2 * Copyright (c) 2018 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/public-api/common/stage.h>
23 #include <dali/devel-api/common/owner-container.h>
24 #include <dali/devel-api/threading/mutex.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/render-controller.h>
28 #include <dali/internal/common/shader-data.h>
29 #include <dali/integration-api/debug.h>
31 #include <dali/internal/common/core-impl.h>
32 #include <dali/internal/common/message.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-notification-impl.h>
36 #include <dali/internal/event/common/property-notifier.h>
37 #include <dali/internal/event/effects/shader-factory.h>
38 #include <dali/internal/event/animation/animation-playlist.h>
40 #include <dali/internal/update/animation/scene-graph-animator.h>
41 #include <dali/internal/update/animation/scene-graph-animation.h>
42 #include <dali/internal/update/common/discard-queue.h>
43 #include <dali/internal/update/common/scene-graph-buffers.h>
44 #include <dali/internal/update/controllers/render-message-dispatcher.h>
45 #include <dali/internal/update/controllers/scene-controller-impl.h>
46 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
47 #include <dali/internal/update/manager/frame-callback-processor.h>
48 #include <dali/internal/update/manager/render-task-processor.h>
49 #include <dali/internal/update/manager/sorted-layers.h>
50 #include <dali/internal/update/manager/scene-graph-frame-callback.h>
51 #include <dali/internal/update/manager/update-algorithms.h>
52 #include <dali/internal/update/manager/update-manager-debug.h>
53 #include <dali/internal/update/manager/transform-manager.h>
54 #include <dali/internal/update/nodes/node.h>
55 #include <dali/internal/update/nodes/scene-graph-layer.h>
56 #include <dali/internal/update/queue/update-message-queue.h>
57 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
58 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
59 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
61 #include <dali/internal/render/common/render-instruction-container.h>
62 #include <dali/internal/render/common/render-manager.h>
63 #include <dali/internal/render/queue/render-queue.h>
64 #include <dali/internal/render/shaders/scene-graph-shader.h>
66 // Un-comment to enable node tree debug logging
67 //#define NODE_TREE_LOGGING 1
69 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
70 #define SNAPSHOT_NODE_LOGGING \
71 const uint32_t FRAME_COUNT_TRIGGER = 16;\
72 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
74 for( auto root : mImpl->roots )
78 mImpl->frameCounter = 0;\
79 PrintNodeTree( *root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
83 mImpl->frameCounter++;
85 #define SNAPSHOT_NODE_LOGGING
88 #if defined(DEBUG_ENABLED)
89 extern Debug::Filter* gRenderTaskLogFilter;
93 using namespace Dali::Integration;
94 using Dali::Internal::Update::MessageQueue;
108 * Helper to Erase an object from OwnerContainer using discard queue
109 * @param container to remove from
110 * @param object to remove
111 * @param discardQueue to put the object to
112 * @param updateBufferIndex to use
115 inline void EraseUsingDiscardQueue( OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex )
117 DALI_ASSERT_DEBUG( object && "NULL object not allowed" );
119 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
120 for( auto&& iter : container )
122 if ( iter == object )
124 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
125 discardQueue.Add( updateBufferIndex, container.Release( &iter ) ); // take the address of the reference to a pointer (iter)
126 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
132 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
133 * @param[in] node The node whose hierarchy to descend
135 void SortSiblingNodesRecursively( Node& node )
137 NodeContainer& container = node.GetChildren();
138 std::sort( container.Begin(), container.End(),
139 []( Node* a, Node* b ) { return a->GetDepthIndex() < b->GetDepthIndex(); } );
141 // Descend tree and sort as well
142 for( auto&& iter : container )
144 SortSiblingNodesRecursively( *iter );
148 } // unnamed namespace
151 * Structure to contain UpdateManager internal data
153 struct UpdateManager::Impl
155 Impl( NotificationManager& notificationManager,
156 CompleteNotificationInterface& animationPlaylist,
157 PropertyNotifier& propertyNotifier,
158 DiscardQueue& discardQueue,
159 RenderController& renderController,
160 RenderManager& renderManager,
161 RenderQueue& renderQueue,
162 SceneGraphBuffers& sceneGraphBuffers,
163 RenderTaskProcessor& renderTaskProcessor )
164 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
165 notificationManager( notificationManager ),
167 animationPlaylist( animationPlaylist ),
168 propertyNotifier( propertyNotifier ),
170 discardQueue( discardQueue ),
171 renderController( renderController ),
172 sceneController( NULL ),
173 renderManager( renderManager ),
174 renderQueue( renderQueue ),
175 renderInstructions( renderManager.GetRenderInstructionContainer() ),
176 renderTaskProcessor( renderTaskProcessor ),
177 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
181 panGestureProcessor( NULL ),
182 messageQueue( renderController, sceneGraphBuffers ),
183 frameCallbackProcessor( NULL ),
184 keepRenderingSeconds( 0.0f ),
185 nodeDirtyFlags( NodePropertyFlags::TRANSFORM ), // set to TransformFlag to ensure full update the first time through Update()
187 renderingBehavior( DevelStage::Rendering::IF_REQUIRED ),
188 animationFinishedDuringUpdate( false ),
189 previousUpdateScene( false ),
190 renderTaskWaiting( false ),
