2 * Copyright (c) 2023 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/common/owner-key-container.h>
26 #include <dali/internal/event/animation/animation-playlist.h>
27 #include <dali/internal/event/common/notification-manager.h>
28 #include <dali/internal/event/common/property-notifier.h>
29 #include <dali/internal/event/effects/shader-factory.h>
31 #include <dali/internal/update/common/discard-queue.h>
32 #include <dali/internal/update/controllers/render-message-dispatcher.h>
33 #include <dali/internal/update/controllers/scene-controller-impl.h>
34 #include <dali/internal/update/manager/frame-callback-processor.h>
35 #include <dali/internal/update/manager/render-task-processor.h>
36 #include <dali/internal/update/manager/transform-manager.h>
37 #include <dali/internal/update/manager/update-algorithms.h>
38 #include <dali/internal/update/manager/update-manager-debug.h>
39 #include <dali/internal/update/nodes/node.h>
40 #include <dali/internal/update/queue/update-message-queue.h>
42 #include <dali/internal/render/common/render-manager.h>
43 #include <dali/internal/render/queue/render-queue.h>
45 // Un-comment to enable node tree debug logging
46 //#define NODE_TREE_LOGGING 1
48 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
49 #define SNAPSHOT_NODE_LOGGING \
50 const uint32_t FRAME_COUNT_TRIGGER = 16; \
51 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
53 for(auto&& scene : mImpl->scenes) \
55 if(scene && scene->root) \
57 mImpl->frameCounter = 0; \
58 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
62 mImpl->frameCounter++;
64 #define SNAPSHOT_NODE_LOGGING
67 #if defined(DEBUG_ENABLED)
68 extern Debug::Filter* gRenderTaskLogFilter;
71 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
72 } // unnamed namespace
75 using namespace Dali::Integration;
76 using Dali::Internal::Update::MessageQueue;
87 * Helper to Erase an object from OwnerContainer using discard queue
88 * @param container to remove from
89 * @param object to remove
90 * @param discardQueue to put the object to
91 * @param updateBufferIndex to use
94 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
96 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
98 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
99 for(auto&& iter : container)
103 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
104 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
105 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
111 * Helper to Erase an object from std::vector using discard queue
112 * @param container to remove from
113 * @param object to remove
114 * @param discardQueue to put the object to
115 * @param updateBufferIndex to use
118 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
120 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
122 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
126 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
127 discardQueue.Add(updateBufferIndex, container.Release(iter));
128 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
133 } // unnamed namespace
136 * Structure to contain UpdateManager internal data
138 struct UpdateManager::Impl
140 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
143 SceneInfo(Layer* root) ///< Constructor
148 ~SceneInfo() = default; ///< Default non-virtual destructor
149 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
150 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
151 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
152 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
154 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
155 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
156 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
157 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
160 Impl(NotificationManager& notificationManager,
161 CompleteNotificationInterface& animationPlaylist,
162 PropertyNotifier& propertyNotifier,
163 RenderController& renderController,
164 RenderManager& renderManager,
165 RenderQueue& renderQueue,
166 SceneGraphBuffers& sceneGraphBuffers,
167 RenderTaskProcessor& renderTaskProcessor)
168 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
169 notificationManager(notificationManager),
171 animationPlaylist(animationPlaylist),
172 propertyNotifier(propertyNotifier),
173 shaderSaver(nullptr),
174 renderController(renderController),
175 sceneController(nullptr),
176 renderManager(renderManager),
177 renderQueue(renderQueue),
178 renderTaskProcessor(renderTaskProcessor),
179 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
183 panGestureProcessor(nullptr),
184 messageQueue(renderController, sceneGraphBuffers),
185 frameCallbackProcessor(nullptr),
186 keepRenderingSeconds(0.0f),
187 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
189 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
190 animationFinishedDuringUpdate(false),
191 previousUpdateScene(false),
192 renderTaskWaiting(false),
193 renderersAdded(false),
194 renderingRequired(false)
196 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
198 // create first 'dummy' node
199 nodes.PushBack(nullptr);
204 // Disconnect render tasks from nodes, before destroying the nodes
205 for(auto&& scene : scenes)
207 if(scene && scene->taskList)
209 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
210 for(auto&& task : tasks)
212 task->SetSourceNode(nullptr);
217 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
218 // like custom properties, which get released here
219 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
220 Vector<Node*>::Iterator endIter = nodes.End();
221 for(; iter != endIter; ++iter)
223 (*iter)->OnDestroy();
227 for(auto&& scene : scenes)
229 if(scene && scene->root)
231 scene->root->OnDestroy();
232 Node::Delete(scene->root);
237 delete sceneController;
239 // Ensure to clear renderers
245 * Lazy init for FrameCallbackProcessor.
