2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/common/owner-key-container.h>
26 #include <dali/internal/event/animation/animation-playlist.h>
27 #include <dali/internal/event/common/notification-manager.h>
28 #include <dali/internal/event/common/property-notifier.h>
29 #include <dali/internal/event/effects/shader-factory.h>
31 #include <dali/internal/update/common/discard-queue.h>
32 #include <dali/internal/update/controllers/render-message-dispatcher.h>
33 #include <dali/internal/update/controllers/scene-controller-impl.h>
34 #include <dali/internal/update/manager/frame-callback-processor.h>
35 #include <dali/internal/update/manager/render-task-processor.h>
36 #include <dali/internal/update/manager/transform-manager.h>
37 #include <dali/internal/update/manager/update-algorithms.h>
38 #include <dali/internal/update/manager/update-manager-debug.h>
39 #include <dali/internal/update/nodes/node.h>
40 #include <dali/internal/update/queue/update-message-queue.h>
42 #include <dali/internal/render/common/render-manager.h>
43 #include <dali/internal/render/queue/render-queue.h>
45 // Un-comment to enable node tree debug logging
46 //#define NODE_TREE_LOGGING 1
48 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
49 #define SNAPSHOT_NODE_LOGGING \
50 const uint32_t FRAME_COUNT_TRIGGER = 16; \
51 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
53 for(auto&& scene : mImpl->scenes) \
55 if(scene && scene->root) \
57 mImpl->frameCounter = 0; \
58 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
62 mImpl->frameCounter++;
64 #define SNAPSHOT_NODE_LOGGING
67 #if defined(DEBUG_ENABLED)
68 extern Debug::Filter* gRenderTaskLogFilter;
71 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
72 } // unnamed namespace
75 using namespace Dali::Integration;
76 using Dali::Internal::Update::MessageQueue;
87 * Helper to Erase an object from OwnerContainer using discard queue
88 * @param container to remove from
89 * @param object to remove
90 * @param discardQueue to put the object to
91 * @param updateBufferIndex to use
94 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
96 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
98 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
99 for(auto&& iter : container)
103 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
104 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
105 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
111 * Helper to Erase an object from std::vector using discard queue
112 * @param container to remove from
113 * @param object to remove
114 * @param discardQueue to put the object to
115 * @param updateBufferIndex to use
118 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
120 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
122 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
126 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
127 discardQueue.Add(updateBufferIndex, container.Release(iter));
128 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
134 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
135 * @param[in] node The node whose hierarchy to descend
137 void SortSiblingNodesRecursively(Node& node)
139 NodeContainer& container = node.GetChildren();
140 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
142 // Descend tree and sort as well
143 for(auto&& iter : container)
145 SortSiblingNodesRecursively(*iter);
149 } // unnamed namespace
152 * Structure to contain UpdateManager internal data
154 struct UpdateManager::Impl
156 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
159 SceneInfo(Layer* root) ///< Constructor
164 ~SceneInfo() = default; ///< Default non-virtual destructor
165 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
166 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
167 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
168 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
170 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
171 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
172 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
173 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
176 Impl(NotificationManager& notificationManager,
177 CompleteNotificationInterface& animationPlaylist,
178 PropertyNotifier& propertyNotifier,
179 RenderController& renderController,
180 RenderManager& renderManager,
181 RenderQueue& renderQueue,
182 SceneGraphBuffers& sceneGraphBuffers,
183 RenderTaskProcessor& renderTaskProcessor)
184 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
185 notificationManager(notificationManager),
187 animationPlaylist(animationPlaylist),
188 propertyNotifier(propertyNotifier),
189 shaderSaver(nullptr),
190 renderController(renderController),
191 sceneController(nullptr),
192 renderManager(renderManager),
193 renderQueue(renderQueue),
194 renderTaskProcessor(renderTaskProcessor),
195 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
199 panGestureProcessor(nullptr),
200 messageQueue(renderController, sceneGraphBuffers),
201 frameCallbackProcessor(nullptr),
202 keepRenderingSeconds(0.0f),
203 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
205 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
206 animationFinishedDuringUpdate(false),
207 previousUpdateScene(false),
208 renderTaskWaiting(false),
209 renderersAdded(false),
210 renderingRequired(false)
212 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
214 // create first 'dummy' node
215 nodes.PushBack(nullptr);
220 // Disconnect render tasks from nodes, before destroying the nodes
221 for(auto&& scene : scenes)
223 if(scene && scene->taskList)
225 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
226 for(auto&& task : tasks)
228 task->SetSourceNode(nullptr);
233 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
234 // like custom properties, which get released here
235 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
236 Vector<Node*>::Iterator endIter = nodes.End();
237 for(; iter != endIter; ++iter)
239 (*iter)->OnDestroy();
243 for(auto&& scene : scenes)
245 if(scene && scene->root)
247 scene->root->OnDestroy();
248 Node::Delete(scene->root);
253 delete sceneController;
255 // Ensure to clear renderers
261 * Lazy init for FrameCallbackProcessor.
