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
285 OwnerContainer<Animation*> animations; ///< A container of owned animations
286 OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
287 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
288 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
289 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
291 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
292 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
293 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
294 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
296 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
298 MessageQueue messageQueue; ///< The messages queued from the event-thread
299 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
300 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
301 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
303 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
305 std::atomic<std::size_t> renderInstructionCapacity{0u};
306 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
307 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
308 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
309 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
311 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
312 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
313 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
314 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
315 bool renderingRequired; ///< True if required to render the current frame
318 Impl(const Impl&); ///< Undefined
319 Impl& operator=(const Impl&); ///< Undefined
322 UpdateManager::UpdateManager(NotificationManager& notificationManager,
323 CompleteNotificationInterface& animationFinishedNotifier,
324 PropertyNotifier& propertyNotifier,
325 RenderController& controller,
326 RenderManager& renderManager,
327 RenderQueue& renderQueue,
328 RenderTaskProcessor& renderTaskProcessor)
331 mImpl = new Impl(notificationManager,
332 animationFinishedNotifier,
338 renderTaskProcessor);
341 UpdateManager::~UpdateManager()
346 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
348 DALI_ASSERT_DEBUG(layer->IsLayer());
349 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
351 Layer* rootLayer = layer.Release();
353 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
354 "Root Node already installed");
356 rootLayer->CreateTransform(&mImpl->transformManager);
357 rootLayer->SetRoot(true);
359 AddNodeResetter(*rootLayer);
361 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
364 void UpdateManager::UninstallRoot(Layer* layer)
366 DALI_ASSERT_DEBUG(layer->IsLayer());
367 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
369 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
371 if((*iter) && (*iter)->root == layer)
373 mImpl->scenes.erase(iter);
378 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
380 // Notify the layer about impending destruction
384 void UpdateManager::AddNode(OwnerPointer<Node>& node)
386 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
388 Node* rawNode = node.Release();
389 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
391 // Add camera nodes occured rarely.
392 if(DALI_UNLIKELY(rawNode->IsCamera()))
394 AddCamera(static_cast<Camera*>(rawNode));
397 mImpl->nodes.PushBack(rawNode);
398 rawNode->CreateTransform(&mImpl->transformManager);
401 void UpdateManager::ConnectNode(Node* parent, Node* node)
403 DALI_ASSERT_ALWAYS(nullptr != parent);
404 DALI_ASSERT_ALWAYS(nullptr != node);
405 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
407 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
409 parent->ConnectChild(node);
411 AddNodeResetter(*node);
413 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
414 if(mImpl->frameCallbackProcessor)
416 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
420 void UpdateManager::DisconnectNode(Node* node)
422 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
424 Node* parent = node->GetParent();
425 DALI_ASSERT_ALWAYS(nullptr != parent);
426 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
428 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
430 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
431 if(mImpl->frameCallbackProcessor)
433 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
437 void UpdateManager::DestroyNode(Node* node)
439 DALI_ASSERT_ALWAYS(nullptr != node);
440 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
442 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
444 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
445 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
446 for(; iter != endIter; ++iter)
450 mImpl->nodes.Erase(iter);
455 // Remove camera nodes occured rarely.
