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>
46 // Un-comment to enable node tree debug logging
47 //#define NODE_TREE_LOGGING 1
49 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
50 #define SNAPSHOT_NODE_LOGGING \
51 const uint32_t FRAME_COUNT_TRIGGER = 16; \
52 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
54 for(auto&& scene : mImpl->scenes) \
56 if(scene && scene->root) \
58 mImpl->frameCounter = 0; \
59 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
63 mImpl->frameCounter++;
65 #define SNAPSHOT_NODE_LOGGING
68 #if defined(DEBUG_ENABLED)
69 extern Debug::Filter* gRenderTaskLogFilter;
72 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
73 } // unnamed namespace
76 using namespace Dali::Integration;
77 using Dali::Internal::Update::MessageQueue;
88 * Helper to Erase an object from OwnerContainer using discard queue
89 * @param container to remove from
90 * @param object to remove
91 * @param discardQueue to put the object to
92 * @param updateBufferIndex to use
95 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
97 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
99 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
100 for(auto&& iter : container)
104 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
105 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
106 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
112 * Helper to Erase an object from std::vector using discard queue
113 * @param container to remove from
114 * @param object to remove
115 * @param discardQueue to put the object to
116 * @param updateBufferIndex to use
119 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
121 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
123 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
127 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
128 discardQueue.Add(updateBufferIndex, container.Release(iter));
129 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
134 } // unnamed namespace
137 * Structure to contain UpdateManager internal data
139 struct UpdateManager::Impl
141 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
144 SceneInfo(Layer* root) ///< Constructor
149 ~SceneInfo() = default; ///< Default non-virtual destructor
150 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
151 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
152 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
153 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
155 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
156 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
157 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
158 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
161 Impl(NotificationManager& notificationManager,
162 CompleteNotificationInterface& animationPlaylist,
163 PropertyNotifier& propertyNotifier,
164 RenderController& renderController,
165 RenderManager& renderManager,
166 RenderQueue& renderQueue,
167 SceneGraphBuffers& sceneGraphBuffers,
168 RenderTaskProcessor& renderTaskProcessor)
169 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
170 notificationManager(notificationManager),
172 animationPlaylist(animationPlaylist),
173 propertyNotifier(propertyNotifier),
174 shaderSaver(nullptr),
175 renderController(renderController),
176 sceneController(nullptr),
177 renderManager(renderManager),
178 renderQueue(renderQueue),
179 renderTaskProcessor(renderTaskProcessor),
180 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
184 panGestureProcessor(nullptr),
185 messageQueue(renderController, sceneGraphBuffers),
186 frameCallbackProcessor(nullptr),
187 keepRenderingSeconds(0.0f),
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 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
299 MessageQueue messageQueue; ///< The messages queued from the event-thread
300 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
301 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
302 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
304 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
306 std::atomic<std::size_t> renderInstructionCapacity{0u};
307 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
308 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
309 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
310 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
312 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
313 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
314 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
315 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
316 bool renderingRequired; ///< True if required to render the current frame
319 Impl(const Impl&); ///< Undefined
320 Impl& operator=(const Impl&); ///< Undefined
323 UpdateManager::UpdateManager(NotificationManager& notificationManager,
324 CompleteNotificationInterface& animationFinishedNotifier,
325 PropertyNotifier& propertyNotifier,
326 RenderController& controller,
327 RenderManager& renderManager,
328 RenderQueue& renderQueue,
329 RenderTaskProcessor& renderTaskProcessor)
332 mImpl = new Impl(notificationManager,
333 animationFinishedNotifier,
339 renderTaskProcessor);
342 UpdateManager::~UpdateManager()
347 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
349 DALI_ASSERT_DEBUG(layer->IsLayer());
350 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
352 Layer* rootLayer = layer.Release();
354 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
355 "Root Node already installed");
357 rootLayer->CreateTransform(&mImpl->transformManager);
358 rootLayer->SetRoot(true);
360 rootLayer->AddInitializeResetter(*this);
362 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
365 void UpdateManager::UninstallRoot(Layer* layer)
367 DALI_ASSERT_DEBUG(layer->IsLayer());
368 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
370 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
372 if((*iter) && (*iter)->root == layer)
374 mImpl->scenes.erase(iter);
379 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
381 // Notify the layer about impending destruction
385 void UpdateManager::AddNode(OwnerPointer<Node>& node)
387 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
389 Node* rawNode = node.Release();
390 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
392 // Add camera nodes occured rarely.
