2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/public-api/common/stage.h>
23 #include <dali/devel-api/common/owner-container.h>
24 #include <dali/devel-api/threading/mutex.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/render-controller.h>
28 #include <dali/internal/common/shader-data.h>
29 #include <dali/integration-api/debug.h>
31 #include <dali/internal/common/core-impl.h>
32 #include <dali/internal/common/message.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-notification-impl.h>
36 #include <dali/internal/event/common/property-notifier.h>
37 #include <dali/internal/event/effects/shader-factory.h>
38 #include <dali/internal/event/animation/animation-playlist.h>
40 #include <dali/internal/update/animation/scene-graph-animator.h>
41 #include <dali/internal/update/animation/scene-graph-animation.h>
42 #include <dali/internal/update/common/discard-queue.h>
43 #include <dali/internal/update/common/scene-graph-buffers.h>
44 #include <dali/internal/update/controllers/render-message-dispatcher.h>
45 #include <dali/internal/update/controllers/scene-controller-impl.h>
46 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
48 #include <dali/internal/update/manager/sorted-layers.h>
49 #include <dali/internal/update/manager/update-algorithms.h>
50 #include <dali/internal/update/manager/update-manager-debug.h>
51 #include <dali/internal/update/manager/transform-manager.h>
52 #include <dali/internal/update/nodes/node.h>
53 #include <dali/internal/update/nodes/scene-graph-layer.h>
54 #include <dali/internal/update/queue/update-message-queue.h>
55 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
56 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
57 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
59 #include <dali/internal/render/common/render-instruction-container.h>
60 #include <dali/internal/render/common/render-manager.h>
61 #include <dali/internal/render/queue/render-queue.h>
62 #include <dali/internal/render/shaders/scene-graph-shader.h>
64 // Un-comment to enable node tree debug logging
65 //#define NODE_TREE_LOGGING 1
67 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
68 #define SNAPSHOT_NODE_LOGGING \
69 const int FRAME_COUNT_TRIGGER = 16;\
70 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
72 if ( NULL != mImpl->root )\
74 mImpl->frameCounter = 0;\
75 PrintNodeTree( *mImpl->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
78 mImpl->frameCounter++;
80 #define SNAPSHOT_NODE_LOGGING
83 #if defined(DEBUG_ENABLED)
84 extern Debug::Filter* gRenderTaskLogFilter;
88 using namespace Dali::Integration;
89 using Dali::Internal::Update::MessageQueue;
103 * Helper to reset animate-able objects to base values
104 * @param container to iterate over
105 * @param updateBufferIndex to use
108 inline void ResetToBaseValues( OwnerContainer<T*>& container, BufferIndex updateBufferIndex )
110 // Reset animatable properties to base values
111 // use reference to avoid extra copies of the iterator
112 for( auto&& iter : container )
114 iter->ResetToBaseValues( updateBufferIndex );
119 * Helper to Erase an object from OwnerContainer using discard queue
120 * @param container to remove from
121 * @param object to remove
122 * @param discardQueue to put the object to
123 * @param updateBufferIndex to use
126 inline void EraseUsingDiscardQueue( OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex )
128 DALI_ASSERT_DEBUG( object && "NULL object not allowed" );
130 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
131 for( auto&& iter : container )
133 if ( iter == object )
135 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
136 discardQueue.Add( updateBufferIndex, container.Release( &iter ) ); // take the address of the reference to a pointer (iter)
137 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
143 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
144 * @param[in] node The node whose hierarchy to descend
146 void SortSiblingNodesRecursively( Node& node )
148 NodeContainer& container = node.GetChildren();
149 std::sort( container.Begin(), container.End(),
150 []( Node* a, Node* b ) { return a->GetDepthIndex() < b->GetDepthIndex(); } );
152 // Descend tree and sort as well
153 for( auto&& iter : container )
155 SortSiblingNodesRecursively( *iter );
159 } // unnamed namespace
162 * Structure to contain UpdateManager internal data
164 struct UpdateManager::Impl
166 Impl( NotificationManager& notificationManager,
167 CompleteNotificationInterface& animationPlaylist,
168 PropertyNotifier& propertyNotifier,
169 DiscardQueue& discardQueue,
170 RenderController& renderController,
171 RenderManager& renderManager,
172 RenderQueue& renderQueue,
173 SceneGraphBuffers& sceneGraphBuffers,
174 RenderTaskProcessor& renderTaskProcessor )
