2 * Copyright (c) 2016 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/set-wrapper.h>
24 #include <dali/devel-api/common/owner-container.h>
25 #include <dali/devel-api/threading/mutex.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/integration-api/render-controller.h>
29 #include <dali/internal/common/shader-data.h>
30 #include <dali/integration-api/debug.h>
32 #include <dali/internal/common/core-impl.h>
33 #include <dali/internal/common/message.h>
35 #include <dali/internal/event/common/notification-manager.h>
36 #include <dali/internal/event/common/property-notification-impl.h>
37 #include <dali/internal/event/common/property-notifier.h>
38 #include <dali/internal/event/effects/shader-factory.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/common/texture-cache-dispatcher.h>
45 #include <dali/internal/update/controllers/render-message-dispatcher.h>
46 #include <dali/internal/update/controllers/scene-controller-impl.h>
47 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
48 #include <dali/internal/update/manager/object-owner-container.h>
49 #include <dali/internal/update/manager/render-task-processor.h>
50 #include <dali/internal/update/manager/sorted-layers.h>
51 #include <dali/internal/update/manager/update-algorithms.h>
52 #include <dali/internal/update/manager/update-manager-debug.h>
53 #include <dali/internal/update/manager/transform-manager.h>
54 #include <dali/internal/update/nodes/node.h>
55 #include <dali/internal/update/nodes/scene-graph-layer.h>
56 #include <dali/internal/update/queue/update-message-queue.h>
57 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
58 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
59 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
60 #include <dali/internal/update/resources/resource-manager.h>
62 #include <dali/internal/render/common/render-instruction-container.h>
63 #include <dali/internal/render/common/render-manager.h>
64 #include <dali/internal/render/queue/render-queue.h>
65 #include <dali/internal/render/gl-resources/texture-cache.h>
66 #include <dali/internal/render/shaders/scene-graph-shader.h>
67 #include <dali/internal/render/renderers/render-frame-buffer.h>
68 #include <dali/internal/render/renderers/render-sampler.h>
69 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
71 // Un-comment to enable node tree debug logging
72 //#define NODE_TREE_LOGGING 1
74 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
75 #define SNAPSHOT_NODE_LOGGING \
76 const int FRAME_COUNT_TRIGGER = 16;\
77 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
79 if ( NULL != mImpl->root )\
81 mImpl->frameCounter = 0;\
82 PrintNodeTree( *mImpl->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
85 mImpl->frameCounter++;
87 #define SNAPSHOT_NODE_LOGGING
90 #if defined(DEBUG_ENABLED)
91 extern Debug::Filter* gRenderTaskLogFilter;
95 using namespace Dali::Integration;
96 using Dali::Internal::Update::MessageQueue;
107 typedef OwnerContainer< Shader* > ShaderContainer;
108 typedef ShaderContainer::Iterator ShaderIter;
109 typedef ShaderContainer::ConstIterator ShaderConstIter;
111 typedef std::vector<Internal::ShaderDataPtr> ShaderDataBinaryQueue;
113 typedef OwnerContainer<PanGesture*> GestureContainer;
114 typedef GestureContainer::Iterator GestureIter;
115 typedef GestureContainer::ConstIterator GestureConstIter;
117 typedef OwnerContainer< TextureSet* > TextureSetContainer;
118 typedef TextureSetContainer::Iterator TextureSetIter;
119 typedef TextureSetContainer::ConstIterator TextureSetConstIter;
122 * Structure to contain UpdateManager internal data
124 struct UpdateManager::Impl
126 Impl( NotificationManager& notificationManager,
127 CompleteNotificationInterface& animationFinishedNotifier,
128 PropertyNotifier& propertyNotifier,
129 ResourceManager& resourceManager,
130 DiscardQueue& discardQueue,
131 RenderController& renderController,
132 RenderManager& renderManager,
133 RenderQueue& renderQueue,
134 SceneGraphBuffers& sceneGraphBuffers,
135 RenderTaskProcessor& renderTaskProcessor )
136 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
137 notificationManager( notificationManager ),
139 animationFinishedNotifier( animationFinishedNotifier ),
140 propertyNotifier( propertyNotifier ),
142 resourceManager( resourceManager ),
143 discardQueue( discardQueue ),
144 renderController( renderController ),
145 sceneController( NULL ),
146 renderManager( renderManager ),
147 renderQueue( renderQueue ),
148 renderInstructions( renderManager.GetRenderInstructionContainer() ),
149 renderTaskProcessor( renderTaskProcessor ),
150 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
151 taskList( renderMessageDispatcher, resourceManager ),
