platform/core/uifw/dali-core.git
23 months agoDALi Version 2.1.21 11/274711/1 dali_2.1.21
David Steele [Fri, 6 May 2022 11:37:06 +0000 (12:37 +0100)]
DALi Version 2.1.21

Change-Id: I87bb688c0b7635d23bc6f0d85237ba14549dfb34

23 months agoMerge "DALi Version 2.1.20" into devel/master
Adeel Kazmi [Fri, 29 Apr 2022 12:23:01 +0000 (12:23 +0000)]
Merge "DALi Version 2.1.20" into devel/master

23 months agoMerge "Simplifying UniformMap updating" into devel/master
David Steele [Fri, 29 Apr 2022 11:13:33 +0000 (11:13 +0000)]
Merge "Simplifying UniformMap updating" into devel/master

23 months agoDALi Version 2.1.20 99/274499/1 dali_2.1.20
Adam Bialogonski [Fri, 29 Apr 2022 09:52:34 +0000 (10:52 +0100)]
DALi Version 2.1.20

Change-Id: I1c92a82a41be6d385c7ab307b24edc04b25b730e

23 months agoFix memory leak of visual renderer 12/274412/1
Eunki, Hong [Thu, 28 Apr 2022 01:54:47 +0000 (10:54 +0900)]
Fix memory leak of visual renderer

SceneGraph::Renderer didn't remove the memory of
ANimatableVisualProperties.

This patch make AnimatableVIsualProperties as OwnerPointer
so SceneGraph::Renderer will delete it's memory well.

Change-Id: I85f0c40af0fc594b86bd0b9f93f13c24e93b9f8e
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoSimplifying UniformMap updating 86/261286/14
David Steele [Mon, 12 Jul 2021 18:18:25 +0000 (19:18 +0100)]
Simplifying UniformMap updating

Removed scene-graph ConnectionChangePropagator - now only need to know
if shader is attached to renderer, and that is already done through a
different mechanism.

Changed CollectedUniformMap into it's own struct. Now has a change
counter that increments any time the map is altered.

Instead of having lots of flags indicating if uniform maps have
changed, UniformMap now updates it's change counter whenever a
property is registered with the PropertyOwner (e.g. Node, Renderer or
Shader).

During Update, SceneGraph::Renderer collects the uniform maps into one
only if the renderer is added to a RenderList, i.e. if it's going to
be rendered. At this point, the change counter is updated.
Nothing is done if the renderer is not visible.

During Render, the Render::Renderer checks if the node uniform map
change counter or the renderer data provider's uniform map change
counter are different, if so, then it knows it needs to update the
uniform locations for newly registered properties.

Change-Id: I0ff861a7e97736dae059d94f54618195d0471343

2 years agoCalculate hash by Dali::Vector<std::uint8_t> 21/274221/1
Eunki, Hong [Mon, 25 Apr 2022 03:36:10 +0000 (12:36 +0900)]
Calculate hash by Dali::Vector<std::uint8_t>

Change-Id: Ic5b640856c8e1f5710d3c0eb961612428e893990
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoMerge "DALi Version 2.1.19" into devel/master
David Steele [Fri, 22 Apr 2022 13:10:21 +0000 (13:10 +0000)]
Merge "DALi Version 2.1.19" into devel/master

2 years agoDALi Version 2.1.19 84/274184/1 dali_2.1.19
Adeel Kazmi [Fri, 22 Apr 2022 12:54:08 +0000 (13:54 +0100)]
DALi Version 2.1.19

Change-Id: I9be4ce8eef03b28d4e208cd648e1210446967801

2 years agoMerge "Relayout only if the actor is on Scene" into devel/master
Heeyong Song [Fri, 22 Apr 2022 00:30:20 +0000 (00:30 +0000)]
Merge "Relayout only if the actor is on Scene" into devel/master

2 years agoLock uniform buffer only 1 times per each render + minor fixup of uniforms 81/272981/20
Eunki, Hong [Tue, 29 Mar 2022 06:09:08 +0000 (15:09 +0900)]
Lock uniform buffer only 1 times per each render + minor fixup of uniforms

1. Don't lock-unlock Graphics::Memory for each properties.
This patch lock stand-alone uniform buffer map and unlock only few times during rendering.
(We called this API as ReadyToLockUniformBuffer and UnlockUniformBuffer)

It will reduce Renderer::Render time near 6%

2. Don't convert from std::string_vew to std::string
when we get uniform map info from shader

3. Make BufferPropertiesFlags as input of UniformBuffer Constructor

Change-Id: I50055a24c1aad59e2a29b8c50485254b71ea5b73
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoMerge "Fix to do not update state of render task in case of uploadOnly" into devel...
Seungho BAEK [Thu, 21 Apr 2022 05:13:54 +0000 (05:13 +0000)]
Merge "Fix to do not update state of render task in case of uploadOnly" into devel/master

2 years agoFix to do not update state of render task in case of uploadOnly 30/273930/3
seungho [Mon, 18 Apr 2022 07:06:21 +0000 (16:06 +0900)]
Fix to do not update state of render task in case of uploadOnly

 - And removed unused uploadOnly parameter in the render-manager

Change-Id: I18e1e403cedf58d6e7c5c510bda123ef8b4fe149
Signed-off-by: seungho <sbsh.baek@samsung.com>
2 years agoRelayout only if the actor is on Scene 66/273966/1
Heeyong Song [Tue, 19 Apr 2022 05:17:54 +0000 (14:17 +0900)]
Relayout only if the actor is on Scene

We're already checking whether the actor is on scene in RelayoutController::Relayout() before it is added to the mRelayoutStack.
But there is a case that the actor is removed from the scene in the previous OnRelayout.
So check whether the actor is on scene again.

