2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/event/animation/animation-playlist.h>
25 #include <dali/internal/event/common/notification-manager.h>
26 #include <dali/internal/event/common/property-notifier.h>
27 #include <dali/internal/event/effects/shader-factory.h>
29 #include <dali/internal/update/common/discard-queue.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller-impl.h>
32 #include <dali/internal/update/manager/frame-callback-processor.h>
33 #include <dali/internal/update/manager/render-task-processor.h>
34 #include <dali/internal/update/manager/transform-manager.h>
35 #include <dali/internal/update/manager/update-algorithms.h>
36 #include <dali/internal/update/manager/update-manager-debug.h>
37 #include <dali/internal/update/nodes/node.h>
38 #include <dali/internal/update/queue/update-message-queue.h>
40 #include <dali/internal/render/common/render-manager.h>
41 #include <dali/internal/render/queue/render-queue.h>
43 // Un-comment to enable node tree debug logging
44 //#define NODE_TREE_LOGGING 1
46 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
47 #define SNAPSHOT_NODE_LOGGING \
48 const uint32_t FRAME_COUNT_TRIGGER = 16; \
49 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
51 for(auto&& scene : mImpl->scenes) \
53 if(scene && scene->root) \
55 mImpl->frameCounter = 0; \
56 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
60 mImpl->frameCounter++;
62 #define SNAPSHOT_NODE_LOGGING
65 #if defined(DEBUG_ENABLED)
66 extern Debug::Filter* gRenderTaskLogFilter;
69 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
70 } // unnamed namespace
73 using namespace Dali::Integration;
74 using Dali::Internal::Update::MessageQueue;
85 * Helper to Erase an object from OwnerContainer using discard queue
86 * @param container to remove from
87 * @param object to remove
88 * @param discardQueue to put the object to
89 * @param updateBufferIndex to use
92 inline void EraseUsingDiscardQueue(OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex)
94 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
96 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
97 for(auto&& iter : container)
101 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
102 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
103 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
109 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
110 * @param[in] node The node whose hierarchy to descend
112 void SortSiblingNodesRecursively(Node& node)
114 NodeContainer& container = node.GetChildren();
115 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
117 // Descend tree and sort as well
118 for(auto&& iter : container)
120 SortSiblingNodesRecursively(*iter);
124 } // unnamed namespace
127 * Structure to contain UpdateManager internal data
129 struct UpdateManager::Impl
131 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
134 SceneInfo(Layer* root) ///< Constructor
139 ~SceneInfo() = default; ///< Default non-virtual destructor
140 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
141 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
142 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
143 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
145 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
146 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
147 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
148 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
151 Impl(NotificationManager& notificationManager,
152 CompleteNotificationInterface& animationPlaylist,
153 PropertyNotifier& propertyNotifier,
154 DiscardQueue& discardQueue,
155 RenderController& renderController,
156 RenderManager& renderManager,
157 RenderQueue& renderQueue,
158 SceneGraphBuffers& sceneGraphBuffers,
159 RenderTaskProcessor& renderTaskProcessor)
160 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
161 notificationManager(notificationManager),
163 animationPlaylist(animationPlaylist),
164 propertyNotifier(propertyNotifier),
165 shaderSaver(nullptr),
166 discardQueue(discardQueue),
167 renderController(renderController),
168 sceneController(nullptr),
169 renderManager(renderManager),
170 renderQueue(renderQueue),
171 renderTaskProcessor(renderTaskProcessor),
172 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
176 panGestureProcessor(nullptr),
177 messageQueue(renderController, sceneGraphBuffers),
178 frameCallbackProcessor(nullptr),
179 keepRenderingSeconds(0.0f),
180 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
182 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
183 animationFinishedDuringUpdate(false),
184 previousUpdateScene(false),
185 renderTaskWaiting(false),
186 renderersAdded(false),
187 renderingRequired(false)
189 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
191 // create first 'dummy' node
192 nodes.PushBack(nullptr);
197 // Disconnect render tasks from nodes, before destroying the nodes
198 for(auto&& scene : scenes)
200 if(scene && scene->taskList)
202 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
203 for(auto&& task : tasks)
205 task->SetSourceNode(nullptr);
210 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
211 // like custom properties, which get released here
212 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
213 Vector<Node*>::Iterator endIter = nodes.End();
214 for(; iter != endIter; ++iter)
216 (*iter)->OnDestroy();
220 for(auto&& scene : scenes)
222 if(scene && scene->root)
224 scene->root->OnDestroy();
225 Node::Delete(scene->root);
230 delete sceneController;
232 // Ensure to clear renderers
238 * Lazy init for FrameCallbackProcessor.