152 systemLevelTaskList( renderMessageDispatcher, resourceManager ),
154 systemLevelRoot( NULL ),
155 renderers( sceneGraphBuffers, discardQueue ),
157 messageQueue( renderController, sceneGraphBuffers ),
158 keepRenderingSeconds( 0.0f ),
159 animationFinishedDuringUpdate( false ),
160 nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update()
161 previousUpdateScene( false ),
163 renderTaskWaiting( false )
165 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
167 renderers.SetSceneController( *sceneController );
169 // create first 'dummy' node
175 // Disconnect render tasks from nodes, before destroying the nodes
176 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
177 for (RenderTaskList::RenderTaskContainer::Iterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
179 (*iter)->SetSourceNode( NULL );
181 // ..repeat for system level RenderTasks
182 RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks();
183 for (RenderTaskList::RenderTaskContainer::Iterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
185 (*iter)->SetSourceNode( NULL );
188 // UpdateManager owns the Nodes
189 Vector<Node*>::Iterator iter = nodes.Begin()+1;
190 Vector<Node*>::Iterator endIter = nodes.End();
191 for(;iter!=endIter;++iter)
193 (*iter)->OnDestroy();
197 // If there is root, reset it, otherwise do nothing as rendering was never started
202 Node::Delete( root );
206 if( systemLevelRoot )
208 systemLevelRoot->OnDestroy();
210 Node::Delete( systemLevelRoot );
211 systemLevelRoot = NULL;
214 delete sceneController;
217 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
218 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
219 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
220 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
221 CompleteNotificationInterface& animationFinishedNotifier; ///< Provides notification to applications when animations are finished.
222 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
223 ShaderSaver* shaderSaver; ///< Saves shader binaries.
224 ResourceManager& resourceManager; ///< resource manager
225 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
226 RenderController& renderController; ///< render controller
227 SceneControllerImpl* sceneController; ///< scene controller
228 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
229 RenderQueue& renderQueue; ///< Used to queue messages for the next render
230 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
231 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
233 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
235 RenderTaskList taskList; ///< The list of scene graph render-tasks
236 RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
238 Layer* root; ///< The root node (root is a layer)
239 Layer* systemLevelRoot; ///< A separate root-node for system-level content
241 Vector<Node*> nodes; ///< A container of all instantiated nodes
243 SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
244 SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
246 OwnerContainer< Camera* > cameras; ///< A container of cameras
247 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
249 AnimationContainer animations; ///< A container of owned animations
250 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
252 ObjectOwnerContainer<Renderer> renderers;
253 TextureSetContainer textureSets; ///< A container of texture sets
255 ShaderContainer shaders; ///< A container of owned shaders
257 MessageQueue messageQueue; ///< The messages queued from the event-thread
258 ShaderDataBinaryQueue renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
259 ShaderDataBinaryQueue updateCompiledShaders; ///< Shaders to be sent from Update to Event
260 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
262 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
263 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
265 int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
266 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
268 int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
270 GestureContainer gestures; ///< A container of owned gesture detectors
271 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
274 UpdateManager::UpdateManager( NotificationManager& notificationManager,
275 CompleteNotificationInterface& animationFinishedNotifier,
276 PropertyNotifier& propertyNotifier,
277 ResourceManager& resourceManager,
278 DiscardQueue& discardQueue,
279 RenderController& controller,
280 RenderManager& renderManager,
281 RenderQueue& renderQueue,
282 TextureCacheDispatcher& textureCacheDispatcher,
283 RenderTaskProcessor& renderTaskProcessor )
286 mImpl = new Impl( notificationManager,
287 animationFinishedNotifier,