Change-Id: Ia2b64e7f39f24d67b65b9689c720a7ef359d54fd

2 years agoMerge "Add CHROMINANCE pixel format" into devel/master
Heeyong Song [Tue, 19 Apr 2022 03:15:59 +0000 (03:15 +0000)]
Merge "Add CHROMINANCE pixel format" into devel/master

2 years agoDALi Version 2.1.18 40/273840/1 dali_2.1.18
Richard Huang [Thu, 14 Apr 2022 10:34:49 +0000 (11:34 +0100)]
DALi Version 2.1.18

Change-Id: I044099ba626788b31036834921d153a2fa0fa6eb

2 years agoAdd CHROMINANCE pixel format 35/273835/1
Heeyong Song [Thu, 14 Apr 2022 09:24:14 +0000 (18:24 +0900)]
Add CHROMINANCE pixel format

Change-Id: I6c66da9db49874c7273e2580964423dc23c36e90

2 years agoMerge "Changed handling of uniforms of arrays of structs" into devel/master
David Steele [Mon, 11 Apr 2022 14:20:06 +0000 (14:20 +0000)]
Merge "Changed handling of uniforms of arrays of structs" into devel/master

2 years agoChanged handling of uniforms of arrays of structs 18/273618/1
David Steele [Fri, 8 Apr 2022 16:02:56 +0000 (17:02 +0100)]
Changed handling of uniforms of arrays of structs

A) For uniforms of the form "basename[index].element", the array index handling
didn't work.

In GL (on Ubuntu) the shader reflection for such uniforms provides
individual locations for each element of the array/struct;

B) For uniforms of the form "basename[index]", where basename is a basic
type (float/vecN, etc), the GL shader reflection produces only 1 location
for the basename, and provides the element count.

Mapping properties to such uniforms is done by having a Property per
element. For the first case, no index/array handling is needed.
For the second case, each property needs to match to the basename without
the array subscript, and also store it's array index.

Modified property setup to remove array index for properties of the first type.

Modified uniform lookup to handle the different hashes appropriately.

Modified test graphics to ensure the uniform reflection can be set up in the
same way as GL provides.

Change-Id: I4be92f3e6933ff1b9b4a7d48e97f5629930c0b4c
Signed-off-by: David Steele <david.steele@samsung.com>
2 years agoMerge "Added New() function creating Renderer with RenderCallback" into devel/master
Adeel Kazmi [Fri, 8 Apr 2022 14:00:42 +0000 (14:00 +0000)]
Merge "Added New() function creating Renderer with RenderCallback" into devel/master

2 years agoDALi Version 2.1.17 02/273602/1 dali_2.1.17
David Steele [Fri, 8 Apr 2022 11:54:36 +0000 (12:54 +0100)]
DALi Version 2.1.17

Change-Id: I30ecdbddcd58603a6b1a4c2adf13b7311cbd3b0f

2 years agoAdded New() function creating Renderer with RenderCallback 89/272689/5
Adam Bialogonski [Tue, 22 Mar 2022 15:05:49 +0000 (15:05 +0000)]
Added New() function creating Renderer with RenderCallback

Change-Id: I6f82838ed654342723cf043e43e8d7caba4125f7

2 years agoMerge "Level up Dali::Internal::FreeList as Dali::FreeList" into devel/master
Eunki Hong [Tue, 5 Apr 2022 16:34:13 +0000 (16:34 +0000)]
Merge "Level up Dali::Internal::FreeList as Dali::FreeList" into devel/master

2 years agoMerge "Use update object size in CalculateActorScreenPosition" into devel/master
Heeyong Song [Tue, 5 Apr 2022 11:19:43 +0000 (11:19 +0000)]
Merge "Use update object size in CalculateActorScreenPosition" into devel/master

2 years agoMerge "Hit-test can hit more than 32 depth clipping actor." into devel/master
Adeel Kazmi [Tue, 5 Apr 2022 06:58:07 +0000 (06:58 +0000)]
Merge "Hit-test can hit more than 32 depth clipping actor." into devel/master

2 years agoLevel up Dali::Internal::FreeList as Dali::FreeList 82/271082/14
Eunki, Hong [Tue, 15 Feb 2022 06:48:17 +0000 (15:48 +0900)]
Level up Dali::Internal::FreeList as Dali::FreeList

Open devel Dali::Internal::FreeList as Dali::FreeList
so we can use this container in another packages i.e. dali-toolkit's texture-manager

Change-Id: I719e960ce1ecf8b61a980e49cba976fe1ab57200
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoMerge "Fixing culling for magnifier use case" into devel/master
Adeel Kazmi [Mon, 4 Apr 2022 17:31:36 +0000 (17:31 +0000)]
Merge "Fixing culling for magnifier use case" into devel/master

2 years agoFixing culling for magnifier use case 68/272368/6
David Steele [Mon, 14 Mar 2022 17:17:52 +0000 (17:17 +0000)]
Fixing culling for magnifier use case

Should use the camera's canvas size, not the viewport.

