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/resetter-container.h>
37 #include <dali/internal/update/manager/transform-manager.h>
38 #include <dali/internal/update/manager/update-algorithms.h>
39 #include <dali/internal/update/manager/update-manager-debug.h>
40 #include <dali/internal/update/nodes/node.h>
41 #include <dali/internal/update/queue/update-message-queue.h>
43 #include <dali/internal/render/common/render-manager.h>
44 #include <dali/internal/render/queue/render-queue.h>
45 #include <dali/internal/render/renderers/render-vertex-buffer.h>
47 // Un-comment to enable node tree debug logging
48 //#define NODE_TREE_LOGGING 1
50 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
51 #define SNAPSHOT_NODE_LOGGING \
52 const uint32_t FRAME_COUNT_TRIGGER = 16; \
53 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
55 for(auto&& scene : mImpl->scenes) \
57 if(scene && scene->root) \
59 mImpl->frameCounter = 0; \
60 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
64 mImpl->frameCounter++;
66 #define SNAPSHOT_NODE_LOGGING
69 #if defined(DEBUG_ENABLED)
70 extern Debug::Filter* gRenderTaskLogFilter;
73 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
74 } // unnamed namespace
77 using namespace Dali::Integration;
78 using Dali::Internal::Update::MessageQueue;
89 * Helper to Erase an object from OwnerContainer using discard queue
90 * @param container to remove from
91 * @param object to remove
92 * @param discardQueue to put the object to
93 * @param updateBufferIndex to use
96 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
98 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
100 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
101 for(auto&& iter : container)
105 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
106 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
107 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
113 * Helper to Erase an object from std::vector using discard queue
114 * @param container to remove from
115 * @param object to remove
116 * @param discardQueue to put the object to
117 * @param updateBufferIndex to use
120 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
122 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
124 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
128 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
129 discardQueue.Add(updateBufferIndex, container.Release(iter));
130 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
135 } // unnamed namespace
138 * Structure to contain UpdateManager internal data
140 struct UpdateManager::Impl
142 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
145 SceneInfo(Layer* root) ///< Constructor
150 ~SceneInfo() = default; ///< Default non-virtual destructor
151 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
152 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
153 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
154 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
156 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
157 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
158 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
159 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
162 Impl(NotificationManager& notificationManager,
163 CompleteNotificationInterface& animationPlaylist,
164 PropertyNotifier& propertyNotifier,
165 RenderController& renderController,
166 RenderManager& renderManager,
167 RenderQueue& renderQueue,
168 SceneGraphBuffers& sceneGraphBuffers,
169 RenderTaskProcessor& renderTaskProcessor)
170 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
171 notificationManager(notificationManager),
173 animationPlaylist(animationPlaylist),
174 propertyNotifier(propertyNotifier),
175 shaderSaver(nullptr),
176 renderController(renderController),
177 sceneController(nullptr),
178 renderManager(renderManager),
179 renderQueue(renderQueue),
180 renderTaskProcessor(renderTaskProcessor),
181 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
185 panGestureProcessor(nullptr),
186 messageQueue(renderController, sceneGraphBuffers),
187 frameCallbackProcessor(nullptr),
188 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
190 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
191 animationFinishedDuringUpdate(false),
192 previousUpdateScene(false),
193 renderTaskWaiting(false),
194 renderersAdded(false),
195 renderingRequired(false)
197 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
199 // create first 'dummy' node
200 nodes.PushBack(nullptr);
205 // Disconnect render tasks from nodes, before destroying the nodes
206 for(auto&& scene : scenes)
208 if(scene && scene->taskList)
210 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
211 for(auto&& task : tasks)
213 task->SetSourceNode(nullptr);
218 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
219 // like custom properties, which get released here
220 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
221 Vector<Node*>::Iterator endIter = nodes.End();
222 for(; iter != endIter; ++iter)
224 (*iter)->OnDestroy();
228 for(auto&& scene : scenes)
230 if(scene && scene->root)
232 scene->root->OnDestroy();
233 Node::Delete(scene->root);
238 delete sceneController;
240 // Ensure to clear renderers
246 * Lazy init for FrameCallbackProcessor.
