[Tizen] Revert "Remove StereoMode"
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
index 038743f..12dbec6 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
 
 #include <dali/internal/update/common/discard-queue.h>
-#include <dali/internal/update/common/texture-cache-dispatcher.h>
 #include <dali/internal/update/manager/update-manager.h>
 #include <dali/internal/update/manager/render-task-processor.h>
-#include <dali/internal/update/resources/resource-manager.h>
 
 #include <dali/internal/render/common/performance-monitor.h>
 #include <dali/internal/render/common/render-manager.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
 #include <dali/internal/render/gl-resources/context.h>
 
 using Dali::Internal::SceneGraph::UpdateManager;
 using Dali::Internal::SceneGraph::RenderManager;
 using Dali::Internal::SceneGraph::DiscardQueue;
 using Dali::Internal::SceneGraph::RenderQueue;
-using Dali::Internal::SceneGraph::TextureCache;
-using Dali::Internal::SceneGraph::TextureCacheDispatcher;
 
 namespace
 {
 // The Update for frame N+1 may be processed whilst frame N is being rendered.
-const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
+const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
 
 #if defined(DEBUG_ENABLED)
 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
@@ -83,20 +78,17 @@ using Integration::Event;
 using Integration::UpdateStatus;
 using Integration::RenderStatus;
 
-Core::Core( RenderController& renderController, PlatformAbstraction& platform,
-            GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
-            GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
+Core::Core( RenderController& renderController,
+            PlatformAbstraction& platform,
+            GlAbstraction& glAbstraction,
+            GlSyncAbstraction& glSyncAbstraction,
+            GestureManager& gestureManager,
+            ResourcePolicy::DataRetention dataRetentionPolicy,
+            Integration::RenderToFrameBuffer renderToFboEnabled,
+            Integration::DepthBufferAvailable depthBufferAvailable,
+            Integration::StencilBufferAvailable stencilBufferAvailable )
 : mRenderController( renderController ),
   mPlatform(platform),
-  mGestureEventProcessor(NULL),
-  mEventProcessor(NULL),
-  mUpdateManager(NULL),
-  mRenderManager(NULL),
-  mDiscardQueue(NULL),
-  mTextureUploadedQueue(),
-  mNotificationManager(NULL),
-  mShaderFactory(NULL),
-  mIsActive(true),
   mProcessingEvent(false)
 {
   // Create the thread local storage
@@ -111,55 +103,34 @@ Core::Core( RenderController& renderController, PlatformAbstraction& platform,
 
   mPropertyNotificationManager = PropertyNotificationManager::New();
 
-  mTextureUploadedQueue = new LockedResourceQueue;
-
   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
 
-  mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
+  mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable );
 
   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
-  TextureCache& textureCache = mRenderManager->GetTextureCache();
-
-  ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
-  if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
-  {
-    discardPolicy = ResourcePolicy::OWNED_RETAIN;
-  }
-  textureCache.SetDiscardBitmapsPolicy(discardPolicy);
-
-  mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
 
   mDiscardQueue = new DiscardQueue( renderQueue );
 
-  mResourceManager = new ResourceManager(  mPlatform,
-                                          *mNotificationManager,
-                                          *mTextureCacheDispatcher,
-                                          *mTextureUploadedQueue,
-                                          *mDiscardQueue,
-                                           renderQueue );
-
   mUpdateManager = new UpdateManager( *mNotificationManager,
                                       *mAnimationPlaylist,
                                       *mPropertyNotificationManager,
-                                      *mResourceManager,
                                       *mDiscardQueue,
                                        renderController,
                                       *mRenderManager,
                                        renderQueue,
-                                      *mTextureCacheDispatcher,
                                       *mRenderTaskProcessor );
 
   mRenderManager->SetShaderSaver( *mUpdateManager );
 
-  mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
+  mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager, mRenderController ) );
 
   // This must be called after stage is created but before stage initialization
   mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
 
-  mStage->Initialize();
+  mStage->Initialize( renderToFboEnabled == Integration::RenderToFrameBuffer::TRUE );
 