456 if(DALI_UNLIKELY(node->IsCamera()))
458 RemoveCamera(static_cast<Camera*>(node));
461 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
463 // Notify the Node about impending destruction
467 void UpdateManager::AddCamera(Camera* camera)
469 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
471 mImpl->cameras.PushBack(camera);
474 void UpdateManager::RemoveCamera(Camera* camera)
476 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
478 // Find the camera and remove it from list of cameras
479 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
480 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
481 for(; iter != endIter; ++iter)
483 if((*iter) == camera)
485 mImpl->cameras.Erase(iter);
491 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
493 mImpl->customObjects.PushBack(object.Release());
496 void UpdateManager::RemoveObject(PropertyOwner* object)
498 mImpl->customObjects.EraseObject(object);
501 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
503 RenderTaskList* taskListPointer = taskList.Release();
504 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
506 mImpl->scenes.back()->taskList = taskListPointer;
509 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
511 for(auto&& scene : mImpl->scenes)
513 if(scene && scene->taskList == taskList)
515 scene->taskList.Reset();
521 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
523 auto& sceneInfo = mImpl->scenes.back();
524 sceneInfo->scene = scene.Release();
526 // Set root to the Scene
527 sceneInfo->scene->SetRoot(sceneInfo->root);
529 // Initialize the context from render manager
530 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
532 // Reserve some memory inside the render queue
533 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
535 // Construct message in the render queue memory; note that delete should not be called on the return value
536 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
537 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
540 void UpdateManager::RemoveScene(Scene* scene)
542 // Initialize the context from render manager
543 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
545 // Reserve some memory inside the render queue
546 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
548 // Construct message in the render queue memory; note that delete should not be called on the return value
549 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
551 scene->RemoveSurfaceRenderTarget();
553 for(auto&& sceneInfo : mImpl->scenes)
555 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
557 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
563 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
565 mImpl->animations.PushBack(animation.Release());
568 void UpdateManager::StopAnimation(Animation* animation)
570 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
572 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
574 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
577 void UpdateManager::RemoveAnimation(Animation* animation)
579 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
581 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
583 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
586 bool UpdateManager::IsAnimationRunning() const
588 // Find any animation that isn't stopped or paused
589 for(auto&& iter : mImpl->animations)
591 const Animation::State state = iter->GetState();
593 if(state != Animation::Stopped &&
594 state != Animation::Paused)
596 return true; // stop iteration as soon as first one is found
603 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
605 propertyResetter->Initialize();
606 mImpl->propertyResetters.PushBack(propertyResetter.Release());
609 void UpdateManager::AddNodeResetter(const Node& node)
611 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
612 nodeResetter->Initialize();
613 mImpl->nodeResetters.PushBack(nodeResetter.Release());
616 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
618 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
621 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
623 mImpl->propertyNotifications.EraseObject(propertyNotification);
626 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
628 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
629 propertyNotification->SetNotifyMode(notifyMode);
632 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
634 mImpl->shaders.PushBack(shader.Release());
637 void UpdateManager::RemoveShader(Shader* shader)
639 // Find the shader and destroy it
640 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
643 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
645 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
646 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
648 // lock as update might be sending previously compiled shaders to event thread
649 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
650 mImpl->renderCompiledShaders.push_back(shaderData);
654 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
656 mImpl->shaderSaver = &upstream;
659 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
661 SceneGraph::Renderer* renderer = rendererKey.Get();
663 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
665 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
666 mImpl->renderers.PushBack(rendererKey);
669 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
671 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
673 // Find the renderer and destroy it
674 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
675 // Need to remove the render object as well
676 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
679 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
681 node->AddRenderer(Renderer::GetKey(renderer));
682 mImpl->renderersAdded = true;
685 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
687 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
689 mImpl->panGestureProcessor = panGestureProcessor;
692 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
694 mImpl->textureSets.PushBack(textureSet.Release());
697 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
699 mImpl->textureSets.EraseObject(textureSet);
702 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
704 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
707 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
709 return mImpl->messageQueue.GetCapacity();
712 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
714 return mImpl->renderQueue.GetCapacity();
717 std::size_t UpdateManager::GetRenderInstructionCapacity() const
719 return mImpl->renderInstructionCapacity;
