2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali/internal/common/core-impl.h>
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>
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/images/image-factory.h>
41 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
42 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
44 #include <dali/internal/update/common/discard-queue.h>
45 #include <dali/internal/update/common/texture-cache-dispatcher.h>
46 #include <dali/internal/update/manager/update-manager.h>
47 #include <dali/internal/update/manager/geometry-batcher.h>
48 #include <dali/internal/update/manager/render-task-processor.h>
49 #include <dali/internal/update/resources/resource-manager.h>
51 #include <dali/internal/render/common/performance-monitor.h>
52 #include <dali/internal/render/common/render-manager.h>
53 #include <dali/internal/render/gl-resources/texture-cache.h>
54 #include <dali/internal/render/gl-resources/context.h>
56 using Dali::Internal::SceneGraph::UpdateManager;
57 using Dali::Internal::SceneGraph::RenderManager;
58 using Dali::Internal::SceneGraph::DiscardQueue;
59 using Dali::Internal::SceneGraph::RenderQueue;
60 using Dali::Internal::SceneGraph::TextureCache;
61 using Dali::Internal::SceneGraph::TextureCacheDispatcher;
65 // The Update for frame N+1 may be processed whilst frame N is being rendered.
66 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
68 #if defined(DEBUG_ENABLED)
69 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
79 using Integration::RenderController;
80 using Integration::PlatformAbstraction;
81 using Integration::GlSyncAbstraction;
82 using Integration::GestureManager;
83 using Integration::GlAbstraction;
84 using Integration::Event;
85 using Integration::UpdateStatus;
86 using Integration::RenderStatus;
88 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
89 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
90 GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
91 : mRenderController( renderController ),
93 mGestureEventProcessor(NULL),
94 mEventProcessor(NULL),
98 mTextureUploadedQueue(),
99 mNotificationManager(NULL),
101 mShaderFactory(NULL),
102 mGeometryBatcher( NULL ),
104 mProcessingEvent(false)
106 // Create the thread local storage
107 CreateThreadLocalStorage();
109 // This does nothing until Core is built with --enable-performance-monitor
110 PERFORMANCE_MONITOR_INIT( platform );
112 mNotificationManager = new NotificationManager();
114 mAnimationPlaylist = AnimationPlaylist::New();
116 mPropertyNotificationManager = PropertyNotificationManager::New();
118 mTextureUploadedQueue = new LockedResourceQueue;
120 mGeometryBatcher = new SceneGraph::GeometryBatcher();
122 mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
124 mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mGeometryBatcher, *mTextureUploadedQueue );
126 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
127 TextureCache& textureCache = mRenderManager->GetTextureCache();
129 ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
130 if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
132 discardPolicy = ResourcePolicy::OWNED_RETAIN;
134 textureCache.SetDiscardBitmapsPolicy(discardPolicy);
136 mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
138 mDiscardQueue = new DiscardQueue( renderQueue );
140 mResourceManager = new ResourceManager( mPlatform,
141 *mNotificationManager,
142 *mTextureCacheDispatcher,
143 *mTextureUploadedQueue,
147 mUpdateManager = new UpdateManager( *mNotificationManager,
149 *mPropertyNotificationManager,
155 *mTextureCacheDispatcher,
157 *mRenderTaskProcessor );
159 mRenderManager->SetShaderSaver( *mUpdateManager );
161 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
163 // This must be called after stage is created but before stage initialization
164 mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
166 mStage->Initialize();
168 mResourceClient = new ResourceClient( *mResourceManager, *mStage );
170 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
171 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
173 mImageFactory = new ImageFactory( *mResourceClient );
174 mShaderFactory = new ShaderFactory();
175 mUpdateManager->SetShaderSaver( *mShaderFactory );
176 mShaderFactory->LoadDefaultShaders();
178 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
184 * TODO this should be done by Adaptor, Core does not know about threading
185 * First stop the resource loading thread(s)
187 mPlatform.JoinLoaderThreads();
190 * The order of destructing these singletons is important!!!
193 // clear the thread local storage first
194 // allows core to be created / deleted many times in the same thread (how TET cases work).
