2 * Copyright (c) 2017 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 AnimationContainer animations; ///< A container of owned animations
289 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::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification )
486 mImpl->propertyNotifications.PushBack( propertyNotification.Release() );
489 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
491 mImpl->propertyNotifications.EraseObject( propertyNotification );
494 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
496 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
497 propertyNotification->SetNotifyMode( notifyMode );
500 void UpdateManager::AddShader( OwnerPointer< Shader >& shader )
502 mImpl->shaders.PushBack( shader.Release() );
505 void UpdateManager::RemoveShader( Shader* shader )
507 // Find the shader and destroy it
508 EraseUsingDiscardQueue( mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
511 void UpdateManager::SetShaderProgram( Shader* shader,
512 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
517 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
519 // Reserve some memory inside the render queue
520 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
522 // Construct message in the render queue memory; note that delete should not be called on the return value
523 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
527 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
529 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
530 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
532 // lock as update might be sending previously compiled shaders to event thread
533 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
534 mImpl->renderCompiledShaders.push_back( shaderData );
538 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
540 mImpl->shaderSaver = &upstream;
543 void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer )
545 renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
546 mImpl->renderers.PushBack( renderer.Release() );
547 mImpl->renderersAdded = true;
550 void UpdateManager::RemoveRenderer( Renderer* renderer )
552 // Find the renderer and destroy it
553 EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
554 // Need to remove the render object as well
555 renderer->DisconnectFromSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
558 void UpdateManager::SetPanGestureProcessor( PanGesture* panGestureProcessor )
560 DALI_ASSERT_DEBUG( NULL != panGestureProcessor );
562 mImpl->panGestureProcessor = panGestureProcessor;
565 void UpdateManager::AddTextureSet( OwnerPointer< TextureSet >& textureSet )
567 mImpl->textureSets.PushBack( textureSet.Release() );
570 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
572 mImpl->textureSets.EraseObject( textureSet );
575 RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel )
579 // copy the list, this is only likely to happen once in application life cycle
580 return &(mImpl->taskList);
584 // copy the list, this is only likely to happen once in application life cycle
585 return &(mImpl->systemLevelTaskList);
589 unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene )
591 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
594 void UpdateManager::EventProcessingStarted()
596 mImpl->messageQueue.EventProcessingStarted();
599 bool UpdateManager::FlushQueue()
601 return mImpl->messageQueue.FlushQueue();
604 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
606 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
607 mImpl->animationFinishedDuringUpdate = false;
609 // Animated properties have to be reset to their original value each frame
611 // Reset root properties
614 mImpl->root->ResetToBaseValues( bufferIndex );
616 if ( mImpl->systemLevelRoot )
618 mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex );
621 // Reset all the nodes
622 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
623 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
624 for( ;iter != endIter; ++iter )
626 (*iter)->ResetToBaseValues( bufferIndex );
629 // Reset system-level render-task list properties to base values
630 ResetToBaseValues( mImpl->systemLevelTaskList.GetTasks(), bufferIndex );
632 // Reset render-task list properties to base values.