246 * @param[in] updateManager A reference to the update-manager
248 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
250 if(!frameCallbackProcessor)
252 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
254 return *frameCallbackProcessor;
257 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
258 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
259 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
260 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
261 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
262 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
263 ShaderSaver* shaderSaver; ///< Saves shader binaries.
264 RenderController& renderController; ///< render controller
265 SceneControllerImpl* sceneController; ///< scene controller
266 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
267 RenderQueue& renderQueue; ///< Used to queue messages for the next render
268 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
270 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
272 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
273 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
275 Vector<Node*> nodes; ///< A container of all instantiated nodes
277 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
279 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
281 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
282 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
283 OwnerContainer<Animation*> animations; ///< A container of owned animations
284 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
285 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
286 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
287 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
289 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
290 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
291 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
292 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
294 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
296 MessageQueue messageQueue; ///< The messages queued from the event-thread
297 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
298 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
299 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
301 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
303 std::atomic<std::size_t> renderInstructionCapacity{0u};
304 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
305 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
306 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
307 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
309 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
310 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
311 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
312 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
313 bool renderingRequired; ///< True if required to render the current frame
316 Impl(const Impl&); ///< Undefined
317 Impl& operator=(const Impl&); ///< Undefined
320 UpdateManager::UpdateManager(NotificationManager& notificationManager,
321 CompleteNotificationInterface& animationFinishedNotifier,
322 PropertyNotifier& propertyNotifier,
323 RenderController& controller,
324 RenderManager& renderManager,
325 RenderQueue& renderQueue,
326 RenderTaskProcessor& renderTaskProcessor)
329 mImpl = new Impl(notificationManager,
330 animationFinishedNotifier,
336 renderTaskProcessor);
339 UpdateManager::~UpdateManager()
344 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
346 DALI_ASSERT_DEBUG(layer->IsLayer());
347 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
349 Layer* rootLayer = layer.Release();
351 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
352 "Root Node already installed");
354 rootLayer->CreateTransform(&mImpl->transformManager);
355 rootLayer->SetRoot(true);
357 AddNodeResetter(*rootLayer);
359 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
362 void UpdateManager::UninstallRoot(Layer* layer)
364 DALI_ASSERT_DEBUG(layer->IsLayer());
365 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
367 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
369 if((*iter) && (*iter)->root == layer)
371 mImpl->scenes.erase(iter);
376 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
378 // Notify the layer about impending destruction
382 void UpdateManager::AddNode(OwnerPointer<Node>& node)
384 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
386 Node* rawNode = node.Release();
387 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
389 // Add camera nodes occured rarely.
390 if(DALI_UNLIKELY(rawNode->IsCamera()))
392 AddCamera(static_cast<Camera*>(rawNode));
395 mImpl->nodes.PushBack(rawNode);
396 rawNode->CreateTransform(&mImpl->transformManager);
399 void UpdateManager::ConnectNode(Node* parent, Node* node)
401 DALI_ASSERT_ALWAYS(nullptr != parent);
402 DALI_ASSERT_ALWAYS(nullptr != node);
403 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
405 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
407 parent->ConnectChild(node);
409 AddNodeResetter(*node);
411 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
412 if(mImpl->frameCallbackProcessor)
414 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
418 void UpdateManager::DisconnectNode(Node* node)
420 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
422 Node* parent = node->GetParent();
423 DALI_ASSERT_ALWAYS(nullptr != parent);
424 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
426 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
428 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
429 if(mImpl->frameCallbackProcessor)
431 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
435 void UpdateManager::DestroyNode(Node* node)
437 DALI_ASSERT_ALWAYS(nullptr != node);
438 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
440 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
442 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
443 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
444 for(; iter != endIter; ++iter)
448 mImpl->nodes.Erase(iter);
453 // Remove camera nodes occured rarely.
