2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/event/animation/animation-playlist.h>
25 #include <dali/internal/event/common/notification-manager.h>
26 #include <dali/internal/event/common/property-notifier.h>
27 #include <dali/internal/event/effects/shader-factory.h>
29 #include <dali/internal/update/common/discard-queue.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller-impl.h>
32 #include <dali/internal/update/manager/frame-callback-processor.h>
33 #include <dali/internal/update/manager/render-task-processor.h>
34 #include <dali/internal/update/manager/transform-manager.h>
35 #include <dali/internal/update/manager/update-algorithms.h>
36 #include <dali/internal/update/manager/update-manager-debug.h>
37 #include <dali/internal/update/nodes/node.h>
38 #include <dali/internal/update/queue/update-message-queue.h>
40 #include <dali/internal/render/common/render-manager.h>
41 #include <dali/internal/render/queue/render-queue.h>
43 // Un-comment to enable node tree debug logging
44 //#define NODE_TREE_LOGGING 1
46 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
47 #define SNAPSHOT_NODE_LOGGING \
48 const uint32_t FRAME_COUNT_TRIGGER = 16; \
49 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
51 for(auto&& scene : mImpl->scenes) \
53 if(scene && scene->root) \
55 mImpl->frameCounter = 0; \
56 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
60 mImpl->frameCounter++;
62 #define SNAPSHOT_NODE_LOGGING
65 #if defined(DEBUG_ENABLED)
66 extern Debug::Filter* gRenderTaskLogFilter;
69 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
70 } // unnamed namespace
73 using namespace Dali::Integration;
74 using Dali::Internal::Update::MessageQueue;
85 * Helper to Erase an object from OwnerContainer using discard queue
86 * @param container to remove from
87 * @param object to remove
88 * @param discardQueue to put the object to
89 * @param updateBufferIndex to use
92 inline void EraseUsingDiscardQueue(OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex)
94 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
96 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
97 for(auto&& iter : container)
101 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
102 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
103 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
109 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
110 * @param[in] node The node whose hierarchy to descend
112 void SortSiblingNodesRecursively(Node& node)
114 NodeContainer& container = node.GetChildren();
115 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
117 // Descend tree and sort as well
118 for(auto&& iter : container)
120 SortSiblingNodesRecursively(*iter);
124 } // unnamed namespace
127 * Structure to contain UpdateManager internal data
129 struct UpdateManager::Impl
131 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
134 SceneInfo(Layer* root) ///< Constructor
139 ~SceneInfo() = default; ///< Default non-virtual destructor
140 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
141 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
142 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
143 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
145 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
146 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
147 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
148 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
151 Impl(NotificationManager& notificationManager,
152 CompleteNotificationInterface& animationPlaylist,
153 PropertyNotifier& propertyNotifier,
154 DiscardQueue& discardQueue,
155 RenderController& renderController,
156 RenderManager& renderManager,
157 RenderQueue& renderQueue,
158 SceneGraphBuffers& sceneGraphBuffers,
159 RenderTaskProcessor& renderTaskProcessor)
160 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
161 notificationManager(notificationManager),
163 animationPlaylist(animationPlaylist),
164 propertyNotifier(propertyNotifier),
165 shaderSaver(nullptr),
166 discardQueue(discardQueue),
167 renderController(renderController),
168 sceneController(nullptr),
169 renderManager(renderManager),
170 renderQueue(renderQueue),
171 renderTaskProcessor(renderTaskProcessor),
172 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
176 panGestureProcessor(nullptr),
177 messageQueue(renderController, sceneGraphBuffers),
178 frameCallbackProcessor(nullptr),
179 keepRenderingSeconds(0.0f),
180 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
182 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
183 animationFinishedDuringUpdate(false),
184 previousUpdateScene(false),
185 renderTaskWaiting(false),
186 renderersAdded(false),
187 renderingRequired(false)
189 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
191 // create first 'dummy' node
192 nodes.PushBack(nullptr);
197 // Disconnect render tasks from nodes, before destroying the nodes
198 for(auto&& scene : scenes)
200 if(scene && scene->taskList)
202 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
203 for(auto&& task : tasks)
205 task->SetSourceNode(nullptr);
210 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
211 // like custom properties, which get released here
212 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
213 Vector<Node*>::Iterator endIter = nodes.End();
214 for(; iter != endIter; ++iter)
216 (*iter)->OnDestroy();
220 for(auto&& scene : scenes)
222 if(scene && scene->root)
224 scene->root->OnDestroy();
225 Node::Delete(scene->root);
230 delete sceneController;
234 * Lazy init for FrameCallbackProcessor.