633 ResetToBaseValues( mImpl->taskList.GetTasks(), bufferIndex );
635 // Reset custom object properties to base values
636 ResetToBaseValues( mImpl->customObjects, bufferIndex );
638 // Reset animatable renderer properties to base values
639 ResetToBaseValues( mImpl->renderers, bufferIndex );
641 // Reset animatable shader properties to base values
642 ResetToBaseValues( mImpl->shaders, bufferIndex );
645 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds )
647 bool gestureUpdated( false );
649 if( mImpl->panGestureProcessor )
651 // gesture processor only supports default properties
652 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
653 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
656 return gestureUpdated;
659 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
661 AnimationContainer &animations = mImpl->animations;
662 AnimationIter iter = animations.Begin();
663 bool animationLooped = false;
665 while ( iter != animations.End() )
667 Animation* animation = *iter;
668 bool finished = false;
670 bool progressMarkerReached = false;
671 animation->Update( bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached );
673 if ( progressMarkerReached )
675 mImpl->notificationManager.QueueMessage( Internal::NotifyProgressReachedMessage( mImpl->animationPlaylist, animation ) );
678 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
679 animationLooped = animationLooped || looped;
681 // Remove animations that had been destroyed but were still waiting for an update
682 if (animation->GetState() == Animation::Destroyed)
684 iter = animations.Erase(iter);
692 // queue the notification on finished or looped (to update loop count)
693 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
695 // The application should be notified by NotificationManager, in another thread
696 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationPlaylist );
700 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
702 //Constrain custom objects (in construction order)
703 for ( auto&& object : mImpl->customObjects )
705 ConstrainPropertyOwner( *object, bufferIndex );
709 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
711 // Constrain system-level render-tasks
712 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
713 for ( auto&& task : systemLevelTasks )
715 ConstrainPropertyOwner( *task, bufferIndex );
718 // Constrain render-tasks
719 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
720 for ( auto&& task : tasks )
722 ConstrainPropertyOwner( *task, bufferIndex );
726 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
728 // constrain shaders... (in construction order)
729 for ( auto&& shader : mImpl->shaders )
731 ConstrainPropertyOwner( *shader, bufferIndex );
735 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
737 for( auto&& notification : mImpl->propertyNotifications )
739 bool valid = notification->Check( bufferIndex );
742 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
747 void UpdateManager::ForwardCompiledShadersToEventThread()
749 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
750 if( mImpl->shaderSaver )
752 // lock and swap the queues
754 // render might be attempting to send us more binaries at the same time
755 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
756 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
759 if( mImpl->updateCompiledShaders.size() > 0 )
761 ShaderSaver& factory = *mImpl->shaderSaver;
762 for( auto&& shader : mImpl->updateCompiledShaders )
764 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) );
766 // we don't need them in update anymore
767 mImpl->updateCompiledShaders.clear();
772 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
774 const unsigned int rendererCount = mImpl->renderers.Count();
775 for( unsigned int i = 0; i < rendererCount; ++i )
778 ConstrainPropertyOwner( *mImpl->renderers[i], bufferIndex );
780 mImpl->renderers[i]->PrepareRender( bufferIndex );
784 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
786 mImpl->nodeDirtyFlags = NothingFlag;
793 // Prepare resources, update shaders, for each node
794 // And add the renderers to the sorted layers. Start from root, which is also a layer
795 mImpl->nodeDirtyFlags = UpdateNodeTree( *( mImpl->root ),
797 mImpl->renderQueue );
799 if ( mImpl->systemLevelRoot )
801 mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ),
803 mImpl->renderQueue );
807 unsigned int UpdateManager::Update( float elapsedSeconds,
808 unsigned int lastVSyncTimeMilliseconds,
809 unsigned int nextVSyncTimeMilliseconds )
811 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
813 //Clear nodes/resources which were previously discarded
814 mImpl->discardQueue.Clear( bufferIndex );
816 //Process Touches & Gestures
817 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
819 bool updateScene = // The scene-graph requires an update if..
820 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
821 IsAnimationRunning() || // ..at least one animation is running OR
822 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
823 gestureUpdated; // ..a gesture property was updated
826 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
827 // values if the scene was updated in the previous frame.
828 if( updateScene || mImpl->previousUpdateScene )
830 //Reset properties from the previous update
831 ResetProperties( bufferIndex );
832 mImpl->transformManager.ResetToBaseValue();
835 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
836 // between calling IsSceneUpdateRequired() above and here, so updateScene should
838 updateScene |= mImpl->messageQueue.ProcessMessages( bufferIndex );
840 //Forward compiled shader programs to event thread for saving
841 ForwardCompiledShadersToEventThread();
843 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
844 // renderer lists if the scene was updated in the previous frame.
845 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
846 if( updateScene || mImpl->previousUpdateScene )
849 Animate( bufferIndex, elapsedSeconds );
851 //Constraint custom objects
852 ConstrainCustomObjects( bufferIndex );
854 //Clear the lists of renderers from the previous update
855 for( size_t i(0); i<mImpl->sortedLayers.size(); ++i )
857 mImpl->sortedLayers[i]->ClearRenderables();
860 for( size_t i(0); i<mImpl->systemLevelSortedLayers.size(); ++i )
862 mImpl->systemLevelSortedLayers[i]->ClearRenderables();
865 //Update node hierarchy, apply constraints and perform sorting / culling.
866 //This will populate each Layer with a list of renderers which are ready.