175 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
176 notificationManager( notificationManager ),
178 animationPlaylist( animationPlaylist ),
179 propertyNotifier( propertyNotifier ),
181 discardQueue( discardQueue ),
182 renderController( renderController ),
183 sceneController( NULL ),
184 renderManager( renderManager ),
185 renderQueue( renderQueue ),
186 renderInstructions( renderManager.GetRenderInstructionContainer() ),
187 renderTaskProcessor( renderTaskProcessor ),
188 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
189 taskList( renderMessageDispatcher ),
190 systemLevelTaskList( renderMessageDispatcher ),
192 systemLevelRoot( NULL ),
196 panGestureProcessor( NULL ),
197 messageQueue( renderController, sceneGraphBuffers ),
198 keepRenderingSeconds( 0.0f ),
199 nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update()
201 animationFinishedDuringUpdate( false ),
202 previousUpdateScene( false ),
203 renderTaskWaiting( false ),
204 renderersAdded( false )
206 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
208 // create first 'dummy' node
214 // Disconnect render tasks from nodes, before destroying the nodes
215 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
216 for ( auto&& iter : tasks )
218 iter->SetSourceNode( NULL );
220 // ..repeat for system level RenderTasks
221 RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks();
222 for ( auto&& iter : systemLevelTasks )
224 iter->SetSourceNode( NULL );
227 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
228 // like custom properties, which get released here
229 Vector<Node*>::Iterator iter = nodes.Begin()+1;
230 Vector<Node*>::Iterator endIter = nodes.End();
231 for(;iter!=endIter;++iter)
233 (*iter)->OnDestroy();
237 // If there is root, reset it, otherwise do nothing as rendering was never started
242 Node::Delete( root );
246 if( systemLevelRoot )
248 systemLevelRoot->OnDestroy();
250 Node::Delete( systemLevelRoot );
251 systemLevelRoot = NULL;
254 delete sceneController;
257 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
258 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
259 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
260 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
261 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
262 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
263 ShaderSaver* shaderSaver; ///< Saves shader binaries.
264 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
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 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
270 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
272 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
274 RenderTaskList taskList; ///< The list of scene graph render-tasks
275 RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
277 Layer* root; ///< The root node (root is a layer)
278 Layer* systemLevelRoot; ///< A separate root-node for system-level content
280 Vector<Node*> nodes; ///< A container of all instantiated nodes
282 SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
283 SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
285 OwnerContainer< Camera* > cameras; ///< A container of cameras
286 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
288 OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
289 AnimationContainer animations; ///< A container of owned animations
290 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
291 OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
292 OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
293 OwnerContainer< Shader* > shaders; ///< A container of owned shaders
294 OwnerPointer< PanGesture > panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
296 MessageQueue messageQueue; ///< The messages queued from the event-thread
297 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
298 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
299 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
301 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
302 int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
303 int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
305 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
306 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
307 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
308 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
312 Impl( const Impl& ); ///< Undefined
313 Impl& operator=( const Impl& ); ///< Undefined
316 UpdateManager::UpdateManager( NotificationManager& notificationManager,
317 CompleteNotificationInterface& animationFinishedNotifier,
318 PropertyNotifier& propertyNotifier,
319 DiscardQueue& discardQueue,
320 RenderController& controller,