Added canvas size to left/right/top/bottom clipping distance
in camera for perspective projection

Fixed bug that would always force using perspective projection
Fixed bug with modifying scene object directly in event thread.

Top and Bottom clipping plane values for perspective have been
made consistent with values for Ortho projection; however, this
currently forces top to be +ve and bottom to be -ve when set
using just size. Test cases are inconsistent in this regard; when
set via l/r/t/b/n/f API, top and bottom are -ve and +ve respectively.
  Have used fabsf when re-calculating bounding box dimensions to
allow for this inconsistency.

Change-Id: I95e80e4c09f17a3240cccf16df23f09e8d9ad9cf

2 years agoUse update object size in CalculateActorScreenPosition 27/273327/1
Heeyong Song [Thu, 24 Mar 2022 06:56:08 +0000 (15:56 +0900)]
Use update object size in CalculateActorScreenPosition

Change-Id: I475166706a0eb4defd1761ce56d185da7fe753a1

2 years agoHit-test can hit more than 32 depth clipping actor. 76/272976/4
Eunki, Hong [Tue, 29 Mar 2022 02:54:24 +0000 (11:54 +0900)]
Hit-test can hit more than 32 depth clipping actor.

When clipping mode is CLIP_TO_BOUNDING_BOX, the limitation of
clipping depth doesn't exist. We can clipping near 2^15-depth.
But current clipping algorithm only allow 31-depth of clipping.

This patch make that we don't use depthmask in hit-test algorithm
When clipping mode is enabled, and current actor hit test failed,
just skip all children's hit test.

Note : CLIP_CHILDREN is kind of rendering method, So when clipping mode is
CLIP_CHILDREN, we can't detect how it "really" clipped.
This is physically limitation, so just ignore it.

Change-Id: I83524d6f96ccbb59d7b2802f1630c7e338b251a0
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoDALi Version 2.1.16 68/273268/1 dali_2.1.16
Adam Bialogonski [Fri, 1 Apr 2022 11:51:18 +0000 (12:51 +0100)]
DALi Version 2.1.16

Change-Id: If043023658a6a6f59d220166a67cd5363d866faf

2 years agoRevert "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown." 77/273077/1
joogab.yun [Wed, 30 Mar 2022 09:28:12 +0000 (18:28 +0900)]
Revert "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown."

This reverts commit 3b0fba86dfcad3ae5841679e1c1790db563d7301.

Change-Id: I91350d5f72b826bc7b6fad4920b89079e4fc7d53

2 years agoFix hit-test bug when overlay2D child is not overlayed 58/272958/1
Eunki, Hong [Mon, 28 Mar 2022 10:44:34 +0000 (19:44 +0900)]
Fix hit-test bug when overlay2D child is not overlayed

Let's image some case like below scene tree.
root --- A (overlay2D)  --- A1 (normal)
      |- B (normal)

When A1 and B is overlaped, B will be drawn under the A1. (Because A is overlay)
But, in hit-test-algorithm, overlay2D information doesn't propagated.

This patch make hit-test can propagate overlay2D property,
so the hit test result return reasonable as what we can see.

Change-Id: I123d3bbc2c6ba27df3f10829ebaf16b80eb0f987
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoMerge "TTrace enable always in tizen" into devel/master
Eunki Hong [Mon, 28 Mar 2022 10:35:16 +0000 (10:35 +0000)]
Merge "TTrace enable always in tizen" into devel/master

2 years agoMerge "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown...
joogab yun [Mon, 28 Mar 2022 05:45:12 +0000 (05:45 +0000)]
Merge "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown. So, If the touch moves after another actor has been touched so that the current actor is hit, it should behave as if it didn't hit." into devel/master

2 years agoTTrace enable always in tizen 45/272745/4
Eunki, Hong [Wed, 23 Mar 2022 13:32:49 +0000 (22:32 +0900)]
TTrace enable always in tizen

Make ttrace enable always in tizen. Other platform keep current policy

Change-Id: I500fe9b95f7d8bf079f89975bf2346f1f7472ae8
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoDALi Version 2.1.15 47/272847/1 dali_2.1.15
Adeel Kazmi [Fri, 25 Mar 2022 10:56:48 +0000 (10:56 +0000)]
DALi Version 2.1.15

Change-Id: I98023d937a38affaa836fed830c12aeeddda9b59

2 years agoIf CapturesAllTouchAfterStart() is true, it should be hit only after touchdown. 03/272403/3
joogab.yun [Wed, 16 Mar 2022 02:19:22 +0000 (11:19 +0900)]
If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown.
So, If the touch moves after another actor has been touched so that the current actor is hit, it should behave as if it didn't hit.