239 * @param[in] updateManager A reference to the update-manager
241 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
243 if(!frameCallbackProcessor)
245 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
247 return *frameCallbackProcessor;
250 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
251 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
252 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
253 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
254 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
255 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
256 ShaderSaver* shaderSaver; ///< Saves shader binaries.
257 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
258 RenderController& renderController; ///< render controller
259 SceneControllerImpl* sceneController; ///< scene controller
260 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
261 RenderQueue& renderQueue; ///< Used to queue messages for the next render
262 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
264 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
266 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
267 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
269 Vector<Node*> nodes; ///< A container of all instantiated nodes
271 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
273 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
275 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
276 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
277 OwnerContainer<Animation*> animations; ///< A container of owned animations
278 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
279 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
280 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
281 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
282 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
284 MessageQueue messageQueue; ///< The messages queued from the event-thread
285 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
286 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
287 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
289 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
291 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
292 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
293 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
295 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
297 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
298 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
299 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
300 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
301 bool renderingRequired; ///< True if required to render the current frame
304 Impl(const Impl&); ///< Undefined
305 Impl& operator=(const Impl&); ///< Undefined
308 UpdateManager::UpdateManager(NotificationManager& notificationManager,
309 CompleteNotificationInterface& animationFinishedNotifier,
310 PropertyNotifier& propertyNotifier,
311 DiscardQueue& discardQueue,
312 RenderController& controller,
313 RenderManager& renderManager,
314 RenderQueue& renderQueue,
315 RenderTaskProcessor& renderTaskProcessor)
318 mImpl = new Impl(notificationManager,
319 animationFinishedNotifier,
326 renderTaskProcessor);
329 UpdateManager::~UpdateManager()
334 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
336 DALI_ASSERT_DEBUG(layer->IsLayer());
337 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
339 Layer* rootLayer = layer.Release();
341 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) {
342 return scene && scene->root == rootLayer;
343 }) == mImpl->scenes.end() &&
344 "Root Node already installed");
346 rootLayer->CreateTransform(&mImpl->transformManager);
347 rootLayer->SetRoot(true);
349 AddNodeResetter(*rootLayer);
351 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
354 void UpdateManager::UninstallRoot(Layer* layer)
356 DALI_ASSERT_DEBUG(layer->IsLayer());
357 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
359 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
361 if((*iter) && (*iter)->root == layer)
363 mImpl->scenes.erase(iter);
368 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
370 // Notify the layer about impending destruction
374 void UpdateManager::AddNode(OwnerPointer<Node>& node)
376 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
378 Node* rawNode = node.Release();
379 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
381 // Add camera nodes occured rarely.
382 if(DALI_UNLIKELY(rawNode->IsCamera()))
384 AddCamera(static_cast<Camera*>(rawNode));
387 mImpl->nodes.PushBack(rawNode);
388 rawNode->CreateTransform(&mImpl->transformManager);
391 void UpdateManager::ConnectNode(Node* parent, Node* node)
393 DALI_ASSERT_ALWAYS(nullptr != parent);
394 DALI_ASSERT_ALWAYS(nullptr != node);
395 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
397 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
399 parent->ConnectChild(node);
401 AddNodeResetter(*node);
403 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
404 if(mImpl->frameCallbackProcessor)
406 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
410 void UpdateManager::DisconnectNode(Node* node)
412 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
414 Node* parent = node->GetParent();
415 DALI_ASSERT_ALWAYS(nullptr != parent);
416 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
418 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
420 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
421 if(mImpl->frameCallbackProcessor)
423 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
427 void UpdateManager::DestroyNode(Node* node)
429 DALI_ASSERT_ALWAYS(nullptr != node);
430 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
432 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
434 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
435 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
436 for(; iter != endIter; ++iter)
440 mImpl->nodes.Erase(iter);
445 // Remove camera nodes occured rarely.