262 * @param[in] updateManager A reference to the update-manager
264 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
266 if(!frameCallbackProcessor)
268 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
270 return *frameCallbackProcessor;
273 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
274 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
275 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
276 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
277 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
278 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
279 ShaderSaver* shaderSaver; ///< Saves shader binaries.
280 RenderController& renderController; ///< render controller
281 SceneControllerImpl* sceneController; ///< scene controller
282 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
283 RenderQueue& renderQueue; ///< Used to queue messages for the next render
284 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
286 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
288 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
289 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
291 Vector<Node*> nodes; ///< A container of all instantiated nodes
293 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
295 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
297 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
298 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
299 OwnerContainer<Animation*> animations; ///< A container of owned animations
300 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
301 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
302 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
303 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
305 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
306 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
307 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
308 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
310 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
312 MessageQueue messageQueue; ///< The messages queued from the event-thread
313 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
314 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
315 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
317 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
319 std::atomic<std::size_t> renderInstructionCapacity{0u};
320 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
321 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
322 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
323 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
325 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
326 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
327 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
328 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
329 bool renderingRequired; ///< True if required to render the current frame
332 Impl(const Impl&); ///< Undefined
333 Impl& operator=(const Impl&); ///< Undefined
336 UpdateManager::UpdateManager(NotificationManager& notificationManager,
337 CompleteNotificationInterface& animationFinishedNotifier,
338 PropertyNotifier& propertyNotifier,
339 RenderController& controller,
340 RenderManager& renderManager,
341 RenderQueue& renderQueue,
342 RenderTaskProcessor& renderTaskProcessor)
345 mImpl = new Impl(notificationManager,
346 animationFinishedNotifier,
352 renderTaskProcessor);
355 UpdateManager::~UpdateManager()
360 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
362 DALI_ASSERT_DEBUG(layer->IsLayer());
363 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
365 Layer* rootLayer = layer.Release();
367 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
368 "Root Node already installed");
370 rootLayer->CreateTransform(&mImpl->transformManager);
371 rootLayer->SetRoot(true);
373 AddNodeResetter(*rootLayer);
375 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
378 void UpdateManager::UninstallRoot(Layer* layer)
380 DALI_ASSERT_DEBUG(layer->IsLayer());
381 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
383 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
385 if((*iter) && (*iter)->root == layer)
387 mImpl->scenes.erase(iter);
392 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
394 // Notify the layer about impending destruction
398 void UpdateManager::AddNode(OwnerPointer<Node>& node)
400 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
402 Node* rawNode = node.Release();
403 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
405 // Add camera nodes occured rarely.
406 if(DALI_UNLIKELY(rawNode->IsCamera()))
408 AddCamera(static_cast<Camera*>(rawNode));
411 mImpl->nodes.PushBack(rawNode);
412 rawNode->CreateTransform(&mImpl->transformManager);
415 void UpdateManager::ConnectNode(Node* parent, Node* node)
417 DALI_ASSERT_ALWAYS(nullptr != parent);
418 DALI_ASSERT_ALWAYS(nullptr != node);
419 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
421 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
423 parent->ConnectChild(node);
425 AddNodeResetter(*node);
427 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
428 if(mImpl->frameCallbackProcessor)
430 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
434 void UpdateManager::DisconnectNode(Node* node)
436 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
438 Node* parent = node->GetParent();
439 DALI_ASSERT_ALWAYS(nullptr != parent);
440 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
442 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
444 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
445 if(mImpl->frameCallbackProcessor)
447 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
451 void UpdateManager::DestroyNode(Node* node)
453 DALI_ASSERT_ALWAYS(nullptr != node);
454 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
456 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
458 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
459 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
460 for(; iter != endIter; ++iter)
464 mImpl->nodes.Erase(iter);
469 // Remove camera nodes occured rarely.