454 if(DALI_UNLIKELY(node->IsCamera()))
456 RemoveCamera(static_cast<Camera*>(node));
459 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
461 // Notify the Node about impending destruction
465 void UpdateManager::AddCamera(Camera* camera)
467 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
469 mImpl->cameras.PushBack(camera);
472 void UpdateManager::RemoveCamera(Camera* camera)
474 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
476 // Find the camera and remove it from list of cameras
477 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
478 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
479 for(; iter != endIter; ++iter)
481 if((*iter) == camera)
483 mImpl->cameras.Erase(iter);
489 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
491 mImpl->customObjects.PushBack(object.Release());
494 void UpdateManager::RemoveObject(PropertyOwner* object)
496 mImpl->customObjects.EraseObject(object);
499 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
501 RenderTaskList* taskListPointer = taskList.Release();
502 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
504 mImpl->scenes.back()->taskList = taskListPointer;
507 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
509 for(auto&& scene : mImpl->scenes)
511 if(scene && scene->taskList == taskList)
513 scene->taskList.Reset();
519 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
521 auto& sceneInfo = mImpl->scenes.back();
522 sceneInfo->scene = scene.Release();
524 // Set root to the Scene
525 sceneInfo->scene->SetRoot(sceneInfo->root);
527 // Initialize the context from render manager
528 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
530 // Reserve some memory inside the render queue
531 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
533 // Construct message in the render queue memory; note that delete should not be called on the return value
534 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
535 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
538 void UpdateManager::RemoveScene(Scene* scene)
540 // Initialize the context from render manager
541 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
543 // Reserve some memory inside the render queue
544 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
546 // Construct message in the render queue memory; note that delete should not be called on the return value
547 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
549 for(auto&& sceneInfo : mImpl->scenes)
551 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
553 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
559 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
561 mImpl->animations.PushBack(animation.Release());
564 void UpdateManager::StopAnimation(Animation* animation)
566 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
568 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
570 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
573 void UpdateManager::RemoveAnimation(Animation* animation)
575 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
577 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
579 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
582 bool UpdateManager::IsAnimationRunning() const
584 // Find any animation that isn't stopped or paused
585 for(auto&& iter : mImpl->animations)
587 const Animation::State state = iter->GetState();
589 if(state != Animation::Stopped &&
590 state != Animation::Paused)
592 return true; // stop iteration as soon as first one is found
599 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
601 propertyResetter->Initialize();
602 mImpl->propertyResetters.PushBack(propertyResetter.Release());
605 void UpdateManager::AddNodeResetter(const Node& node)
607 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
608 nodeResetter->Initialize();
609 mImpl->nodeResetters.PushBack(nodeResetter.Release());
612 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
614 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
617 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
619 mImpl->propertyNotifications.EraseObject(propertyNotification);
622 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
624 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
625 propertyNotification->SetNotifyMode(notifyMode);
628 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
630 mImpl->shaders.PushBack(shader.Release());
633 void UpdateManager::RemoveShader(Shader* shader)
635 // Find the shader and destroy it
636 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
639 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
641 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
642 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
644 // lock as update might be sending previously compiled shaders to event thread
645 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
646 mImpl->renderCompiledShaders.push_back(shaderData);
650 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
652 mImpl->shaderSaver = &upstream;
655 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
657 SceneGraph::Renderer* renderer = rendererKey.Get();
659 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
661 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
662 mImpl->renderers.PushBack(rendererKey);
665 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
667 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
669 // Find the renderer and destroy it
670 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
671 // Need to remove the render object as well
672 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
675 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
677 node->AddRenderer(Renderer::GetKey(renderer));