235 * @param[in] updateManager A reference to the update-manager
237 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
239 if(!frameCallbackProcessor)
241 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
243 return *frameCallbackProcessor;
246 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
247 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
248 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
249 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
250 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
251 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
252 ShaderSaver* shaderSaver; ///< Saves shader binaries.
253 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
254 RenderController& renderController; ///< render controller
255 SceneControllerImpl* sceneController; ///< scene controller
256 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
257 RenderQueue& renderQueue; ///< Used to queue messages for the next render
258 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
260 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
262 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
263 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
265 Vector<Node*> nodes; ///< A container of all instantiated nodes
267 OwnerContainer<Camera*> cameras; ///< A container of cameras
268 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
270 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
271 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
272 OwnerContainer<Animation*> animations; ///< A container of owned animations
273 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
274 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
275 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
276 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
277 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
279 MessageQueue messageQueue; ///< The messages queued from the event-thread
280 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
281 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
282 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
284 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
286 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
287 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
288 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
290 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
292 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
293 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
294 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
295 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
296 bool renderingRequired; ///< True if required to render the current frame
299 Impl(const Impl&); ///< Undefined
300 Impl& operator=(const Impl&); ///< Undefined
303 UpdateManager::UpdateManager(NotificationManager& notificationManager,
304 CompleteNotificationInterface& animationFinishedNotifier,
305 PropertyNotifier& propertyNotifier,
306 DiscardQueue& discardQueue,
307 RenderController& controller,
308 RenderManager& renderManager,
309 RenderQueue& renderQueue,
310 RenderTaskProcessor& renderTaskProcessor)
313 mImpl = new Impl(notificationManager,
314 animationFinishedNotifier,
321 renderTaskProcessor);
324 UpdateManager::~UpdateManager()
329 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
331 DALI_ASSERT_DEBUG(layer->IsLayer());
332 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
334 Layer* rootLayer = layer.Release();
336 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) {
337 return scene && scene->root == rootLayer;
338 }) == mImpl->scenes.end() &&
339 "Root Node already installed");
341 rootLayer->CreateTransform(&mImpl->transformManager);
342 rootLayer->SetRoot(true);
344 AddNodeResetter(*rootLayer);
346 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
349 void UpdateManager::UninstallRoot(Layer* layer)
351 DALI_ASSERT_DEBUG(layer->IsLayer());
352 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
354 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
356 if((*iter) && (*iter)->root == layer)
358 mImpl->scenes.erase(iter);
363 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
365 // Notify the layer about impending destruction
369 void UpdateManager::AddNode(OwnerPointer<Node>& node)
371 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
373 Node* rawNode = node.Release();
374 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
376 mImpl->nodes.PushBack(rawNode);
377 rawNode->CreateTransform(&mImpl->transformManager);
380 void UpdateManager::ConnectNode(Node* parent, Node* node)
382 DALI_ASSERT_ALWAYS(nullptr != parent);
383 DALI_ASSERT_ALWAYS(nullptr != node);
384 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
386 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
388 parent->ConnectChild(node);
390 AddNodeResetter(*node);
392 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
393 if(mImpl->frameCallbackProcessor)
395 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
399 void UpdateManager::DisconnectNode(Node* node)
401 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
403 Node* parent = node->GetParent();
404 DALI_ASSERT_ALWAYS(nullptr != parent);
405 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
407 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
409 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
410 if(mImpl->frameCallbackProcessor)
412 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
416 void UpdateManager::DestroyNode(Node* node)
418 DALI_ASSERT_ALWAYS(nullptr != node);
419 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
421 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
423 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
424 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
425 for(; iter != endIter; ++iter)
429 mImpl->nodes.Erase(iter);
434 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
436 // Notify the Node about impending destruction
440 void UpdateManager::AddCamera(OwnerPointer<Camera>& camera)
442 mImpl->cameras.PushBack(camera.Release()); // takes ownership
445 void UpdateManager::RemoveCamera(Camera* camera)
447 // Find the camera and destroy it