295 renderTaskProcessor );
297 textureCacheDispatcher.SetBufferIndices( &mSceneGraphBuffers );
300 UpdateManager::~UpdateManager()
305 void UpdateManager::InstallRoot( SceneGraph::Layer* layer, bool systemLevel )
307 DALI_ASSERT_DEBUG( layer->IsLayer() );
308 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
312 DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" );
314 mImpl->root->CreateTransform( &mImpl->transformManager);
318 DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" );
319 mImpl->systemLevelRoot = layer;
320 mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager);
323 layer->SetRoot(true);
326 void UpdateManager::AddNode( Node* node )
328 DALI_ASSERT_ALWAYS( NULL != node );
329 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
331 // Nodes must be sorted by pointer
332 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
333 for(Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter)
337 mImpl->nodes.Insert((iter+1), node);
338 node->CreateTransform( &mImpl->transformManager);
344 void UpdateManager::ConnectNode( Node* parent, Node* node )
346 DALI_ASSERT_ALWAYS( NULL != parent );
347 DALI_ASSERT_ALWAYS( NULL != node );
348 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
350 parent->ConnectChild( node );
353 void UpdateManager::DisconnectNode( Node* node )
355 Node* parent = node->GetParent();
356 DALI_ASSERT_ALWAYS( NULL != parent );
357 parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused
359 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
362 void UpdateManager::DestroyNode( Node* node )
364 DALI_ASSERT_ALWAYS( NULL != node );
365 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
367 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
368 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
369 for(;iter!=endIter;++iter)
373 mImpl->nodes.Erase(iter);
378 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
380 // Notify the Node about impending destruction
384 void UpdateManager::AddCamera( Camera* camera )
386 DALI_ASSERT_DEBUG( camera != NULL );
388 mImpl->cameras.PushBack( camera ); // takes ownership
391 void UpdateManager::RemoveCamera( const Camera* camera )
394 OwnerContainer<Camera*>::Iterator iter = mImpl->cameras.Begin();
395 OwnerContainer<Camera*>::ConstIterator end = mImpl->cameras.End();
396 for ( ; iter != end; ++iter )
398 Camera* value = *iter;
399 if ( camera == value )
401 // Transfer ownership to the discard queue
402 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), mImpl->cameras.Release( iter ) );
410 void UpdateManager::AddObject( PropertyOwner* object )
412 DALI_ASSERT_DEBUG( NULL != object );
414 mImpl->customObjects.PushBack( object );
417 void UpdateManager::RemoveObject( PropertyOwner* object )
419 DALI_ASSERT_DEBUG( NULL != object );
421 OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
423 // Find the object and destroy it
424 for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); iter != customObjects.End(); ++iter )
426 PropertyOwner* current = *iter;
427 if ( current == object )
429 customObjects.Erase( iter );
434 // Should not reach here
435 DALI_ASSERT_DEBUG(false);
438 void UpdateManager::AddAnimation( Animation* animation )
440 mImpl->animations.PushBack( animation );
443 void UpdateManager::StopAnimation( Animation* animation )
445 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
447 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
449 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
452 void UpdateManager::RemoveAnimation( Animation* animation )
454 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
456 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
458 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
461 bool UpdateManager::IsAnimationRunning() const
463 bool isRunning(false);
464 AnimationContainer& animations = mImpl->animations;
466 // Find any animation that isn't stopped or paused
468 const AnimationIter endIter = animations.End();
469 for ( AnimationIter iter = animations.Begin(); !isRunning && iter != endIter; ++iter )
471 const Animation::State state = (*iter)->GetState();
473 if (state != Animation::Stopped &&
474 state != Animation::Paused)
483 void UpdateManager::AddPropertyNotification( PropertyNotification* propertyNotification )
485 mImpl->propertyNotifications.PushBack( propertyNotification );
488 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
490 PropertyNotificationContainer &propertyNotifications = mImpl->propertyNotifications;
491 PropertyNotificationIter iter = propertyNotifications.Begin();
493 while ( iter != propertyNotifications.End() )
495 if( *iter == propertyNotification )
497 propertyNotifications.Erase(iter);
504 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