247 * @param[in] updateManager A reference to the update-manager
249 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
251 if(!frameCallbackProcessor)
253 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
255 return *frameCallbackProcessor;
258 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
259 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
260 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
261 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
262 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
263 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
264 ShaderSaver* shaderSaver; ///< Saves shader binaries.
265 RenderController& renderController; ///< render controller
266 SceneControllerImpl* sceneController; ///< scene controller
267 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
268 RenderQueue& renderQueue; ///< Used to queue messages for the next render
269 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
271 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
273 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
274 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
276 Vector<Node*> nodes; ///< A container of all instantiated nodes
278 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
280 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
282 ResetterContainer<PropertyResetterBase> propertyResetters; ///< A container of property resetters
283 ResetterContainer<NodeResetter> nodeResetters; ///< A container of node resetters
284 ResetterContainer<RendererResetter> rendererResetters; ///< A container of renderer resetters
286 OwnerContainer<Animation*> animations; ///< A container of owned animations
287 OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
288 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
289 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
290 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
292 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
293 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
294 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
295 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
297 CompleteNotificationInterface::ParameterList notifyRequiredAnimations; ///< A temperal container of complete notify required animations, like animation finished, stopped, or loop completed.
299 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
301 MessageQueue messageQueue; ///< The messages queued from the event-thread
302 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
303 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
304 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
306 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
308 std::atomic<std::size_t> renderInstructionCapacity{0u};
309 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
310 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
311 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
313 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
314 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
315 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
316 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
317 bool renderingRequired; ///< True if required to render the current frame
320 Impl(const Impl&); ///< Undefined
321 Impl& operator=(const Impl&); ///< Undefined
324 UpdateManager::UpdateManager(NotificationManager& notificationManager,
325 CompleteNotificationInterface& animationFinishedNotifier,
326 PropertyNotifier& propertyNotifier,
327 RenderController& controller,
328 RenderManager& renderManager,
329 RenderQueue& renderQueue,
330 RenderTaskProcessor& renderTaskProcessor)
333 mImpl = new Impl(notificationManager,
334 animationFinishedNotifier,
340 renderTaskProcessor);
343 UpdateManager::~UpdateManager()
348 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
350 DALI_ASSERT_DEBUG(layer->IsLayer());
351 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
353 Layer* rootLayer = layer.Release();
355 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
356 "Root Node already installed");
358 rootLayer->CreateTransform(&mImpl->transformManager);
359 rootLayer->SetRoot(true);
361 rootLayer->AddInitializeResetter(*this);
363 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
366 void UpdateManager::UninstallRoot(Layer* layer)
368 DALI_ASSERT_DEBUG(layer->IsLayer());
369 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
371 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
373 if((*iter) && (*iter)->root == layer)
375 mImpl->scenes.erase(iter);
380 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
382 // Notify the layer about impending destruction
386 void UpdateManager::AddNode(OwnerPointer<Node>& node)
388 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
390 Node* rawNode = node.Release();
391 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
393 // Add camera nodes occured rarely.
394 if(DALI_UNLIKELY(rawNode->IsCamera()))
396 AddCamera(static_cast<Camera*>(rawNode));
399 mImpl->nodes.PushBack(rawNode);
400 rawNode->CreateTransform(&mImpl->transformManager);
403 void UpdateManager::ConnectNode(Node* parent, Node* node)
405 DALI_ASSERT_ALWAYS(nullptr != parent);
406 DALI_ASSERT_ALWAYS(nullptr != node);
407 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
409 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
411 parent->ConnectChild(node);
413 node->AddInitializeResetter(*this);
415 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
416 if(mImpl->frameCallbackProcessor)
418 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
422 void UpdateManager::DisconnectNode(Node* node)
424 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
426 Node* parent = node->GetParent();
427 DALI_ASSERT_ALWAYS(nullptr != parent);
428 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
430 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
432 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
433 if(mImpl->frameCallbackProcessor)
435 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
439 void UpdateManager::DestroyNode(Node* node)
441 DALI_ASSERT_ALWAYS(nullptr != node);
442 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
444 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
446 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
447 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
448 for(; iter != endIter; ++iter)
452 mImpl->nodes.Erase(iter);
457 // Remove camera nodes occured rarely.