448 EraseUsingDiscardQueue(mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
451 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
453 mImpl->customObjects.PushBack(object.Release());
456 void UpdateManager::RemoveObject(PropertyOwner* object)
458 mImpl->customObjects.EraseObject(object);
461 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
463 RenderTaskList* taskListPointer = taskList.Release();
464 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
466 mImpl->scenes.back()->taskList = taskListPointer;
469 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
471 for(auto&& scene : mImpl->scenes)
473 if(scene && scene->taskList == taskList)
475 scene->taskList.Reset();
481 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
483 mImpl->scenes.back()->scene = scene.Release();
485 // Set root to the Scene
486 mImpl->scenes.back()->scene->SetRoot(mImpl->scenes.back()->root);
488 // Initialize the context from render manager
489 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
491 // Reserve some memory inside the render queue
492 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
494 // Construct message in the render queue memory; note that delete should not be called on the return value
495 SceneGraph::Scene& sceneObject = *mImpl->scenes.back()->scene;
496 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
499 void UpdateManager::RemoveScene(Scene* scene)
501 // Initialize the context from render manager
502 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
504 // Reserve some memory inside the render queue
505 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
507 // Construct message in the render queue memory; note that delete should not be called on the return value
508 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
510 for(auto&& sceneInfo : mImpl->scenes)
512 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
514 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
520 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
522 mImpl->animations.PushBack(animation.Release());
525 void UpdateManager::StopAnimation(Animation* animation)
527 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
529 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
531 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
534 void UpdateManager::RemoveAnimation(Animation* animation)
536 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
538 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
540 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
543 bool UpdateManager::IsAnimationRunning() const
545 // Find any animation that isn't stopped or paused
546 for(auto&& iter : mImpl->animations)
548 const Animation::State state = iter->GetState();
550 if(state != Animation::Stopped &&
551 state != Animation::Paused)
553 return true; // stop iteration as soon as first one is found
560 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
562 propertyResetter->Initialize();
563 mImpl->propertyResetters.PushBack(propertyResetter.Release());
566 void UpdateManager::AddNodeResetter(const Node& node)
568 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
569 nodeResetter->Initialize();
570 mImpl->nodeResetters.PushBack(nodeResetter.Release());
573 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
575 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
578 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
580 mImpl->propertyNotifications.EraseObject(propertyNotification);
583 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
585 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
586 propertyNotification->SetNotifyMode(notifyMode);
589 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
591 mImpl->shaders.PushBack(shader.Release());
594 void UpdateManager::RemoveShader(Shader* shader)
596 // Find the shader and destroy it
597 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
600 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
602 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
603 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
605 // lock as update might be sending previously compiled shaders to event thread
606 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
607 mImpl->renderCompiledShaders.push_back(shaderData);
611 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
613 mImpl->shaderSaver = &upstream;
616 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
618 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
620 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
621 mImpl->renderers.PushBack(renderer.Release());
624 void UpdateManager::RemoveRenderer(Renderer* renderer)
626 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
628 // Find the renderer and destroy it
629 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
630 // Need to remove the render object as well
631 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
634 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
636 node->AddRenderer(renderer);
637 mImpl->renderersAdded = true;
640 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
642 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
644 mImpl->panGestureProcessor = panGestureProcessor;
647 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
649 mImpl->textureSets.PushBack(textureSet.Release());
652 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
654 mImpl->textureSets.EraseObject(textureSet);
657 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
659 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
662 void UpdateManager::EventProcessingStarted()
664 mImpl->messageQueue.EventProcessingStarted();
667 bool UpdateManager::FlushQueue()
669 return mImpl->messageQueue.FlushQueue();
672 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
674 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
675 mImpl->animationFinishedDuringUpdate = false;
677 // Reset node properties
678 std::vector<NodeResetter*> nodeResetterToDelete;
679 for(auto&& element : mImpl->nodeResetters)
681 element->ResetToBaseValue(bufferIndex);
682 if(element->IsFinished())
684 nodeResetterToDelete.push_back(element);
688 // If a node resetter is no longer required, delete it.