191 renderersAdded( false ),
192 surfaceRectChanged( false )
194 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
196 // create first 'dummy' node
202 // Disconnect render tasks from nodes, before destroying the nodes
203 for( auto taskList : taskLists )
205 RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks();
206 for ( auto&& task : tasks )
208 task->SetSourceNode( NULL );
212 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
213 // like custom properties, which get released here
214 Vector<Node*>::Iterator iter = nodes.Begin()+1;
215 Vector<Node*>::Iterator endIter = nodes.End();
216 for(;iter!=endIter;++iter)
218 (*iter)->OnDestroy();
222 for( auto root : roots )
227 delete sceneController;
231 * Lazy init for FrameCallbackProcessor.
232 * @param[in] updateManager A reference to the update-manager
234 FrameCallbackProcessor& GetFrameCallbackProcessor( UpdateManager& updateManager )
236 if( ! frameCallbackProcessor )
238 frameCallbackProcessor = new FrameCallbackProcessor( updateManager, transformManager );
240 return *frameCallbackProcessor;
243 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
244 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
245 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
246 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
247 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
248 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
249 ShaderSaver* shaderSaver; ///< Saves shader binaries.
250 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
251 RenderController& renderController; ///< render controller
252 SceneControllerImpl* sceneController; ///< scene controller
253 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
254 RenderQueue& renderQueue; ///< Used to queue messages for the next render
255 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
256 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
258 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
260 OwnerContainer<RenderTaskList*> taskLists; ///< A container of scene graph render task lists
262 OwnerContainer<Layer*> roots; ///< A container of root nodes (root is a layer). The layers are not stored in the node memory pool.
264 Vector<Node*> nodes; ///< A container of all instantiated nodes
266 std::vector<SortedLayerPointers> sortedLayerLists; ///< A container of lists of Layer pointers sorted by depth (one list of sorted layers per root)
268 OwnerContainer< Camera* > cameras; ///< A container of cameras
269 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
271 OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
272 AnimationContainer animations; ///< A container of owned animations
273 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
274 OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
275 OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
276 OwnerContainer< Shader* > shaders; ///< A container of owned shaders
277 OwnerPointer< PanGesture > panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
279 MessageQueue messageQueue; ///< The messages queued from the event-thread
280 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
281 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
282 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
284 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
286 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
287 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
288 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
290 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
292 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
293 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
294 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
295 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
296 bool surfaceRectChanged; ///< True if the default surface rect is changed
300 Impl( const Impl& ); ///< Undefined
301 Impl& operator=( const Impl& ); ///< Undefined
304 UpdateManager::UpdateManager( NotificationManager& notificationManager,
305 CompleteNotificationInterface& animationFinishedNotifier,
306 PropertyNotifier& propertyNotifier,
307 DiscardQueue& discardQueue,
308 RenderController& controller,
309 RenderManager& renderManager,
310 RenderQueue& renderQueue,
311 RenderTaskProcessor& renderTaskProcessor )
314 mImpl = new Impl( notificationManager,
315 animationFinishedNotifier,
322 renderTaskProcessor );
326 UpdateManager::~UpdateManager()
331 void UpdateManager::InstallRoot( OwnerPointer<Layer>& layer )
333 DALI_ASSERT_DEBUG( layer->IsLayer() );
334 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
336 Layer* rootLayer = layer.Release();
338 DALI_ASSERT_DEBUG( std::find( mImpl->roots.begin(), mImpl->roots.end(), rootLayer ) == mImpl->roots.end() && "Root Node already installed" );
340 rootLayer->CreateTransform( &mImpl->transformManager );
341 rootLayer->SetRoot(true);
342 mImpl->roots.PushBack( rootLayer );
345 void UpdateManager::AddNode( OwnerPointer<Node>& node )
347 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
349 // Nodes must be sorted by pointer
350 Node* rawNode = node.Release();
351 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
352 for( Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter )
354 if( rawNode > (*iter) )
356 mImpl->nodes.Insert((iter+1), rawNode );
357 rawNode->CreateTransform( &mImpl->transformManager );
363 void UpdateManager::ConnectNode( Node* parent, Node* node )
365 DALI_ASSERT_ALWAYS( NULL != parent );
366 DALI_ASSERT_ALWAYS( NULL != node );
367 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
