resource loading thread(s)
180    */
181   mPlatform.JoinLoaderThreads();
182
183   /*
184    * The order of destructing these singletons is important!!!
185    */
186
187   // clear the thread local storage first
188   // allows core to be created / deleted many times in the same thread (how TET cases work).
189   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
190   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
191   if( tls )
192   {
193     tls->Remove();
194   }
195
196   // Stop relayout requests being raised on stage destruction
197   mRelayoutController.Reset();
198
199   // Clean-up stage - remove default camera and root layer
200   mStage->Uninitialize();
201
202   // remove (last?) reference to stage
203   mStage.Reset();
204
205   delete mEventProcessor;
206   delete mGestureEventProcessor;
207   delete mNotificationManager;
208   delete mShaderFactory;
209   delete mResourceManager;
210   delete mDiscardQueue;
211   delete mTextureCacheDispatcher;
212   delete mUpdateManager;
213   delete mRenderManager;
214   delete mRenderTaskProcessor;
215   delete mGeometryBatcher;
216   delete mTextureUploadedQueue;
217 }
218
219 Integration::ContextNotifierInterface* Core::GetContextNotifier()
220 {
221   return mStage.Get();
222 }
223
224 void Core::RecoverFromContextLoss()
225 {
226   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
227
228   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
229 }
230
231 void Core::ContextCreated()
232 {
233   mRenderManager->ContextCreated();
234 }
235
236 void Core::ContextDestroyed()
237 {
238   mRenderManager->ContextDestroyed();
239 }
240
241 void Core::SurfaceResized( unsigned int width, unsigned int height )
242 {
243   mStage->SurfaceResized( width, height );
244
245   // The stage-size may be less than surface-size (reduced by top-margin)
246   Vector2 size = mStage->GetSize();
247   mRelayoutController->SetStageSize( size.width, size.height );
248 }
249
250 void Core::SetTopMargin( unsigned int margin )
251 {
252   mStage->SetTopMargin( margin );
253
254   // The stage-size may be less than surface-size (reduced by top-margin)
255   Vector2 size = mStage->GetSize();
256   mRelayoutController->SetStageSize( size.width, size.height );
257 }
258
259 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
260 {
261   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
262 }
263
264 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
265 {
266   // set the time delta so adaptor can easily print FPS with a release build with 0 as
267   // it is cached by frametime
268   status.secondsFromLastFrame = elapsedSeconds;
269
270   // Render returns true when there are updates on the stage or one or more animations are completed.
271   // Use the estimated time diff till we render as the elapsed time.
272   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
273                                                 lastVSyncTimeMilliseconds,
274                                                 nextVSyncTimeMilliseconds );
275
276   // Check the Notification Manager message queue to set needsNotification
277   status.needsNotification = mNotificationManager->MessagesToProcess();
278
279   // No need to keep update running if there are notifications to process.
280   // Any message to update will wake it up anyways
281
282   if ( mResourceManager->ResourcesToProcess() )
283   {
284     // If we are still processing resources, then we have to continue the update
285     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
286   }
287 }
288
289 void Core::Render( RenderStatus& status )
290 {
291   bool updateRequired = mRenderManager->Render( status );
292
293   status.SetNeedsUpdate( updateRequired );
294 }
295
296 void Core::Suspend()
297 {
298   mPlatform.Suspend();
299
300   mIsActive = false;
301 }
302
303 void Core::Resume()
304 {
305   mPlatform.Resume();
306
307   mIsActive = true;
308
309   // trigger processing of events queued up while paused
310   ProcessEvents();
311 }
312
313 void Core::SceneCreated()
314 {
315   mStage->EmitSceneCreatedSignal();
316
317   mRelayoutController->OnApplicationSceneCreated();
318 }
319
320 void Core::QueueEvent( const Integration::Event& event )
321 {
322   mEventProcessor->QueueEvent( event );
323 }
324
325 void Core::ProcessEvents()
326 {
327   // Guard against calls to ProcessEvents() during ProcessEvents()
328   if( mProcessingEvent )
329   {
330     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
331     mRenderController.RequestProcessEventsOnIdle();
332     return;
333   }
334
335   mProcessingEvent = true;
336   mRelayoutController->SetProcessingCoreEvents( true );
337
338   // Signal that any messages received will be flushed soon
339   mUpdateManager->EventProcessingStarted();
340
341   mEventProcessor->ProcessEvents();
342
343   mNotificationManager->ProcessMessages();
344
345   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
346   if( mIsActive )
347   {
348     // Emit signal here to inform listeners that event processing has finished.
349     mStage->EmitEventProcessingFinishedSignal();
350
351     // Run the size negotiation after event processing finished signal
352     mRelayoutController->Relayout();
353
354     // Flush any queued messages for the update-thread
355     const bool messagesToProcess = mUpdateManager->FlushQueue();
356
357     // Check if the touch or gestures require updates.
358     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
359
360     if( messagesToProcess || gestureNeedsUpdate )
361     {
362       // tell the render controller to keep update thread running
363       mRenderController.RequestUpdate();
364     }
365   }
366
367   mRelayoutController->SetProcessingCoreEvents( false );
368
369   // ProcessEvents() may now be called again
370   mProcessingEvent = false;
371 }
372
373 unsigned int Core::GetMaximumUpdateCount() const
374 {
375   return MAXIMUM_UPDATE_COUNT;
376 }
377
378 Integration::SystemOverlay& Core::GetSystemOverlay()
379 {
380   return mStage->GetSystemOverlay();
381 }
382
383 void Core::SetViewMode( ViewMode viewMode )
384 {
385   mStage->SetViewMode( viewMode );
386 }
387
388 ViewMode Core::GetViewMode() const
389 {
390   return mStage->GetViewMode();
391 }
392
393 void Core::SetStereoBase( float stereoBase )
394 {
395   mStage->SetStereoBase( stereoBase );
396 }
397
398 float Core::GetStereoBase() const
399 {
400   return mStage->GetStereoBase();
401 }
402
403 StagePtr Core::GetCurrentStage()
404 {
405   return mStage.Get();
406 }
407
408 PlatformAbstraction& Core::GetPlatform()
409 {
410   return mPlatform;
411 }
412
413 UpdateManager& Core::GetUpdateManager()
414 {
415   return *(mUpdateManager);
416 }
417
418 RenderManager& Core::GetRenderManager()
419 {
420   return *(mRenderManager);
421 }
422
423 NotificationManager& Core::GetNotificationManager()
424 {
425   return *(mNotificationManager);
426 }
427
428 ResourceManager& Core::GetResourceManager()
429 {
430   return *(mResourceManager);
431 }
432
433 ShaderFactory& Core::GetShaderFactory()
434 {
435   return *(mShaderFactory);
436 }
437
438 GestureEventProcessor& Core::GetGestureEventProcessor()
439 {
440   return *(mGestureEventProcessor);
441 }
442
443 RelayoutController& Core::GetRelayoutController()
444 {
445   return *(mRelayoutController.Get());
446 }
447
448 void Core::CreateThreadLocalStorage()
449 {
450   // a pointer to the ThreadLocalStorage object will be stored in TLS
451   // and automatically deleted when the thread is killed
452   new ThreadLocalStorage(this);
453 }
454
455 } // namespace Internal
456
457 } // namespace Dali