678 mImpl->renderersAdded = true;
681 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
683 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
685 mImpl->panGestureProcessor = panGestureProcessor;
688 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
690 mImpl->textureSets.PushBack(textureSet.Release());
693 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
695 mImpl->textureSets.EraseObject(textureSet);
698 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
700 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
703 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
705 return mImpl->messageQueue.GetCapacity();
708 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
710 return mImpl->renderQueue.GetCapacity();
713 std::size_t UpdateManager::GetRenderInstructionCapacity() const
715 return mImpl->renderInstructionCapacity;
718 void UpdateManager::EventProcessingStarted()
720 mImpl->messageQueue.EventProcessingStarted();
723 bool UpdateManager::FlushQueue()
725 return mImpl->messageQueue.FlushQueue();
728 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
730 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
731 mImpl->animationFinishedDuringUpdate = false;
733 // Reset node properties
734 std::vector<NodeResetter*> nodeResetterToDelete;
735 for(auto&& element : mImpl->nodeResetters)
737 element->ResetToBaseValue(bufferIndex);
738 if(element->IsFinished())
740 nodeResetterToDelete.push_back(element);
744 // If a node resetter is no longer required, delete it.
745 for(auto&& elementPtr : nodeResetterToDelete)
747 mImpl->nodeResetters.EraseObject(elementPtr);
750 // Reset all animating / constrained properties
751 std::vector<PropertyResetterBase*> propertyResettertoDelete;
752 for(auto&& element : mImpl->propertyResetters)
754 element->ResetToBaseValue(bufferIndex);
755 if(element->IsFinished())
757 propertyResettertoDelete.push_back(element);
761 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
762 for(auto&& elementPtr : propertyResettertoDelete)
764 mImpl->propertyResetters.EraseObject(elementPtr);
767 // Clear all root nodes dirty flags
768 for(auto& scene : mImpl->scenes)
770 auto root = scene->root;
771 root->ResetDirtyFlags(bufferIndex);
774 // Clear node dirty flags
775 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
776 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
777 for(; iter != endIter; ++iter)
779 (*iter)->ResetDirtyFlags(bufferIndex);
783 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
785 bool gestureUpdated(false);
787 if(mImpl->panGestureProcessor)
789 // gesture processor only supports default properties
790 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
791 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
794 return gestureUpdated;
797 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
799 bool animationActive = false;
801 auto&& iter = mImpl->animations.Begin();
802 bool animationLooped = false;
804 while(iter != mImpl->animations.End())
806 Animation* animation = *iter;
807 bool finished = false;
809 bool progressMarkerReached = false;
810 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
812 animationActive = animationActive || animation->IsActive();
814 if(progressMarkerReached)
816 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
819 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
820 animationLooped = animationLooped || looped;
822 // Remove animations that had been destroyed but were still waiting for an update
823 if(animation->GetState() == Animation::Destroyed)
825 iter = mImpl->animations.Erase(iter);
833 // queue the notification on finished or looped (to update loop count)
834 if(mImpl->animationFinishedDuringUpdate || animationLooped)
836 // The application should be notified by NotificationManager, in another thread
837 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
840 return animationActive;
843 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
845 // Constrain custom objects (in construction order)
846 for(auto&& object : mImpl->customObjects)
848 ConstrainPropertyOwner(*object, bufferIndex);
852 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
854 // Constrain render-tasks
855 for(auto&& scene : mImpl->scenes)
857 if(scene && scene->taskList)
859 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
860 for(auto&& task : tasks)
862 ConstrainPropertyOwner(*task, bufferIndex);
868 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
870 // constrain shaders... (in construction order)
871 for(auto&& shader : mImpl->shaders)
873 ConstrainPropertyOwner(*shader, bufferIndex);
877 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
879 for(auto&& notification : mImpl->propertyNotifications)
881 bool valid = notification->Check(bufferIndex);
884 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
889 void UpdateManager::ForwardCompiledShadersToEventThread()
891 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
892 if(mImpl->shaderSaver)
894 // lock and swap the queues
896 // render might be attempting to send us more binaries at the same time
897 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
898 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
901 if(mImpl->updateCompiledShaders.size() > 0)
903 ShaderSaver& factory = *mImpl->shaderSaver;
904 for(auto&& shader : mImpl->updateCompiledShaders)
906 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
908 // we don't need them in update anymore
909 mImpl->updateCompiledShaders.clear();
914 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
916 for(auto rendererKey : mImpl->renderers)
919 auto renderer = rendererKey.Get();
920 ConstrainPropertyOwner(*renderer, bufferIndex);
922 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