867 UpdateNodes( bufferIndex );
869 //Apply constraints to RenderTasks, shaders
870 ConstrainRenderTasks( bufferIndex );
871 ConstrainShaders( bufferIndex );
873 //Update renderers and apply constraints
874 UpdateRenderers( bufferIndex );
876 //Update the trnasformations of all the nodes
877 mImpl->transformManager.Update();
879 //Process Property Notifications
880 ProcessPropertyNotifications( bufferIndex );
883 for( auto&& cameraIterator : mImpl->cameras )
885 cameraIterator->Update( bufferIndex );
888 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
889 //reset the update buffer index and make sure there is enough room in the instruction container
890 if( mImpl->renderersAdded )
892 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
893 mImpl->taskList.GetTasks().Count() + mImpl->systemLevelTaskList.GetTasks().Count() );
895 if ( NULL != mImpl->root )
897 mImpl->renderTaskProcessor.Process( bufferIndex,
901 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 );
916 // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
917 bool doRenderOnceNotify = false;
918 mImpl->renderTaskWaiting = false;
919 for ( auto&& renderTask : mImpl->taskList.GetTasks() )
921 renderTask->UpdateState();
923 if( renderTask->IsWaitingToRender() &&
924 renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
926 mImpl->renderTaskWaiting = true; // keep update/render threads alive
929 if( renderTask->HasRendered() )
931 doRenderOnceNotify = true;
935 if( doRenderOnceNotify )
937 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
938 mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() );
941 // Macro is undefined in release build.
942 SNAPSHOT_NODE_LOGGING;
944 // A ResetProperties() may be required in the next frame
945 mImpl->previousUpdateScene = updateScene;
947 // Check whether further updates are required
948 unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds );
950 // tell the update manager that we're done so the queue can be given to event thread
951 mImpl->notificationManager.UpdateCompleted();
953 // The update has finished; swap the double-buffering indices
954 mSceneGraphBuffers.Swap();
959 unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
961 // Update the duration set via Stage::KeepRendering()
962 if ( mImpl->keepRenderingSeconds > 0.0f )
964 mImpl->keepRenderingSeconds -= elapsedSeconds;
967 unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
969 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
970 // Keep updating until no messages are received and no animations are running.
971 // If an animation has just finished, update at least once more for Discard end-actions.
972 // No need to check for renderQueue as there is always a render after update and if that
973 // render needs another update it will tell the adaptor to call update again
975 if ( mImpl->keepRenderingSeconds > 0.0f )
977 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
980 if ( IsAnimationRunning() ||
981 mImpl->animationFinishedDuringUpdate )
983 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
986 if ( mImpl->renderTaskWaiting )
988 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
991 return keepUpdatingRequest;
994 void UpdateManager::SetBackgroundColor( const Vector4& color )
996 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
998 // Reserve some memory inside the render queue
999 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1001 // Construct message in the render queue memory; note that delete should not be called on the return value
1002 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
1005 void UpdateManager::SetDefaultSurfaceRect( const Rect<int>& rect )
1007 typedef MessageValue1< RenderManager, Rect<int> > DerivedType;
1009 // Reserve some memory inside the render queue
1010 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1012 // Construct message in the render queue memory; note that delete should not be called on the return value
1013 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1016 void UpdateManager::KeepRendering( float durationSeconds )
1018 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1021 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
1025 // just copy the vector of pointers
1026 mImpl->sortedLayers = layers;
1030 mImpl->systemLevelSortedLayers = layers;
1034 void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths )
1036 // note,this vector is already in depth order. It could be used as-is to
1037 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1038 for( auto&& iter : nodeDepths->nodeDepths )
1040 iter.node->SetDepthIndex( iter.sortedDepth );
1043 // Go through node hierarchy and rearrange siblings according to depth-index
1044 SortSiblingNodesRecursively( *( mImpl->root ) );
1047 void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
1049 // Message has ownership of Sampler while in transit from update to render
1050 typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType;
1052 // Reserve some memory inside the render queue
1053 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1055 // Construct message in the render queue memory; note that delete should not be called on the return value
1056 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1059 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1061 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1063 // Reserve some memory inside the render queue
1064 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1066 // Construct message in the render queue memory; note that delete should not be called on the return value
1067 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1070 void UpdateManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
1072 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1074 // Reserve some memory inside the render queue
1075 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1077 // Construct message in the render queue memory; note that delete should not be called on the return value
1078 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1081 void UpdateManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
1083 typedef MessageValue4< RenderManager, Render::Sampler*, unsigned int, unsigned int, unsigned int > DerivedType;
1085 // Reserve some memory inside the render queue
1086 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1088 // Construct message in the render queue memory; note that delete should not be called on the return value
1089 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode );
1092 void UpdateManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
1094 // Message has ownership of format while in transit from update -> render
1095 typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType;
1097 // Reserve some memory inside the render queue
1098 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1100 // Construct message in the render queue memory; note that delete should not be called on the return value