458 if(DALI_UNLIKELY(node->IsCamera()))
460 RemoveCamera(static_cast<Camera*>(node));
463 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
465 // Notify the Node about impending destruction
469 void UpdateManager::AddCamera(Camera* camera)
471 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
473 mImpl->cameras.PushBack(camera);
476 void UpdateManager::RemoveCamera(Camera* camera)
478 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
480 // Find the camera and remove it from list of cameras
481 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
482 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
483 for(; iter != endIter; ++iter)
485 if((*iter) == camera)
487 mImpl->cameras.Erase(iter);
493 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
495 mImpl->customObjects.PushBack(object.Release());
498 void UpdateManager::RemoveObject(PropertyOwner* object)
500 mImpl->customObjects.EraseObject(object);
503 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
505 RenderTaskList* taskListPointer = taskList.Release();
506 taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
508 mImpl->scenes.back()->taskList = taskListPointer;
511 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
513 for(auto&& scene : mImpl->scenes)
515 if(scene && scene->taskList == taskList)
517 scene->taskList.Reset();
523 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
525 auto& sceneInfo = mImpl->scenes.back();
526 sceneInfo->scene = scene.Release();
528 // Set root to the Scene
529 sceneInfo->scene->SetRoot(sceneInfo->root);
531 // Initialize the context from render manager
532 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
534 // Reserve some memory inside the render queue
535 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
537 // Construct message in the render queue memory; note that delete should not be called on the return value
538 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
539 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
542 void UpdateManager::RemoveScene(Scene* scene)
544 // Initialize the context from render manager
545 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
547 // Reserve some memory inside the render queue
548 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
550 // Construct message in the render queue memory; note that delete should not be called on the return value
551 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
553 scene->RemoveSurfaceRenderTarget();
555 for(auto&& sceneInfo : mImpl->scenes)
557 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
559 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
565 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
567 mImpl->animations.PushBack(animation.Release());
570 void UpdateManager::StopAnimation(Animation* animation)
572 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
574 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
576 // Queue this animation into notify required animations. Since we need to send Finished signal
577 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
579 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
582 void UpdateManager::RemoveAnimation(Animation* animation)
584 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
586 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
588 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
590 // Do not remove from container now. Destroyed animation will be removed at Animate.
593 bool UpdateManager::IsAnimationRunning() const
595 // Find any animation that isn't stopped or paused
596 for(auto&& iter : mImpl->animations)
598 const Animation::State state = iter->GetState();
600 if(state != Animation::Stopped &&
601 state != Animation::Paused)
603 return true; // stop iteration as soon as first one is found
610 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
612 propertyResetter->Initialize();
613 mImpl->propertyResetters.PushBack(propertyResetter.Release());
616 void UpdateManager::AddNodeResetter(const Node& node)
618 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
619 nodeResetter->Initialize();
620 mImpl->nodeResetters.PushBack(nodeResetter.Release());
623 void UpdateManager::AddRendererResetter(const Renderer& renderer)
625 OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
626 rendererResetter->Initialize();
627 mImpl->rendererResetters.PushBack(rendererResetter.Release());
630 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
632 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
635 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
637 auto iter = std::find(mImpl->propertyNotifications.Begin(), mImpl->propertyNotifications.End(), propertyNotification);
638 if(iter != mImpl->propertyNotifications.End())
640 mImpl->propertyNotifications.Erase(iter);
644 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
646 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
647 propertyNotification->SetNotifyMode(notifyMode);
650 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
652 mImpl->shaders.PushBack(shader.Release());
655 void UpdateManager::RemoveShader(Shader* shader)
657 // Find the shader and destroy it
658 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
661 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
663 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
664 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