926 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
928 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
930 for(auto&& scene : mImpl->scenes)
932 if(scene && scene->root)
934 // Prepare resources, update shaders, for each node
935 // And add the renderers to the sorted layers. Start from root, which is also a layer
936 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
943 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
945 for(auto&& scene : mImpl->scenes)
947 if(scene && scene->root)
949 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
954 uint32_t UpdateManager::Update(float elapsedSeconds,
955 uint32_t lastVSyncTimeMilliseconds,
956 uint32_t nextVSyncTimeMilliseconds,
957 bool renderToFboEnabled,
958 bool isRenderingToFbo,
961 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
963 // Clear nodes/resources which were previously discarded
964 mImpl->nodeDiscardQueue.Clear(bufferIndex);
965 mImpl->shaderDiscardQueue.Clear(bufferIndex);
966 mImpl->rendererDiscardQueue.Clear(bufferIndex);
967 mImpl->sceneDiscardQueue.Clear(bufferIndex);
969 bool isAnimationRunning = IsAnimationRunning();
971 // Process Touches & Gestures
972 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
974 bool updateScene = // The scene-graph requires an update if..
975 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
976 isAnimationRunning || // ..at least one animation is running OR
977 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
978 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
979 gestureUpdated; // ..a gesture property was updated
981 bool keepRendererRendering = false;
982 mImpl->renderingRequired = false;
984 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
985 // values if the scene was updated in the previous frame.
986 if(updateScene || mImpl->previousUpdateScene)
988 // Reset properties from the previous update
989 ResetProperties(bufferIndex);
990 mImpl->transformManager.ResetToBaseValue();
993 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
994 // between calling IsSceneUpdateRequired() above and here, so updateScene should
996 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
998 // Forward compiled shader programs to event thread for saving
999 ForwardCompiledShadersToEventThread();
1001 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1002 // renderer lists if the scene was updated in the previous frame.
1003 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1004 if(updateScene || mImpl->previousUpdateScene)
1007 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1009 // Constraint custom objects
1010 ConstrainCustomObjects(bufferIndex);
1012 // Clear the lists of renderers from the previous update
1013 for(auto&& scene : mImpl->scenes)
1017 for(auto&& layer : scene->sortedLayerList)
1021 layer->ClearRenderables();
1027 // Call the frame-callback-processor if set
1028 if(mImpl->frameCallbackProcessor)
1030 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1033 // Update node hierarchy, apply constraints,
1034 UpdateNodes(bufferIndex);
1036 // Apply constraints to RenderTasks, shaders
1037 ConstrainRenderTasks(bufferIndex);
1038 ConstrainShaders(bufferIndex);
1040 // Update renderers and apply constraints
1041 UpdateRenderers(bufferIndex);
1043 // Update the transformations of all the nodes
1044 if(mImpl->transformManager.Update())
1046 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1049 // Initialise layer renderable reuse
1050 UpdateLayers(bufferIndex);
1052 // Process Property Notifications
1053 ProcessPropertyNotifications(bufferIndex);
1056 for(auto&& cameraIterator : mImpl->cameras)
1058 cameraIterator->Update(bufferIndex);
1061 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1062 // reset the update buffer index and make sure there is enough room in the instruction container
1063 if(mImpl->renderersAdded)
1065 // Calculate how many render tasks we have in total
1066 std::size_t numberOfRenderTasks = 0;
1067 for(auto&& scene : mImpl->scenes)
1069 if(scene && scene->taskList)
1071 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1075 std::size_t numberOfRenderInstructions = 0;
1076 mImpl->renderInstructionCapacity = 0u;
1077 for(auto&& scene : mImpl->scenes)
1079 if(scene && scene->root && scene->taskList && scene->scene)
1081 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1082 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1084 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1085 // or the nodes are dirty
1086 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1088 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1091 scene->sortedLayerList,
1092 scene->scene->GetRenderInstructions(),
1096 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1097 scene->scene->SetSkipRendering(false);
1101 scene->scene->SetSkipRendering(true);
1104 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1108 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1114 for(auto&& scene : mImpl->scenes)
1116 if(scene && scene->root && scene->taskList)
1118 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1120 // check the countdown and notify
1121 bool doRenderOnceNotify = false;
1122 mImpl->renderTaskWaiting = false;
1123 for(auto&& renderTask : tasks)
1125 renderTask->UpdateState();
1127 if(renderTask->IsWaitingToRender() &&
1128 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1130 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1133 if(renderTask->HasRendered())
1135 doRenderOnceNotify = true;
1139 if(doRenderOnceNotify)
1141 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1142 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1148 // Macro is undefined in release build.
