1 #ifndef DALI_INTERNAL_DISCARD_QUEUE_H
2 #define DALI_INTERNAL_DISCARD_QUEUE_H
5 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/devel-api/common/owner-container.h>
23 #include <dali/internal/common/buffer-index.h>
24 #include <dali/internal/update/nodes/node-declarations.h>
25 #include <dali/internal/update/rendering/scene-graph-renderer.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/public-api/object/ref-object.h>
41 * DiscardQueue is used to cleanup nodes & resources when no longer in use.
42 * Unwanted objects are added here during UpdateManager::Update().
43 * When added, messages will be sent to clean-up GL resources in the next Render.
44 * The Update for frame N+1 may occur in parallel with the rendering of frame N.
45 * Therefore objects queued for destruction in frame N, are destroyed frame N+2.
50 using ShaderQueue = OwnerContainer<Shader*>;
51 using RendererQueue = OwnerContainer<Renderer*>;
52 using CameraQueue = OwnerContainer<Camera*>;
53 using SceneQueue = OwnerContainer<Scene*>;
56 * Create a new DiscardQueue.
57 * @param[in] renderQueue Used to send GL clean-up messages for the next Render.
59 DiscardQueue(RenderQueue& renderQueue);
62 * Non-virtual destructor; DiscardQueue is not suitable as a base class.
67 * Adds an unwanted Node and its children to the discard queue.
68 * If necessary, a message will be sent to clean-up GL resources in the next Render.
69 * @pre This method is not thread-safe, and should only be called from the update-thread.
70 * @param[in] updateBufferIndex The current update buffer index.
71 * @param[in] node The discarded node; DiscardQueue takes ownership.
73 void Add(BufferIndex updateBufferIndex, Node* node);
76 * Adds an unwanted shader to the discard queue.
77 * A message will be sent to clean-up GL resources in the next Render.
78 * @pre This method is not thread-safe, and should only be called from the update-thread.
79 * @param[in] bufferIndex The current update buffer index.
80 * @param[in] shader The shader to queue; DiscardQueue takes ownership.
82 void Add(BufferIndex bufferIndex, Shader* shader);
85 * Adds an unwanted Renderer to the discard queue.
86 * A message will be sent to clean up GL resources in the next Render.
87 * @param[in] updateBufferIndex The current update buffer index.
88 * @param[in] renderer The discarded renderer; DiscardQueue takes ownership.
90 void Add(BufferIndex updateBufferIndex, Renderer* renderer);
93 * Adds an unwanted Camera to the discard queue.
94 * This is done because Render thread may use Matrices from the camera
95 * @param[in] updateBufferIndex The current update buffer index.
96 * @param[in] camera The discarded renderer; DiscardQueue takes ownership.
98 void Add(BufferIndex updateBufferIndex, Camera* camera);
101 * Adds an unwanted Scene to the discard queue.
102 * A message will be sent to clean up GL resources in the next Render.
103 * @param[in] updateBufferIndex The current update buffer index.
104 * @param[in] scene The discarded scene; DiscardQueue takes ownership.
106 void Add(BufferIndex updateBufferIndex, Scene* scene);
109 * Release the nodes which were queued in the frame N-2.
110 * @pre This method should be called (once) at the beginning of every Update.
111 * @param[in] updateBufferIndex The current update buffer index.
113 void Clear(BufferIndex updateBufferIndex);
117 DiscardQueue(const DiscardQueue&);
120 DiscardQueue& operator=(const DiscardQueue& rhs);
123 RenderQueue& mRenderQueue; ///< Used to send GL clean-up messages for the next Render.
125 // Messages are queued here following the current update buffer number
126 OwnerContainer<Node*> mNodeQueue[2];
127 ShaderQueue mShaderQueue[2];
128 RendererQueue mRendererQueue[2];
129 CameraQueue mCameraQueue[2];
130 SceneQueue mSceneQueue[2];
133 } // namespace SceneGraph
135 } // namespace Internal
139 #endif // DALI_INTERNAL_DISCARD_QUEUE_H