2 * Copyright (c) 2016 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>
28 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
29 #include <dali/internal/update/manager/geometry-batcher.h>
40 DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
41 : mRenderQueue( renderQueue ),
46 mGeometryBatcher( NULL )
50 DiscardQueue::~DiscardQueue()
54 void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
56 DALI_ASSERT_DEBUG( NULL != node );
58 // The GL resources will now be freed in frame N
59 // The Update for frame N+1 may occur in parallel with the rendering of frame N
60 // Queue the node for destruction in frame N+2
61 mNodeQueue[ updateBufferIndex ].PushBack( node );
63 // If batching, then mark corresponding batch to be destroyed too
64 if( node->GetIsBatchParent() )
66 mGeometryBatcher->RemoveBatchParent( node );
68 else if( node->GetBatchParent() )
70 if( node->mBatchIndex != BATCH_NULL_HANDLE )
72 mGeometryBatcher->RemoveNode( node );
78 void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
80 DALI_ASSERT_DEBUG( NULL != shader );
82 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
84 // The GL resources will now be freed in frame N
85 // The Update for frame N+1 may occur in parallel with the rendering of frame N
86 // Queue the node for destruction in frame N+2
87 mShaderQueue[ updateBufferIndex ].PushBack( shader );
90 void DiscardQueue::Add( BufferIndex updateBufferIndex, Renderer* renderer )
92 DALI_ASSERT_DEBUG( NULL != renderer );
94 // The GL resources will now be freed in frame N
95 // The Update for frame N+1 may occur in parallel with the rendering of frame N
96 // Queue the node for destruction in frame N+2
97 mRendererQueue[ updateBufferIndex ].PushBack( renderer );
100 void DiscardQueue::Add( BufferIndex updateBufferIndex, Camera* camera )
102 DALI_ASSERT_DEBUG( NULL != camera );
104 mCameraQueue[ updateBufferIndex ].PushBack( camera );
107 void DiscardQueue::Clear( BufferIndex updateBufferIndex )
109 // Destroy some discarded objects; these should no longer own any GL resources
110 mNodeQueue[ updateBufferIndex ].Clear();
111 mShaderQueue[ updateBufferIndex ].Clear();
112 mRendererQueue[ updateBufferIndex ].Clear();
113 mCameraQueue[ updateBufferIndex ].Clear();
116 void DiscardQueue::SetGeometryBatcher( GeometryBatcher* geometryBatcher )
118 mGeometryBatcher = geometryBatcher;
121 } // namespace SceneGraph
123 } // namespace Internal