446 if(DALI_UNLIKELY(node->IsCamera()))
448 RemoveCamera(static_cast<Camera*>(node));
451 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
453 // Notify the Node about impending destruction
457 void UpdateManager::AddCamera(Camera* camera)
459 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
461 mImpl->cameras.PushBack(camera);
464 void UpdateManager::RemoveCamera(Camera* camera)
466 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
468 // Find the camera and remove it from list of cameras
469 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
470 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
471 for(; iter != endIter; ++iter)
473 if((*iter) == camera)
475 mImpl->cameras.Erase(iter);
481 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
483 mImpl->customObjects.PushBack(object.Release());
486 void UpdateManager::RemoveObject(PropertyOwner* object)
488 mImpl->customObjects.EraseObject(object);
491 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
493 RenderTaskList* taskListPointer = taskList.Release();
494 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
496 mImpl->scenes.back()->taskList = taskListPointer;
499 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
501 for(auto&& scene : mImpl->scenes)
503 if(scene && scene->taskList == taskList)
505 scene->taskList.Reset();
511 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
513 auto& sceneInfo = mImpl->scenes.back();
514 sceneInfo->scene = scene.Release();
516 // Set root to the Scene
517 sceneInfo->scene->SetRoot(sceneInfo->root);
519 // Initialize the context from render manager
520 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
522 // Reserve some memory inside the render queue
523 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
525 // Construct message in the render queue memory; note that delete should not be called on the return value
526 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
527 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
530 void UpdateManager::RemoveScene(Scene* scene)
532 // Initialize the context from render manager
533 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
535 // Reserve some memory inside the render queue
536 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
538 // Construct message in the render queue memory; note that delete should not be called on the return value
539 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
541 for(auto&& sceneInfo : mImpl->scenes)
543 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
545 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
551 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
553 mImpl->animations.PushBack(animation.Release());
556 void UpdateManager::StopAnimation(Animation* animation)
558 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
560 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
562 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
565 void UpdateManager::RemoveAnimation(Animation* animation)
567 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
569 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
571 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
574 bool UpdateManager::IsAnimationRunning() const
576 // Find any animation that isn't stopped or paused
577 for(auto&& iter : mImpl->animations)
579 const Animation::State state = iter->GetState();
581 if(state != Animation::Stopped &&
582 state != Animation::Paused)
584 return true; // stop iteration as soon as first one is found
591 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
593 propertyResetter->Initialize();
594 mImpl->propertyResetters.PushBack(propertyResetter.Release());
597 void UpdateManager::AddNodeResetter(const Node& node)
599 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
600 nodeResetter->Initialize();
601 mImpl->nodeResetters.PushBack(nodeResetter.Release());
604 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
606 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
609 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
611 mImpl->propertyNotifications.EraseObject(propertyNotification);
614 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
616 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
617 propertyNotification->SetNotifyMode(notifyMode);
620 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
622 mImpl->shaders.PushBack(shader.Release());
625 void UpdateManager::RemoveShader(Shader* shader)
627 // Find the shader and destroy it
628 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
631 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
633 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
634 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
636 // lock as update might be sending previously compiled shaders to event thread
637 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
638 mImpl->renderCompiledShaders.push_back(shaderData);
642 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
644 mImpl->shaderSaver = &upstream;
647 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
649 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
651 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
652 mImpl->renderers.PushBack(renderer.Release());
655 void UpdateManager::RemoveRenderer(Renderer* renderer)
657 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
659 // Find the renderer and destroy it
660 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
661 // Need to remove the render object as well
662 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
665 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
667 node->AddRenderer(renderer);
668 mImpl->renderersAdded = true;
671 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
673 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
675 mImpl->panGestureProcessor = panGestureProcessor;
678 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
680 mImpl->textureSets.PushBack(textureSet.Release());
683 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
685 mImpl->textureSets.EraseObject(textureSet);
688 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
690 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
693 void UpdateManager::EventProcessingStarted()
695 mImpl->messageQueue.EventProcessingStarted();
698 bool UpdateManager::FlushQueue()
700 return mImpl->messageQueue.FlushQueue();
703 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
705 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
706 mImpl->animationFinishedDuringUpdate = false;
708 // Reset node properties
709 std::vector<NodeResetter*> nodeResetterToDelete;
710 for(auto&& element : mImpl->nodeResetters)
712 element->ResetToBaseValue(bufferIndex);
713 if(element->IsFinished())
715 nodeResetterToDelete.push_back(element);
719 // If a node resetter is no longer required, delete it.