722 void UpdateManager::EventProcessingStarted()
724 mImpl->messageQueue.EventProcessingStarted();
727 bool UpdateManager::FlushQueue()
729 return mImpl->messageQueue.FlushQueue();
732 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
734 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
735 mImpl->animationFinishedDuringUpdate = false;
737 // Reset node properties
738 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
740 // Reset all animating / constrained properties
741 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
743 // Clear all root nodes dirty flags
744 for(auto& scene : mImpl->scenes)
746 auto root = scene->root;
747 root->ResetDirtyFlags(bufferIndex);
750 // Clear node dirty flags
751 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
752 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
753 for(; iter != endIter; ++iter)
755 (*iter)->ResetDirtyFlags(bufferIndex);
759 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
761 bool gestureUpdated(false);
763 if(mImpl->panGestureProcessor)
765 // gesture processor only supports default properties
766 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
767 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
770 return gestureUpdated;
773 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
775 bool animationActive = false;
777 auto&& iter = mImpl->animations.Begin();
778 bool animationLooped = false;
780 while(iter != mImpl->animations.End())
782 Animation* animation = *iter;
783 bool finished = false;
785 bool progressMarkerReached = false;
786 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
788 animationActive = animationActive || animation->IsActive();
790 if(progressMarkerReached)
792 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
795 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
796 animationLooped = animationLooped || looped;
798 // Remove animations that had been destroyed but were still waiting for an update
799 if(animation->GetState() == Animation::Destroyed)
801 iter = mImpl->animations.Erase(iter);
809 // queue the notification on finished or looped (to update loop count)
810 if(mImpl->animationFinishedDuringUpdate || animationLooped)
812 // The application should be notified by NotificationManager, in another thread
813 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
816 return animationActive;
819 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
821 // Constrain custom objects (in construction order)
822 for(auto&& object : mImpl->customObjects)
824 ConstrainPropertyOwner(*object, bufferIndex);
828 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
830 // Constrain render-tasks
831 for(auto&& scene : mImpl->scenes)
833 if(scene && scene->taskList)
835 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
836 for(auto&& task : tasks)
838 ConstrainPropertyOwner(*task, bufferIndex);
844 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
846 // constrain shaders... (in construction order)
847 for(auto&& shader : mImpl->shaders)
849 ConstrainPropertyOwner(*shader, bufferIndex);
853 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
855 for(auto&& notification : mImpl->propertyNotifications)
857 bool valid = notification->Check(bufferIndex);
860 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
865 void UpdateManager::ForwardCompiledShadersToEventThread()
867 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
868 if(mImpl->shaderSaver)
870 // lock and swap the queues
872 // render might be attempting to send us more binaries at the same time
873 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
874 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
877 if(mImpl->updateCompiledShaders.size() > 0)
879 ShaderSaver& factory = *mImpl->shaderSaver;
880 for(auto&& shader : mImpl->updateCompiledShaders)
882 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
884 // we don't need them in update anymore
885 mImpl->updateCompiledShaders.clear();
890 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
892 for(const auto& rendererKey : mImpl->renderers)
895 auto renderer = rendererKey.Get();
896 ConstrainPropertyOwner(*renderer, bufferIndex);
898 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
902 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
904 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
906 for(auto&& scene : mImpl->scenes)
908 if(scene && scene->root)
910 // Prepare resources, update shaders, for each node
911 // And add the renderers to the sorted layers. Start from root, which is also a layer
912 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
919 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
921 for(auto&& scene : mImpl->scenes)
923 if(scene && scene->root)
925 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
930 uint32_t UpdateManager::Update(float elapsedSeconds,
931 uint32_t lastVSyncTimeMilliseconds,
932 uint32_t nextVSyncTimeMilliseconds,
933 bool renderToFboEnabled,
934 bool isRenderingToFbo,
937 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
939 // Clear nodes/resources which were previously discarded
940 mImpl->nodeDiscardQueue.Clear(bufferIndex);
941 mImpl->shaderDiscardQueue.Clear(bufferIndex);
942 mImpl->rendererDiscardQueue.Clear(bufferIndex);
943 mImpl->sceneDiscardQueue.Clear(bufferIndex);
945 bool isAnimationRunning = IsAnimationRunning();
947 // Process Touches & Gestures
948 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
950 bool updateScene = // The scene-graph requires an update if..
951 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
952 isAnimationRunning || // ..at least one animation is running OR
953 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
954 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
955 gestureUpdated; // ..a gesture property was updated
957 bool keepRendererRendering = false;
958 mImpl->renderingRequired = false;
960 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
961 // values if the scene was updated in the previous frame.
962 if(updateScene || mImpl->previousUpdateScene)
964 // Reset properties from the previous update
965 ResetProperties(bufferIndex);
966 mImpl->transformManager.ResetToBaseValue();
969 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
970 // between calling IsSceneUpdateRequired() above and here, so updateScene should
972 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
974 // Forward compiled shader programs to event thread for saving
975 ForwardCompiledShadersToEventThread();
977 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
978 // renderer lists if the scene was updated in the previous frame.