506 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
507 propertyNotification->SetNotifyMode( notifyMode );
510 ObjectOwnerContainer<Renderer>& UpdateManager::GetRendererOwner()
512 return mImpl->renderers;
515 void UpdateManager::AddShader( Shader* shader )
517 DALI_ASSERT_DEBUG( NULL != shader );
519 if( mImpl->shaders.Count() == 0 )
521 // the first added shader becomes our default shader
522 // Construct message in the render queue memory; note that delete should not be called on the return value
523 typedef MessageValue1< RenderManager, Shader* > 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( &mImpl->renderManager, &RenderManager::SetDefaultShader, shader );
532 mImpl->shaders.PushBack( shader );
535 void UpdateManager::RemoveShader( Shader* shader )
537 DALI_ASSERT_DEBUG(shader != NULL);
539 ShaderContainer& shaders = mImpl->shaders;
541 // Find the shader and destroy it
542 for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
544 Shader& current = **iter;
545 if ( ¤t == shader )
547 // Transfer ownership to the discard queue
548 // This keeps the shader alive, until the render-thread has finished with it
549 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), shaders.Release( iter ) );
554 // Should not reach here
555 DALI_ASSERT_DEBUG(false);
558 void UpdateManager::SetShaderProgram( Shader* shader,
559 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
564 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
566 // Reserve some memory inside the render queue
567 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
569 // Construct message in the render queue memory; note that delete should not be called on the return value
570 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
574 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
576 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
577 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
579 // lock as update might be sending previously compiled shaders to event thread
580 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
581 mImpl->renderCompiledShaders.push_back( shaderData );
585 RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel )
589 // copy the list, this is only likely to happen once in application life cycle
590 return &(mImpl->taskList);
594 // copy the list, this is only likely to happen once in application life cycle
595 return &(mImpl->systemLevelTaskList);
599 void UpdateManager::AddGesture( PanGesture* gesture )
601 DALI_ASSERT_DEBUG( NULL != gesture );
603 mImpl->gestures.PushBack( gesture );
606 void UpdateManager::RemoveGesture( PanGesture* gesture )
608 DALI_ASSERT_DEBUG( gesture != NULL );
610 GestureContainer& gestures = mImpl->gestures;
612 // Find the gesture and destroy it
613 for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter )
615 PanGesture& current = **iter;
616 if ( ¤t == gesture )
618 mImpl->gestures.Erase( iter );
622 // Should not reach here
623 DALI_ASSERT_DEBUG(false);
626 void UpdateManager::AddTextureSet( TextureSet* textureSet )
628 DALI_ASSERT_DEBUG( NULL != textureSet );
629 mImpl->textureSets.PushBack( textureSet );
632 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
634 DALI_ASSERT_DEBUG(textureSet != NULL);
635 size_t textureSetCount( mImpl->textureSets.Size() );
636 for( size_t i(0); i<textureSetCount; ++i )
638 if( textureSet == mImpl->textureSets[i] )
640 mImpl->textureSets.Remove( mImpl->textureSets.Begin() + i );
646 unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene )
648 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
651 void UpdateManager::EventProcessingStarted()
653 mImpl->messageQueue.EventProcessingStarted();
656 bool UpdateManager::FlushQueue()
658 return mImpl->messageQueue.FlushQueue();
661 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
663 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
664 mImpl->animationFinishedDuringUpdate = false;
666 // Animated properties have to be reset to their original value each frame
668 // Reset root properties
671 mImpl->root->ResetToBaseValues( bufferIndex );
673 if ( mImpl->systemLevelRoot )
675 mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex );
678 // Reset all the nodes
679 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
680 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
681 for(;iter != endIter; ++iter)
683 (*iter)->ResetToBaseValues( bufferIndex );
686 // Reset system-level render-task list properties to base values
687 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
689 for (RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
691 (*iter)->ResetToBaseValues( bufferIndex );
694 // Reset render-task list properties to base values.