689 for(auto&& elementPtr : nodeResetterToDelete)
691 mImpl->nodeResetters.EraseObject(elementPtr);
694 // Reset all animating / constrained properties
695 std::vector<PropertyResetterBase*> propertyResettertoDelete;
696 for(auto&& element : mImpl->propertyResetters)
698 element->ResetToBaseValue(bufferIndex);
699 if(element->IsFinished())
701 propertyResettertoDelete.push_back(element);
705 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
706 for(auto&& elementPtr : propertyResettertoDelete)
708 mImpl->propertyResetters.EraseObject(elementPtr);
711 // Clear all root nodes dirty flags
712 for(auto& scene : mImpl->scenes)
714 auto root = scene->root;
715 root->ResetDirtyFlags(bufferIndex);
718 // Clear node dirty flags
719 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
720 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
721 for(; iter != endIter; ++iter)
723 (*iter)->ResetDirtyFlags(bufferIndex);
727 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
729 bool gestureUpdated(false);
731 if(mImpl->panGestureProcessor)
733 // gesture processor only supports default properties
734 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
735 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
738 return gestureUpdated;
741 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
743 bool animationActive = false;
745 auto&& iter = mImpl->animations.Begin();
746 bool animationLooped = false;
748 while(iter != mImpl->animations.End())
750 Animation* animation = *iter;
751 bool finished = false;
753 bool progressMarkerReached = false;
754 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
756 animationActive = animationActive || animation->IsActive();
758 if(progressMarkerReached)
760 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
763 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
764 animationLooped = animationLooped || looped;
766 // Remove animations that had been destroyed but were still waiting for an update
767 if(animation->GetState() == Animation::Destroyed)
769 iter = mImpl->animations.Erase(iter);
777 // queue the notification on finished or looped (to update loop count)
778 if(mImpl->animationFinishedDuringUpdate || animationLooped)
780 // The application should be notified by NotificationManager, in another thread
781 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
784 return animationActive;
787 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
789 //Constrain custom objects (in construction order)
790 for(auto&& object : mImpl->customObjects)
792 ConstrainPropertyOwner(*object, bufferIndex);
796 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
798 // Constrain render-tasks
799 for(auto&& scene : mImpl->scenes)
801 if(scene && scene->taskList)
803 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
804 for(auto&& task : tasks)
806 ConstrainPropertyOwner(*task, bufferIndex);
812 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
814 // constrain shaders... (in construction order)
815 for(auto&& shader : mImpl->shaders)
817 ConstrainPropertyOwner(*shader, bufferIndex);
821 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
823 for(auto&& notification : mImpl->propertyNotifications)
825 bool valid = notification->Check(bufferIndex);
828 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
833 void UpdateManager::ForwardCompiledShadersToEventThread()
835 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
836 if(mImpl->shaderSaver)
838 // lock and swap the queues
840 // render might be attempting to send us more binaries at the same time
841 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
842 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
845 if(mImpl->updateCompiledShaders.size() > 0)
847 ShaderSaver& factory = *mImpl->shaderSaver;
848 for(auto&& shader : mImpl->updateCompiledShaders)
850 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
852 // we don't need them in update anymore
853 mImpl->updateCompiledShaders.clear();
858 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
860 for(auto&& renderer : mImpl->renderers)
863 ConstrainPropertyOwner(*renderer, bufferIndex);
865 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
869 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
871 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
873 for(auto&& scene : mImpl->scenes)
875 if(scene && scene->root)
877 // Prepare resources, update shaders, for each node
878 // And add the renderers to the sorted layers. Start from root, which is also a layer
879 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
886 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
888 for(auto&& scene : mImpl->scenes)
890 if(scene && scene->root)
892 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
897 uint32_t UpdateManager::Update(float elapsedSeconds,