321 RenderManager& renderManager,
322 RenderQueue& renderQueue,
323 RenderTaskProcessor& renderTaskProcessor )
326 mImpl = new Impl( notificationManager,
327 animationFinishedNotifier,
334 renderTaskProcessor );
338 UpdateManager::~UpdateManager()
343 void UpdateManager::InstallRoot( OwnerPointer<Layer>& layer, bool systemLevel )
345 DALI_ASSERT_DEBUG( layer->IsLayer() );
346 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
350 DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" );
351 mImpl->root = layer.Release();
352 mImpl->root->CreateTransform( &mImpl->transformManager );
353 mImpl->root->SetRoot(true);
357 DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" );
358 mImpl->systemLevelRoot = layer.Release();
359 mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager );
360 mImpl->systemLevelRoot->SetRoot(true);
365 void UpdateManager::AddNode( OwnerPointer<Node>& node )
367 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
369 // Nodes must be sorted by pointer
370 Node* rawNode = node.Release();
371 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
372 for( Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter )
374 if( rawNode > (*iter) )
376 mImpl->nodes.Insert((iter+1), rawNode );
377 rawNode->CreateTransform( &mImpl->transformManager );
383 void UpdateManager::ConnectNode( Node* parent, Node* node )
385 DALI_ASSERT_ALWAYS( NULL != parent );
386 DALI_ASSERT_ALWAYS( NULL != node );
387 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
389 parent->ConnectChild( node );
392 void UpdateManager::DisconnectNode( Node* node )
394 Node* parent = node->GetParent();
395 DALI_ASSERT_ALWAYS( NULL != parent );
396 parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused
398 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
401 void UpdateManager::DestroyNode( Node* node )
403 DALI_ASSERT_ALWAYS( NULL != node );
404 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
406 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
407 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
408 for(;iter!=endIter;++iter)
412 mImpl->nodes.Erase(iter);
417 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
419 // Notify the Node about impending destruction
423 void UpdateManager::AddCamera( OwnerPointer< Camera >& camera )
425 mImpl->cameras.PushBack( camera.Release() ); // takes ownership
428 void UpdateManager::RemoveCamera( const Camera* camera )
430 // Find the camera and destroy it
431 EraseUsingDiscardQueue( mImpl->cameras, const_cast<Camera*>( camera ), mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
434 void UpdateManager::AddObject( OwnerPointer<PropertyOwner>& object )
436 mImpl->customObjects.PushBack( object.Release() );
439 void UpdateManager::RemoveObject( PropertyOwner* object )
441 mImpl->customObjects.EraseObject( object );
444 void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation )
446 mImpl->animations.PushBack( animation.Release() );
449 void UpdateManager::StopAnimation( Animation* animation )
451 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
453 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
455 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
458 void UpdateManager::RemoveAnimation( Animation* animation )
460 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
462 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
464 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
467 bool UpdateManager::IsAnimationRunning() const
469 // Find any animation that isn't stopped or paused
470 for ( auto&& iter : mImpl->animations )
472 const Animation::State state = iter->GetState();
474 if (state != Animation::Stopped &&
475 state != Animation::Paused)
477 return true; // stop iteration as soon as first one is found
484 void UpdateManager::AddPropertyResetter( OwnerPointer<PropertyResetterBase>& propertyResetter )
486 propertyResetter->Initialize();
487 mImpl->propertyResetters.PushBack( propertyResetter.Release() );
490 void UpdateManager::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification )
492 mImpl->propertyNotifications.PushBack( propertyNotification.Release() );
495 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
497 mImpl->propertyNotifications.EraseObject( propertyNotification );
500 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
502 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
503 propertyNotification->SetNotifyMode( notifyMode );
506 void UpdateManager::AddShader( OwnerPointer< Shader >& shader )
508 mImpl->shaders.PushBack( shader.Release() );
511 void UpdateManager::RemoveShader( Shader* shader )
513 // Find the shader and destroy it
514 EraseUsingDiscardQueue( mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