695 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
697 for (RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
699 (*iter)->ResetToBaseValues( bufferIndex );
702 // Reset custom object properties to base values
703 for (OwnerContainer<PropertyOwner*>::Iterator iter = mImpl->customObjects.Begin(); iter != mImpl->customObjects.End(); ++iter)
705 (*iter)->ResetToBaseValues( bufferIndex );
708 mImpl->renderers.ResetToBaseValues( bufferIndex );
710 // Reset animatable shader properties to base values
711 for (ShaderIter iter = mImpl->shaders.Begin(); iter != mImpl->shaders.End(); ++iter)
713 (*iter)->ResetToBaseValues( bufferIndex );
717 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds )
719 bool gestureUpdated( false );
721 // constrain gestures... (in construction order)
722 GestureContainer& gestures = mImpl->gestures;
724 for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter )
726 PanGesture& gesture = **iter;
727 gesture.ResetToBaseValues( bufferIndex ); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message
728 gestureUpdated |= gesture.UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
731 return gestureUpdated;
734 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
736 AnimationContainer &animations = mImpl->animations;
737 AnimationIter iter = animations.Begin();
738 bool animationLooped = false;
739 while ( iter != animations.End() )
741 Animation* animation = *iter;
742 bool finished = false;
744 animation->Update( bufferIndex, elapsedSeconds, looped, finished );
746 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
747 animationLooped = animationLooped || looped;
749 // Remove animations that had been destroyed but were still waiting for an update
750 if (animation->GetState() == Animation::Destroyed)
752 iter = animations.Erase(iter);
760 // queue the notification on finished or looped (to update loop count)
761 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
763 // The application should be notified by NotificationManager, in another thread
764 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationFinishedNotifier );
768 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
770 //Constrain custom objects (in construction order)
771 OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
772 const OwnerContainer< PropertyOwner* >::Iterator endIter = customObjects.End();
773 for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); endIter != iter; ++iter )
775 PropertyOwner& object = **iter;
776 ConstrainPropertyOwner( object, bufferIndex );
780 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
782 // Constrain system-level render-tasks
783 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
784 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter )
786 RenderTask& task = **iter;
787 ConstrainPropertyOwner( task, bufferIndex );
790 // Constrain render-tasks
791 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
792 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter )
794 RenderTask& task = **iter;
795 ConstrainPropertyOwner( task, bufferIndex );
799 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
801 // constrain shaders... (in construction order)
802 ShaderContainer& shaders = mImpl->shaders;
803 for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
805 Shader& shader = **iter;
806 ConstrainPropertyOwner( shader, bufferIndex );
810 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
812 PropertyNotificationContainer ¬ifications = mImpl->propertyNotifications;
813 PropertyNotificationIter iter = notifications.Begin();
815 while ( iter != notifications.End() )
817 PropertyNotification* notification = *iter;
818 bool valid = notification->Check( bufferIndex );
821 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
827 void UpdateManager::PrepareTextureSets( BufferIndex bufferIndex )
829 size_t textureSetCount( mImpl->textureSets.Size() );
830 for( size_t i(0); i<textureSetCount; ++i )
832 //Prepare texture set
833 mImpl->textureSets[i]->Prepare( mImpl->resourceManager );
837 void UpdateManager::ForwardCompiledShadersToEventThread()
839 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
840 if( mImpl->shaderSaver )
842 // lock and swap the queues
844 // render might be attempting to send us more binaries at the same time
845 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