666 // lock as update might be sending previously compiled shaders to event thread
667 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
668 mImpl->renderCompiledShaders.push_back(shaderData);
672 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
674 mImpl->shaderSaver = &upstream;
677 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
679 SceneGraph::Renderer* renderer = rendererKey.Get();
681 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
683 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
684 renderer->AddInitializeResetter(*this);
686 mImpl->renderers.PushBack(rendererKey);
689 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
691 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
693 // Find the renderer and destroy it
694 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
695 // Need to remove the render object as well
696 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
699 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
701 node->AddRenderer(Renderer::GetKey(renderer));
702 mImpl->renderersAdded = true;
705 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
707 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
709 mImpl->panGestureProcessor = panGestureProcessor;
712 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
714 textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
715 mImpl->textureSets.PushBack(textureSet.Release());
718 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
720 mImpl->textureSets.EraseObject(textureSet);
723 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
725 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
728 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
730 return mImpl->messageQueue.GetCapacity();
733 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
735 return mImpl->renderQueue.GetCapacity();
738 std::size_t UpdateManager::GetRenderInstructionCapacity() const
740 return mImpl->renderInstructionCapacity;
743 void UpdateManager::EventProcessingStarted()
745 mImpl->messageQueue.EventProcessingStarted();
748 void UpdateManager::EventProcessingFinished()
750 mImpl->messageQueue.EventProcessingFinished();
753 bool UpdateManager::FlushQueue()
755 return mImpl->messageQueue.FlushQueue();
758 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
760 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
761 mImpl->animationFinishedDuringUpdate = false;
763 // Reset node properties
764 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
766 // Reset renderer properties
767 mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
769 // Reset all animating / constrained properties
770 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
772 // Clear all root nodes dirty flags
773 for(auto& scene : mImpl->scenes)
775 auto root = scene->root;
776 root->ResetDirtyFlags(bufferIndex);
779 // Clear node dirty flags
780 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
781 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
782 for(; iter != endIter; ++iter)
784 (*iter)->ResetDirtyFlags(bufferIndex);
788 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
790 bool gestureUpdated(false);
792 if(mImpl->panGestureProcessor)
794 // gesture processor only supports default properties
795 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
796 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
799 return gestureUpdated;
802 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
804 bool animationActive = false;
805 bool animationLooped = false;
807 auto&& iter = mImpl->animations.Begin();
809 while(iter != mImpl->animations.End())
811 Animation* animation = *iter;
812 bool finished = false;
814 bool progressMarkerReached = false;
815 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
817 animationActive = animationActive || animation->IsActive();
819 if(progressMarkerReached)
821 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation->GetNotifyId()));
824 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
825 animationLooped = animationLooped || looped;
827 // queue the notification on finished or stoped or looped (to update loop count)
828 if(finished || looped)
830 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
833 // Remove animations that had been destroyed but were still waiting for an update
834 if(animation->GetState() == Animation::Destroyed)
836 iter = mImpl->animations.Erase(iter);
844 // The application should be notified by NotificationManager, in another thread
845 if(!mImpl->notifyRequiredAnimations.Empty())
847 mImpl->notificationManager.QueueNotification(&mImpl->animationPlaylist, std::move(mImpl->notifyRequiredAnimations));
850 return animationActive;
853 void UpdateManager::ConstrainCustomObjects(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
855 // Constrain custom objects (in construction order)
856 for(auto&& object : mImpl->customObjects)
858 ConstrainPropertyOwner(*object, bufferIndex);
859 if(!object->GetPostConstraints().Empty())
861 postPropertyOwners.PushBack(object);
866 void UpdateManager::ConstrainRenderTasks(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
868 // Constrain render-tasks
869 for(auto&& scene : mImpl->scenes)
871 if(scene && scene->taskList)
873 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
874 for(auto&& task : tasks)
876 ConstrainPropertyOwner(*task, bufferIndex);
877 if(!task->GetPostConstraints().Empty())
879 postPropertyOwners.PushBack(task);
