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/common/thread-local-storage.h>
44 #include <dali/internal/event/effects/shader-factory.h>
45 #include <dali/internal/update/touch/touch-resampler.h>
46 #include <dali/internal/event/common/type-registry-impl.h>
47 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
48
49 #include <dali/internal/render/gl-resources/texture-cache.h>
50 #include <dali/internal/render/gl-resources/context.h>
51
52 using Dali::Internal::SceneGraph::UpdateManager;
53 using Dali::Internal::SceneGraph::RenderManager;
54 using Dali::Internal::SceneGraph::DiscardQueue;
55 using Dali::Internal::SceneGraph::RenderQueue;
56 using Dali::Internal::SceneGraph::TextureCache;
57
58 namespace
59 {
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
62
63 #if defined(DEBUG_ENABLED)
64 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
65 #endif
66 }
67
68 namespace Dali
69 {
70
71 namespace Internal
72 {
73
74 using Integration::RenderController;
75 using Integration::PlatformAbstraction;
76 using Integration::GlSyncAbstraction;
77 using Integration::GestureManager;
78 using Integration::GlAbstraction;
79 using Integration::Event;
80 using Integration::UpdateStatus;
81 using Integration::RenderStatus;
82
83 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
84             GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
85             GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
86 : mRenderController( renderController ),
87   mPlatform(platform),
88   mGestureEventProcessor(NULL),
89   mEventProcessor(NULL),
90   mUpdateManager(NULL),
91   mRenderManager(NULL),
92   mDiscardQueue(NULL),
93   mResourcePostProcessQueue(),
94   mNotificationManager(NULL),
95   mImageFactory(NULL),
96   mShaderFactory(NULL),
97   mIsActive(true),
98   mProcessingEvent(false)
99 {
100   // Create the thread local storage
101   CreateThreadLocalStorage();
102
103   // This does nothing until Core is built with --enable-performance-monitor
104   PERFORMANCE_MONITOR_INIT( platform );
105
106   mNotificationManager = new NotificationManager();
107
108   mAnimationPlaylist = AnimationPlaylist::New();
109
110   mPropertyNotificationManager = PropertyNotificationManager::New();
111
112   std::vector< ResourcePostProcessRequest> init;
113   mResourcePostProcessQueue = new ResourcePostProcessList(init);
114
115   mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
116
117   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
118   TextureCache& textureCache = mRenderManager->GetTextureCache();
119
120   ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
121   if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
122   {
123     discardPolicy = ResourcePolicy::RETAIN;
124   }
125   textureCache.SetDiscardBitmapsPolicy(discardPolicy);
126
127   mDiscardQueue = new DiscardQueue( renderQueue );
128
129   mResourceManager = new ResourceManager(  mPlatform,
130                                           *mNotificationManager,
131                                            textureCache,
132                                           *mResourcePostProcessQueue,
133                                           *mRenderManager,
134                                           *mDiscardQueue,
135                                            renderQueue );
136
137   mTouchResampler = TouchResampler::New();
138
139   mUpdateManager = new UpdateManager( *mNotificationManager,
140                                        glSyncAbstraction,
141                                       *mAnimationPlaylist,
142                                       *mPropertyNotificationManager,
143                                       *mResourceManager,
144                                       *mDiscardQueue,
145                                        renderController,
146                                       *mRenderManager,
147                                        renderQueue,
148                                        textureCache,
149                                       *mTouchResampler );
150
151   mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager, dataRetentionPolicy );
152
153   mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
154
155   mStage->Initialize();
156
157   mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
158   mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
159
160   mImageFactory = new ImageFactory( *mResourceClient );
161   mShaderFactory = new ShaderFactory(*mResourceClient);
162   mShaderFactory->LoadDefaultShaders();
163
164   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
165 }
166
167 Core::~Core()
168 {
169   /**
170    * TODO this should be done by Adaptor, Core does not know about threading
171    * First stop the resource loading thread(s)
172    */
173   mPlatform.JoinLoaderThreads();
174
175   /*
176    * The order of destructing these singletons is important!!!
177    */
178
179   // clear the thread local storage first
180   // allows core to be created / deleted many times in the same thread (how TET cases work).
181   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
182   ThreadLocalStorage::Get().Remove();
183
184   // Clean-up stage - remove default camera and root layer
185   mStage->Uninitialize();
186
187   // remove (last?) reference to stage
188   mStage.Reset();
189
190   delete mEventProcessor;
191   delete mGestureEventProcessor;
192   delete mNotificationManager;
193   delete mImageFactory;
194   delete mShaderFactory;
195   delete mResourceClient;
196   delete mResourceManager;
197   delete mUpdateManager;
198   delete mTouchResampler;
199   delete mRenderManager;
200   delete mDiscardQueue;
201   delete mResourcePostProcessQueue;
202 }
203
204 Integration::ContextNotifierInterface* Core::GetContextNotifier()
205 {
206   return mStage.Get();
207 }
208
209 void Core::RecoverFromContextLoss()
210 {
211   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
212
213   mImageFactory->RecoverFromContextLoss(); // Reload images from files
214   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
215 }
216
217 void Core::ContextCreated()
218 {
219   mRenderManager->ContextCreated();
220 }
221
222 void Core::ContextDestroyed()
223 {
224   mRenderManager->ContextDestroyed();
225 }
226
227 void Core::SurfaceResized(unsigned int width, unsigned int height)
228 {
229   mStage->SetSize(width, height);
230 }
231
232 void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
233 {
234   mPlatform.SetDpi( dpiHorizontal, dpiVertical );
235   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
236 }
237
238 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
239 {
240   // set the time delta so adaptor can easily print FPS with a release build with 0 as
241   // it is cached by frametime
242   status.secondsFromLastFrame = elapsedSeconds;
243
244   // Render returns true when there are updates on the stage or one or more animations are completed.