898 uint32_t lastVSyncTimeMilliseconds,
899 uint32_t nextVSyncTimeMilliseconds,
900 bool renderToFboEnabled,
901 bool isRenderingToFbo)
903 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
905 //Clear nodes/resources which were previously discarded
906 mImpl->discardQueue.Clear(bufferIndex);
908 bool isAnimationRunning = IsAnimationRunning();
910 //Process Touches & Gestures
911 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
913 bool updateScene = // The scene-graph requires an update if..
914 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
915 isAnimationRunning || // ..at least one animation is running OR
916 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
917 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
918 gestureUpdated; // ..a gesture property was updated
920 bool keepRendererRendering = false;
921 mImpl->renderingRequired = false;
923 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
924 // values if the scene was updated in the previous frame.
925 if(updateScene || mImpl->previousUpdateScene)
927 //Reset properties from the previous update
928 ResetProperties(bufferIndex);
929 mImpl->transformManager.ResetToBaseValue();
932 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
933 // between calling IsSceneUpdateRequired() above and here, so updateScene should
935 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
937 //Forward compiled shader programs to event thread for saving
938 ForwardCompiledShadersToEventThread();
940 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
941 // renderer lists if the scene was updated in the previous frame.
942 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
943 if(updateScene || mImpl->previousUpdateScene)
946 bool animationActive = Animate(bufferIndex, elapsedSeconds);
948 //Constraint custom objects
949 ConstrainCustomObjects(bufferIndex);
951 //Clear the lists of renderers from the previous update
952 for(auto&& scene : mImpl->scenes)
956 for(auto&& layer : scene->sortedLayerList)
960 layer->ClearRenderables();
966 // Call the frame-callback-processor if set
967 if(mImpl->frameCallbackProcessor)
969 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
972 //Update node hierarchy, apply constraints,
973 UpdateNodes(bufferIndex);
975 //Apply constraints to RenderTasks, shaders
976 ConstrainRenderTasks(bufferIndex);
977 ConstrainShaders(bufferIndex);
979 //Update renderers and apply constraints
980 UpdateRenderers(bufferIndex);
982 //Update the transformations of all the nodes
983 if(mImpl->transformManager.Update())
985 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
988 //Initialise layer renderable reuse
989 UpdateLayers(bufferIndex);
991 //Process Property Notifications
992 ProcessPropertyNotifications(bufferIndex);
995 for(auto&& cameraIterator : mImpl->cameras)
997 cameraIterator->Update(bufferIndex);
1000 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1001 //reset the update buffer index and make sure there is enough room in the instruction container
1002 if(mImpl->renderersAdded)
1004 // Calculate how many render tasks we have in total
1005 std::size_t numberOfRenderTasks = 0;
1006 for(auto&& scene : mImpl->scenes)
1008 if(scene && scene->taskList)
1010 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1014 std::size_t numberOfRenderInstructions = 0;
1015 for(auto&& scene : mImpl->scenes)
1017 if(scene && scene->root && scene->taskList && scene->scene)
1019 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1020 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1022 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1023 // or the nodes are dirty
1024 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1026 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1029 scene->sortedLayerList,
1030 scene->scene->GetRenderInstructions(),
1034 scene->scene->SetSkipRendering(false);
1038 scene->scene->SetSkipRendering(true);
1041 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1045 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1049 for(auto&& scene : mImpl->scenes)
1051 if(scene && scene->root && scene->taskList)
1053 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1055 // check the countdown and notify
1056 bool doRenderOnceNotify = false;
1057 mImpl->renderTaskWaiting = false;
1058 for(auto&& renderTask : tasks)
1060 renderTask->UpdateState();
1062 if(renderTask->IsWaitingToRender() &&
1063 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1065 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1068 if(renderTask->HasRendered())
1070 doRenderOnceNotify = true;
1074 if(doRenderOnceNotify)
1076 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1077 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1082 // Macro is undefined in release build.
