Delete ThreadLocalStorage on shutdown
[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     delete tls;
195   }
196
197   // Stop relayout requests being raised on stage destruction
198   mRelayoutController.Reset();
199
200   // Clean-up stage - remove default camera and root layer
201   mStage->Uninitialize();
202
203   // remove (last?) reference to stage
204   mStage.Reset();
205
206   delete mEventProcessor;
207   delete mGestureEventProcessor;
208   delete mNotificationManager;
209   delete mShaderFactory;
210   delete mResourceManager;
211   delete mDiscardQueue;
212   delete mTextureCacheDispatcher;
213   delete mUpdateManager;
214   delete mRenderManager;
215   delete mRenderTaskProcessor;
216   delete mGeometryBatcher;
217   delete mTextureUploadedQueue;
218 }
219
220 Integration::ContextNotifierInterface* Core::GetContextNotifier()
221 {
222   return mStage.Get();
223 }
224
225 void Core::RecoverFromContextLoss()
226 {
227   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
228
229   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
230 }
231
232 void Core::ContextCreated()
233 {
234   mRenderManager->ContextCreated();
235 }
236
237 void Core::ContextDestroyed()
238 {
239   mRenderManager->ContextDestroyed();
240 }
241
242 void Core::SurfaceResized( unsigned int width, unsigned int height )
243 {
244   mStage->SurfaceResized( width, height );
245
246   // The stage-size may be less than surface-size (reduced by top-margin)
247   Vector2 size = mStage->GetSize();
248   mRelayoutController->SetStageSize( size.width, size.height );
249 }
250
251 void Core::SetTopMargin( unsigned int margin )
252 {
253   mStage->SetTopMargin( margin );
254
255   // The stage-size may be less than surface-size (reduced by top-margin)
256   Vector2 size = mStage->GetSize();
257   mRelayoutController->SetStageSize( size.width, size.height );
258 }
259
260 void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
261 {
262   mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
263 }
264
265 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
266 {
267   // set the time delta so adaptor can easily print FPS with a release build with 0 as
268   // it is cached by frametime
269   status.secondsFromLastFrame = elapsedSeconds;
270
271   // Render returns true when there are updates on the stage or one or more animations are completed.
272   // Use the estimated time diff till we render as the elapsed time.
273   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
274                                                 lastVSyncTimeMilliseconds,
275                                                 nextVSyncTimeMilliseconds );
276
277   // Check the Notification Manager message queue to set needsNotification
278   status.needsNotification = mNotificationManager->MessagesToProcess();
279
280   // No need to keep update running if there are notifications to process.
281   // Any message to update will wake it up anyways
282
283   if ( mResourceManager->ResourcesToProcess() )
284   {
285     // If we are still processing resources, then we have to continue the update
286     status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
287   }
288 }
289
290 void Core::Render( RenderStatus& status )
291 {
292   bool updateRequired = mRenderManager->Render( status );
293
294   status.SetNeedsUpdate( updateRequired );
295 }
296
297 void Core::Suspend()
298 {
299   mPlatform.Suspend();
300
301   mIsActive = false;
302 }
303
304 void Core::Resume()
305 {
306   mPlatform.Resume();
307
308   mIsActive = true;
309
310   // trigger processing of events queued up while paused
311   ProcessEvents();
312 }
313
314 void Core::SceneCreated()
315 {
316   mStage->EmitSceneCreatedSignal();
317
318   mRelayoutController->OnApplicationSceneCreated();
319 }
320
321 void Core::QueueEvent( const Integration::Event& event )
322 {
323   mEventProcessor->QueueEvent( event );
324 }
325
326 void Core::ProcessEvents()
327 {
328   // Guard against calls to ProcessEvents() during ProcessEvents()
329   if( mProcessingEvent )
330   {
331     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
332     mRenderController.RequestProcessEventsOnIdle();
333     return;
334   }
335
336   mProcessingEvent = true;
337   mRelayoutController->SetProcessingCoreEvents( true );
338
339   // Signal that any messages received will be flushed soon
340   mUpdateManager->EventProcessingStarted();
341
342   mEventProcessor->ProcessEvents();
343
344   mNotificationManager->ProcessMessages();
345
346   // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
347   if( mIsActive )
348   {
349     // Emit signal here to inform listeners that event processing has finished.
350     mStage->EmitEventProcessingFinishedSignal();
351
352     // Run the size negotiation after event processing finished signal
353     mRelayoutController->Relayout();
354
355     // Flush any queued messages for the update-thread
356     const bool messagesToProcess = mUpdateManager->FlushQueue();
357
358     // Check if the touch or gestures require updates.
359     const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
360
361     if( messagesToProcess || gestureNeedsUpdate )
362     {
363       // tell the render controller to keep update thread running
364       mRenderController.RequestUpdate();
365     }
366   }
367
368   mRelayoutController->SetProcessingCoreEvents( false );
369
370   // ProcessEvents() may now be called again
371   mProcessingEvent = false;
372 }
373
374 unsigned int Core::GetMaximumUpdateCount() const
375 {
376   return MAXIMUM_UPDATE_COUNT;
377 }
378
379 Integration::SystemOverlay& Core::GetSystemOverlay()
380 {
381   return mStage->GetSystemOverlay();
382 }
383
384 void Core::SetViewMode( ViewMode viewMode )
385 {
386   mStage->SetViewMode( viewMode );
387 }
388
389 ViewMode Core::GetViewMode() const
390 {
391   return mStage->GetViewMode();
392 }
393
394 void Core::SetStereoBase( float stereoBase )
395 {
396   mStage->SetStereoBase( stereoBase );
397 }
398
399 float Core::GetStereoBase() const
400 {
401   return mStage->GetStereoBase();
402 }
403
404 StagePtr Core::GetCurrentStage()
405 {
406   return mStage.Get();
407 }
408
409 PlatformAbstraction& Core::GetPlatform()
410 {
411   return mPlatform;
412 }
413
414 UpdateManager& Core::GetUpdateManager()
415 {
416   return *(mUpdateManager);
417 }
418
419 RenderManager& Core::GetRenderManager()
420 {
421   return *(mRenderManager);
422 }
423
424 NotificationManager& Core::GetNotificationManager()
425 {
426   return *(mNotificationManager);
427 }
428
429 ResourceManager& Core::GetResourceManager()
430 {
431   return *(mResourceManager);
432 }
433
434 ShaderFactory& Core::GetShaderFactory()
435 {
436   return *(mShaderFactory);
437 }
438
439 GestureEventProcessor& Core::GetGestureEventProcessor()
440 {
441   return *(mGestureEventProcessor);
442 }
443
444 RelayoutController& Core::GetRelayoutController()
445 {
446   return *(mRelayoutController.Get());
447 }
448
449 void Core::CreateThreadLocalStorage()
450 {
451   // a pointer to the ThreadLocalStorage object will be stored in TLS
452   // The ThreadLocalStorage object should be deleted by the Core destructor
453   new ThreadLocalStorage(this);
454 }
455
456 } // namespace Internal
457
458 } // namespace Dali