846 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
849 if( mImpl->updateCompiledShaders.size() > 0 )
851 ShaderSaver& factory = *mImpl->shaderSaver;
852 ShaderDataBinaryQueue::iterator i = mImpl->updateCompiledShaders.begin();
853 ShaderDataBinaryQueue::iterator end = mImpl->updateCompiledShaders.end();
854 for( ; i != end; ++i )
856 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, *i ) );
858 // we don't need them in update anymore
859 mImpl->updateCompiledShaders.clear();
864 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
866 const OwnerContainer<Renderer*>& rendererContainer( mImpl->renderers.GetObjectContainer() );
867 unsigned int rendererCount( rendererContainer.Size() );
868 for( unsigned int i(0); i<rendererCount; ++i )
871 ConstrainPropertyOwner( *rendererContainer[i], bufferIndex );
873 rendererContainer[i]->PrepareRender( bufferIndex );
877 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
879 mImpl->nodeDirtyFlags = NothingFlag;
886 // Prepare resources, update shaders, for each node
887 // And add the renderers to the sorted layers. Start from root, which is also a layer
888 mImpl->nodeDirtyFlags = UpdateNodeTree( *( mImpl->root ),
890 mImpl->resourceManager,
891 mImpl->renderQueue );
893 if ( mImpl->systemLevelRoot )
895 mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ),
897 mImpl->resourceManager,
898 mImpl->renderQueue );
902 unsigned int UpdateManager::Update( float elapsedSeconds,
903 unsigned int lastVSyncTimeMilliseconds,
904 unsigned int nextVSyncTimeMilliseconds )
906 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
908 //Clear nodes/resources which were previously discarded
909 mImpl->discardQueue.Clear( bufferIndex );
911 //Grab any loaded resources
912 bool resourceChanged = mImpl->resourceManager.UpdateCache( bufferIndex );
914 //Process Touches & Gestures
915 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
917 const bool updateScene = // The scene-graph requires an update if..
918 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
919 IsAnimationRunning() || // ..at least one animation is running OR
920 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
921 resourceChanged || // ..one or more resources were updated/changed OR
922 gestureUpdated; // ..a gesture property was updated
925 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
926 // values if the scene was updated in the previous frame.
927 if( updateScene || mImpl->previousUpdateScene )
929 //Reset properties from the previous update
930 ResetProperties( bufferIndex );
931 mImpl->transformManager.ResetToBaseValue();
934 //Process the queued scene messages
935 mImpl->messageQueue.ProcessMessages( bufferIndex );
937 //Post Process Ids of resources updated by renderer
938 mImpl->resourceManager.PostProcessResources( bufferIndex );
940 //Forward compiled shader programs to event thread for saving
941 ForwardCompiledShadersToEventThread();
943 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
944 // renderer lists if the scene was updated in the previous frame.
945 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
946 if( updateScene || mImpl->previousUpdateScene )
949 Animate( bufferIndex, elapsedSeconds );
951 //Constraint custom objects
952 ConstrainCustomObjects( bufferIndex );
954 //Prepare texture sets and apply constraints to them
955 PrepareTextureSets( bufferIndex );
957 //Clear the lists of renderers from the previous update
958 for( size_t i(0); i<mImpl->sortedLayers.size(); ++i )
960 mImpl->sortedLayers[i]->ClearRenderables();
963 for( size_t i(0); i<mImpl->systemLevelSortedLayers.size(); ++i )
965 mImpl->systemLevelSortedLayers[i]->ClearRenderables();
968 //Update node hierarchy, apply constraints and perform sorting / culling.
969 //This will populate each Layer with a list of renderers which are ready.
970 UpdateNodes( bufferIndex );
972 //Apply constraints to RenderTasks, shaders
973 ConstrainRenderTasks( bufferIndex );
974 ConstrainShaders( bufferIndex );
976 //Update renderers and apply constraints
977 UpdateRenderers( bufferIndex );
979 //Update the trnasformations of all the nodes
980 mImpl->transformManager.Update();
982 //Process Property Notifications
983 ProcessPropertyNotifications( bufferIndex );
985 //Process the RenderTasks; this creates the instructions for rendering the next frame.