517 void UpdateManager::SetShaderProgram( Shader* shader,
518 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
523 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
525 // Reserve some memory inside the render queue
526 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
528 // Construct message in the render queue memory; note that delete should not be called on the return value
529 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
533 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
535 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
536 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
538 // lock as update might be sending previously compiled shaders to event thread
539 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
540 mImpl->renderCompiledShaders.push_back( shaderData );
544 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
546 mImpl->shaderSaver = &upstream;
549 void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer )
551 renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
552 mImpl->renderers.PushBack( renderer.Release() );
553 mImpl->renderersAdded = true;
556 void UpdateManager::RemoveRenderer( Renderer* renderer )
558 // Find the renderer and destroy it
559 EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
560 // Need to remove the render object as well
561 renderer->DisconnectFromSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
564 void UpdateManager::SetPanGestureProcessor( PanGesture* panGestureProcessor )
566 DALI_ASSERT_DEBUG( NULL != panGestureProcessor );
568 mImpl->panGestureProcessor = panGestureProcessor;
571 void UpdateManager::AddTextureSet( OwnerPointer< TextureSet >& textureSet )
573 mImpl->textureSets.PushBack( textureSet.Release() );
576 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
578 mImpl->textureSets.EraseObject( textureSet );
581 RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel )
585 // copy the list, this is only likely to happen once in application life cycle
586 return &(mImpl->taskList);
590 // copy the list, this is only likely to happen once in application life cycle
591 return &(mImpl->systemLevelTaskList);
595 unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene )
597 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
600 void UpdateManager::EventProcessingStarted()
602 mImpl->messageQueue.EventProcessingStarted();
605 bool UpdateManager::FlushQueue()
607 return mImpl->messageQueue.FlushQueue();
610 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
612 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
613 mImpl->animationFinishedDuringUpdate = false;
615 // Reset all animating / constrained properties
616 std::vector<PropertyResetterBase*>toDelete;
617 for( auto&& element : mImpl->propertyResetters )
619 element->ResetToBaseValue( bufferIndex );
620 if( element->IsFinished() )
622 toDelete.push_back( element );
626 // If a resetter is no longer required (the animator or constraint has been removed), delete it.
627 for( auto&& elementPtr : toDelete )
629 mImpl->propertyResetters.EraseObject( elementPtr );
632 // Clear node dirty flags
633 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
634 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
635 for( ;iter != endIter; ++iter )
637 (*iter)->ResetDirtyFlags( bufferIndex );
641 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds )
643 bool gestureUpdated( false );
645 if( mImpl->panGestureProcessor )
647 // gesture processor only supports default properties
648 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
649 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
652 return gestureUpdated;
655 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
657 AnimationContainer &animations = mImpl->animations;
658 AnimationIter iter = animations.Begin();
659 bool animationLooped = false;
661 while ( iter != animations.End() )
663 Animation* animation = *iter;
664 bool finished = false;
666 bool progressMarkerReached = false;
667 animation->Update( bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached );
669 if ( progressMarkerReached )
671 mImpl->notificationManager.QueueMessage( Internal::NotifyProgressReachedMessage( mImpl->animationPlaylist, animation ) );
674 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
675 animationLooped = animationLooped || looped;
677 // Remove animations that had been destroyed but were still waiting for an update
678 if (animation->GetState() == Animation::Destroyed)
680 iter = animations.Erase(iter);
688 // queue the notification on finished or looped (to update loop count)
689 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
691 // The application should be notified by NotificationManager, in another thread