1083 SNAPSHOT_NODE_LOGGING;
1085 // A ResetProperties() may be required in the next frame
1086 mImpl->previousUpdateScene = updateScene;
1088 // Check whether further updates are required
1089 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1091 if(keepRendererRendering)
1093 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1095 // Set dirty flags for next frame to continue rendering
1096 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1099 // tell the update manager that we're done so the queue can be given to event thread
1100 mImpl->notificationManager.UpdateCompleted();
1102 // The update has finished; swap the double-buffering indices
1103 mSceneGraphBuffers.Swap();
1105 return keepUpdating;
1108 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1110 // Update the duration set via Stage::KeepRendering()
1111 if(mImpl->keepRenderingSeconds > 0.0f)
1113 mImpl->keepRenderingSeconds -= elapsedSeconds;
1116 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1118 // If the rendering behavior is set to continuously render, then continue to render.
1119 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1120 // Keep updating until no messages are received and no animations are running.
1121 // If an animation has just finished, update at least once more for Discard end-actions.
1122 // No need to check for renderQueue as there is always a render after update and if that
1123 // render needs another update it will tell the adaptor to call update again
1125 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1126 (mImpl->keepRenderingSeconds > 0.0f))
1128 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1131 if(IsAnimationRunning() ||
1132 mImpl->animationFinishedDuringUpdate)
1134 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1137 if(mImpl->renderTaskWaiting)
1139 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1142 return keepUpdatingRequest;
1145 void UpdateManager::SurfaceReplaced(Scene* scene)
1147 using DerivedType = MessageValue1<RenderManager, Scene*>;
1149 // Reserve some memory inside the render queue
1150 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1152 // Construct message in the render queue memory; note that delete should not be called on the return value
1153 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1156 void UpdateManager::KeepRendering(float durationSeconds)
1158 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1161 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1163 mImpl->renderingBehavior = renderingBehavior;
1166 void UpdateManager::RequestRendering()
1168 mImpl->renderingRequired = true;
1171 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1173 for(auto&& scene : mImpl->scenes)
1175 if(scene && scene->root == rootLayer)
1177 scene->sortedLayerList = layers;
1183 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1185 // note,this vector is already in depth order. It could be used as-is to
1186 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1187 for(auto&& iter : nodeDepths->nodeDepths)
1189 iter.node->SetDepthIndex(iter.sortedDepth);
1192 for(auto&& scene : mImpl->scenes)
1196 // Go through node hierarchy and rearrange siblings according to depth-index
1197 SortSiblingNodesRecursively(*scene->root);
1202 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1204 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1207 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1209 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1212 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1214 // Message has ownership of Sampler while in transit from update to render
1215 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
1217 // Reserve some memory inside the render queue
1218 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1220 // Construct message in the render queue memory; note that delete should not be called on the return value
1221 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1224 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1226 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1228 // Reserve some memory inside the render queue
1229 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1231 // Construct message in the render queue memory; note that delete should not be called on the return value
1232 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1235 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1237 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1239 // Reserve some memory inside the render queue
1240 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1242 // Construct message in the render queue memory; note that delete should not be called on the return value
1243 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1246 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1248 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1250 // Reserve some memory inside the render queue
1251 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1253 // Construct message in the render queue memory; note that delete should not be called on the return value
1254 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1257 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1259 // Message has ownership of format while in transit from update -> render
1260 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
1262 // Reserve some memory inside the render queue
1263 uint32_t* 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, &RenderManager::AddVertexBuffer, vertexBuffer);
1269 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1271 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1273 // Reserve some memory inside the render queue
1274 uint32_t* 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, vertexBuffer);
1280 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1282 // Message has ownership of format while in transit from update -> render
1283 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
1285 // Reserve some memory inside the render queue
1286 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1288 // Construct message in the render queue memory; note that delete should not be called on the return value
1289 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1292 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
1294 // Message has ownership of format while in transit from update -> render
1295 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