393 if(DALI_UNLIKELY(rawNode->IsCamera()))
395 AddCamera(static_cast<Camera*>(rawNode));
398 mImpl->nodes.PushBack(rawNode);
399 rawNode->CreateTransform(&mImpl->transformManager);
402 void UpdateManager::ConnectNode(Node* parent, Node* node)
404 DALI_ASSERT_ALWAYS(nullptr != parent);
405 DALI_ASSERT_ALWAYS(nullptr != node);
406 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
408 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
410 parent->ConnectChild(node);
412 node->AddInitializeResetter(*this);
414 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
415 if(mImpl->frameCallbackProcessor)
417 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
421 void UpdateManager::DisconnectNode(Node* node)
423 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
425 Node* parent = node->GetParent();
426 DALI_ASSERT_ALWAYS(nullptr != parent);
427 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
429 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
431 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
432 if(mImpl->frameCallbackProcessor)
434 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
438 void UpdateManager::DestroyNode(Node* node)
440 DALI_ASSERT_ALWAYS(nullptr != node);
441 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
443 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
445 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
446 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
447 for(; iter != endIter; ++iter)
451 mImpl->nodes.Erase(iter);
456 // Remove camera nodes occured rarely.
457 if(DALI_UNLIKELY(node->IsCamera()))
459 RemoveCamera(static_cast<Camera*>(node));
462 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
464 // Notify the Node about impending destruction
468 void UpdateManager::AddCamera(Camera* camera)
470 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
472 mImpl->cameras.PushBack(camera);
475 void UpdateManager::RemoveCamera(Camera* camera)
477 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
479 // Find the camera and remove it from list of cameras
480 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
481 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
482 for(; iter != endIter; ++iter)
484 if((*iter) == camera)
486 mImpl->cameras.Erase(iter);
492 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
494 mImpl->customObjects.PushBack(object.Release());
497 void UpdateManager::RemoveObject(PropertyOwner* object)
499 mImpl->customObjects.EraseObject(object);
502 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
504 RenderTaskList* taskListPointer = taskList.Release();
505 taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
507 mImpl->scenes.back()->taskList = taskListPointer;
510 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
512 for(auto&& scene : mImpl->scenes)
514 if(scene && scene->taskList == taskList)
516 scene->taskList.Reset();
522 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
524 auto& sceneInfo = mImpl->scenes.back();
525 sceneInfo->scene = scene.Release();
527 // Set root to the Scene
528 sceneInfo->scene->SetRoot(sceneInfo->root);
530 // Initialize the context from render manager
531 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
533 // Reserve some memory inside the render queue
534 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
536 // Construct message in the render queue memory; note that delete should not be called on the return value
537 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
538 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
541 void UpdateManager::RemoveScene(Scene* scene)
543 // Initialize the context from render manager
544 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
546 // Reserve some memory inside the render queue
547 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
549 // Construct message in the render queue memory; note that delete should not be called on the return value
550 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
552 scene->RemoveSurfaceRenderTarget();
554 for(auto&& sceneInfo : mImpl->scenes)
556 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
558 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
564 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
566 mImpl->animations.PushBack(animation.Release());
569 void UpdateManager::StopAnimation(Animation* animation)
571 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
573 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
575 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
578 void UpdateManager::RemoveAnimation(Animation* animation)
580 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
582 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
584 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
587 bool UpdateManager::IsAnimationRunning() const
589 // Find any animation that isn't stopped or paused
590 for(auto&& iter : mImpl->animations)
592 const Animation::State state = iter->GetState();
594 if(state != Animation::Stopped &&
595 state != Animation::Paused)
597 return true; // stop iteration as soon as first one is found
604 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
606 propertyResetter->Initialize();
607 mImpl->propertyResetters.PushBack(propertyResetter.Release());
610 void UpdateManager::AddNodeResetter(const Node& node)
612 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
613 nodeResetter->Initialize();
614 mImpl->nodeResetters.PushBack(nodeResetter.Release());