720 for(auto&& elementPtr : nodeResetterToDelete)
722 mImpl->nodeResetters.EraseObject(elementPtr);
725 // Reset all animating / constrained properties
726 std::vector<PropertyResetterBase*> propertyResettertoDelete;
727 for(auto&& element : mImpl->propertyResetters)
729 element->ResetToBaseValue(bufferIndex);
730 if(element->IsFinished())
732 propertyResettertoDelete.push_back(element);
736 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
737 for(auto&& elementPtr : propertyResettertoDelete)
739 mImpl->propertyResetters.EraseObject(elementPtr);
742 // Clear all root nodes dirty flags
743 for(auto& scene : mImpl->scenes)
745 auto root = scene->root;
746 root->ResetDirtyFlags(bufferIndex);
749 // Clear node dirty flags
750 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
751 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
752 for(; iter != endIter; ++iter)
754 (*iter)->ResetDirtyFlags(bufferIndex);
758 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
760 bool gestureUpdated(false);
762 if(mImpl->panGestureProcessor)
764 // gesture processor only supports default properties
765 mImpl->panGestureProcessor->ResetDefaultProperties(bufferIndex); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message
766 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
769 return gestureUpdated;
772 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
774 bool animationActive = false;
776 auto&& iter = mImpl->animations.Begin();
777 bool animationLooped = false;
779 while(iter != mImpl->animations.End())
781 Animation* animation = *iter;
782 bool finished = false;
784 bool progressMarkerReached = false;
785 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
787 animationActive = animationActive || animation->IsActive();
789 if(progressMarkerReached)
791 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
794 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
795 animationLooped = animationLooped || looped;
797 // Remove animations that had been destroyed but were still waiting for an update
798 if(animation->GetState() == Animation::Destroyed)
800 iter = mImpl->animations.Erase(iter);
808 // queue the notification on finished or looped (to update loop count)
809 if(mImpl->animationFinishedDuringUpdate || animationLooped)
811 // The application should be notified by NotificationManager, in another thread
812 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
815 return animationActive;
818 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
820 //Constrain custom objects (in construction order)
821 for(auto&& object : mImpl->customObjects)
823 ConstrainPropertyOwner(*object, bufferIndex);
827 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
829 // Constrain render-tasks
830 for(auto&& scene : mImpl->scenes)
832 if(scene && scene->taskList)
834 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
835 for(auto&& task : tasks)
837 ConstrainPropertyOwner(*task, bufferIndex);
843 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
845 // constrain shaders... (in construction order)
846 for(auto&& shader : mImpl->shaders)
848 ConstrainPropertyOwner(*shader, bufferIndex);
852 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
854 for(auto&& notification : mImpl->propertyNotifications)
856 bool valid = notification->Check(bufferIndex);
859 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
864 void UpdateManager::ForwardCompiledShadersToEventThread()
866 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
867 if(mImpl->shaderSaver)
869 // lock and swap the queues
871 // render might be attempting to send us more binaries at the same time
872 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
873 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
876 if(mImpl->updateCompiledShaders.size() > 0)
878 ShaderSaver& factory = *mImpl->shaderSaver;
879 for(auto&& shader : mImpl->updateCompiledShaders)
881 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
883 // we don't need them in update anymore
884 mImpl->updateCompiledShaders.clear();
889 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
891 for(auto&& renderer : mImpl->renderers)
894 ConstrainPropertyOwner(*renderer, bufferIndex);
896 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
900 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
902 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
904 for(auto&& scene : mImpl->scenes)
906 if(scene && scene->root)
908 // Prepare resources, update shaders, for each node
909 // And add the renderers to the sorted layers. Start from root, which is also a layer
910 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
917 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
919 for(auto&& scene : mImpl->scenes)
921 if(scene && scene->root)
923 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