986 //reset the update buffer index and make sure there is enough room in the instruction container
987 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
988 mImpl->taskList.GetTasks().Count() + mImpl->systemLevelTaskList.GetTasks().Count() );
990 if ( NULL != mImpl->root )
992 mImpl->renderTaskProcessor.Process( bufferIndex,
996 mImpl->renderInstructions );
998 // Process the system-level RenderTasks last
999 if ( NULL != mImpl->systemLevelRoot )
1001 mImpl->renderTaskProcessor.Process( bufferIndex,
1002 mImpl->systemLevelTaskList,
1003 *mImpl->systemLevelRoot,
1004 mImpl->systemLevelSortedLayers,
1005 mImpl->renderInstructions );
1010 // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
1011 bool doRenderOnceNotify = false;
1012 mImpl->renderTaskWaiting = false;
1013 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
1014 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(), endIter = tasks.End();
1015 endIter != iter; ++iter )
1017 RenderTask& renderTask(*(*iter));
1019 renderTask.UpdateState();
1021 if( renderTask.IsWaitingToRender() &&
1022 renderTask.ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
1024 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1027 if( renderTask.HasRendered() )
1029 doRenderOnceNotify = true;
1033 if( doRenderOnceNotify )
1035 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1036 mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() );
1039 // Macro is undefined in release build.
1040 SNAPSHOT_NODE_LOGGING;
1042 // A ResetProperties() may be required in the next frame
1043 mImpl->previousUpdateScene = updateScene;
1045 // Check whether further updates are required
1046 unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds );
1048 // tell the update manager that we're done so the queue can be given to event thread
1049 mImpl->notificationManager.UpdateCompleted();
1051 // The update has finished; swap the double-buffering indices
1052 mSceneGraphBuffers.Swap();
1054 return keepUpdating;
1057 unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
1059 // Update the duration set via Stage::KeepRendering()
1060 if ( mImpl->keepRenderingSeconds > 0.0f )
1062 mImpl->keepRenderingSeconds -= elapsedSeconds;
1065 unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1067 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1068 // Keep updating until no messages are received and no animations are running.
1069 // If an animation has just finished, update at least once more for Discard end-actions.
1070 // No need to check for renderQueue as there is always a render after update and if that
1071 // render needs another update it will tell the adaptor to call update again
1073 if ( mImpl->keepRenderingSeconds > 0.0f )
1075 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1078 if ( IsAnimationRunning() ||
1079 mImpl->animationFinishedDuringUpdate )
1081 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1084 if ( mImpl->renderTaskWaiting )
1086 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1089 return keepUpdatingRequest;
1092 void UpdateManager::SetBackgroundColor( const Vector4& color )
1094 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
1096 // Reserve some memory inside the render queue
1097 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1099 // Construct message in the render queue memory; note that delete should not be called on the return value
1100 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
1103 void UpdateManager::SetDefaultSurfaceRect( const Rect<int>& rect )
1105 typedef MessageValue1< RenderManager, Rect<int> > DerivedType;
1107 // Reserve some memory inside the render queue
1108 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1110 // Construct message in the render queue memory; note that delete should not be called on the return value
1111 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1114 void UpdateManager::KeepRendering( float durationSeconds )
1116 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1119 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
1123 // just copy the vector of pointers
1124 mImpl->sortedLayers = layers;
1128 mImpl->systemLevelSortedLayers = layers;
1132 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
1134 mImpl->shaderSaver = &upstream;
1137 void UpdateManager::AddSampler( Render::Sampler* sampler )
1139 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1141 // Reserve some memory inside the render queue
1142 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1144 // Construct message in the render queue memory; note that delete should not be called on the return value
1145 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1148 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1150 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1152 // Reserve some memory inside the render queue
1153 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1155 // Construct message in the render queue memory; note that delete should not be called on the return value
1156 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1159 void UpdateManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
1161 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1163 // Reserve some memory inside the render queue
1164 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1166 // Construct message in the render queue memory; note that delete should not be called on the return value
1167 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1170 void UpdateManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
1172 typedef MessageValue4< RenderManager, Render::Sampler*, unsigned int, unsigned int, unsigned int > DerivedType;
1174 // Reserve some memory inside the render queue
1175 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1177 // Construct message in the render queue memory; note that delete should not be called on the return value
1178 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode );
1181 void UpdateManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1183 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1185 // Reserve some memory inside the render queue
1186 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1188 // Construct message in the render queue memory; note that delete should not be called on the return value
1189 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1192 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1194 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1196 // Reserve some memory inside the render queue
1197 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1199 // Construct message in the render queue memory; note that delete should not be called on the return value