195 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
196 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
202 // Stop relayout requests being raised on stage destruction
203 mRelayoutController.Reset();
205 // Clean-up stage - remove default camera and root layer
206 mStage->Uninitialize();
208 // remove (last?) reference to stage
211 delete mEventProcessor;
212 delete mGestureEventProcessor;
213 delete mNotificationManager;
214 delete mImageFactory;
215 delete mShaderFactory;
216 delete mResourceClient;
217 delete mResourceManager;
218 delete mDiscardQueue;
219 delete mTextureCacheDispatcher;
220 delete mUpdateManager;
221 delete mRenderManager;
222 delete mRenderTaskProcessor;
223 delete mGeometryBatcher;
224 delete mTextureUploadedQueue;
227 Integration::ContextNotifierInterface* Core::GetContextNotifier()
232 void Core::RecoverFromContextLoss()
234 DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
236 mImageFactory->RecoverFromContextLoss(); // Reload images from files
237 mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
240 void Core::ContextCreated()
242 mRenderManager->ContextCreated();
245 void Core::ContextDestroyed()
247 mRenderManager->ContextDestroyed();
250 void Core::SurfaceResized( unsigned int width, unsigned int height )
252 mStage->SetSize( width, height );
253 mRelayoutController->SetStageSize( width, height );
256 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
258 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
261 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
263 // set the time delta so adaptor can easily print FPS with a release build with 0 as
264 // it is cached by frametime
265 status.secondsFromLastFrame = elapsedSeconds;
267 // Render returns true when there are updates on the stage or one or more animations are completed.
268 // Use the estimated time diff till we render as the elapsed time.
269 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
270 lastVSyncTimeMilliseconds,
271 nextVSyncTimeMilliseconds );
273 // Check the Notification Manager message queue to set needsNotification
274 status.needsNotification = mNotificationManager->MessagesToProcess();
276 // No need to keep update running if there are notifications to process.
277 // Any message to update will wake it up anyways
279 if ( mResourceManager->ResourcesToProcess() )
281 // If we are still processing resources, then we have to continue the update
282 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
286 void Core::Render( RenderStatus& status )
288 bool updateRequired = mRenderManager->Render( status );
290 status.SetNeedsUpdate( updateRequired );
306 // trigger processing of events queued up while paused
310 void Core::SceneCreated()
312 mStage->EmitSceneCreatedSignal();
314 mRelayoutController->OnApplicationSceneCreated();
317 void Core::QueueEvent( const Integration::Event& event )
319 mEventProcessor->QueueEvent( event );
322 void Core::ProcessEvents()
324 // Guard against calls to ProcessEvents() during ProcessEvents()
325 if( mProcessingEvent )
327 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
328 mRenderController.RequestProcessEventsOnIdle();
332 mProcessingEvent = true;
333 mRelayoutController->SetProcessingCoreEvents( true );
335 // Signal that any messages received will be flushed soon
336 mUpdateManager->EventProcessingStarted();
338 mEventProcessor->ProcessEvents();
340 mNotificationManager->ProcessMessages();
342 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
345 // Emit signal here to start size negotiation and control relayout.
346 mStage->EmitEventProcessingFinishedSignal();
348 // Run the size negotiation after event processing finished signal
349 mRelayoutController->Relayout();
351 // Flush discard queue for image factory
352 mImageFactory->FlushReleaseQueue();
354 // Flush any queued messages for the update-thread
355 const bool messagesToProcess = mUpdateManager->FlushQueue();
357 // Check if the touch or gestures require updates.
358 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
360 if( messagesToProcess || gestureNeedsUpdate )
362 // tell the render controller to keep update thread running
363 mRenderController.RequestUpdate();
367 mRelayoutController->SetProcessingCoreEvents( false );
369 // ProcessEvents() may now be called again
370 mProcessingEvent = false;
373 unsigned int Core::GetMaximumUpdateCount() const
375 return MAXIMUM_UPDATE_COUNT;
378 Integration::SystemOverlay& Core::GetSystemOverlay()
380 return mStage->GetSystemOverlay();
383 void Core::SetViewMode( ViewMode viewMode )
385 mStage->SetViewMode( viewMode );
388 ViewMode Core::GetViewMode() const
390 return mStage->GetViewMode();
393 void Core::SetStereoBase( float stereoBase )
395 mStage->SetStereoBase( stereoBase );
398 float Core::GetStereoBase() const
400 return mStage->GetStereoBase();
403 StagePtr Core::GetCurrentStage()
408 PlatformAbstraction& Core::GetPlatform()
413 UpdateManager& Core::GetUpdateManager()
415 return *(mUpdateManager);
418 RenderManager& Core::GetRenderManager()
420 return *(mRenderManager);
423 NotificationManager& Core::GetNotificationManager()
425 return *(mNotificationManager);
428 ResourceManager& Core::GetResourceManager()
430 return *(mResourceManager);
433 ResourceClient& Core::GetResourceClient()
435 return *(mResourceClient);
438 ImageFactory& Core::GetImageFactory()
440 return *(mImageFactory);
443 ShaderFactory& Core::GetShaderFactory()
445 return *(mShaderFactory);
448 GestureEventProcessor& Core::GetGestureEventProcessor()
450 return *(mGestureEventProcessor);
453 RelayoutController& Core::GetRelayoutController()
455 return *(mRelayoutController.Get());
458 void Core::CreateThreadLocalStorage()
460 // a pointer to the ThreadLocalStorage object will be stored in TLS
461 // and automatically deleted when the thread is killed
462 new ThreadLocalStorage(this);
465 } // namespace Internal