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 Flora License, Version 1.0 (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://floralicense.org/license/
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.
21 #include <dali/public-api/common/vector-wrapper.h>
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/modeling/scene-graph-mesh-declarations.h>
45 * DiscardQueue is used to cleanup nodes & resources when no longer in use.
46 * Unwanted objects are added here during UpdateManager::Update().
47 * When added, messages will be sent to clean-up GL resources in the next Render.
48 * The Update for frame N+1 may occur in parallel with the rendering of frame N.
49 * Therefore objects queued for destruction in frame N, are destroyed frame N+2.
55 typedef IntrusivePtr<RefObject> ResourcePointer;
56 typedef std::vector<ResourcePointer> ResourceQueue;
58 typedef OwnerContainer< Shader* > ShaderQueue;
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 resource to the discard queue.
91 * If necessary, a message will be sent to clean-up GL resources in the next Render.
92 * @pre This method is not thread-safe, and should only be called from the update-thread.
93 * @param[in] updateBufferIndex The current update buffer index.
94 * @param[in] resource The resource to queue; DiscardQueue takes a reference.
96 void Add( BufferIndex updateBufferIndex, RefObject& resource );
99 * Adds an unwanted mesh resource to the discard queue.
100 * A message will be sent to clean-up GL resources in the next Render.
101 * @pre This method is not thread-safe, and should only be called from the update-thread.
102 * @param[in] updateBufferIndex The current update buffer index.
103 * @param[in] mesh The mesh to queue; DiscardQueue takes a reference.
105 void Add( BufferIndex updateBufferIndex, Mesh* mesh );
108 * Adds an unwanted shader to the discard queue.
109 * A message will be sent to clean-up GL resources in the next Render.
110 * @pre This method is not thread-safe, and should only be called from the update-thread.
111 * @param[in] bufferIndex The current update buffer index.
112 * @param[in] shader The shader to queue; DiscardQueue takes ownership.
114 void Add( BufferIndex bufferIndex, Shader* shader );
117 * Release the nodes which were queued in the frame N-2.
118 * @pre This method should be called (once) at the beginning of every Update.
119 * @param[in] updateBufferIndex The current update buffer index.
121 void Clear( BufferIndex updateBufferIndex );
126 DiscardQueue( const DiscardQueue& );
129 DiscardQueue& operator=( const DiscardQueue& rhs );
133 RenderQueue& mRenderQueue; ///< Used to send GL clean-up messages for the next Render.
135 // Messages are queued here when the update buffer index == 0
136 NodeOwnerContainer mNodeQueue0;
137 NodeAttachmentOwnerContainer mAttachmentQueue0;
138 ResourceQueue mResourceQueue0;
139 MeshOwnerContainer mMeshQueue0;
140 ShaderQueue mShaderQueue0;
142 // Messages are queued here when the update buffer index == 1
143 NodeOwnerContainer mNodeQueue1;
144 NodeAttachmentOwnerContainer mAttachmentQueue1;
145 ResourceQueue mResourceQueue1;
146 MeshOwnerContainer mMeshQueue1;
147 ShaderQueue mShaderQueue1;
150 } // namespace SceneGraph
152 } // namespace Internal
156 #endif // __DALI_INTERNAL_RESOURCE_DISCARD_QUEUE_H__