692 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationPlaylist );
696 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
698 //Constrain custom objects (in construction order)
699 for ( auto&& object : mImpl->customObjects )
701 ConstrainPropertyOwner( *object, bufferIndex );
705 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
707 // Constrain system-level render-tasks
708 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
709 for ( auto&& task : systemLevelTasks )
711 ConstrainPropertyOwner( *task, bufferIndex );
714 // Constrain render-tasks
715 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
716 for ( auto&& task : tasks )
718 ConstrainPropertyOwner( *task, bufferIndex );
722 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
724 // constrain shaders... (in construction order)
725 for ( auto&& shader : mImpl->shaders )
727 ConstrainPropertyOwner( *shader, bufferIndex );
731 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
733 for( auto&& notification : mImpl->propertyNotifications )
735 bool valid = notification->Check( bufferIndex );
738 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
743 void UpdateManager::ForwardCompiledShadersToEventThread()
745 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
746 if( mImpl->shaderSaver )
748 // lock and swap the queues
750 // render might be attempting to send us more binaries at the same time
751 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
752 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
755 if( mImpl->updateCompiledShaders.size() > 0 )
757 ShaderSaver& factory = *mImpl->shaderSaver;
758 for( auto&& shader : mImpl->updateCompiledShaders )
760 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) );
762 // we don't need them in update anymore
763 mImpl->updateCompiledShaders.clear();
768 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
770 const unsigned int rendererCount = mImpl->renderers.Count();
771 for( unsigned int i = 0; i < rendererCount; ++i )
774 ConstrainPropertyOwner( *mImpl->renderers[i], bufferIndex );
776 mImpl->renderers[i]->PrepareRender( bufferIndex );
780 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
782 mImpl->nodeDirtyFlags = NothingFlag;
789 // Prepare resources, update shaders, for each node
790 // And add the renderers to the sorted layers. Start from root, which is also a layer
791 mImpl->nodeDirtyFlags = UpdateNodeTree( *( mImpl->root ),
793 mImpl->renderQueue );
795 if ( mImpl->systemLevelRoot )
797 mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ),
799 mImpl->renderQueue );
803 unsigned int UpdateManager::Update( float elapsedSeconds,
804 unsigned int lastVSyncTimeMilliseconds,
805 unsigned int nextVSyncTimeMilliseconds,
806 bool renderToFboEnabled,
807 bool isRenderingToFbo )
809 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
811 //Clear nodes/resources which were previously discarded
812 mImpl->discardQueue.Clear( bufferIndex );
814 //Process Touches & Gestures
815 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
817 bool updateScene = // The scene-graph requires an update if..
818 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
819 IsAnimationRunning() || // ..at least one animation is running OR
820 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
821 gestureUpdated; // ..a gesture property was updated
824 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
825 // values if the scene was updated in the previous frame.
826 if( updateScene || mImpl->previousUpdateScene )
828 //Reset properties from the previous update
829 ResetProperties( bufferIndex );
830 mImpl->transformManager.ResetToBaseValue();
833 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
834 // between calling IsSceneUpdateRequired() above and here, so updateScene should
836 updateScene |= mImpl->messageQueue.ProcessMessages( bufferIndex );
838 //Forward compiled shader programs to event thread for saving
839 ForwardCompiledShadersToEventThread();
841 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
842 // renderer lists if the scene was updated in the previous frame.
843 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
844 if( updateScene || mImpl->previousUpdateScene )
847 Animate( bufferIndex, elapsedSeconds );
849 //Constraint custom objects
850 ConstrainCustomObjects( bufferIndex );
852 //Clear the lists of renderers from the previous update
853 for( size_t i(0); i<mImpl->sortedLayers.size(); ++i )
855 mImpl->sortedLayers[i]->ClearRenderables();
858 for( size_t i(0); i<mImpl->systemLevelSortedLayers.size(); ++i )
860 mImpl->systemLevelSortedLayers[i]->ClearRenderables();
863 //Update node hierarchy, apply constraints and perform sorting / culling.
864 //This will populate each Layer with a list of renderers which are ready.