1297 // Reserve some memory inside the render queue
1298 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1300 // Construct message in the render queue memory; note that delete should not be called on the return value
1301 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1304 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1306 // Message has ownership of format while in transit from update -> render
1307 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
1309 // Reserve some memory inside the render queue
1310 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1312 // Construct message in the render queue memory; note that delete should not be called on the return value
1313 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1316 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1318 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1320 // Reserve some memory inside the render queue
1321 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1323 // Construct message in the render queue memory; note that delete should not be called on the return value
1324 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1327 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1329 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1331 // Reserve some memory inside the render queue
1332 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1334 // Construct message in the render queue memory; note that delete should not be called on the return value
1335 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1338 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1340 using DerivedType = IndexBufferMessage<RenderManager>;
1342 // Reserve some memory inside the render queue
1343 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1345 // Construct message in the render queue memory; note that delete should not be called on the return value
1346 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1349 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1351 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1353 // Reserve some memory inside the render queue
1354 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1356 // Construct message in the render queue memory; note that delete should not be called on the return value
1357 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1360 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1362 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1364 // Reserve some memory inside the render queue
1365 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1367 // Construct message in the render queue memory; note that delete should not be called on the return value
1368 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1371 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1373 // Message has ownership of Texture while in transit from update -> render
1374 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
1376 // Reserve some memory inside the render queue
1377 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1379 // Construct message in the render queue memory; note that delete should not be called on the return value
1380 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1383 void UpdateManager::RemoveTexture(Render::Texture* texture)
1385 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1387 // Reserve some memory inside the render queue
1388 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1390 // Construct message in the render queue memory; note that delete should not be called on the return value
1391 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1394 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1396 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1398 // Reserve some memory inside the message queue
1399 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1401 // Construct message in the message queue memory; note that delete should not be called on the return value
1402 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1405 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1407 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1409 // Reserve some memory inside the render queue
1410 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1412 // Construct message in the render queue memory; note that delete should not be called on the return value
1413 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1416 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1418 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
1420 // Reserve some memory inside the render queue
1421 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1423 // Construct message in the render queue memory; note that delete should not be called on the return value
1424 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1427 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1429 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1431 // Reserve some memory inside the render queue
1432 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1434 // Construct message in the render queue memory; note that delete should not be called on the return value
1435 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1438 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1440 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1442 // Reserve some memory inside the render queue
1443 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1445 // Construct message in the render queue memory; note that delete should not be called on the return value
1446 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1449 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1451 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1453 // Reserve some memory inside the render queue
1454 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1456 // Construct message in the render queue memory; note that delete should not be called on the return value
1457 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1460 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1462 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1464 // Reserve some memory inside the render queue
1465 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1467 // Construct message in the render queue memory; note that delete should not be called on the return value
1468 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1471 } // namespace SceneGraph
1473 } // namespace Internal