928 uint32_t UpdateManager::Update(float elapsedSeconds,
929 uint32_t lastVSyncTimeMilliseconds,
930 uint32_t nextVSyncTimeMilliseconds,
931 bool renderToFboEnabled,
932 bool isRenderingToFbo,
935 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
937 //Clear nodes/resources which were previously discarded
938 mImpl->discardQueue.Clear(bufferIndex);
940 bool isAnimationRunning = IsAnimationRunning();
942 //Process Touches & Gestures
943 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
945 bool updateScene = // The scene-graph requires an update if..
946 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
947 isAnimationRunning || // ..at least one animation is running OR
948 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
949 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
950 gestureUpdated; // ..a gesture property was updated
952 bool keepRendererRendering = false;
953 mImpl->renderingRequired = false;
955 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
956 // values if the scene was updated in the previous frame.
957 if(updateScene || mImpl->previousUpdateScene)
959 //Reset properties from the previous update
960 ResetProperties(bufferIndex);
961 mImpl->transformManager.ResetToBaseValue();
964 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
965 // between calling IsSceneUpdateRequired() above and here, so updateScene should
967 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
969 //Forward compiled shader programs to event thread for saving
970 ForwardCompiledShadersToEventThread();
972 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
973 // renderer lists if the scene was updated in the previous frame.
974 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
975 if(updateScene || mImpl->previousUpdateScene)
978 bool animationActive = Animate(bufferIndex, elapsedSeconds);
980 //Constraint custom objects
981 ConstrainCustomObjects(bufferIndex);
983 //Clear the lists of renderers from the previous update
984 for(auto&& scene : mImpl->scenes)
988 for(auto&& layer : scene->sortedLayerList)
992 layer->ClearRenderables();
998 // Call the frame-callback-processor if set
999 if(mImpl->frameCallbackProcessor)
1001 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1004 //Update node hierarchy, apply constraints,
1005 UpdateNodes(bufferIndex);
1007 //Apply constraints to RenderTasks, shaders
1008 ConstrainRenderTasks(bufferIndex);
1009 ConstrainShaders(bufferIndex);
1011 //Update renderers and apply constraints
1012 UpdateRenderers(bufferIndex);
1014 //Update the transformations of all the nodes
1015 if(mImpl->transformManager.Update())
1017 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1020 //Initialise layer renderable reuse
1021 UpdateLayers(bufferIndex);
1023 //Process Property Notifications
1024 ProcessPropertyNotifications(bufferIndex);
1027 for(auto&& cameraIterator : mImpl->cameras)
1029 cameraIterator->Update(bufferIndex);
1032 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1033 //reset the update buffer index and make sure there is enough room in the instruction container
1034 if(mImpl->renderersAdded)
1036 // Calculate how many render tasks we have in total
1037 std::size_t numberOfRenderTasks = 0;
1038 for(auto&& scene : mImpl->scenes)
1040 if(scene && scene->taskList)
1042 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1046 std::size_t numberOfRenderInstructions = 0;
1047 for(auto&& scene : mImpl->scenes)
1049 if(scene && scene->root && scene->taskList && scene->scene)
1051 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1052 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1054 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1055 // or the nodes are dirty
1056 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1058 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1061 scene->sortedLayerList,
1062 scene->scene->GetRenderInstructions(),
1066 scene->scene->SetSkipRendering(false);
1070 scene->scene->SetSkipRendering(true);
1073 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1077 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1083 for(auto&& scene : mImpl->scenes)
1085 if(scene && scene->root && scene->taskList)
1087 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1089 // check the countdown and notify
1090 bool doRenderOnceNotify = false;
1091 mImpl->renderTaskWaiting = false;
1092 for(auto&& renderTask : tasks)
1094 renderTask->UpdateState();
1096 if(renderTask->IsWaitingToRender() &&
1097 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1099 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1102 if(renderTask->HasRendered())
1104 doRenderOnceNotify = true;
1108 if(doRenderOnceNotify)
1110 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1111 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1117 // Macro is undefined in release build.