1200 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1203 void UpdateManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
1205 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, Render::PropertyBuffer::Format* > DerivedType;
1207 // Reserve some memory inside the render queue
1208 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1210 // Construct message in the render queue memory; note that delete should not be called on the return value
1211 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1214 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
1216 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, Dali::Vector<char>*, size_t > DerivedType;
1218 // Reserve some memory inside the render queue
1219 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1221 // Construct message in the render queue memory; note that delete should not be called on the return value
1222 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1225 void UpdateManager::AddGeometry( Render::Geometry* geometry )
1227 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1229 // Reserve some memory inside the render queue
1230 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1232 // Construct message in the render queue memory; note that delete should not be called on the return value
1233 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1236 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1238 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1240 // Reserve some memory inside the render queue
1241 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1243 // Construct message in the render queue memory; note that delete should not be called on the return value
1244 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1247 void UpdateManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
1249 typedef MessageValue2< RenderManager, Render::Geometry*, unsigned int > DerivedType;
1251 // Reserve some memory inside the render queue
1252 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1254 // Construct message in the render queue memory; note that delete should not be called on the return value
1255 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1258 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
1260 typedef IndexBufferMessage< RenderManager > DerivedType;
1262 // Reserve some memory inside the render queue
1263 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1265 // Construct message in the render queue memory; note that delete should not be called on the return value
1266 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1269 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1271 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1273 // Reserve some memory inside the render queue
1274 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1276 // Construct message in the render queue memory; note that delete should not be called on the return value
1277 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1280 void UpdateManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1282 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1284 // Reserve some memory inside the render queue
1285 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1287 // Construct message in the render queue memory; note that delete should not be called on the return value
1288 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddVertexBuffer, geometry, propertyBuffer );
1291 void UpdateManager::AddTexture( Render::NewTexture* texture )
1293 typedef MessageValue1< RenderManager, Render::NewTexture* > DerivedType;
1295 // Reserve some memory inside the render queue
1296 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1298 // Construct message in the render queue memory; note that delete should not be called on the return value
1299 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddTexture, texture );
1302 void UpdateManager::RemoveTexture( Render::NewTexture* texture)
1304 typedef MessageValue1< RenderManager, Render::NewTexture* > DerivedType;
1306 // Reserve some memory inside the render queue
1307 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1309 // Construct message in the render queue memory; note that delete should not be called on the return value
1310 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveTexture, texture );
1313 void UpdateManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
1315 typedef MessageValue3< RenderManager, Render::NewTexture*, PixelDataPtr, NewTexture::UploadParams > DerivedType;
1317 // Reserve some memory inside the message queue
1318 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1320 // Construct message in the message queue memory; note that delete should not be called on the return value
1321 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params );
1324 void UpdateManager::GenerateMipmaps( Render::NewTexture* texture )
1326 typedef MessageValue1< RenderManager, Render::NewTexture* > DerivedType;
1328 // Reserve some memory inside the render queue
1329 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1331 // Construct message in the render queue memory; note that delete should not be called on the return value
1332 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
1335 void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
1337 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1339 // Reserve some memory inside the render queue
1340 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1342 // Construct message in the render queue memory; note that delete should not be called on the return value
1343 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer );
1346 void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer)
1348 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1350 // Reserve some memory inside the render queue
1351 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1353 // Construct message in the render queue memory; note that delete should not be called on the return value
1354 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer );
1357 void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
1359 typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::NewTexture*, unsigned int, unsigned int > DerivedType;
1361 // Reserve some memory inside the render queue
1362 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1364 // Construct message in the render queue memory; note that delete should not be called on the return value
1365 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer );
1368 } // namespace SceneGraph
1370 } // namespace Internal