886 void UpdateManager::ConstrainShaders(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
888 // constrain shaders... (in construction order)
889 for(auto&& shader : mImpl->shaders)
891 ConstrainPropertyOwner(*shader, bufferIndex);
892 if(!shader->GetPostConstraints().Empty())
894 postPropertyOwners.PushBack(shader);
899 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
901 for(auto&& notification : mImpl->propertyNotifications)
903 bool valid = notification->Check(bufferIndex);
906 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification->GetNotifyId(), notification->GetValidity()));
911 void UpdateManager::ForwardCompiledShadersToEventThread()
913 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
914 if(mImpl->shaderSaver)
916 // lock and swap the queues
918 // render might be attempting to send us more binaries at the same time
919 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
920 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
923 if(mImpl->updateCompiledShaders.size() > 0)
925 ShaderSaver& factory = *mImpl->shaderSaver;
926 for(auto&& shader : mImpl->updateCompiledShaders)
928 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
930 // we don't need them in update anymore
931 mImpl->updateCompiledShaders.clear();
936 void UpdateManager::UpdateRenderers(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
938 for(const auto& rendererKey : mImpl->renderers)
941 auto renderer = rendererKey.Get();
942 ConstrainPropertyOwner(*renderer, bufferIndex);
943 if(!renderer->GetPostConstraints().Empty())
945 postPropertyOwners.PushBack(renderer);
948 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
952 void UpdateManager::UpdateNodes(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
954 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
956 for(auto&& scene : mImpl->scenes)
958 if(scene && scene->root)
960 // Prepare resources, update shaders, for each node
961 // And add the renderers to the sorted layers. Start from root, which is also a layer
962 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
970 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
972 for(auto&& scene : mImpl->scenes)
974 if(scene && scene->root)
976 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
981 uint32_t UpdateManager::Update(float elapsedSeconds,
982 uint32_t lastVSyncTimeMilliseconds,
983 uint32_t nextVSyncTimeMilliseconds,
984 bool renderToFboEnabled,
985 bool isRenderingToFbo,
988 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
990 // Clear nodes/resources which were previously discarded
991 mImpl->nodeDiscardQueue.Clear(bufferIndex);
992 mImpl->shaderDiscardQueue.Clear(bufferIndex);
993 mImpl->rendererDiscardQueue.Clear(bufferIndex);
994 mImpl->sceneDiscardQueue.Clear(bufferIndex);
996 bool isAnimationRunning = IsAnimationRunning();
998 // Process Touches & Gestures
999 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
1001 bool updateScene = // The scene-graph requires an update if..
1002 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
1003 isAnimationRunning || // ..at least one animation is running OR
1004 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
1005 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
1006 gestureUpdated; // ..a gesture property was updated
1008 uint32_t keepUpdating = 0;
1009 bool keepRendererRendering = false;
1010 mImpl->renderingRequired = false;
1012 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1013 // values if the scene was updated in the previous frame.
1014 if(updateScene || mImpl->previousUpdateScene)
1016 // Reset properties from the previous update
1017 ResetProperties(bufferIndex);
1018 mImpl->transformManager.ResetToBaseValue();
1021 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1022 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1024 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1026 // Forward compiled shader programs to event thread for saving
1027 ForwardCompiledShadersToEventThread();
1029 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1030 // renderer lists if the scene was updated in the previous frame.
1031 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1032 if(updateScene || mImpl->previousUpdateScene)
1035 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1037 PropertyOwnerContainer postPropertyOwners;
1038 // Constraint custom objects
1039 ConstrainCustomObjects(postPropertyOwners, bufferIndex);
1041 // Clear the lists of renderers from the previous update
1042 for(auto&& scene : mImpl->scenes)
1046 for(auto&& layer : scene->sortedLayerList)
1050 layer->ClearRenderables();
1056 // Call the frame-callback-processor if set
1057 if(mImpl->frameCallbackProcessor)
1059 keepRendererRendering |= mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1062 // Update node hierarchy, apply constraints,
1063 UpdateNodes(postPropertyOwners, bufferIndex);
1065 // Apply constraints to RenderTasks, shaders
1066 ConstrainRenderTasks(postPropertyOwners, bufferIndex);
1067 ConstrainShaders(postPropertyOwners, bufferIndex);
1069 // Update renderers and apply constraints
1070 UpdateRenderers(postPropertyOwners, bufferIndex);
1072 // Update the transformations of all the nodes
1073 if(mImpl->transformManager.Update())
1075 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1078 // Constraint applied after transform manager updated. Only required property owner processed.