617 void UpdateManager::AddRendererResetter(const Renderer& renderer)
619 OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
620 rendererResetter->Initialize();
621 mImpl->rendererResetters.PushBack(rendererResetter.Release());
624 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
626 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
629 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
631 mImpl->propertyNotifications.EraseObject(propertyNotification);
634 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
636 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
637 propertyNotification->SetNotifyMode(notifyMode);
640 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
642 mImpl->shaders.PushBack(shader.Release());
645 void UpdateManager::RemoveShader(Shader* shader)
647 // Find the shader and destroy it
648 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
651 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
653 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
654 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
656 // lock as update might be sending previously compiled shaders to event thread
657 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
658 mImpl->renderCompiledShaders.push_back(shaderData);
662 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
664 mImpl->shaderSaver = &upstream;
667 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
669 SceneGraph::Renderer* renderer = rendererKey.Get();
671 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
673 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
674 renderer->AddInitializeResetter(*this);
676 mImpl->renderers.PushBack(rendererKey);
679 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
681 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
683 // Find the renderer and destroy it
684 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
685 // Need to remove the render object as well
686 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
689 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
691 node->AddRenderer(Renderer::GetKey(renderer));
692 mImpl->renderersAdded = true;
695 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
697 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
699 mImpl->panGestureProcessor = panGestureProcessor;
702 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
704 textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
705 mImpl->textureSets.PushBack(textureSet.Release());
708 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
710 mImpl->textureSets.EraseObject(textureSet);
713 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
715 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
718 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
720 return mImpl->messageQueue.GetCapacity();
723 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
725 return mImpl->renderQueue.GetCapacity();
728 std::size_t UpdateManager::GetRenderInstructionCapacity() const
730 return mImpl->renderInstructionCapacity;
733 void UpdateManager::EventProcessingStarted()
735 mImpl->messageQueue.EventProcessingStarted();
738 bool UpdateManager::FlushQueue()
740 return mImpl->messageQueue.FlushQueue();
743 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
745 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
746 mImpl->animationFinishedDuringUpdate = false;
748 // Reset node properties
749 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
751 // Reset renderer properties
752 mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
754 // Reset all animating / constrained properties
755 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
757 // Clear all root nodes dirty flags
758 for(auto& scene : mImpl->scenes)
760 auto root = scene->root;
761 root->ResetDirtyFlags(bufferIndex);
764 // Clear node dirty flags
765 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
766 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
767 for(; iter != endIter; ++iter)
769 (*iter)->ResetDirtyFlags(bufferIndex);
773 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
775 bool gestureUpdated(false);
777 if(mImpl->panGestureProcessor)
779 // gesture processor only supports default properties
780 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
781 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
784 return gestureUpdated;
787 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
789 bool animationActive = false;
791 auto&& iter = mImpl->animations.Begin();
792 bool animationLooped = false;
794 while(iter != mImpl->animations.End())
796 Animation* animation = *iter;
797 bool finished = false;
799 bool progressMarkerReached = false;
800 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
802 animationActive = animationActive || animation->IsActive();
804 if(progressMarkerReached)
806 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
809 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
810 animationLooped = animationLooped || looped;
812 // Remove animations that had been destroyed but were still waiting for an update
813 if(animation->GetState() == Animation::Destroyed)
815 iter = mImpl->animations.Erase(iter);
823 // queue the notification on finished or looped (to update loop count)
824 if(mImpl->animationFinishedDuringUpdate || animationLooped)
826 // The application should be notified by NotificationManager, in another thread
827 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