1149 SNAPSHOT_NODE_LOGGING;
1151 // A ResetProperties() may be required in the next frame
1152 mImpl->previousUpdateScene = updateScene;
1154 // Check whether further updates are required
1155 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1157 if(keepRendererRendering)
1159 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1161 // Set dirty flags for next frame to continue rendering
1162 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1165 // tell the update manager that we're done so the queue can be given to event thread
1166 mImpl->notificationManager.UpdateCompleted();
1168 // The update has finished; swap the double-buffering indices
1169 mSceneGraphBuffers.Swap();
1171 return keepUpdating;
1174 void UpdateManager::PostRender()
1177 for(auto&& renderer : mImpl->renderers)
1179 renderer->ResetDirtyFlag();
1182 for(auto&& scene : mImpl->scenes)
1184 scene->root->SetUpdatedTree(false);
1188 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1190 // Update the duration set via Stage::KeepRendering()
1191 if(mImpl->keepRenderingSeconds > 0.0f)
1193 mImpl->keepRenderingSeconds -= elapsedSeconds;
1196 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1198 // If the rendering behavior is set to continuously render, then continue to render.
1199 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1200 // Keep updating until no messages are received and no animations are running.
1201 // If an animation has just finished, update at least once more for Discard end-actions.
1202 // No need to check for renderQueue as there is always a render after update and if that
1203 // render needs another update it will tell the adaptor to call update again
1205 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1206 (mImpl->keepRenderingSeconds > 0.0f))
1208 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1211 if(IsAnimationRunning() ||
1212 mImpl->animationFinishedDuringUpdate)
1214 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1217 if(mImpl->renderTaskWaiting)
1219 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1222 return keepUpdatingRequest;
1225 void UpdateManager::SurfaceReplaced(Scene* scene)
1227 using DerivedType = MessageValue1<RenderManager, Scene*>;
1229 // Reserve some memory inside the render queue
1230 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1232 // Construct message in the render queue memory; note that delete should not be called on the return value
1233 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1236 void UpdateManager::KeepRendering(float durationSeconds)
1238 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1241 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1243 mImpl->renderingBehavior = renderingBehavior;
1246 void UpdateManager::RequestRendering()
1248 mImpl->renderingRequired = true;
1251 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1253 for(auto&& scene : mImpl->scenes)
1255 if(scene && scene->root == rootLayer)
1257 scene->sortedLayerList = layers;
1263 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1265 // note, this vector is already in depth order.
1266 // So if we reverse iterate, we can assume that
1267 // my descendant node's depth index are updated.
1268 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1270 auto* node = rIter->node;
1271 node->SetDepthIndex(rIter->sortedDepth);
1272 if(node->IsChildrenReorderRequired())
1274 // Reorder children container only if sibiling order changed.