1079 for(auto&& propertyOwner : postPropertyOwners)
1081 ConstrainPropertyOwner(*propertyOwner, bufferIndex, false);
1084 // Initialise layer renderable reuse
1085 UpdateLayers(bufferIndex);
1087 // Process Property Notifications
1088 ProcessPropertyNotifications(bufferIndex);
1091 for(auto&& cameraIterator : mImpl->cameras)
1093 cameraIterator->Update(bufferIndex);
1096 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1097 // reset the update buffer index and make sure there is enough room in the instruction container
1098 if(mImpl->renderersAdded)
1100 // Calculate how many render tasks we have in total
1101 std::size_t numberOfRenderTasks = 0;
1102 for(auto&& scene : mImpl->scenes)
1104 if(scene && scene->taskList)
1106 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1110 std::size_t numberOfRenderInstructions = 0;
1111 mImpl->renderInstructionCapacity = 0u;
1112 for(auto&& scene : mImpl->scenes)
1114 if(scene && scene->root && scene->taskList && scene->scene)
1116 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1117 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1119 bool sceneKeepUpdating = scene->scene->KeepRenderingCheck(elapsedSeconds);
1120 if(sceneKeepUpdating)
1122 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1125 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1126 // or the nodes are dirty
1127 // or keep rendering is requested
1128 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || sceneKeepUpdating)
1130 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1133 scene->sortedLayerList,
1134 scene->scene->GetRenderInstructions(),
1138 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1139 scene->scene->SetSkipRendering(false);
1143 scene->scene->SetSkipRendering(true);
1146 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1150 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1156 // check the countdown and notify
1157 mImpl->renderTaskWaiting = false;
1159 for(auto&& scene : mImpl->scenes)
1161 if(scene && scene->root && scene->taskList)
1163 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1165 CompleteNotificationInterface::ParameterList notifyRequiredRenderTasks;
1167 for(auto&& renderTask : tasks)
1169 renderTask->UpdateState();
1171 if(renderTask->IsWaitingToRender() &&
1172 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1174 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1177 if(renderTask->HasRendered())
1179 notifyRequiredRenderTasks.PushBack(renderTask->GetNotifyId());
1183 if(!notifyRequiredRenderTasks.Empty())
1185 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1186 mImpl->notificationManager.QueueNotification(scene->taskList->GetCompleteNotificationInterface(), std::move(notifyRequiredRenderTasks));
1192 // Macro is undefined in release build.
1193 SNAPSHOT_NODE_LOGGING;
1195 // A ResetProperties() may be required in the next frame
1196 mImpl->previousUpdateScene = updateScene;
1198 // Check whether further updates are required
1199 keepUpdating |= KeepUpdatingCheck(elapsedSeconds);
1201 if(keepRendererRendering)
1203 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1206 if(keepUpdating & KeepUpdating::STAGE_KEEP_RENDERING)
1208 // Set dirty flags for next frame to continue rendering
1209 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1212 // tell the update manager that we're done so the queue can be given to event thread
1213 mImpl->notificationManager.UpdateCompleted();
1215 // The update has finished; swap the double-buffering indices
1216 mSceneGraphBuffers.Swap();
1218 return keepUpdating;
1221 void UpdateManager::PostRender()
1224 for(auto&& renderer : mImpl->renderers)
1226 renderer->ResetDirtyFlag();
1229 for(auto&& shader : mImpl->shaders)
1231 shader->SetUpdated(false);
1234 for(auto&& scene : mImpl->scenes)
1236 scene->root->SetUpdatedTree(false);
1240 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1242 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1244 // If the rendering behavior is set to continuously render, then continue to render.