369 parent->ConnectChild( node );
371 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
372 if( mImpl->frameCallbackProcessor )
374 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
378 void UpdateManager::DisconnectNode( Node* node )
380 Node* parent = node->GetParent();
381 DALI_ASSERT_ALWAYS( NULL != parent );
382 parent->SetDirtyFlag( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused
384 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
386 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
387 if( mImpl->frameCallbackProcessor )
389 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
393 void UpdateManager::DestroyNode( Node* node )
395 DALI_ASSERT_ALWAYS( NULL != node );
396 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
398 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
399 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
400 for(;iter!=endIter;++iter)
404 mImpl->nodes.Erase(iter);
409 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
411 // Notify the Node about impending destruction
415 void UpdateManager::AddCamera( OwnerPointer< Camera >& camera )
417 mImpl->cameras.PushBack( camera.Release() ); // takes ownership
420 void UpdateManager::RemoveCamera( Camera* camera )
422 // Find the camera and destroy it
423 EraseUsingDiscardQueue( mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
426 void UpdateManager::AddObject( OwnerPointer<PropertyOwner>& object )
428 mImpl->customObjects.PushBack( object.Release() );
431 void UpdateManager::RemoveObject( PropertyOwner* object )
433 mImpl->customObjects.EraseObject( object );
436 void UpdateManager::AddRenderTaskList( OwnerPointer<RenderTaskList>& taskList )
438 RenderTaskList* taskListPointer = taskList.Release();
439 taskListPointer->SetRenderMessageDispatcher( &mImpl->renderMessageDispatcher );
440 mImpl->taskLists.PushBack( taskListPointer );
443 void UpdateManager::RemoveRenderTaskList( RenderTaskList* taskList )
445 mImpl->taskLists.EraseObject( taskList );
448 void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation )
450 mImpl->animations.PushBack( animation.Release() );
453 void UpdateManager::StopAnimation( Animation* animation )
455 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
457 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
459 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
462 void UpdateManager::RemoveAnimation( Animation* animation )
464 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
466 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
468 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
471 bool UpdateManager::IsAnimationRunning() const
473 // Find any animation that isn't stopped or paused
474 for ( auto&& iter : mImpl->animations )
476 const Animation::State state = iter->GetState();
478 if (state != Animation::Stopped &&
479 state != Animation::Paused)
481 return true; // stop iteration as soon as first one is found
488 void UpdateManager::AddPropertyResetter( OwnerPointer<PropertyResetterBase>& propertyResetter )
490 propertyResetter->Initialize();
491 mImpl->propertyResetters.PushBack( propertyResetter.Release() );
494 void UpdateManager::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification )
496 mImpl->propertyNotifications.PushBack( propertyNotification.Release() );
499 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
501 mImpl->propertyNotifications.EraseObject( propertyNotification );
504 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
506 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
507 propertyNotification->SetNotifyMode( notifyMode );
510 void UpdateManager::AddShader( OwnerPointer< Shader >& shader )
512 mImpl->shaders.PushBack( shader.Release() );
515 void UpdateManager::RemoveShader( Shader* shader )
517 // Find the shader and destroy it
518 EraseUsingDiscardQueue( mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
521 void UpdateManager::SetShaderProgram( Shader* shader,
522 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
527 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
529 // Reserve some memory inside the render queue
530 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
532 // Construct message in the render queue memory; note that delete should not be called on the return value
533 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
537 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
539 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
540 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
542 // lock as update might be sending previously compiled shaders to event thread
543 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
544 mImpl->renderCompiledShaders.push_back( shaderData );
548 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
550 mImpl->shaderSaver = &upstream;
553 void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer )
555 renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
556 mImpl->renderers.PushBack( renderer.Release() );
557 mImpl->renderersAdded = true;
560 void UpdateManager::RemoveRenderer( Renderer* renderer )
562 // Find the renderer and destroy it
563 EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
564 // Need to remove the render object as well
565 renderer->DisconnectFromSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
568 void UpdateManager::SetPanGestureProcessor( PanGesture* panGestureProcessor )
570 DALI_ASSERT_DEBUG( NULL != panGestureProcessor );
572 mImpl->panGestureProcessor = panGestureProcessor;
575 void UpdateManager::AddTextureSet( OwnerPointer< TextureSet >& textureSet )