Change-Id: I609607ea19a5cf5f6b07b5065132f491122f7a6b

2 years agoMerge "Remove element of Property::Map by the specified key." into devel/master
Adeel Kazmi [Tue, 22 Mar 2022 15:17:47 +0000 (15:17 +0000)]
Merge "Remove element of Property::Map by the specified key." into devel/master

2 years agoRemove element of Property::Map by the specified key. 28/272428/4
huayong.xu [Thu, 17 Mar 2022 06:05:21 +0000 (14:05 +0800)]
Remove element of Property::Map by the specified key.

Change-Id: Ife048e33a54edb6b6cebfe79b464707c0a361a45

2 years agoDirectRendering: 76/270676/20
Adam Bialogonski [Mon, 14 Mar 2022 16:46:44 +0000 (16:46 +0000)]
DirectRendering:

- Added RenderCallback for native rendering
- Added new Graphics API command - DrawNative()
- Added DrawableActor

Change-Id: If286d6eddf0836c63227c870eb13e8bab252fda7

2 years agoDALi Version 2.1.14 41/272541/1 dali_2.1.14
Richard Huang [Fri, 18 Mar 2022 11:23:08 +0000 (11:23 +0000)]
DALi Version 2.1.14

Change-Id: Ifc21ce4863a0b29e278f50410facba6158caa4a4

2 years agoMerge "Add UserInteractionEnabled property on actor for controlling user interaction...
SangHyeon Lee [Thu, 17 Mar 2022 10:46:02 +0000 (10:46 +0000)]
Merge "Add UserInteractionEnabled property on actor for controlling user interaction." into devel/master

2 years agoAdd a Hit-Test result events. 75/270975/20
joogab.yun [Sat, 12 Feb 2022 06:25:35 +0000 (15:25 +0900)]
Add a Hit-Test result events.

In the case of TouchEvent or Gesture, there is no way to propagate the event to the view below that is not related.

So, before sending an touch event, send an hitTestResult event to the view in the hit-test process to ask whether it will be hit or not.
If it returns false, it means that it will not be hit, and the hit-test continues to the next view.

Change-Id: I5b8681f569f5c3b89acc3fb23c1eada3d49b1c7b

2 years agoDALi Version 2.1.13 45/272245/1 dali_2.1.13
David Steele [Fri, 11 Mar 2022 15:21:46 +0000 (15:21 +0000)]
DALi Version 2.1.13

Change-Id: I69b796cffa8be10d5e5fa21226d19e1f7535f436

2 years agoRemoved old context test cases 57/272057/3
David Steele [Mon, 7 Mar 2022 11:32:39 +0000 (11:32 +0000)]
Removed old context test cases

Synced with toolkit tests

Change-Id: I67f21c445cb9b17972e8994bee558d0bd0836e58

2 years agoAdded VisualRenderer (for visual default properties) 83/271183/6
David Steele [Tue, 15 Feb 2022 10:01:35 +0000 (10:01 +0000)]
Added VisualRenderer (for visual default properties)

Rather than have registered properties for each visual,
embedded them in a specific type of VisualRenderer.

Added UniformMappings to ensure that they can be used as
uniforms. (Properties don't have to have the same name
as the uniform, but it's probably advisable. However, we
have some very specific hardcoded mapping for actor "size"
-> uniform "uSize" in render-renderer...), so it's less
confusing having property "transformSize"->uniform "size".

Changed types to ensure they match the actual uniform types
in the shaders.

Reduces creation time for each visual, as much more is done
at compilation time.

Change-Id: I386504fabf82f8e57f1138e3814897604b094061
Signed-off-by: David Steele <david.steele@samsung.com>
2 years agoAdd UserInteractionEnabled property on actor for controlling user interaction. 15/271115/11
EverLEEst(SangHyeon Lee) [Tue, 15 Feb 2022 11:33:43 +0000 (20:33 +0900)]
Add UserInteractionEnabled property on actor for controlling user interaction.

actor can be disabled touch event by setting SetSensitive(false),
and also can be disabled keyboard event by setting
SetKeyboardFocusable(false),
and touch focus on SetTouchFocusable(false).

but we do not provide universal user interaction controls to disable
actor events and behavior, so this property is neceesary.

regardless of value on Sensitive or Focusable,
UserInteractionEnable has high priority over the negative action.

Change-Id: Ia339cc4c94e2fa36f80cb8672aa16d7a664c858c

2 years agoMake Dali::InstrusivePtr able to compare with nullptr 07/271907/4
Eunki, Hong [Thu, 3 Mar 2022 05:39:28 +0000 (14:39 +0900)]
Make Dali::InstrusivePtr able to compare with nullptr

After explicit operation bool() patch, Dali::InstrusivePtr == nullptr make compile error.
This patch fix that situation, so keep codes legacy

Change-Id: I6fbdee55203a1a0e9b5d3a90125497957dddeced
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoDALi Version 2.1.12 85/271985/1 dali_2.1.12
Adeel Kazmi [Fri, 4 Mar 2022 10:00:36 +0000 (10:00 +0000)]
DALi Version 2.1.12

