1 #ifndef __DALI_INTERNAL_DISCARD_QUEUE_H__
2 #define __DALI_INTERNAL_DISCARD_QUEUE_H__
5 * Copyright (c) 2014 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/public-api/common/vector-wrapper.h>
23 #include <dali/public-api/object/ref-object.h>
24 #include <dali/internal/common/buffer-index.h>
25 #include <dali/internal/common/owner-container.h>
26 #include <dali/internal/update/nodes/node-declarations.h>
27 #include <dali/internal/update/node-attachments/node-attachment-declarations.h>
28 #include <dali/internal/update/modeling/scene-graph-mesh-declarations.h>
46 * DiscardQueue is used to cleanup nodes & resources when no longer in use.
47 * Unwanted objects are added here during UpdateManager::Update().
48 * When added, messages will be sent to clean-up GL resources in the next Render.
49 * The Update for frame N+1 may occur in parallel with the rendering of frame N.
50 * Therefore objects queued for destruction in frame N, are destroyed frame N+2.
56 typedef IntrusivePtr<RefObject> ResourcePointer;
57 typedef std::vector<ResourcePointer> ResourceQueue;
59 typedef OwnerContainer< Shader* > ShaderQueue;
62 * Create a new DiscardQueue.
63 * @param[in] renderQueue Used to send GL clean-up messages for the next Render.
65 DiscardQueue( RenderQueue& renderQueue );
68 * Non-virtual destructor; DiscardQueue is not suitable as a base class.
73 * Adds an unwanted Node and its children to the discard queue.
74 * If necessary, a message will be sent to clean-up GL resources in the next Render.
75 * @pre This method is not thread-safe, and should only be called from the update-thread.
76 * @param[in] updateBufferIndex The current update buffer index.
77 * @param[in] node The discarded node; DiscardQueue takes ownership.
79 void Add( BufferIndex updateBufferIndex, Node* node );
82 * Adds an unwanted NodeAttachment to the discard queue.
83 * If necessary, a message will be sent to clean-up GL resources in the next Render.
84 * @pre This method is not thread-safe, and should only be called from the update-thread.
85 * @param[in] updateBufferIndex The current update buffer index.
86 * @param[in] attachment The discarded attachment; DiscardQueue takes ownership.
88 void Add( BufferIndex updateBufferIndex, NodeAttachment* attachment );
91 * Adds an unwanted resource to the discard queue.
92 * If necessary, a message will be sent to clean-up GL resources in the next Render.
93 * @pre This method is not thread-safe, and should only be called from the update-thread.
94 * @param[in] updateBufferIndex The current update buffer index.
95 * @param[in] resource The resource to queue; DiscardQueue takes a reference.
97 void Add( BufferIndex updateBufferIndex, RefObject& resource );
100 * Adds an unwanted mesh resource to the discard queue.
101 * A message will be sent to clean-up GL resources in the next Render.
102 * @pre This method is not thread-safe, and should only be called from the update-thread.
103 * @param[in] updateBufferIndex The current update buffer index.
104 * @param[in] mesh The mesh to queue; DiscardQueue takes a reference.
106 void Add( BufferIndex updateBufferIndex, Mesh* mesh );
109 * Adds an unwanted shader to the discard queue.
110 * A message will be sent to clean-up GL resources in the next Render.
111 * @pre This method is not thread-safe, and should only be called from the update-thread.
112 * @param[in] bufferIndex The current update buffer index.
113 * @param[in] shader The shader to queue; DiscardQueue takes ownership.
115 void Add( BufferIndex bufferIndex, Shader* shader );
118 * Release the nodes which were queued in the frame N-2.
119 * @pre This method should be called (once) at the beginning of every Update.
120 * @param[in] updateBufferIndex The current update buffer index.
122 void Clear( BufferIndex updateBufferIndex );
127 DiscardQueue( const DiscardQueue& );
130 DiscardQueue& operator=( const DiscardQueue& rhs );
134 RenderQueue& mRenderQueue; ///< Used to send GL clean-up messages for the next Render.
136 // Messages are queued here when the update buffer index == 0
137 NodeOwnerContainer mNodeQueue0;
138 NodeAttachmentOwnerContainer mAttachmentQueue0;
139 ResourceQueue mResourceQueue0;
140 MeshOwnerContainer mMeshQueue0;
141 ShaderQueue mShaderQueue0;
143 // Messages are queued here when the update buffer index == 1
144 NodeOwnerContainer mNodeQueue1;
145 NodeAttachmentOwnerContainer mAttachmentQueue1;
146 ResourceQueue mResourceQueue1;
147 MeshOwnerContainer mMeshQueue1;
148 ShaderQueue mShaderQueue1;
151 } // namespace SceneGraph
153 } // namespace Internal
157 #endif // __DALI_INTERNAL_RESOURCE_DISCARD_QUEUE_H__