-  mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
-  mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
+  mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController );
+  mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );
 
   mShaderFactory = new ShaderFactory();
   mUpdateManager->SetShaderSaver( *mShaderFactory );
@@ -169,12 +140,6 @@ Core::Core( RenderController& renderController, PlatformAbstraction& platform,
 
 Core::~Core()
 {
-  /**
-   * TODO this should be done by Adaptor, Core does not know about threading
-   * First stop the resource loading thread(s)
-   */
-  mPlatform.JoinLoaderThreads();
-
   /*
    * The order of destructing these singletons is important!!!
    */
@@ -198,17 +163,6 @@ Core::~Core()
   // remove (last?) reference to stage
   mStage.Reset();
 
-  delete mEventProcessor;
-  delete mGestureEventProcessor;
-  delete mNotificationManager;
-  delete mShaderFactory;
-  delete mResourceManager;
-  delete mDiscardQueue;
-  delete mTextureCacheDispatcher;
-  delete mUpdateManager;
-  delete mRenderManager;
-  delete mRenderTaskProcessor;
-  delete mTextureUploadedQueue;
 }
 
 Integration::ContextNotifierInterface* Core::GetContextNotifier()
@@ -233,30 +187,30 @@ void Core::ContextDestroyed()
   mRenderManager->ContextDestroyed();
 }
 
-void Core::SurfaceResized( unsigned int width, unsigned int height )
+void Core::SurfaceResized( uint32_t width, uint32_t height )
 {
-  mStage->SurfaceResized( width, height );
+  mStage->SurfaceResized( static_cast<float>( width ), static_cast<float>( height ) );
 
   // The stage-size may be less than surface-size (reduced by top-margin)
   Vector2 size = mStage->GetSize();
-  mRelayoutController->SetStageSize( size.width, size.height );
+  mRelayoutController->SetStageSize( static_cast<uint32_t>( size.width ), static_cast<uint32_t>( size.height ) ); // values get truncated
 }
 
-void Core::SetTopMargin( unsigned int margin )
+void Core::SetTopMargin( uint32_t margin )
 {
   mStage->SetTopMargin( margin );
 
   // The stage-size may be less than surface-size (reduced by top-margin)
   Vector2 size = mStage->GetSize();
-  mRelayoutController->SetStageSize( size.width, size.height );
+  mRelayoutController->SetStageSize( static_cast<uint32_t>( size.width ), static_cast<uint32_t>( size.height ) ); // values get truncated
 }
 
-void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
+void Core::SetDpi( uint32_t dpiHorizontal, uint32_t dpiVertical )
 {
-  mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
+  mStage->SetDpi( Vector2( static_cast<float>( dpiHorizontal ), static_cast<float>( dpiVertical ) ) );
 }
 
-void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
+void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
 {
   // set the time delta so adaptor can easily print FPS with a release build with 0 as
   // it is cached by frametime
@@ -266,43 +220,23 @@ void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds,
   // Use the estimated time diff till we render as the elapsed time.
   status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
                                                 lastVSyncTimeMilliseconds,
-                                                nextVSyncTimeMilliseconds );
+                                                nextVSyncTimeMilliseconds,
+                                                renderToFboEnabled,
+                                                isRenderingToFbo );
 
   // Check the Notification Manager message queue to set needsNotification
   status.needsNotification = mNotificationManager->MessagesToProcess();
 
+  // Check if the default surface is changed
+  status.surfaceRectChanged = mUpdateManager->IsDefaultSurfaceRectChanged();
+
   // No need to keep update running if there are notifications to process.
   // Any message to update will wake it up anyways
-
-  if ( mResourceManager->ResourcesToProcess() )
-  {
-    // If we are still processing resources, then we have to continue the update
-    status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
-  }
 }
 