577 mImpl->textureSets.PushBack( textureSet.Release() );
580 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
582 mImpl->textureSets.EraseObject( textureSet );
585 uint32_t* UpdateManager::ReserveMessageSlot( uint32_t size, bool updateScene )
587 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
590 void UpdateManager::EventProcessingStarted()
592 mImpl->messageQueue.EventProcessingStarted();
595 bool UpdateManager::FlushQueue()
597 return mImpl->messageQueue.FlushQueue();
600 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
602 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
603 mImpl->animationFinishedDuringUpdate = false;
605 // Reset all animating / constrained properties
606 std::vector<PropertyResetterBase*>toDelete;
607 for( auto&& element : mImpl->propertyResetters )
609 element->ResetToBaseValue( bufferIndex );
610 if( element->IsFinished() )
612 toDelete.push_back( element );
616 // If a resetter is no longer required (the animator or constraint has been removed), delete it.
617 for( auto&& elementPtr : toDelete )
619 mImpl->propertyResetters.EraseObject( elementPtr );
622 // Clear node dirty flags
623 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
624 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
625 for( ;iter != endIter; ++iter )
627 (*iter)->ResetDirtyFlags( bufferIndex );
631 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds )
633 bool gestureUpdated( false );
635 if( mImpl->panGestureProcessor )
637 // gesture processor only supports default properties
638 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
639 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
642 return gestureUpdated;
645 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
647 AnimationContainer &animations = mImpl->animations;
648 AnimationIter iter = animations.Begin();
649 bool animationLooped = false;
651 while ( iter != animations.End() )
653 Animation* animation = *iter;
654 bool finished = false;
656 bool progressMarkerReached = false;
657 animation->Update( bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached );
659 if ( progressMarkerReached )
661 mImpl->notificationManager.QueueMessage( Internal::NotifyProgressReachedMessage( mImpl->animationPlaylist, animation ) );
664 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
665 animationLooped = animationLooped || looped;
667 // Remove animations that had been destroyed but were still waiting for an update
668 if (animation->GetState() == Animation::Destroyed)
670 iter = animations.Erase(iter);
678 // queue the notification on finished or looped (to update loop count)
679 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
681 // The application should be notified by NotificationManager, in another thread
682 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationPlaylist );
686 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
688 //Constrain custom objects (in construction order)
689 for ( auto&& object : mImpl->customObjects )
691 ConstrainPropertyOwner( *object, bufferIndex );
695 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
697 // Constrain render-tasks
698 for( auto taskList : mImpl->taskLists )
700 RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks();
701 for ( auto&& task : tasks )
703 ConstrainPropertyOwner( *task, bufferIndex );
708 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
710 // constrain shaders... (in construction order)
711 for ( auto&& shader : mImpl->shaders )
713 ConstrainPropertyOwner( *shader, bufferIndex );
717 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
719 for( auto&& notification : mImpl->propertyNotifications )
721 bool valid = notification->Check( bufferIndex );
724 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
729 void UpdateManager::ForwardCompiledShadersToEventThread()
731 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
732 if( mImpl->shaderSaver )
734 // lock and swap the queues
736 // render might be attempting to send us more binaries at the same time
737 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
738 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
741 if( mImpl->updateCompiledShaders.size() > 0 )
743 ShaderSaver& factory = *mImpl->shaderSaver;
744 for( auto&& shader : mImpl->updateCompiledShaders )
746 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) );
748 // we don't need them in update anymore
749 mImpl->updateCompiledShaders.clear();
754 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
756 for( auto&& renderer : mImpl->renderers )
759 ConstrainPropertyOwner( *renderer, bufferIndex );
761 renderer->PrepareRender( bufferIndex );
765 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
767 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
769 for( auto&& rootLayer : mImpl->roots )
771 // Prepare resources, update shaders, for each node
772 // And add the renderers to the sorted layers. Start from root, which is also a layer
773 mImpl->nodeDirtyFlags |= UpdateNodeTree( *rootLayer,
775 mImpl->renderQueue );
779 uint32_t UpdateManager::Update( float elapsedSeconds,
780 uint32_t lastVSyncTimeMilliseconds,
781 uint32_t nextVSyncTimeMilliseconds,
782 bool renderToFboEnabled,
783 bool isRenderingToFbo )
785 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
787 //Clear nodes/resources which were previously discarded
788 mImpl->discardQueue.Clear( bufferIndex );
790 //Process Touches & Gestures
791 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
793 bool updateScene = // The scene-graph requires an update if..