Change-Id: I37214142c68799c7c0f2ecea4a7ef26694c6273a

2 years agoDALi Version 2.1.11 29/271729/1 dali_2.1.11
Adam Bialogonski [Fri, 25 Feb 2022 11:46:54 +0000 (11:46 +0000)]
DALi Version 2.1.11

Change-Id: I949fdf526b1c5bd2c16d18751e2014389ca664a1

2 years agoMerge "Implement some more speed-up : Reserve TextureBindings + don't copy geometry...
David Steele [Wed, 23 Feb 2022 17:13:12 +0000 (17:13 +0000)]
Merge "Implement some more speed-up : Reserve TextureBindings + don't copy geometry" into devel/master

2 years agoMerge "Dali::CalculateHash support to hashing raw-buffer" into devel/master
David Steele [Wed, 23 Feb 2022 17:00:35 +0000 (17:00 +0000)]
Merge "Dali::CalculateHash support to hashing raw-buffer" into devel/master

2 years agoAdd Internal::IndexedMap 84/270484/36
Eunki, Hong [Thu, 3 Feb 2022 07:20:06 +0000 (16:20 +0900)]
Add Internal::IndexedMap

Make IndexedMap that key can be std::uint32_t and Internal::ConstString
IndexedMap can only do Register + Get.
We can check unique registration by this API.

IndexedMap use iterator as std::vector<std::pair<KeyType, ElementType>>::iterator.

Get API return iterator that key contained.
If found failed, return End() iterator.

Internally, we make it sorted key-index-element container.
It can search key by binary search. and less element copy action.
(ConstString can be convert const char* == size_t which can comparable)

Time complexity is O(|Element count|) for Register and
O(log|Element count|) for Get

Change some std::vector container as IndexedConstStringMap and IndexedIntegerMap
at type-info and type-register.

type-info is very important area of DALi engine.
So I append some define blocks when we meet some strange problems in future.
It will be remove when this patch is safe enough.

Change-Id: I7ad2e1a4776a4acedb4632053419b4fdcfa043bb
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoDali::CalculateHash support to hashing raw-buffer 44/271344/5
Eunki, Hong [Fri, 18 Feb 2022 05:57:35 +0000 (14:57 +0900)]
Dali::CalculateHash support to hashing raw-buffer

Current Dali::CalculateHash input std::string, but internally
convert as const char * string.
In this case, hashing calculation didn'w works well
when std::string contain \0 character middle of string.

This patch make one more API s.t. allow std::vector<std::uint8_t>
as input so we can specific the length of data what we want to hash.

It will be used in dali-toolkit texture-cache-manager in soon.

Change-Id: I5ceaeb0cbf1140729d1f0f68930c8cbcd8a18594
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoImplement some more speed-up : Reserve TextureBindings + don't copy geometry 33/271533/3
Eunki, Hong [Tue, 22 Feb 2022 12:39:36 +0000 (21:39 +0900)]
Implement some more speed-up : Reserve TextureBindings + don't copy geometry

Make some GraphicsCommand API's input as const vector<>&

These will not copy the internal values. and also we can assume that
inputed data didn't change in that API

+

We reserve textureBinding's capacity as the Count of textures.
Most of texture have graphics object, and it will fitin that
reserved memory area.
This patch reduce unuseful re-allocation internal std::vector.

Change-Id: Ic9eee1ae2fe171431cf20a58c47af344edc977ef
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoIgnore insert/erase function during PreRender's itemsDirtyRects 12/271512/2
Eunki, Hong [Tue, 22 Feb 2022 08:19:22 +0000 (17:19 +0900)]
Ignore insert/erase function during PreRender's itemsDirtyRects

Previous code just insert and erase when the renderer hold dirtyRect
more than 3.
Each insert & erase operation in std::vector cost O(N). and it is expensive.

This patch reduce the insert & erase operation when renderer hold dirtyRect
more than 3. We can do tge same job by just moving data linearly.

(This patch is follow up 250728)

Change-Id: I230f32f07c72c3a4f15c6bb7f6a42bd61ce87d1d
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoAvoid temporary vector creation during Relayout 09/271509/1
Eunki, Hong [Tue, 22 Feb 2022 07:56:56 +0000 (16:56 +0900)]
Avoid temporary vector creation during Relayout

We use temp std::vector stack during NegotiateDimensions.
This patch make we use always same global static value as stack.
So we can avoid create / destroy it every frame.

(This patch is follow up 248736)

Change-Id: I1fa059693d0559b00afbad32dd646e103aba53f7
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoMerge "DALi Version 2.1.10" into devel/master
Adeel Kazmi [Fri, 18 Feb 2022 11:13:24 +0000 (11:13 +0000)]
Merge "DALi Version 2.1.10" into devel/master

2 years agoDALi Version 2.1.10 66/271366/1 dali_2.1.10
Richard Huang [Fri, 18 Feb 2022 11:01:05 +0000 (11:01 +0000)]
DALi Version 2.1.10

Change-Id: I255826e810ab53dc5f41a77c1e2416bfbaf4a517

2 years agoMerge "(Partial Update) Set the updated flag when the Renderer is added/removed"...
Heeyong Song [Fri, 18 Feb 2022 01:56:11 +0000 (01:56 +0000)]
Merge "(Partial Update) Set the updated flag when the Renderer is added/removed" into devel/master

2 years agoAdd EmitWheelEventGeneratedSignal for custom wheel event 62/270162/12
joogab.yun [Thu, 27 Jan 2022 01:11:37 +0000 (10:11 +0900)]
Add EmitWheelEventGeneratedSignal for custom wheel event

For custom wheel events,
we first send the event to the focus manager by WheelEventGeneratedSignal.