1245 // Keep updating until no messages are received and no animations are running.
1246 // If an animation has just finished, update at least once more for Discard end-actions.
1247 // No need to check for renderQueue as there is always a render after update and if that
1248 // render needs another update it will tell the adaptor to call update again
1250 if(mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY)
1252 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1255 if(IsAnimationRunning() ||
1256 mImpl->animationFinishedDuringUpdate)
1258 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1261 if(mImpl->renderTaskWaiting)
1263 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1266 return keepUpdatingRequest;
1269 void UpdateManager::SurfaceReplaced(Scene* scene)
1271 using DerivedType = MessageValue1<RenderManager, Scene*>;
1273 // Reserve some memory inside the render queue
1274 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1276 // Construct message in the render queue memory; note that delete should not be called on the return value
1277 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1280 void UpdateManager::KeepRendering(float durationSeconds)
1282 for(auto&& scene : mImpl->scenes)
1286 scene->scene->KeepRendering(durationSeconds);
1291 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1293 mImpl->renderingBehavior = renderingBehavior;
1296 void UpdateManager::RequestRendering()
1298 mImpl->renderingRequired = true;
1301 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1303 for(auto&& scene : mImpl->scenes)
1305 if(scene && scene->root == rootLayer)
1307 scene->sortedLayerList = layers;
1313 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1315 // note, this vector is already in depth order.
1316 // So if we reverse iterate, we can assume that
1317 // my descendant node's depth index are updated.
1318 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1320 auto* node = rIter->node;
1321 node->SetDepthIndex(rIter->sortedDepth);
1322 if(node->IsChildrenReorderRequired())
1324 // Reorder children container only if sibiling order changed.
1325 NodeContainer& container = node->GetChildren();
1326 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1331 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1333 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1336 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1338 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1341 void UpdateManager::NotifyFrameCallback(FrameCallbackInterface* frameCallback, Dali::UpdateProxy::NotifySyncPoint syncPoint)
1343 mImpl->GetFrameCallbackProcessor(*this).NotifyFrameCallback(frameCallback, syncPoint);
1346 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1348 // Message has ownership of Sampler while in transit from update to render
1349 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1351 // Reserve some memory inside the render queue
1352 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1354 // Construct message in the render queue memory; note that delete should not be called on the return value
1355 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1358 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1360 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1362 // Reserve some memory inside the render queue
1363 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1365 // Construct message in the render queue memory; note that delete should not be called on the return value
1366 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1369 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1371 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1373 // Reserve some memory inside the render queue
1374 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1376 // Construct message in the render queue memory; note that delete should not be called on the return value
1377 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1380 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1382 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1384 // Reserve some memory inside the render queue
1385 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1387 // Construct message in the render queue memory; note that delete should not be called on the return value
1388 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1391 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1393 // Message has ownership of format while in transit from update -> render
1394 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1396 // Reserve some memory inside the render queue
1397 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1399 // Construct message in the render queue memory; note that delete should not be called on the return value
1400 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1403 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1405 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1407 // Reserve some memory inside the render queue
1408 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1410 // Construct message in the render queue memory; note that delete should not be called on the return value
1411 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1414 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1416 // Message has ownership of format while in transit from update -> render
1417 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1419 // Reserve some memory inside the render queue
1420 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1422 // Construct message in the render queue memory; note that delete should not be called on the return value
1423 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1426 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1428 // Message has ownership of format while in transit from update -> render
1429 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1431 // Reserve some memory inside the render queue
1432 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1434 // Construct message in the render queue memory; note that delete should not be called on the return value
1435 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1438 void UpdateManager::SetVertexBufferDivisor(Render::VertexBuffer* vertexBuffer, uint32_t divisor)
1440 using LocalType = MessageValue1<Render::VertexBuffer, uint32_t>;
1441 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(LocalType));
1442 new(slot) LocalType(vertexBuffer, &Render::VertexBuffer::SetDivisor, divisor);
1445 void UpdateManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
1447 // Message has ownership of format while in transit from update -> render
1448 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, Dali::VertexBufferUpdateCallback*>;
1450 // Reserve some memory inside the render queue
1451 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1453 // Construct message in the render queue memory; note that delete should not be called on the return value
1454 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferUpdateCallback, vertexBuffer, callback);
1457 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1459 // Message has ownership of format while in transit from update -> render
1460 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1462 // Reserve some memory inside the render queue
1463 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1465 // Construct message in the render queue memory; note that delete should not be called on the return value