979 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
980 if(updateScene || mImpl->previousUpdateScene)
983 bool animationActive = Animate(bufferIndex, elapsedSeconds);
985 // Constraint custom objects
986 ConstrainCustomObjects(bufferIndex);
988 // Clear the lists of renderers from the previous update
989 for(auto&& scene : mImpl->scenes)
993 for(auto&& layer : scene->sortedLayerList)
997 layer->ClearRenderables();
1003 // Call the frame-callback-processor if set
1004 if(mImpl->frameCallbackProcessor)
1006 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1009 // Update node hierarchy, apply constraints,
1010 UpdateNodes(bufferIndex);
1012 // Apply constraints to RenderTasks, shaders
1013 ConstrainRenderTasks(bufferIndex);
1014 ConstrainShaders(bufferIndex);
1016 // Update renderers and apply constraints
1017 UpdateRenderers(bufferIndex);
1019 // Update the transformations of all the nodes
1020 if(mImpl->transformManager.Update())
1022 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1025 // Initialise layer renderable reuse
1026 UpdateLayers(bufferIndex);
1028 // Process Property Notifications
1029 ProcessPropertyNotifications(bufferIndex);
1032 for(auto&& cameraIterator : mImpl->cameras)
1034 cameraIterator->Update(bufferIndex);
1037 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1038 // reset the update buffer index and make sure there is enough room in the instruction container
1039 if(mImpl->renderersAdded)
1041 // Calculate how many render tasks we have in total
1042 std::size_t numberOfRenderTasks = 0;
1043 for(auto&& scene : mImpl->scenes)
1045 if(scene && scene->taskList)
1047 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1051 std::size_t numberOfRenderInstructions = 0;
1052 mImpl->renderInstructionCapacity = 0u;
1053 for(auto&& scene : mImpl->scenes)
1055 if(scene && scene->root && scene->taskList && scene->scene)
1057 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1058 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1060 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1061 // or the nodes are dirty
1062 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1064 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1067 scene->sortedLayerList,
1068 scene->scene->GetRenderInstructions(),
1072 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1073 scene->scene->SetSkipRendering(false);
1077 scene->scene->SetSkipRendering(true);
1080 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1084 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1090 for(auto&& scene : mImpl->scenes)
1092 if(scene && scene->root && scene->taskList)
1094 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1096 // check the countdown and notify
1097 bool doRenderOnceNotify = false;
1098 mImpl->renderTaskWaiting = false;
1099 for(auto&& renderTask : tasks)
1101 renderTask->UpdateState();
1103 if(renderTask->IsWaitingToRender() &&
1104 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1106 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1109 if(renderTask->HasRendered())
1111 doRenderOnceNotify = true;
1115 if(doRenderOnceNotify)
1117 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1118 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1124 // Macro is undefined in release build.
1125 SNAPSHOT_NODE_LOGGING;
1127 // A ResetProperties() may be required in the next frame
1128 mImpl->previousUpdateScene = updateScene;
1130 // Check whether further updates are required
1131 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1133 if(keepRendererRendering)
1135 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1137 // Set dirty flags for next frame to continue rendering
1138 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1141 // tell the update manager that we're done so the queue can be given to event thread
1142 mImpl->notificationManager.UpdateCompleted();
1144 // The update has finished; swap the double-buffering indices
1145 mSceneGraphBuffers.Swap();
1147 return keepUpdating;
1150 void UpdateManager::PostRender()
1153 for(auto&& renderer : mImpl->renderers)
1155 renderer->ResetDirtyFlag();
1158 for(auto&& scene : mImpl->scenes)
1160 scene->root->SetUpdatedTree(false);
1164 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1166 // Update the duration set via Stage::KeepRendering()
1167 if(mImpl->keepRenderingSeconds > 0.0f)
1169 mImpl->keepRenderingSeconds -= elapsedSeconds;
1172 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1174 // If the rendering behavior is set to continuously render, then continue to render.
1175 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1176 // Keep updating until no messages are received and no animations are running.
1177 // If an animation has just finished, update at least once more for Discard end-actions.
1178 // No need to check for renderQueue as there is always a render after update and if that
1179 // render needs another update it will tell the adaptor to call update again
1181 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1182 (mImpl->keepRenderingSeconds > 0.0f))
1184 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1187 if(IsAnimationRunning() ||
1188 mImpl->animationFinishedDuringUpdate)
1190 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1193 if(mImpl->renderTaskWaiting)
1195 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1198 return keepUpdatingRequest;
1201 void UpdateManager::SurfaceReplaced(Scene* scene)
1203 using DerivedType = MessageValue1<RenderManager, Scene*>;
1205 // Reserve some memory inside the render queue
1206 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1208 // Construct message in the render queue memory; note that delete should not be called on the return value
1209 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1212 void UpdateManager::KeepRendering(float durationSeconds)
1214 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1217 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1219 mImpl->renderingBehavior = renderingBehavior;
1222 void UpdateManager::RequestRendering()
1224 mImpl->renderingRequired = true;
1227 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1229 for(auto&& scene : mImpl->scenes)
1231 if(scene && scene->root == rootLayer)
1233 scene->sortedLayerList = layers;
1239 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1241 // note, this vector is already in depth order.
1242 // So if we reverse iterate, we can assume that
1243 // my descendant node's depth index are updated.