-void Core::Render( RenderStatus& status )
+void Core::Render( RenderStatus& status, bool forceClear )
 {
-  bool updateRequired = mRenderManager->Render( status );
-
-  status.SetNeedsUpdate( updateRequired );
-}
-
-void Core::Suspend()
-{
-  mPlatform.Suspend();
-
-  mIsActive = false;
-}
-
-void Core::Resume()
-{
-  mPlatform.Resume();
-
-  mIsActive = true;
-
-  // trigger processing of events queued up while paused
-  ProcessEvents();
+  mRenderManager->Render( status, forceClear );
 }
 
 void Core::SceneCreated()
@@ -323,7 +257,7 @@ void Core::ProcessEvents()
   if( mProcessingEvent )
   {
     DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
-    mRenderController.RequestProcessEventsOnIdle();
+    mRenderController.RequestProcessEventsOnIdle( false );
     return;
   }
 
@@ -337,26 +271,31 @@ void Core::ProcessEvents()
 
   mNotificationManager->ProcessMessages();
 
-  // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
-  if( mIsActive )
-  {
-    // Emit signal here to inform listeners that event processing has finished.
-    mStage->EmitEventProcessingFinishedSignal();
+  // Emit signal here to inform listeners that event processing has finished.
+  mStage->EmitEventProcessingFinishedSignal();
 
-    // Run the size negotiation after event processing finished signal
-    mRelayoutController->Relayout();
+  // Run any registered processors
+  RunProcessors();
 
-    // Flush any queued messages for the update-thread
-    const bool messagesToProcess = mUpdateManager->FlushQueue();
+  // Run the size negotiation after event processing finished signal
+  mRelayoutController->Relayout();
 
-    // Check if the touch or gestures require updates.
-    const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
 
-    if( messagesToProcess || gestureNeedsUpdate )
-    {
-      // tell the render controller to keep update thread running
-      mRenderController.RequestUpdate();
-    }
+  // Rebuild depth tree after event processing has finished
+  mStage->RebuildDepthTree();
+
+  // Flush any queued messages for the update-thread
+  const bool messagesToProcess = mUpdateManager->FlushQueue();
+
+  // Check if the touch or gestures require updates.
+  const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
+  // Check if the next update is forced.
+  const bool forceUpdate = mStage->IsNextUpdateForced();
+
+  if( messagesToProcess || gestureNeedsUpdate || forceUpdate )
+  {
+    // tell the render controller to keep update thread running
+    mRenderController.RequestUpdate( forceUpdate );
   }
 
   mRelayoutController->SetProcessingCoreEvents( false );
@@ -365,7 +304,7 @@ void Core::ProcessEvents()
   mProcessingEvent = false;
 }
 
-unsigned int Core::GetMaximumUpdateCount() const
+uint32_t Core::GetMaximumUpdateCount() const
 {
   return MAXIMUM_UPDATE_COUNT;
 }
@@ -390,6 +329,34 @@ void Core::SetStereoBase( float stereoBase )
   mStage->SetStereoBase( stereoBase );
 }
 
+void Core::RegisterProcessor( Integration::Processor& processor )
+{
+  mProcessors.PushBack(&processor);
+}
+
+void Core::UnregisterProcessor( Integration::Processor& processor )
+{
+  auto iter = std::find( mProcessors.Begin(), mProcessors.End(), &processor );
+  if( iter != mProcessors.End() )
+  {
+    mProcessors.Erase( iter );
+  }
+}
+
+void Core::RunProcessors()
+{
+  // Copy processor pointers to prevent changes to vector affecting loop iterator.
+  Dali::Vector<Integration::Processor*> processors( mProcessors );
+
+  for( auto processor : processors )
+  {
+    if( processor )
+    {
+      processor->Process();
+    }
+  }
+}
+
 float Core::GetStereoBase() const
 {
   return mStage->GetStereoBase();
@@ -420,11 +387,6 @@ NotificationManager& Core::GetNotificationManager()
   return *(mNotificationManager);
 }
 
-ResourceManager& Core::GetResourceManager()
-{
-  return *(mResourceManager);
-}
-
 ShaderFactory& Core::GetShaderFactory()
 {
   return *(mShaderFactory);