794 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
795 IsAnimationRunning() || // ..at least one animation is running OR
796 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
797 gestureUpdated; // ..a gesture property was updated
800 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
801 // values if the scene was updated in the previous frame.
802 if( updateScene || mImpl->previousUpdateScene )
804 //Reset properties from the previous update
805 ResetProperties( bufferIndex );
806 mImpl->transformManager.ResetToBaseValue();
809 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
810 // between calling IsSceneUpdateRequired() above and here, so updateScene should
812 updateScene |= mImpl->messageQueue.ProcessMessages( bufferIndex );
814 //Forward compiled shader programs to event thread for saving
815 ForwardCompiledShadersToEventThread();
817 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
818 // renderer lists if the scene was updated in the previous frame.
819 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
820 if( updateScene || mImpl->previousUpdateScene )
823 Animate( bufferIndex, elapsedSeconds );
825 //Constraint custom objects
826 ConstrainCustomObjects( bufferIndex );
828 //Clear the lists of renderers from the previous update
829 for( auto sortedLayers : mImpl->sortedLayerLists )
831 for( auto&& layer : sortedLayers )
833 layer->ClearRenderables();
837 // Call the frame-callback-processor if set
838 if( mImpl->frameCallbackProcessor )
840 mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds );
843 //Update node hierarchy, apply constraints and perform sorting / culling.
844 //This will populate each Layer with a list of renderers which are ready.
845 UpdateNodes( bufferIndex );
847 //Apply constraints to RenderTasks, shaders
848 ConstrainRenderTasks( bufferIndex );
849 ConstrainShaders( bufferIndex );
851 //Update renderers and apply constraints
852 UpdateRenderers( bufferIndex );
854 //Update the transformations of all the nodes
855 mImpl->transformManager.Update();
857 //Process Property Notifications
858 ProcessPropertyNotifications( bufferIndex );
861 for( auto&& cameraIterator : mImpl->cameras )
863 cameraIterator->Update( bufferIndex );
866 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
867 //reset the update buffer index and make sure there is enough room in the instruction container
868 if( mImpl->renderersAdded )
870 // Calculate how many render tasks we have in total
871 VectorBase::SizeType numberOfRenderTasks = 0;
873 const VectorBase::SizeType taskListCount = mImpl->taskLists.Count();
874 for ( VectorBase::SizeType index = 0u; index < taskListCount; index++ )
876 numberOfRenderTasks += mImpl->taskLists[index]->GetTasks().Count();
879 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
880 static_cast<uint32_t>( numberOfRenderTasks ) );
882 for ( VectorBase::SizeType index = 0u; index < taskListCount; index++ )
884 if ( NULL != mImpl->roots[index] )
886 mImpl->renderTaskProcessor.Process( bufferIndex,
887 *mImpl->taskLists[index],
888 *mImpl->roots[index],
889 mImpl->sortedLayerLists[index],
890 mImpl->renderInstructions,
898 for( auto taskList : mImpl->taskLists )
900 RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks();
902 // check the countdown and notify
903 bool doRenderOnceNotify = false;
904 mImpl->renderTaskWaiting = false;
905 for ( auto&& renderTask : tasks )
907 renderTask->UpdateState();
909 if( renderTask->IsWaitingToRender() &&
910 renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
912 mImpl->renderTaskWaiting = true; // keep update/render threads alive
915 if( renderTask->HasRendered() )
917 doRenderOnceNotify = true;
921 if( doRenderOnceNotify )
923 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
924 mImpl->notificationManager.QueueCompleteNotification( taskList->GetCompleteNotificationInterface() );
928 // Macro is undefined in release build.