865 UpdateNodes( bufferIndex );
867 //Apply constraints to RenderTasks, shaders
868 ConstrainRenderTasks( bufferIndex );
869 ConstrainShaders( bufferIndex );
871 //Update renderers and apply constraints
872 UpdateRenderers( bufferIndex );
874 //Update the transformations of all the nodes
875 mImpl->transformManager.Update();
877 //Process Property Notifications
878 ProcessPropertyNotifications( bufferIndex );
881 for( auto&& cameraIterator : mImpl->cameras )
883 cameraIterator->Update( bufferIndex );
886 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
887 //reset the update buffer index and make sure there is enough room in the instruction container
888 if( mImpl->renderersAdded )
890 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
891 mImpl->taskList.GetTasks().Count() + mImpl->systemLevelTaskList.GetTasks().Count() );
893 if ( NULL != mImpl->root )
895 mImpl->renderTaskProcessor.Process( bufferIndex,
899 mImpl->renderInstructions,
903 // Process the system-level RenderTasks last
904 if ( NULL != mImpl->systemLevelRoot )
906 mImpl->renderTaskProcessor.Process( bufferIndex,
907 mImpl->systemLevelTaskList,
908 *mImpl->systemLevelRoot,
909 mImpl->systemLevelSortedLayers,
910 mImpl->renderInstructions,
918 // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
919 bool doRenderOnceNotify = false;
920 mImpl->renderTaskWaiting = false;
921 for ( auto&& renderTask : mImpl->taskList.GetTasks() )
923 renderTask->UpdateState();
925 if( renderTask->IsWaitingToRender() &&
926 renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
928 mImpl->renderTaskWaiting = true; // keep update/render threads alive
931 if( renderTask->HasRendered() )
933 doRenderOnceNotify = true;
937 if( doRenderOnceNotify )
939 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
940 mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() );
943 // Macro is undefined in release build.
944 SNAPSHOT_NODE_LOGGING;
946 // A ResetProperties() may be required in the next frame
947 mImpl->previousUpdateScene = updateScene;
949 // Check whether further updates are required
950 unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds );
952 // tell the update manager that we're done so the queue can be given to event thread
953 mImpl->notificationManager.UpdateCompleted();
955 // The update has finished; swap the double-buffering indices
956 mSceneGraphBuffers.Swap();
961 unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
963 // Update the duration set via Stage::KeepRendering()
964 if ( mImpl->keepRenderingSeconds > 0.0f )
966 mImpl->keepRenderingSeconds -= elapsedSeconds;
969 unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
971 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
972 // Keep updating until no messages are received and no animations are running.
973 // If an animation has just finished, update at least once more for Discard end-actions.
974 // No need to check for renderQueue as there is always a render after update and if that
975 // render needs another update it will tell the adaptor to call update again
977 if ( mImpl->keepRenderingSeconds > 0.0f )
979 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
982 if ( IsAnimationRunning() ||
983 mImpl->animationFinishedDuringUpdate )
985 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
988 if ( mImpl->renderTaskWaiting )
990 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
993 return keepUpdatingRequest;
996 void UpdateManager::SetBackgroundColor( const Vector4& color )
998 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
1000 // Reserve some memory inside the render queue
1001 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1003 // Construct message in the render queue memory; note that delete should not be called on the return value
1004 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
1007 void UpdateManager::SetDefaultSurfaceRect( const Rect<int>& rect )
1009 typedef MessageValue1< RenderManager, Rect<int> > DerivedType;
1011 // Reserve some memory inside the render queue
1012 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1014 // Construct message in the render queue memory; note that delete should not be called on the return value
1015 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1018 void UpdateManager::KeepRendering( float durationSeconds )
1020 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1023 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
1027 // just copy the vector of pointers
1028 mImpl->sortedLayers = layers;
1032 mImpl->systemLevelSortedLayers = layers;
1036 void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths )
1038 // note,this vector is already in depth order. It could be used as-is to
1039 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1040 for( auto&& iter : nodeDepths->nodeDepths )
1042 iter.node->SetDepthIndex( iter.sortedDepth );
1045 // Go through node hierarchy and rearrange siblings according to depth-index
1046 SortSiblingNodesRecursively( *( mImpl->root ) );
1049 void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
1051 // Message has ownership of Sampler while in transit from update to render
1052 typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType;
1054 // Reserve some memory inside the render queue
1055 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1057 // Construct message in the render queue memory; note that delete should not be called on the return value
1058 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1061 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1063 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1065 // Reserve some memory inside the render queue
1066 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1068 // Construct message in the render queue memory; note that delete should not be called on the return value
1069 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1072 void UpdateManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
1074 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1076 // Reserve some memory inside the render queue
1077 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1079 // Construct message in the render queue memory; note that delete should not be called on the return value
1080 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1083 void UpdateManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
1085 typedef MessageValue4< RenderManager, Render::Sampler*, unsigned int, unsigned int, unsigned int > DerivedType;
1087 // Reserve some memory inside the render queue
1088 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1090 // Construct message in the render queue memory; note that delete should not be called on the return value
1091 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode );
1094 void UpdateManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
1096 // Message has ownership of format while in transit from update -> render
1097 typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType;
1099 // Reserve some memory inside the render queue