1118 SNAPSHOT_NODE_LOGGING;
1120 // A ResetProperties() may be required in the next frame
1121 mImpl->previousUpdateScene = updateScene;
1123 // Check whether further updates are required
1124 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1126 if(keepRendererRendering)
1128 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1130 // Set dirty flags for next frame to continue rendering
1131 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1134 // tell the update manager that we're done so the queue can be given to event thread
1135 mImpl->notificationManager.UpdateCompleted();
1137 // The update has finished; swap the double-buffering indices
1138 mSceneGraphBuffers.Swap();
1140 return keepUpdating;
1143 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1145 // Update the duration set via Stage::KeepRendering()
1146 if(mImpl->keepRenderingSeconds > 0.0f)
1148 mImpl->keepRenderingSeconds -= elapsedSeconds;
1151 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1153 // If the rendering behavior is set to continuously render, then continue to render.
1154 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1155 // Keep updating until no messages are received and no animations are running.
1156 // If an animation has just finished, update at least once more for Discard end-actions.
1157 // No need to check for renderQueue as there is always a render after update and if that
1158 // render needs another update it will tell the adaptor to call update again
1160 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1161 (mImpl->keepRenderingSeconds > 0.0f))
1163 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1166 if(IsAnimationRunning() ||
1167 mImpl->animationFinishedDuringUpdate)
1169 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1172 if(mImpl->renderTaskWaiting)
1174 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1177 return keepUpdatingRequest;
1180 void UpdateManager::SurfaceReplaced(Scene* scene)
1182 using DerivedType = MessageValue1<RenderManager, Scene*>;
1184 // Reserve some memory inside the render queue
1185 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1187 // Construct message in the render queue memory; note that delete should not be called on the return value
1188 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1191 void UpdateManager::KeepRendering(float durationSeconds)
1193 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1196 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1198 mImpl->renderingBehavior = renderingBehavior;
1201 void UpdateManager::RequestRendering()
1203 mImpl->renderingRequired = true;
1206 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1208 for(auto&& scene : mImpl->scenes)
1210 if(scene && scene->root == rootLayer)
1212 scene->sortedLayerList = layers;
1218 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1220 // note,this vector is already in depth order. It could be used as-is to
1221 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1222 for(auto&& iter : nodeDepths->nodeDepths)
1224 iter.node->SetDepthIndex(iter.sortedDepth);
1227 for(auto&& scene : mImpl->scenes)
1231 // Go through node hierarchy and rearrange siblings according to depth-index
1232 SortSiblingNodesRecursively(*scene->root);
1237 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1239 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1242 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1244 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1247 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1249 // Message has ownership of Sampler while in transit from update to render
1250 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
1252 // Reserve some memory inside the render queue
1253 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1255 // Construct message in the render queue memory; note that delete should not be called on the return value
1256 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1259 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1261 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1263 // Reserve some memory inside the render queue
1264 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1266 // Construct message in the render queue memory; note that delete should not be called on the return value
1267 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1270 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1272 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1274 // Reserve some memory inside the render queue
1275 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1277 // Construct message in the render queue memory; note that delete should not be called on the return value
1278 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1281 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1283 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1285 // Reserve some memory inside the render queue
1286 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1288 // Construct message in the render queue memory; note that delete should not be called on the return value
1289 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1292 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1294 // Message has ownership of format while in transit from update -> render
1295 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
1297 // Reserve some memory inside the render queue
1298 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1300 // Construct message in the render queue memory; note that delete should not be called on the return value
1301 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1304 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1306 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1308 // Reserve some memory inside the render queue
1309 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1311 // Construct message in the render queue memory; note that delete should not be called on the return value
1312 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1315 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1317 // Message has ownership of format while in transit from update -> render
1318 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
1320 // Reserve some memory inside the render queue
1321 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1323 // Construct message in the render queue memory; note that delete should not be called on the return value
1324 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1327 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
1329 // Message has ownership of format while in transit from update -> render
1330 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
1332 // Reserve some memory inside the render queue