1275 NodeContainer& container = node->GetChildren();
1276 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1281 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1283 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1286 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1288 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1291 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1293 // Message has ownership of Sampler while in transit from update to render
1294 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1296 // Reserve some memory inside the render queue
1297 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1299 // Construct message in the render queue memory; note that delete should not be called on the return value
1300 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1303 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1305 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1307 // Reserve some memory inside the render queue
1308 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1310 // Construct message in the render queue memory; note that delete should not be called on the return value
1311 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1314 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1316 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1318 // Reserve some memory inside the render queue
1319 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1321 // Construct message in the render queue memory; note that delete should not be called on the return value
1322 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1325 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1327 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1329 // Reserve some memory inside the render queue
1330 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1332 // Construct message in the render queue memory; note that delete should not be called on the return value
1333 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1336 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1338 // Message has ownership of format while in transit from update -> render
1339 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1341 // Reserve some memory inside the render queue
1342 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1344 // Construct message in the render queue memory; note that delete should not be called on the return value
1345 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1348 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1350 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1352 // Reserve some memory inside the render queue
1353 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1355 // Construct message in the render queue memory; note that delete should not be called on the return value
1356 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1359 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1361 // Message has ownership of format while in transit from update -> render
1362 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1364 // Reserve some memory inside the render queue
1365 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1367 // Construct message in the render queue memory; note that delete should not be called on the return value
1368 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1371 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1373 // Message has ownership of format while in transit from update -> render
1374 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1376 // Reserve some memory inside the render queue
1377 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1379 // Construct message in the render queue memory; note that delete should not be called on the return value
1380 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1383 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1385 // Message has ownership of format while in transit from update -> render
1386 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
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::AddGeometry, geometry);
1395 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1397 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
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::RemoveGeometry, geometry);
1406 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1408 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1410 // Reserve some memory inside the render queue
1411 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1413 // Construct message in the render queue memory; note that delete should not be called on the return value
1414 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1417 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1419 using DerivedType = IndexBufferMessage<RenderManager>;
1421 // Reserve some memory inside the render queue
1422 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1424 // Construct message in the render queue memory; note that delete should not be called on the return value
1425 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1428 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1430 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1432 // Reserve some memory inside the render queue
1433 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1435 // Construct message in the render queue memory; note that delete should not be called on the return value
1436 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1439 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1441 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1443 // Reserve some memory inside the render queue
1444 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1446 // Construct message in the render queue memory; note that delete should not be called on the return value
1447 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1450 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1452 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1454 // Reserve some memory inside the render queue
1455 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1457 // Construct message in the render queue memory; note that delete should not be called on the return value
1458 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1461 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1463 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1465 // Reserve some memory inside the render queue
1466 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1468 // Construct message in the render queue memory; note that delete should not be called on the return value
1469 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1472 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1474 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
1476 // Reserve some memory inside the message queue
1477 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1479 // Construct message in the message queue memory; note that delete should not be called on the return value
1480 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1483 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1485 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1487 // Reserve some memory inside the render queue
1488 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1490 // Construct message in the render queue memory; note that delete should not be called on the return value
1491 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1494 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1496 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1498 // Reserve some memory inside the render queue
1499 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1501 // Construct message in the render queue memory; note that delete should not be called on the return value
1502 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1505 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1507 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1509 // Reserve some memory inside the render queue
1510 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1512 // Construct message in the render queue memory; note that delete should not be called on the return value
1513 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1516 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1518 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1520 // Reserve some memory inside the render queue
1521 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1523 // Construct message in the render queue memory; note that delete should not be called on the return value
1524 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1527 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1529 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1531 // Reserve some memory inside the render queue
1532 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1534 // Construct message in the render queue memory; note that delete should not be called on the return value
1535 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1538 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1540 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1542 // Reserve some memory inside the render queue
1543 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1545 // Construct message in the render queue memory; note that delete should not be called on the return value
1546 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1549 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1551 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1553 // Reserve some memory inside the render queue
1554 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1556 // Construct message in the render queue memory; note that delete should not be called on the return value
1557 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1560 } // namespace SceneGraph
1562 } // namespace Internal