830 return animationActive;
833 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
835 // Constrain custom objects (in construction order)
836 for(auto&& object : mImpl->customObjects)
838 ConstrainPropertyOwner(*object, bufferIndex);
842 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
844 // Constrain render-tasks
845 for(auto&& scene : mImpl->scenes)
847 if(scene && scene->taskList)
849 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
850 for(auto&& task : tasks)
852 ConstrainPropertyOwner(*task, bufferIndex);
858 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
860 // constrain shaders... (in construction order)
861 for(auto&& shader : mImpl->shaders)
863 ConstrainPropertyOwner(*shader, bufferIndex);
867 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
869 for(auto&& notification : mImpl->propertyNotifications)
871 bool valid = notification->Check(bufferIndex);
874 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
879 void UpdateManager::ForwardCompiledShadersToEventThread()
881 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
882 if(mImpl->shaderSaver)
884 // lock and swap the queues
886 // render might be attempting to send us more binaries at the same time
887 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
888 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
891 if(mImpl->updateCompiledShaders.size() > 0)
893 ShaderSaver& factory = *mImpl->shaderSaver;
894 for(auto&& shader : mImpl->updateCompiledShaders)
896 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
898 // we don't need them in update anymore
899 mImpl->updateCompiledShaders.clear();
904 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
906 for(const auto& rendererKey : mImpl->renderers)
909 auto renderer = rendererKey.Get();
910 ConstrainPropertyOwner(*renderer, bufferIndex);
912 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
916 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
918 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
920 for(auto&& scene : mImpl->scenes)
922 if(scene && scene->root)
924 // Prepare resources, update shaders, for each node
925 // And add the renderers to the sorted layers. Start from root, which is also a layer
926 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
933 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
935 for(auto&& scene : mImpl->scenes)
937 if(scene && scene->root)
939 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
944 uint32_t UpdateManager::Update(float elapsedSeconds,
945 uint32_t lastVSyncTimeMilliseconds,
946 uint32_t nextVSyncTimeMilliseconds,
947 bool renderToFboEnabled,
948 bool isRenderingToFbo,
951 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
953 // Clear nodes/resources which were previously discarded
954 mImpl->nodeDiscardQueue.Clear(bufferIndex);
955 mImpl->shaderDiscardQueue.Clear(bufferIndex);
956 mImpl->rendererDiscardQueue.Clear(bufferIndex);
957 mImpl->sceneDiscardQueue.Clear(bufferIndex);
959 bool isAnimationRunning = IsAnimationRunning();
961 // Process Touches & Gestures
962 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
964 bool updateScene = // The scene-graph requires an update if..
965 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
966 isAnimationRunning || // ..at least one animation is running OR
967 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
968 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
969 gestureUpdated; // ..a gesture property was updated
971 bool keepRendererRendering = false;
972 mImpl->renderingRequired = false;
974 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
975 // values if the scene was updated in the previous frame.
976 if(updateScene || mImpl->previousUpdateScene)
978 // Reset properties from the previous update
979 ResetProperties(bufferIndex);
980 mImpl->transformManager.ResetToBaseValue();
983 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
984 // between calling IsSceneUpdateRequired() above and here, so updateScene should
986 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
988 // Forward compiled shader programs to event thread for saving
989 ForwardCompiledShadersToEventThread();
991 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
992 // renderer lists if the scene was updated in the previous frame.
993 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
994 if(updateScene || mImpl->previousUpdateScene)
997 bool animationActive = Animate(bufferIndex, elapsedSeconds);
999 // Constraint custom objects
1000 ConstrainCustomObjects(bufferIndex);
1002 // Clear the lists of renderers from the previous update
1003 for(auto&& scene : mImpl->scenes)
1007 for(auto&& layer : scene->sortedLayerList)
1011 layer->ClearRenderables();
1017 // Call the frame-callback-processor if set
1018 if(mImpl->frameCallbackProcessor)
1020 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1023 // Update node hierarchy, apply constraints,
1024 UpdateNodes(bufferIndex);
1026 // Apply constraints to RenderTasks, shaders
1027 ConstrainRenderTasks(bufferIndex);
1028 ConstrainShaders(bufferIndex);
1030 // Update renderers and apply constraints
1031 UpdateRenderers(bufferIndex);
1033 // Update the transformations of all the nodes
1034 if(mImpl->transformManager.Update())
1036 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1039 // Initialise layer renderable reuse
1040 UpdateLayers(bufferIndex);
1042 // Process Property Notifications
1043 ProcessPropertyNotifications(bufferIndex);