Previously, RotaryEvents(CustomWheel type) could always be received only by window.
Now, User can receive Rotary Events in focused View as well.
It is also possible to propagate events to the parent view.

If there is no focused View, the window will receive the event.

This only applies to Rotary Event(CustomWheel type).

Change-Id: I13e2c9b725ee5a65c7408df2f4293c7b61c56035

2 years ago(Partial Update) Set the updated flag when the Renderer is added/removed 72/271172/1
Heeyong Song [Tue, 15 Feb 2022 10:23:23 +0000 (19:23 +0900)]
(Partial Update) Set the updated flag when the Renderer is added/removed

Change-Id: I586777f0bda8dde74ee04d461b54e7165e74b35c

2 years agoMerge "Add stride to PixelData" into devel/master
Heeyong Song [Wed, 16 Feb 2022 05:26:45 +0000 (05:26 +0000)]
Merge "Add stride to PixelData" into devel/master

2 years agoAdded prefix matching to test case execution 44/271044/1
David Steele [Mon, 14 Feb 2022 16:29:32 +0000 (16:29 +0000)]
Added prefix matching to test case execution

Change-Id: I5a836aca4c788a347b383a0b3d23771e22ff8f2b

2 years agoMerge "If MaximumTapsRequired is 1, it is not waiting for a multi-tap, so a Tap gestu...
joogab yun [Sat, 12 Feb 2022 00:22:42 +0000 (00:22 +0000)]
Merge "If MaximumTapsRequired is 1, it is not waiting for a multi-tap, so a Tap gesture send a single tap." into devel/master

2 years agoDALi Version 2.1.9 54/270954/1 dali_2.1.9
David Steele [Fri, 11 Feb 2022 12:01:40 +0000 (12:01 +0000)]
DALi Version 2.1.9

Change-Id: I7e8ba8a3683ccd489e8c6afcdcb0072fe8db2b29

2 years agoAdd stride to PixelData 54/270454/5
Heeyong Song [Thu, 3 Feb 2022 05:18:10 +0000 (14:18 +0900)]
Add stride to PixelData

Change-Id: Ida564386962e1afed91d3f6805b5a14f446a6937

2 years agoIf MaximumTapsRequired is 1, it is not waiting for a multi-tap, so a Tap gesture... 43/270843/1
joogab.yun [Thu, 10 Feb 2022 05:00:00 +0000 (14:00 +0900)]
If MaximumTapsRequired is 1, it is not waiting for a multi-tap, so a Tap gesture send a single tap.

Even if set to tapGestureDetector.SetMaximumTapsRequired(1);
When user tap multiple times quickly, the tap gesture event now fires only once every maximum Allowed Time (500ms).

If MaximumTapsRequired is 1, user want to receive tap gesture events immediately because we are not waiting for a multi-tap.

Change-Id: I9651facb9650982e2e0dc414974677c531481bf8

2 years agoDALi Version 2.1.8 75/270575/1 dali_2.1.8
Adeel Kazmi [Fri, 4 Feb 2022 13:14:39 +0000 (13:14 +0000)]
DALi Version 2.1.8

Change-Id: If05e41c6141e9e20dd655418b04843b9e7b72225

2 years agoMerge "Adding Handle::ReserveCustomProperties method" into devel/master
Adeel Kazmi [Fri, 28 Jan 2022 17:06:43 +0000 (17:06 +0000)]
Merge "Adding Handle::ReserveCustomProperties method" into devel/master

2 years agoDALi Version 2.1.7 53/270353/1 dali_2.1.7
Adam Bialogonski [Fri, 28 Jan 2022 12:10:16 +0000 (12:10 +0000)]
DALi Version 2.1.7

Change-Id: Iccbe522c45fd61d039458b809fa4f86f2423eb78

2 years agoAdding Handle::ReserveCustomProperties method 97/270097/1
David Steele [Tue, 25 Jan 2022 11:00:59 +0000 (11:00 +0000)]
Adding Handle::ReserveCustomProperties method

Change-Id: I2baa3a77e2db557a6a755e66105530cbe72ac442

2 years ago(Partial Update) Use world color to check if the item is updated 16/270016/2
Heeyong Song [Mon, 24 Jan 2022 07:56:47 +0000 (16:56 +0900)]
(Partial Update) Use world color to check if the item is updated

Change-Id: I2d1ca5df07cd1c0456f77c178d60e2bf463448ed

2 years agoMerge "(Partial update) Change resetting the updated flag" into devel/master
Heeyong Song [Tue, 25 Jan 2022 04:54:45 +0000 (04:54 +0000)]
Merge "(Partial update) Change resetting the updated flag" into devel/master