1333 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1335 // Construct message in the render queue memory; note that delete should not be called on the return value
1336 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1339 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1341 // Message has ownership of format while in transit from update -> render
1342 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
1344 // Reserve some memory inside the render queue
1345 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1347 // Construct message in the render queue memory; note that delete should not be called on the return value
1348 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1351 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1353 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1355 // Reserve some memory inside the render queue
1356 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1358 // Construct message in the render queue memory; note that delete should not be called on the return value
1359 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1362 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1364 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1366 // Reserve some memory inside the render queue
1367 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1369 // Construct message in the render queue memory; note that delete should not be called on the return value
1370 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1373 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1375 using DerivedType = IndexBufferMessage<RenderManager>;
1377 // Reserve some memory inside the render queue
1378 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1380 // Construct message in the render queue memory; note that delete should not be called on the return value
1381 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1384 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1386 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1388 // Reserve some memory inside the render queue
1389 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1391 // Construct message in the render queue memory; note that delete should not be called on the return value
1392 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1395 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1397 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1399 // Reserve some memory inside the render queue
1400 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1402 // Construct message in the render queue memory; note that delete should not be called on the return value
1403 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1406 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1408 // Message has ownership of Texture while in transit from update -> render
1409 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
1411 // Reserve some memory inside the render queue
1412 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1414 // Construct message in the render queue memory; note that delete should not be called on the return value
1415 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1418 void UpdateManager::RemoveTexture(Render::Texture* texture)
1420 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1422 // Reserve some memory inside the render queue
1423 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1425 // Construct message in the render queue memory; note that delete should not be called on the return value
1426 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1429 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1431 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1433 // Reserve some memory inside the message queue
1434 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1436 // Construct message in the message queue memory; note that delete should not be called on the return value
1437 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1440 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1442 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1444 // Reserve some memory inside the render queue
1445 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1447 // Construct message in the render queue memory; note that delete should not be called on the return value
1448 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1451 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1453 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
1455 // Reserve some memory inside the render queue
1456 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1458 // Construct message in the render queue memory; note that delete should not be called on the return value
1459 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1462 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1464 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1466 // Reserve some memory inside the render queue
1467 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1469 // Construct message in the render queue memory; note that delete should not be called on the return value
1470 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1473 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1475 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1477 // Reserve some memory inside the render queue
1478 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1480 // Construct message in the render queue memory; note that delete should not be called on the return value
1481 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1484 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1486 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1488 // Reserve some memory inside the render queue
1489 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1491 // Construct message in the render queue memory; note that delete should not be called on the return value
1492 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1495 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1497 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1499 // Reserve some memory inside the render queue
1500 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1502 // Construct message in the render queue memory; note that delete should not be called on the return value
1503 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1506 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1508 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1510 // Reserve some memory inside the render queue
1511 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1513 // Construct message in the render queue memory; note that delete should not be called on the return value
1514 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1517 } // namespace SceneGraph
1519 } // namespace Internal