1046 for(auto&& cameraIterator : mImpl->cameras)
1048 cameraIterator->Update(bufferIndex);
1051 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1052 // reset the update buffer index and make sure there is enough room in the instruction container
1053 if(mImpl->renderersAdded)
1055 // Calculate how many render tasks we have in total
1056 std::size_t numberOfRenderTasks = 0;
1057 for(auto&& scene : mImpl->scenes)
1059 if(scene && scene->taskList)
1061 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1065 std::size_t numberOfRenderInstructions = 0;
1066 mImpl->renderInstructionCapacity = 0u;
1067 for(auto&& scene : mImpl->scenes)
1069 if(scene && scene->root && scene->taskList && scene->scene)
1071 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1072 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1074 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1075 // or the nodes are dirty
1076 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1078 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1081 scene->sortedLayerList,
1082 scene->scene->GetRenderInstructions(),
1086 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1087 scene->scene->SetSkipRendering(false);
1091 scene->scene->SetSkipRendering(true);
1094 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1098 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1104 for(auto&& scene : mImpl->scenes)
1106 if(scene && scene->root && scene->taskList)
1108 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1110 // check the countdown and notify
1111 bool doRenderOnceNotify = false;
1112 mImpl->renderTaskWaiting = false;
1113 for(auto&& renderTask : tasks)
1115 renderTask->UpdateState();
1117 if(renderTask->IsWaitingToRender() &&
1118 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1120 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1123 if(renderTask->HasRendered())
1125 doRenderOnceNotify = true;
1129 if(doRenderOnceNotify)
1131 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1132 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1138 // Macro is undefined in release build.
1139 SNAPSHOT_NODE_LOGGING;
1141 // A ResetProperties() may be required in the next frame
1142 mImpl->previousUpdateScene = updateScene;
1144 // Check whether further updates are required
1145 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1147 if(keepRendererRendering)
1149 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1151 // Set dirty flags for next frame to continue rendering
1152 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1155 // tell the update manager that we're done so the queue can be given to event thread
1156 mImpl->notificationManager.UpdateCompleted();
1158 // The update has finished; swap the double-buffering indices
1159 mSceneGraphBuffers.Swap();
1161 return keepUpdating;
1164 void UpdateManager::PostRender()
1167 for(auto&& renderer : mImpl->renderers)
1169 renderer->ResetDirtyFlag();
1172 for(auto&& shader : mImpl->shaders)
1174 shader->SetUpdated(false);
1177 for(auto&& scene : mImpl->scenes)
1179 scene->root->SetUpdatedTree(false);
1183 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1185 // Update the duration set via Stage::KeepRendering()
1186 if(mImpl->keepRenderingSeconds > 0.0f)
1188 mImpl->keepRenderingSeconds -= elapsedSeconds;
1191 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1193 // If the rendering behavior is set to continuously render, then continue to render.
1194 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1195 // Keep updating until no messages are received and no animations are running.
1196 // If an animation has just finished, update at least once more for Discard end-actions.
1197 // No need to check for renderQueue as there is always a render after update and if that
1198 // render needs another update it will tell the adaptor to call update again
1200 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1201 (mImpl->keepRenderingSeconds > 0.0f))
1203 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1206 if(IsAnimationRunning() ||
1207 mImpl->animationFinishedDuringUpdate)
1209 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1212 if(mImpl->renderTaskWaiting)
1214 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1217 return keepUpdatingRequest;
1220 void UpdateManager::SurfaceReplaced(Scene* scene)
1222 using DerivedType = MessageValue1<RenderManager, Scene*>;
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::SurfaceReplaced, scene);
1231 void UpdateManager::KeepRendering(float durationSeconds)
1233 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1236 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1238 mImpl->renderingBehavior = renderingBehavior;
1241 void UpdateManager::RequestRendering()
1243 mImpl->renderingRequired = true;
1246 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1248 for(auto&& scene : mImpl->scenes)
1250 if(scene && scene->root == rootLayer)
1252 scene->sortedLayerList = layers;
1258 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1260 // note, this vector is already in depth order.
1261 // So if we reverse iterate, we can assume that
1262 // my descendant node's depth index are updated.
1263 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1265 auto* node = rIter->node;
1266 node->SetDepthIndex(rIter->sortedDepth);
1267 if(node->IsChildrenReorderRequired())
1269 // Reorder children container only if sibiling order changed.