1101 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1104 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1106 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1108 // Reserve some memory inside the render queue
1109 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1111 // Construct message in the render queue memory; note that delete should not be called on the return value
1112 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1115 void UpdateManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
1117 // Message has ownership of format while in transit from update -> render
1118 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format > > DerivedType;
1120 // Reserve some memory inside the render queue
1121 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1123 // Construct message in the render queue memory; note that delete should not be called on the return value
1124 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1127 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
1129 // Message has ownership of format while in transit from update -> render
1130 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector<char> >, size_t > DerivedType;
1132 // Reserve some memory inside the render queue
1133 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1135 // Construct message in the render queue memory; note that delete should not be called on the return value
1136 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1139 void UpdateManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
1141 // Message has ownership of format while in transit from update -> render
1142 typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType;
1144 // Reserve some memory inside the render queue
1145 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1147 // Construct message in the render queue memory; note that delete should not be called on the return value
1148 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1151 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1153 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1155 // Reserve some memory inside the render queue
1156 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1158 // Construct message in the render queue memory; note that delete should not be called on the return value
1159 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1162 void UpdateManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
1164 typedef MessageValue2< RenderManager, Render::Geometry*, unsigned int > DerivedType;
1166 // Reserve some memory inside the render queue
1167 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1169 // Construct message in the render queue memory; note that delete should not be called on the return value
1170 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1173 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
1175 typedef IndexBufferMessage< RenderManager > DerivedType;
1177 // Reserve some memory inside the render queue
1178 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1180 // Construct message in the render queue memory; note that delete should not be called on the return value
1181 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1184 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1186 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1188 // Reserve some memory inside the render queue
1189 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1191 // Construct message in the render queue memory; note that delete should not be called on the return value
1192 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1195 void UpdateManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1197 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1199 // Reserve some memory inside the render queue
1200 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1202 // Construct message in the render queue memory; note that delete should not be called on the return value
1203 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, propertyBuffer );
1206 void UpdateManager::AddTexture( OwnerPointer< Render::Texture >& texture )
1208 // Message has ownership of Texture while in transit from update -> render
1209 typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType;
1211 // Reserve some memory inside the render queue
1212 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1214 // Construct message in the render queue memory; note that delete should not be called on the return value
1215 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddTexture, texture );
1218 void UpdateManager::RemoveTexture( Render::Texture* texture)
1220 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1222 // Reserve some memory inside the render queue
1223 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1225 // Construct message in the render queue memory; note that delete should not be called on the return value
1226 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveTexture, texture );
1229 void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
1231 typedef MessageValue3< RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > DerivedType;
1233 // Reserve some memory inside the message queue
1234 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1236 // Construct message in the message queue memory; note that delete should not be called on the return value
1237 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params );
1240 void UpdateManager::GenerateMipmaps( Render::Texture* texture )
1242 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1244 // Reserve some memory inside the render queue
1245 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1247 // Construct message in the render queue memory; note that delete should not be called on the return value
1248 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
1251 void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
1253 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1255 // Reserve some memory inside the render queue
1256 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1258 // Construct message in the render queue memory; note that delete should not be called on the return value
1259 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer );
1262 void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer)
1264 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1266 // Reserve some memory inside the render queue
1267 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1269 // Construct message in the render queue memory; note that delete should not be called on the return value
1270 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer );
1273 void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
1275 typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, unsigned int, unsigned int > DerivedType;
1277 // Reserve some memory inside the render queue
1278 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1280 // Construct message in the render queue memory; note that delete should not be called on the return value
1281 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer );
1284 } // namespace SceneGraph
1286 } // namespace Internal