245   // Use the estimated time diff till we render as the elapsed time.
246   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
247                                                 lastVSyncTimeMilliseconds,
248                                                 nextVSyncTimeMilliseconds );
249
250   // Check the Notification Manager message queue to set needsNotification
251   status.needsNotification = mNotificationManager->MessagesToProcess();
252
253   // No need to keep update running if there are notifications to process.
254   // Any message to update will wake it up anyways
255
256   if ( mResourceManager->ResourcesToProcess() )
257   {
258     // If we are still processing resources, then we have to continue the update
259     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
260   }
261 }
262
263 void Core::Render( RenderStatus& status )
264 {
265   bool updateRequired = mRenderManager->Render( status );
266
267   status.SetNeedsUpdate( updateRequired );
268 }
269
270 void Core::Suspend()
271 {
272   mPlatform.Suspend();
273
274   mIsActive = false;
275 }
276
277 void Core::Resume()
278 {
279   mPlatform.Resume();
280
281   mIsActive = true;
282
283   // trigger processing of events queued up while paused
284   ProcessEvents();
285 }
286
287 void Core::SceneCreated()
288 {
289   mStage->EmitSceneCreatedSignal();
290 }
291
292 void Core::QueueEvent( const Integration::Event& event )
293 {
294   mEventProcessor->QueueEvent( event );
295 }
296
297 void Core::ProcessEvents()
298 {
299   // Guard against calls to ProcessEvents() during ProcessEvents()
300   if( mProcessingEvent )
301   {
302     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
303     mRenderController.RequestProcessEventsOnIdle();
304     return;
305   }
306
307   mProcessingEvent = true;
308
309   EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
310
311   // Signal that any messages received will be flushed soon
312   eventToUpdate.EventProcessingStarted();
313
314   mEventProcessor->ProcessEvents();
315
316   mNotificationManager->ProcessMessages();
317
318   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
319   if( mIsActive )
320   {
321     // Emit signal here to start size negotiation and control relayout.
322     mStage->EmitEventProcessingFinishedSignal();
323
324     // Flush discard queue for image factory
325     mImageFactory->FlushReleaseQueue();
326
327     // Flush any queued messages for the update-thread
328     const bool messagesToProcess = eventToUpdate.FlushQueue();
329
330     // Check if the touch or gestures require updates.
331     const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
332     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
333
334     if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
335     {
336       // tell the render controller to keep update thread running
337       mRenderController.RequestUpdate();
338     }
339   }
340
341   // ProcessEvents() may now be called again
342   mProcessingEvent = false;
343 }
344
345 void Core::UpdateTouchData(const Integration::TouchData& touch)
346 {
347   mTouchResampler->SendTouchData( touch );
348 }
349
350 unsigned int Core::GetMaximumUpdateCount() const
351 {
352   return MAXIMUM_UPDATE_COUNT;
353 }
354
355 Integration::SystemOverlay& Core::GetSystemOverlay()
356 {
357   return mStage->GetSystemOverlay();
358 }
359
360 void Core::SetViewMode( ViewMode viewMode )
361 {
362   mStage->SetViewMode( viewMode );
363 }
364
365 ViewMode Core::GetViewMode() const
366 {
367   return mStage->GetViewMode();
368 }
369
370 void Core::SetStereoBase( float stereoBase )
371 {
372   mStage->SetStereoBase( stereoBase );
373 }
374
375 float Core::GetStereoBase() const
376 {
377   return mStage->GetStereoBase();
378 }
379
380 StagePtr Core::GetCurrentStage()
381 {
382   return mStage.Get();
383 }
384
385 PlatformAbstraction& Core::GetPlatform()
386 {
387   return mPlatform;
388 }
389
390 UpdateManager& Core::GetUpdateManager()
391 {
392   return *(mUpdateManager);
393 }
394
395 RenderManager& Core::GetRenderManager()
396 {
397   return *(mRenderManager);
398 }
399
400 NotificationManager& Core::GetNotificationManager()
401 {
402   return *(mNotificationManager);
403 }
404
405 ResourceManager& Core::GetResourceManager()
406 {
407   return *(mResourceManager);
408 }
409
410 ResourceClient& Core::GetResourceClient()
411 {
412   return *(mResourceClient);
413 }
414
415 ImageFactory& Core::GetImageFactory()
416 {
417   return *(mImageFactory);
418 }
419
420 ShaderFactory& Core::GetShaderFactory()
421 {
422   return *(mShaderFactory);
423 }
424
425 GestureEventProcessor& Core::GetGestureEventProcessor()
426 {
427   return *(mGestureEventProcessor);
428 }
429
430 void Core::CreateThreadLocalStorage()
431 {
432   // a pointer to the ThreadLocalStorage object will be stored in TLS
433   // and automatically deleted when the thread is killed
434   new ThreadLocalStorage(this);
435 }
436
437 } // namespace Internal
438
439 } // namespace Dali