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/geometry/scene-graph-geometry.h>
28 #include <dali/internal/update/effects/scene-graph-material.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 OwnerContainer< Shader* > ShaderQueue;
57 typedef OwnerContainer< Geometry* > GeometryQueue;
58 typedef OwnerContainer< Material* > MaterialQueue;
61 * Create a new DiscardQueue.
62 * @param[in] renderQueue Used to send GL clean-up messages for the next Render.
64 DiscardQueue( RenderQueue& renderQueue );
67 * Non-virtual destructor; DiscardQueue is not suitable as a base class.
72 * Adds an unwanted Node and its children to the discard queue.
73 * If necessary, a message will be sent to clean-up GL resources in the next Render.
74 * @pre This method is not thread-safe, and should only be called from the update-thread.
75 * @param[in] updateBufferIndex The current update buffer index.
76 * @param[in] node The discarded node; DiscardQueue takes ownership.
78 void Add( BufferIndex updateBufferIndex, Node* node );
81 * Adds an unwanted NodeAttachment to the discard queue.
82 * If necessary, a message will be sent to clean-up GL resources in the next Render.
83 * @pre This method is not thread-safe, and should only be called from the update-thread.
84 * @param[in] updateBufferIndex The current update buffer index.
85 * @param[in] attachment The discarded attachment; DiscardQueue takes ownership.
87 void Add( BufferIndex updateBufferIndex, NodeAttachment* attachment );
90 * Adds an unwanted geometry to the discard queue.
91 * A message will be sent to clean up GL resources in the next Render
93 void Add( BufferIndex updateBufferIndex, Geometry* geometry );
96 * Adds an unwanted material to the discard queue.
97 * A message will be sent to clean up GL resources in the next Render.
99 void Add( BufferIndex updateBufferIndex, Material* material );
102 * Adds an unwanted shader to the discard queue.
103 * A message will be sent to clean-up GL resources in the next Render.
104 * @pre This method is not thread-safe, and should only be called from the update-thread.
105 * @param[in] bufferIndex The current update buffer index.
106 * @param[in] shader The shader to queue; DiscardQueue takes ownership.
108 void Add( BufferIndex bufferIndex, Shader* shader );
111 * Release the nodes which were queued in the frame N-2.
112 * @pre This method should be called (once) at the beginning of every Update.
113 * @param[in] updateBufferIndex The current update buffer index.
115 void Clear( BufferIndex updateBufferIndex );
120 DiscardQueue( const DiscardQueue& );
123 DiscardQueue& operator=( const DiscardQueue& rhs );
127 RenderQueue& mRenderQueue; ///< Used to send GL clean-up messages for the next Render.
129 // Messages are queued here when the update buffer index == 0
130 NodeOwnerContainer mNodeQueue0;
131 NodeAttachmentOwnerContainer mAttachmentQueue0;
132 ShaderQueue mShaderQueue0;
133 GeometryQueue mGeometryQueue0;
134 MaterialQueue mMaterialQueue0;
136 // Messages are queued here when the update buffer index == 1
137 NodeOwnerContainer mNodeQueue1;
138 NodeAttachmentOwnerContainer mAttachmentQueue1;
139 ShaderQueue mShaderQueue1;
140 GeometryQueue mGeometryQueue1;
141 MaterialQueue mMaterialQueue1;
144 } // namespace SceneGraph
146 } // namespace Internal
150 #endif // __DALI_INTERNAL_RESOURCE_DISCARD_QUEUE_H__