2 * Copyright (c) 2014 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/update/common/discard-queue.h>
22 #include <dali/internal/render/gl-resources/gl-resource-owner.h>
23 #include <dali/internal/common/message.h>
24 #include <dali/internal/update/nodes/node.h>
25 #include <dali/internal/render/queue/render-queue.h>
26 #include <dali/internal/render/renderers/render-renderer.h>
27 #include <dali/internal/render/shaders/scene-graph-shader.h>
38 DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
39 : mRenderQueue( renderQueue )
43 DiscardQueue::~DiscardQueue()
47 void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
49 DALI_ASSERT_DEBUG( NULL != node );
51 // The GL resources will now be freed in frame N
52 // The Update for frame N+1 may occur in parallel with the rendering of frame N
53 // Queue the node for destruction in frame N+2
54 if ( 0u == updateBufferIndex )
56 mNodeQueue0.PushBack( node );
60 mNodeQueue1.PushBack( node );
64 void DiscardQueue::Add( BufferIndex updateBufferIndex, Renderer* renderer )
66 DALI_ASSERT_DEBUG( NULL != renderer );
68 // The GL resources will now be freed in frame N
69 // The Update for frame N+1 may occur in parallel with the rendering of frame N
70 // Queue the node for destruction in frame N+2
71 if ( 0u == updateBufferIndex )
73 mRendererQueue0.PushBack( renderer );
77 mRendererQueue1.PushBack( renderer );
81 void DiscardQueue::Add( BufferIndex updateBufferIndex, TextureSet* textureSet )
83 DALI_ASSERT_DEBUG( NULL != textureSet );
85 // The GL resources will now be freed in frame N
86 // The Update for frame N+1 may occur in parallel with the rendering of frame N
87 // Queue the node for destruction in frame N+2
88 if ( 0u == updateBufferIndex )
90 mTextureSetQueue0.PushBack( textureSet );
94 mTextureSetQueue1.PushBack( textureSet );
99 void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
101 DALI_ASSERT_DEBUG( NULL != shader );
103 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
105 // The GL resources will now be freed in frame N
106 // The Update for frame N+1 may occur in parallel with the rendering of frame N
107 // Queue the node for destruction in frame N+2
108 if ( 0u == updateBufferIndex )
110 mShaderQueue0.PushBack( shader );
114 mShaderQueue1.PushBack( shader );
118 void DiscardQueue::Clear( BufferIndex updateBufferIndex )
120 // Destroy some discarded objects; these should no longer own any GL resources
122 if ( 0u == updateBufferIndex )
125 mShaderQueue0.Clear();
126 mTextureSetQueue0.Clear();
127 mRendererQueue0.Clear();
132 mShaderQueue1.Clear();
133 mTextureSetQueue1.Clear();
134 mRendererQueue1.Clear();
138 } // namespace SceneGraph
140 } // namespace Internal