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/object/ref-object.h>
23 #include <dali/internal/common/buffer-index.h>
24 #include <dali/internal/common/owner-container.h>
25 #include <dali/internal/update/nodes/node-declarations.h>
26 #include <dali/internal/update/node-attachments/node-attachment-declarations.h>
27 #include <dali/internal/update/common/scene-graph-property-buffer.h>
28 #include <dali/internal/update/geometry/scene-graph-geometry.h>
29 #include <dali/internal/update/effects/scene-graph-material.h>
30 #include <dali/internal/update/effects/scene-graph-sampler.h>
49 * DiscardQueue is used to cleanup nodes & resources when no longer in use.
50 * Unwanted objects are added here during UpdateManager::Update().
51 * When added, messages will be sent to clean-up GL resources in the next Render.
52 * The Update for frame N+1 may occur in parallel with the rendering of frame N.
53 * Therefore objects queued for destruction in frame N, are destroyed frame N+2.
59 typedef OwnerContainer< Shader* > ShaderQueue;
60 typedef OwnerContainer< Geometry* > GeometryQueue;
61 typedef OwnerContainer< Material* > MaterialQueue;
62 typedef OwnerContainer< Sampler* > SamplerQueue;
63 typedef OwnerContainer< PropertyBuffer* > PropertyBufferQueue;
66 * Create a new DiscardQueue.
67 * @param[in] renderQueue Used to send GL clean-up messages for the next Render.
69 DiscardQueue( RenderQueue& renderQueue );
72 * Non-virtual destructor; DiscardQueue is not suitable as a base class.
77 * Adds an unwanted Node and its children to the discard queue.
78 * If necessary, a message will be sent to clean-up GL resources in the next Render.
79 * @pre This method is not thread-safe, and should only be called from the update-thread.
80 * @param[in] updateBufferIndex The current update buffer index.
81 * @param[in] node The discarded node; DiscardQueue takes ownership.
83 void Add( BufferIndex updateBufferIndex, Node* node );
86 * Adds an unwanted NodeAttachment to the discard queue.
87 * If necessary, a message will be sent to clean-up GL resources in the next Render.
88 * @pre This method is not thread-safe, and should only be called from the update-thread.
89 * @param[in] updateBufferIndex The current update buffer index.
90 * @param[in] attachment The discarded attachment; DiscardQueue takes ownership.
92 void Add( BufferIndex updateBufferIndex, NodeAttachment* attachment );
95 * Adds an unwanted geometry to the discard queue.
96 * A message will be sent to clean up GL resources in the next Render
98 void Add( BufferIndex updateBufferIndex, Geometry* geometry );
101 * Adds an unwanted material to the discard queue.
102 * A message will be sent to clean up GL resources in the next Render.
104 void Add( BufferIndex updateBufferIndex, PropertyBuffer* material );
107 * Adds an unwanted material to the discard queue.
108 * A message will be sent to clean up GL resources in the next Render.
110 void Add( BufferIndex updateBufferIndex, Material* material );
113 * Adds an unwanted material to the discard queue.
114 * A message will be sent to clean up GL resources in the next Render.
116 void Add( BufferIndex updateBufferIndex, Sampler* material );
119 * Adds an unwanted shader to the discard queue.
120 * A message will be sent to clean-up GL resources in the next Render.
121 * @pre This method is not thread-safe, and should only be called from the update-thread.
122 * @param[in] bufferIndex The current update buffer index.
123 * @param[in] shader The shader to queue; DiscardQueue takes ownership.
125 void Add( BufferIndex bufferIndex, Shader* shader );
128 * Release the nodes which were queued in the frame N-2.
129 * @pre This method should be called (once) at the beginning of every Update.
130 * @param[in] updateBufferIndex The current update buffer index.
132 void Clear( BufferIndex updateBufferIndex );
137 DiscardQueue( const DiscardQueue& );
140 DiscardQueue& operator=( const DiscardQueue& rhs );
144 RenderQueue& mRenderQueue; ///< Used to send GL clean-up messages for the next Render.
146 // Messages are queued here when the update buffer index == 0
147 NodeOwnerContainer mNodeQueue0;
148 NodeAttachmentOwnerContainer mAttachmentQueue0;
149 ShaderQueue mShaderQueue0;
150 GeometryQueue mGeometryQueue0;
151 MaterialQueue mMaterialQueue0;
152 SamplerQueue mSamplerQueue0;
153 PropertyBufferQueue mPropertyBufferQueue0;
155 // Messages are queued here when the update buffer index == 1
156 NodeOwnerContainer mNodeQueue1;
157 NodeAttachmentOwnerContainer mAttachmentQueue1;
158 ShaderQueue mShaderQueue1;
159 GeometryQueue mGeometryQueue1;
160 MaterialQueue mMaterialQueue1;
161 SamplerQueue mSamplerQueue1;
162 PropertyBufferQueue mPropertyBufferQueue1;
165 } // namespace SceneGraph
167 } // namespace Internal
171 #endif // __DALI_INTERNAL_RESOURCE_DISCARD_QUEUE_H__