1100 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1102 // Construct message in the render queue memory; note that delete should not be called on the return value
1103 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1106 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1108 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1110 // Reserve some memory inside the render queue
1111 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1113 // Construct message in the render queue memory; note that delete should not be called on the return value
1114 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1117 void UpdateManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
1119 // Message has ownership of format while in transit from update -> render
1120 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format > > DerivedType;
1122 // Reserve some memory inside the render queue
1123 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1125 // Construct message in the render queue memory; note that delete should not be called on the return value
1126 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1129 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
1131 // Message has ownership of format while in transit from update -> render
1132 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector<char> >, size_t > DerivedType;
1134 // Reserve some memory inside the render queue
1135 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1137 // Construct message in the render queue memory; note that delete should not be called on the return value
1138 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1141 void UpdateManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
1143 // Message has ownership of format while in transit from update -> render
1144 typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType;
1146 // Reserve some memory inside the render queue
1147 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1149 // Construct message in the render queue memory; note that delete should not be called on the return value
1150 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1153 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1155 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1157 // Reserve some memory inside the render queue
1158 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1160 // Construct message in the render queue memory; note that delete should not be called on the return value
1161 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1164 void UpdateManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
1166 typedef MessageValue2< RenderManager, Render::Geometry*, unsigned int > DerivedType;
1168 // Reserve some memory inside the render queue
1169 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1171 // Construct message in the render queue memory; note that delete should not be called on the return value
1172 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1175 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
1177 typedef IndexBufferMessage< RenderManager > DerivedType;
1179 // Reserve some memory inside the render queue
1180 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1182 // Construct message in the render queue memory; note that delete should not be called on the return value
1183 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1186 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1188 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1190 // Reserve some memory inside the render queue
1191 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1193 // Construct message in the render queue memory; note that delete should not be called on the return value
1194 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1197 void UpdateManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1199 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1201 // Reserve some memory inside the render queue
1202 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1204 // Construct message in the render queue memory; note that delete should not be called on the return value
1205 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, propertyBuffer );
1208 void UpdateManager::AddTexture( OwnerPointer< Render::Texture >& texture )
1210 // Message has ownership of Texture while in transit from update -> render
1211 typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType;
1213 // Reserve some memory inside the render queue
1214 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1216 // Construct message in the render queue memory; note that delete should not be called on the return value
1217 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddTexture, texture );
1220 void UpdateManager::RemoveTexture( Render::Texture* texture)
1222 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1224 // Reserve some memory inside the render queue
1225 unsigned int* 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::RemoveTexture, texture );
1231 void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
1233 typedef MessageValue3< RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > DerivedType;
1235 // Reserve some memory inside the message queue
1236 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1238 // Construct message in the message queue memory; note that delete should not be called on the return value
1239 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params );
1242 void UpdateManager::GenerateMipmaps( Render::Texture* texture )
1244 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1246 // Reserve some memory inside the render queue
1247 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1249 // Construct message in the render queue memory; note that delete should not be called on the return value
1250 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
1253 void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
1255 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1257 // Reserve some memory inside the render queue
1258 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1260 // Construct message in the render queue memory; note that delete should not be called on the return value
1261 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer );
1264 void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer)
1266 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1268 // Reserve some memory inside the render queue
1269 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1271 // Construct message in the render queue memory; note that delete should not be called on the return value
1272 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer );
1275 void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
1277 typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, unsigned int, unsigned int > DerivedType;
1279 // Reserve some memory inside the render queue
1280 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1282 // Construct message in the render queue memory; note that delete should not be called on the return value
1283 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer );
1286 } // namespace SceneGraph
1288 } // namespace Internal