1270 NodeContainer& container = node->GetChildren();
1271 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1276 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1278 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1281 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1283 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1286 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1288 // Message has ownership of Sampler while in transit from update to render
1289 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
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::AddSampler, sampler);
1298 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1300 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
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::RemoveSampler, sampler);
1309 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1311 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1313 // Reserve some memory inside the render queue
1314 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1316 // Construct message in the render queue memory; note that delete should not be called on the return value
1317 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1320 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1322 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1324 // Reserve some memory inside the render queue
1325 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1327 // Construct message in the render queue memory; note that delete should not be called on the return value
1328 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1331 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1333 // Message has ownership of format while in transit from update -> render
1334 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1336 // Reserve some memory inside the render queue
1337 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1339 // Construct message in the render queue memory; note that delete should not be called on the return value
1340 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1343 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1345 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1347 // Reserve some memory inside the render queue
1348 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1350 // Construct message in the render queue memory; note that delete should not be called on the return value
1351 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1354 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1356 // Message has ownership of format while in transit from update -> render
1357 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1359 // Reserve some memory inside the render queue
1360 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1362 // Construct message in the render queue memory; note that delete should not be called on the return value
1363 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1366 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1368 // Message has ownership of format while in transit from update -> render
1369 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1371 // Reserve some memory inside the render queue
1372 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1374 // Construct message in the render queue memory; note that delete should not be called on the return value
1375 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1378 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1380 // Message has ownership of format while in transit from update -> render
1381 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1383 // Reserve some memory inside the render queue
1384 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1386 // Construct message in the render queue memory; note that delete should not be called on the return value
1387 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1390 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1392 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1394 // Reserve some memory inside the render queue
1395 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1397 // Construct message in the render queue memory; note that delete should not be called on the return value
1398 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1401 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1403 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1405 // Reserve some memory inside the render queue
1406 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1408 // Construct message in the render queue memory; note that delete should not be called on the return value
1409 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1412 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1414 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1416 // Reserve some memory inside the render queue
1417 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1419 // Construct message in the render queue memory; note that delete should not be called on the return value
1420 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1423 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1425 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1427 // Reserve some memory inside the render queue
1428 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1430 // Construct message in the render queue memory; note that delete should not be called on the return value
1431 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1434 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1436 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1438 // Reserve some memory inside the render queue
1439 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1441 // Construct message in the render queue memory; note that delete should not be called on the return value
1442 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1445 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1447 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1449 // Reserve some memory inside the render queue
1450 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1452 // Construct message in the render queue memory; note that delete should not be called on the return value
1453 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1456 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1458 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1460 // Reserve some memory inside the render queue
1461 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1463 // Construct message in the render queue memory; note that delete should not be called on the return value
1464 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1467 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1469 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1471 // Reserve some memory inside the render queue
1472 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1474 // Construct message in the render queue memory; note that delete should not be called on the return value
1475 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1478 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1480 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
1482 // Reserve some memory inside the message queue
1483 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1485 // Construct message in the message queue memory; note that delete should not be called on the return value
1486 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1489 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1491 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1493 // Reserve some memory inside the render queue
1494 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1496 // Construct message in the render queue memory; note that delete should not be called on the return value
1497 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1500 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1502 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1504 // Reserve some memory inside the render queue
1505 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1507 // Construct message in the render queue memory; note that delete should not be called on the return value
1508 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1511 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1513 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1515 // Reserve some memory inside the render queue
1516 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1518 // Construct message in the render queue memory; note that delete should not be called on the return value
1519 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1522 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1524 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1526 // Reserve some memory inside the render queue
1527 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1529 // Construct message in the render queue memory; note that delete should not be called on the return value
1530 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1533 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1535 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1537 // Reserve some memory inside the render queue
1538 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1540 // Construct message in the render queue memory; note that delete should not be called on the return value
1541 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1544 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1546 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1548 // Reserve some memory inside the render queue
1549 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1551 // Construct message in the render queue memory; note that delete should not be called on the return value
1552 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1555 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1557 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1559 // Reserve some memory inside the render queue
1560 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1562 // Construct message in the render queue memory; note that delete should not be called on the return value
1563 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1566 } // namespace SceneGraph
1568 } // namespace Internal