2 years ago(Partial update) Change resetting the updated flag 83/267183/4
Heeyong Song [Fri, 26 Nov 2021 08:23:41 +0000 (17:23 +0900)]
(Partial update) Change resetting the updated flag

Reset the updated flag after calculating all damaged area of the scene

Change-Id: I6abf26012f3053689abb461d42c2960b09886895

2 years agoInitialized SG::Scene::mGraphicsController in constructor 33/270033/2
David Steele [Mon, 24 Jan 2022 12:05:04 +0000 (12:05 +0000)]
Initialized SG::Scene::mGraphicsController in constructor

Change-Id: I813f9643c1e4e92a6e2f01a342a2c6981b479f7a

2 years agoMerge "Changed SceneHolder's RenderTarget initialization" into devel/master
Adeel Kazmi [Fri, 21 Jan 2022 16:14:58 +0000 (16:14 +0000)]
Merge "Changed SceneHolder's RenderTarget initialization" into devel/master

2 years agoChanged SceneHolder's RenderTarget initialization 71/268271/5
David Steele [Fri, 17 Dec 2021 17:24:15 +0000 (17:24 +0000)]
Changed SceneHolder's RenderTarget initialization

SceneHolder currently generates Graphics::RenderTarget in the wrong
thread (Event thread) which can cause crashes in EglController if
there is a heavy load, as Surface/Context pair vector can be modified
in one thread whilst being read in another.

Instead, set up the RenderTarget create info struct, and pass that
through the existing messages instead of RenderTarget. When the
SceneGraph::Scene gets it's second stage Initialize() method
called (by RenderManager), then use that CreateInfo struct to create
the RenderTarget. All modifications to the queues/vectors are now done
in the same thread, and should prevent crashes.

Change-Id: I6d33590ed85085f26c84c5d798abca48dd8affba
Signed-off-by: David Steele <david.steele@samsung.com>
2 years agoDALi Version 2.1.6 20/269920/1 dali_2.1.6
Richard Huang [Fri, 21 Jan 2022 11:44:20 +0000 (11:44 +0000)]
DALi Version 2.1.6

Change-Id: I666c7a31240d367c229ad8516407091e1131c802

2 years agoMerge "Decrease property registration time" into devel/master
David Steele [Thu, 20 Jan 2022 15:59:29 +0000 (15:59 +0000)]
Merge "Decrease property registration time" into devel/master

2 years agoDecrease property registration time 36/269636/3
David Steele [Wed, 19 Jan 2022 10:17:37 +0000 (10:17 +0000)]
Decrease property registration time

For animated custom properties attached to objects, such as uniforms
attached to visual renderers, the registration time is too long.

One of the culprits is the Object::RegisterProperty() method iterating
over all the preceding property names to ensure the uniqueness of the
property name.

In the visual case, we can remove this check, as we can ensure that
each call to RegisterProperty is only done once per uniform.

Added a method RegisterUniqueProperty (which should really be called
RegisterPropertyWithoutUniquenessCheck, but hey!) to perform the same
registration without the name lookup checks.

Change-Id: Id3b78e342415aef65f0ff121ae2c8ec4a9ec80a6
Signed-off-by: David Steele <david.steele@samsung.com>
2 years agoMerge "(Partial Update) Mark as not rendered if the node is transparent or culled...
Heeyong Song [Thu, 20 Jan 2022 04:59:42 +0000 (04:59 +0000)]
Merge "(Partial Update) Mark as not rendered if the node is transparent or culled" into devel/master

2 years agoMerge "Even if only InterceptTouchEvent is registered, it is hittable" into devel...
joogab yun [Wed, 19 Jan 2022 06:40:56 +0000 (06:40 +0000)]
Merge "Even if only InterceptTouchEvent is registered, it is hittable" into devel/master

2 years agoEven if only InterceptTouchEvent is registered, it is hittable 21/268721/6
joogab.yun [Thu, 30 Dec 2021 08:21:49 +0000 (17:21 +0900)]
Even if only InterceptTouchEvent is registered, it is hittable

Change-Id: I724c3bae0741a3ca8537e48474254c3f460deab1

2 years ago(Partial Update) Mark as not rendered if the node is transparent or culled 95/268095/4
Heeyong Song [Tue, 30 Nov 2021 09:15:40 +0000 (18:15 +0900)]
(Partial Update) Mark as not rendered if the node is transparent or culled

Change-Id: I0a6aeaa90e9da1ddb6b61d8ff8397e84a43ac668

2 years agoReplace obsolete safe bool idiom with explicit operator bool 00/269400/2
Artur Świgoń [Thu, 13 Jan 2022 14:23:16 +0000 (15:23 +0100)]
Replace obsolete safe bool idiom with explicit operator bool

C++11 introduces 'explicit operator bool' to prevent unintended implicit
conversions to 'bool', thus making the trick with converting to a
pointer-to-member (a.k.a. "safe bool idiom") obsolete.

The explicit operator is more restrictive than 'safe bool', and it
helped uncover a bug in the test suite where object handles were
implicitly converted to bool before being sent to an std::ostream.