929 SNAPSHOT_NODE_LOGGING;
931 // A ResetProperties() may be required in the next frame
932 mImpl->previousUpdateScene = updateScene;
934 // Check whether further updates are required
935 uint32_t keepUpdating = KeepUpdatingCheck( elapsedSeconds );
937 // tell the update manager that we're done so the queue can be given to event thread
938 mImpl->notificationManager.UpdateCompleted();
940 // The update has finished; swap the double-buffering indices
941 mSceneGraphBuffers.Swap();
946 uint32_t UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
948 // Update the duration set via Stage::KeepRendering()
949 if ( mImpl->keepRenderingSeconds > 0.0f )
951 mImpl->keepRenderingSeconds -= elapsedSeconds;
954 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
956 // If the rendering behavior is set to continuously render, then continue to render.
957 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
958 // Keep updating until no messages are received and no animations are running.
959 // If an animation has just finished, update at least once more for Discard end-actions.
960 // No need to check for renderQueue as there is always a render after update and if that
961 // render needs another update it will tell the adaptor to call update again
963 if ( ( mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY ) ||
964 ( mImpl->keepRenderingSeconds > 0.0f ) )
966 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
969 if ( IsAnimationRunning() ||
970 mImpl->animationFinishedDuringUpdate )
972 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
975 if ( mImpl->renderTaskWaiting )
977 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
980 return keepUpdatingRequest;
983 void UpdateManager::SetBackgroundColor( const Vector4& color )
985 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
987 // Reserve some memory inside the render queue
988 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
990 // Construct message in the render queue memory; note that delete should not be called on the return value
991 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
994 void UpdateManager::SetDefaultSurfaceRect( const Rect<int32_t>& rect )
996 mImpl->surfaceRectChanged = true;
998 typedef MessageValue1< RenderManager, Rect<int32_t> > DerivedType;
1000 // Reserve some memory inside the render queue
1001 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1003 // Construct message in the render queue memory; note that delete should not be called on the return value
1004 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1007 void UpdateManager::KeepRendering( float durationSeconds )
1009 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1012 void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavior )
1014 mImpl->renderingBehavior = renderingBehavior;
1017 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer )
1019 const VectorBase::SizeType rootCount = mImpl->roots.Count();
1021 // Make sure we reserve the correct size for the container so that
1022 // we can save the sorted layers in the same order as the root layer
1023 mImpl->sortedLayerLists.resize( rootCount );
1025 for ( VectorBase::SizeType rootIndex = 0u; rootIndex < rootCount; rootIndex++ )
1027 Layer* root = mImpl->roots[rootIndex];
1028 if ( root == rootLayer )
1030 mImpl->sortedLayerLists[rootIndex] = layers;
1036 void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths )
1038 // note,this vector is already in depth order. It could be used as-is to
1039 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1040 for( auto&& iter : nodeDepths->nodeDepths )
1042 iter.node->SetDepthIndex( iter.sortedDepth );
1045 for( auto root : mImpl->roots )
1047 // Go through node hierarchy and rearrange siblings according to depth-index
1048 SortSiblingNodesRecursively( *root );
1052 bool UpdateManager::IsDefaultSurfaceRectChanged()
1054 bool surfaceRectChanged = mImpl->surfaceRectChanged;
1057 mImpl->surfaceRectChanged = false;
1059 return surfaceRectChanged;
1062 void UpdateManager::AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode )
1064 mImpl->GetFrameCallbackProcessor( *this ).AddFrameCallback( frameCallback, rootNode );
1067 void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback )
1069 mImpl->GetFrameCallbackProcessor( *this ).RemoveFrameCallback( frameCallback );
1072 void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
1074 // Message has ownership of Sampler while in transit from update to render
1075 typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType;
1077 // Reserve some memory inside the render queue
1078 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1080 // Construct message in the render queue memory; note that delete should not be called on the return value
1081 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1084 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1086 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1088 // Reserve some memory inside the render queue
1089 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1091 // Construct message in the render queue memory; note that delete should not be called on the return value
1092 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1095 void UpdateManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
1097 typedef MessageValue3< RenderManager, Render::Sampler*, uint32_t, uint32_t > DerivedType;
1099 // Reserve some memory inside the render queue
1100 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1102 // Construct message in the render queue memory; note that delete should not be called on the return value
1103 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1106 void UpdateManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
1108 typedef MessageValue4< RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t > DerivedType;
1110 // Reserve some memory inside the render queue
1111 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1113 // Construct message in the render queue memory; note that delete should not be called on the return value
1114 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode );
1117 void UpdateManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
1119 // Message has ownership of format while in transit from update -> render
1120 typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType;
1122 // Reserve some memory inside the render queue
1123 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1125 // Construct message in the render queue memory; note that delete should not be called on the return value
1126 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1129 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1131 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1133 // Reserve some memory inside the render queue