1244 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1246 auto* node = rIter->node;
1247 node->SetDepthIndex(rIter->sortedDepth);
1248 if(node->IsChildrenReorderRequired())
1250 // Reorder children container only if sibiling order changed.
1251 NodeContainer& container = node->GetChildren();
1252 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1257 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1259 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1262 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1264 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1267 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1269 // Message has ownership of Sampler while in transit from update to render
1270 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1272 // Reserve some memory inside the render queue
1273 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1275 // Construct message in the render queue memory; note that delete should not be called on the return value
1276 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1279 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1281 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1283 // Reserve some memory inside the render queue
1284 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1286 // Construct message in the render queue memory; note that delete should not be called on the return value
1287 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1290 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1292 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1294 // Reserve some memory inside the render queue
1295 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1297 // Construct message in the render queue memory; note that delete should not be called on the return value
1298 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1301 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1303 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1305 // Reserve some memory inside the render queue
1306 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1308 // Construct message in the render queue memory; note that delete should not be called on the return value
1309 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1312 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1314 // Message has ownership of format while in transit from update -> render
1315 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1317 // Reserve some memory inside the render queue
1318 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1320 // Construct message in the render queue memory; note that delete should not be called on the return value
1321 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1324 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1326 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1328 // Reserve some memory inside the render queue
1329 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1331 // Construct message in the render queue memory; note that delete should not be called on the return value
1332 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1335 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1337 // Message has ownership of format while in transit from update -> render
1338 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1340 // Reserve some memory inside the render queue
1341 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1343 // Construct message in the render queue memory; note that delete should not be called on the return value
1344 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1347 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1349 // Message has ownership of format while in transit from update -> render
1350 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1352 // Reserve some memory inside the render queue
1353 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1355 // Construct message in the render queue memory; note that delete should not be called on the return value
1356 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1359 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1361 // Message has ownership of format while in transit from update -> render
1362 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1364 // Reserve some memory inside the render queue
1365 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1367 // Construct message in the render queue memory; note that delete should not be called on the return value
1368 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1371 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1373 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1375 // Reserve some memory inside the render queue
1376 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1378 // Construct message in the render queue memory; note that delete should not be called on the return value
1379 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1382 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1384 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1386 // Reserve some memory inside the render queue
1387 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1389 // Construct message in the render queue memory; note that delete should not be called on the return value
1390 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1393 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1395 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1397 // Reserve some memory inside the render queue
1398 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1400 // Construct message in the render queue memory; note that delete should not be called on the return value
1401 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1404 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1406 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1408 // Reserve some memory inside the render queue
1409 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1411 // Construct message in the render queue memory; note that delete should not be called on the return value
1412 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1415 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1417 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
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::RemoveVertexBuffer, geometry, vertexBuffer);
1426 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1428 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1430 // Reserve some memory inside the render queue
1431 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1433 // Construct message in the render queue memory; note that delete should not be called on the return value
1434 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1437 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1439 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1441 // Reserve some memory inside the render queue
1442 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1444 // Construct message in the render queue memory; note that delete should not be called on the return value
1445 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1448 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1450 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1452 // Reserve some memory inside the render queue
1453 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1455 // Construct message in the render queue memory; note that delete should not be called on the return value
1456 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1459 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1461 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
1463 // Reserve some memory inside the message queue
1464 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1466 // Construct message in the message queue memory; note that delete should not be called on the return value
1467 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1470 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1472 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1474 // Reserve some memory inside the render queue
1475 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1477 // Construct message in the render queue memory; note that delete should not be called on the return value
1478 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1481 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1483 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1485 // Reserve some memory inside the render queue
1486 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1488 // Construct message in the render queue memory; note that delete should not be called on the return value
1489 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1492 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1494 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1496 // Reserve some memory inside the render queue
1497 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1499 // Construct message in the render queue memory; note that delete should not be called on the return value
1500 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1503 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1505 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1507 // Reserve some memory inside the render queue
1508 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1510 // Construct message in the render queue memory; note that delete should not be called on the return value
1511 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1514 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1516 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1518 // Reserve some memory inside the render queue
1519 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1521 // Construct message in the render queue memory; note that delete should not be called on the return value
1522 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1525 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1527 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1529 // Reserve some memory inside the render queue
1530 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1532 // Construct message in the render queue memory; note that delete should not be called on the return value
1533 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1536 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1538 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1540 // Reserve some memory inside the render queue
1541 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1543 // Construct message in the render queue memory; note that delete should not be called on the return value
1544 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1547 } // namespace SceneGraph
1549 } // namespace Internal