Change-Id: I8c9d33812bc022570f5c286d925914dba508185c

2 years agoDALi Version 2.1.5 64/269464/1 dali_2.1.5
David Steele [Fri, 14 Jan 2022 15:40:23 +0000 (15:40 +0000)]
DALi Version 2.1.5

Change-Id: I4174771a77f5df2693b60fc09e585ee4af03d812

2 years agoDALi Version 2.1.4 87/269087/1 dali_2.1.4
Adam Bialogonski [Fri, 7 Jan 2022 10:05:24 +0000 (10:05 +0000)]
DALi Version 2.1.4

Change-Id: Id10b0af4d5b296d014947b2386ece3488caf6e5d

2 years agoDali::Vector release memory later during Copy 54/268354/2
Eunki, Hong [Tue, 21 Dec 2021 12:07:19 +0000 (21:07 +0900)]
Dali::Vector release memory later during Copy

Change-Id: I1df4a486426d00a2914d73b46cbb3905e1b2b7ef
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2 years agoMerge "Move mItemsDirtyRects from Scene to SceneGraph::Scene" into devel/master
Heeyong Song [Fri, 17 Dec 2021 15:03:58 +0000 (15:03 +0000)]
Merge "Move mItemsDirtyRects from Scene to SceneGraph::Scene" into devel/master

2 years agoDALi Version 2.1.3 21/268221/1 dali_2.1.3
Adeel Kazmi [Fri, 17 Dec 2021 06:58:25 +0000 (06:58 +0000)]
DALi Version 2.1.3

Change-Id: I9a39fc16eef86cd02dc9f65ccc6f912efd1993a5

2 years agoMove mItemsDirtyRects from Scene to SceneGraph::Scene 34/267634/4
Heeyong Song [Wed, 8 Dec 2021 05:49:56 +0000 (14:49 +0900)]
Move mItemsDirtyRects from Scene to SceneGraph::Scene

The list is used in the update thread. So move it to SceneGraph::Scene

Change-Id: Ic3b374d2e3840c05d72ed8b55697db4e5eef1f13

2 years agoMerge "Fixed the crash appears after closing app when use ResizePolicy::USE_NATURAL_S...
Bowon Ryu [Wed, 15 Dec 2021 09:04:40 +0000 (09:04 +0000)]
Merge "Fixed the crash appears after closing app when use ResizePolicy::USE_NATURAL_SIZE" into devel/master

2 years agoMerge "Fix the local matrix dirty flag when size is changed" into devel/master
Adeel Kazmi [Fri, 10 Dec 2021 13:54:18 +0000 (13:54 +0000)]
Merge "Fix the local matrix dirty flag when size is changed" into devel/master

2 years agoDALi Version 2.1.2 50/267850/1 dali_2.1.2
Richard Huang [Fri, 10 Dec 2021 11:58:21 +0000 (11:58 +0000)]
DALi Version 2.1.2

Change-Id: I3df4c85dd1dc5537ec39dd593a4d5cbff22a93ba

2 years agoUse a proper projection matrix 75/267175/2
Heeyong Song [Mon, 29 Nov 2021 04:29:26 +0000 (13:29 +0900)]
Use a proper projection matrix

Change-Id: I6bed10bc639a838918919c5621d6f399db5cebe3

2 years agoFixed the crash appears after closing app when use ResizePolicy::USE_NATURAL_SIZE 01/265301/3
Shrouq Sabah [Thu, 14 Oct 2021 08:29:41 +0000 (11:29 +0300)]
Fixed the crash appears after closing app when use ResizePolicy::USE_NATURAL_SIZE

There is a crash when destroying text-editor and the ResizePolicy is USE_NATURAL_SIZE.

textEditor.SetProperty(Dali::Actor::Property::WIDTH_RESIZE_POLICY, ResizePolicy::USE_NATURAL_SIZE);"
then close the application. the below exception appears.
ERROR: DALI: Assert (threadLocal) failed in: static Dali::Internal::ThreadLocalStorage& Dali::Internal::ThreadLocalStorage::Get()
Exception:
threadLocal
 thrown at static Dali::Internal::ThreadLocalStorage& Dali::Internal::ThreadLocalStorage::Get()
terminate called after throwing an instance of 'Dali::DaliException'

The solution applied at RelayoutController::Get().
Checked if ThreadLocalStorage is created then proceed normally otherwise returns null
Because the ThreadLocalStorage::Get() only retrieves STL without checking if it exists.

The caller of RelayoutController::Get() should check if RelayoutController is not null.
There is only one place use this function and already checks if RelayoutController is not null.

Change-Id: I343ef47f03aa86babb4bdd19f95c3e7ccb211dff

2 years agoMerge "Fix ReuseRenderer issue when renderer is nullptr" into devel/master
Eunki Hong [Mon, 6 Dec 2021 04:06:03 +0000 (04:06 +0000)]
Merge "Fix ReuseRenderer issue when renderer is nullptr" into devel/master

2 years agoDALi Version 2.1.1 37/267437/1 dali_2.1.1
David Steele [Fri, 3 Dec 2021 13:57:26 +0000 (13:57 +0000)]
DALi Version 2.1.1

Change-Id: Ie412924e57d35e2605366111e636ee568b9e402e