1466 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1469 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1471 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1473 // Reserve some memory inside the render queue
1474 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1476 // Construct message in the render queue memory; note that delete should not be called on the return value
1477 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1480 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1482 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1484 // Reserve some memory inside the render queue
1485 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1487 // Construct message in the render queue memory; note that delete should not be called on the return value
1488 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1491 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1493 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1495 // Reserve some memory inside the render queue
1496 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1498 // Construct message in the render queue memory; note that delete should not be called on the return value
1499 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1502 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1504 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1506 // Reserve some memory inside the render queue
1507 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1509 // Construct message in the render queue memory; note that delete should not be called on the return value
1510 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1513 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1515 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1517 // Reserve some memory inside the render queue
1518 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1520 // Construct message in the render queue memory; note that delete should not be called on the return value
1521 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1524 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1526 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1528 // Reserve some memory inside the render queue
1529 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1531 // Construct message in the render queue memory; note that delete should not be called on the return value
1532 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1535 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1537 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1539 // Reserve some memory inside the render queue
1540 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1542 // Construct message in the render queue memory; note that delete should not be called on the return value
1543 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1546 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1548 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1550 // Reserve some memory inside the render queue
1551 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1553 // Construct message in the render queue memory; note that delete should not be called on the return value
1554 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1557 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Graphics::UploadParams& params)
1559 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Graphics::UploadParams>;
1561 // Reserve some memory inside the message queue
1562 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1564 // Construct message in the message queue memory; note that delete should not be called on the return value
1565 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1568 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1570 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1572 // Reserve some memory inside the render queue
1573 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1575 // Construct message in the render queue memory; note that delete should not be called on the return value
1576 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1579 void UpdateManager::SetTextureSize(const Render::TextureKey& texture, const Dali::ImageDimensions& size)
1581 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::ImageDimensions>;
1583 // Reserve some memory inside the render queue
1584 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1586 // Construct message in the render queue memory; note that delete should not be called on the return value
1587 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureSize, texture, size);
1590 void UpdateManager::SetTextureFormat(const Render::TextureKey& texture, Dali::Pixel::Format pixelFormat)
1592 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::Pixel::Format>;
1594 // Reserve some memory inside the render queue
1595 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1597 // Construct message in the render queue memory; note that delete should not be called on the return value
1598 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureFormat, texture, pixelFormat);
1601 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1603 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1605 // Reserve some memory inside the render queue
1606 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1608 // Construct message in the render queue memory; note that delete should not be called on the return value
1609 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1612 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1614 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1616 // Reserve some memory inside the render queue
1617 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1619 // Construct message in the render queue memory; note that delete should not be called on the return value
1620 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1623 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1625 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1627 // Reserve some memory inside the render queue
1628 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1630 // Construct message in the render queue memory; note that delete should not be called on the return value
1631 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1634 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1636 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1638 // Reserve some memory inside the render queue
1639 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1641 // Construct message in the render queue memory; note that delete should not be called on the return value
1642 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1645 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1647 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1649 // Reserve some memory inside the render queue
1650 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1652 // Construct message in the render queue memory; note that delete should not be called on the return value
1653 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1656 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1658 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1660 // Reserve some memory inside the render queue
1661 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1663 // Construct message in the render queue memory; note that delete should not be called on the return value
1664 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1667 } // namespace SceneGraph
1669 } // namespace Internal