1134 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1136 // Construct message in the render queue memory; note that delete should not be called on the return value
1137 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1140 void UpdateManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
1142 // Message has ownership of format while in transit from update -> render
1143 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format > > DerivedType;
1145 // Reserve some memory inside the render queue
1146 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1148 // Construct message in the render queue memory; note that delete should not be called on the return value
1149 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1152 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
1154 // Message has ownership of format while in transit from update -> render
1155 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector<uint8_t> >, uint32_t > DerivedType;
1157 // Reserve some memory inside the render queue
1158 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1160 // Construct message in the render queue memory; note that delete should not be called on the return value
1161 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1164 void UpdateManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
1166 // Message has ownership of format while in transit from update -> render
1167 typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType;
1169 // Reserve some memory inside the render queue
1170 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1172 // Construct message in the render queue memory; note that delete should not be called on the return value
1173 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1176 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1178 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1180 // Reserve some memory inside the render queue
1181 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1183 // Construct message in the render queue memory; note that delete should not be called on the return value
1184 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1187 void UpdateManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
1189 typedef MessageValue2< RenderManager, Render::Geometry*, uint32_t > DerivedType;
1191 // Reserve some memory inside the render queue
1192 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1194 // Construct message in the render queue memory; note that delete should not be called on the return value
1195 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1198 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
1200 typedef IndexBufferMessage< RenderManager > DerivedType;
1202 // Reserve some memory inside the render queue
1203 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1205 // Construct message in the render queue memory; note that delete should not be called on the return value
1206 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1209 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1211 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1213 // Reserve some memory inside the render queue
1214 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1216 // Construct message in the render queue memory; note that delete should not be called on the return value
1217 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1220 void UpdateManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1222 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1224 // Reserve some memory inside the render queue
1225 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1227 // Construct message in the render queue memory; note that delete should not be called on the return value
1228 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, propertyBuffer );
1231 void UpdateManager::AddTexture( OwnerPointer< Render::Texture >& texture )
1233 // Message has ownership of Texture while in transit from update -> render
1234 typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType;
1236 // Reserve some memory inside the render queue
1237 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1239 // Construct message in the render queue memory; note that delete should not be called on the return value
1240 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddTexture, texture );
1243 void UpdateManager::RemoveTexture( Render::Texture* texture)
1245 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1247 // Reserve some memory inside the render queue
1248 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1250 // Construct message in the render queue memory; note that delete should not be called on the return value
1251 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveTexture, texture );
1254 void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
1256 typedef MessageValue3< RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > DerivedType;
1258 // Reserve some memory inside the message queue
1259 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1261 // Construct message in the message queue memory; note that delete should not be called on the return value
1262 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params );
1265 void UpdateManager::GenerateMipmaps( Render::Texture* texture )
1267 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1269 // Reserve some memory inside the render queue
1270 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1272 // Construct message in the render queue memory; note that delete should not be called on the return value
1273 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
1276 void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
1278 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1280 // Reserve some memory inside the render queue
1281 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1283 // Construct message in the render queue memory; note that delete should not be called on the return value
1284 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer );
1287 void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer)
1289 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1291 // Reserve some memory inside the render queue
1292 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1294 // Construct message in the render queue memory; note that delete should not be called on the return value
1295 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer );
1298 void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
1300 typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t > DerivedType;
1302 // Reserve some memory inside the render queue
1303 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1305 // Construct message in the render queue memory; note that delete should not be called on the return value
1306 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer );
1309 } // namespace SceneGraph
1311 } // namespace Internal