470 if(DALI_UNLIKELY(node->IsCamera()))
472 RemoveCamera(static_cast<Camera*>(node));
475 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
477 // Notify the Node about impending destruction
481 void UpdateManager::AddCamera(Camera* camera)
483 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
485 mImpl->cameras.PushBack(camera);
488 void UpdateManager::RemoveCamera(Camera* camera)
490 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
492 // Find the camera and remove it from list of cameras
493 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
494 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
495 for(; iter != endIter; ++iter)
497 if((*iter) == camera)
499 mImpl->cameras.Erase(iter);
505 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
507 mImpl->customObjects.PushBack(object.Release());
510 void UpdateManager::RemoveObject(PropertyOwner* object)
512 mImpl->customObjects.EraseObject(object);
515 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
517 RenderTaskList* taskListPointer = taskList.Release();
518 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
520 mImpl->scenes.back()->taskList = taskListPointer;
523 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
525 for(auto&& scene : mImpl->scenes)
527 if(scene && scene->taskList == taskList)
529 scene->taskList.Reset();
535 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
537 auto& sceneInfo = mImpl->scenes.back();
538 sceneInfo->scene = scene.Release();
540 // Set root to the Scene
541 sceneInfo->scene->SetRoot(sceneInfo->root);
543 // Initialize the context from render manager
544 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
546 // Reserve some memory inside the render queue
547 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
549 // Construct message in the render queue memory; note that delete should not be called on the return value
550 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
551 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
554 void UpdateManager::RemoveScene(Scene* scene)
556 // Initialize the context from render manager
557 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
559 // Reserve some memory inside the render queue
560 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
562 // Construct message in the render queue memory; note that delete should not be called on the return value
563 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
565 for(auto&& sceneInfo : mImpl->scenes)
567 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
569 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
575 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
577 mImpl->animations.PushBack(animation.Release());
580 void UpdateManager::StopAnimation(Animation* animation)
582 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
584 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
586 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
589 void UpdateManager::RemoveAnimation(Animation* animation)
591 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
593 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
595 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
598 bool UpdateManager::IsAnimationRunning() const
600 // Find any animation that isn't stopped or paused
601 for(auto&& iter : mImpl->animations)
603 const Animation::State state = iter->GetState();
605 if(state != Animation::Stopped &&
606 state != Animation::Paused)
608 return true; // stop iteration as soon as first one is found
615 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
617 propertyResetter->Initialize();
618 mImpl->propertyResetters.PushBack(propertyResetter.Release());
621 void UpdateManager::AddNodeResetter(const Node& node)
623 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
624 nodeResetter->Initialize();
625 mImpl->nodeResetters.PushBack(nodeResetter.Release());
628 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
630 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
633 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
635 mImpl->propertyNotifications.EraseObject(propertyNotification);
638 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
640 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
641 propertyNotification->SetNotifyMode(notifyMode);
644 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
646 mImpl->shaders.PushBack(shader.Release());
649 void UpdateManager::RemoveShader(Shader* shader)
651 // Find the shader and destroy it
652 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
655 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
657 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
658 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
660 // lock as update might be sending previously compiled shaders to event thread
661 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
662 mImpl->renderCompiledShaders.push_back(shaderData);
666 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
668 mImpl->shaderSaver = &upstream;
671 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
673 SceneGraph::Renderer* renderer = rendererKey.Get();
675 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
677 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
678 mImpl->renderers.PushBack(rendererKey);
681 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
683 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
685 // Find the renderer and destroy it
686 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
687 // Need to remove the render object as well
688 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
691 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
693 node->AddRenderer(Renderer::GetKey(renderer));
694 mImpl->renderersAdded = true;
697 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
699 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
701 mImpl->panGestureProcessor = panGestureProcessor;
704 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
706 mImpl->textureSets.PushBack(textureSet.Release());
709 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
711 mImpl->textureSets.EraseObject(textureSet);
714 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
716 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
719 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
721 return mImpl->messageQueue.GetCapacity();
724 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
726 return mImpl->renderQueue.GetCapacity();
729 std::size_t UpdateManager::GetRenderInstructionCapacity() const
731 return mImpl->renderInstructionCapacity;
734 void UpdateManager::EventProcessingStarted()
736 mImpl->messageQueue.EventProcessingStarted();
739 bool UpdateManager::FlushQueue()
741 return mImpl->messageQueue.FlushQueue();
744 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
746 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
747 mImpl->animationFinishedDuringUpdate = false;
749 // Reset node properties
750 std::vector<NodeResetter*> nodeResetterToDelete;
751 for(auto&& element : mImpl->nodeResetters)
753 element->ResetToBaseValue(bufferIndex);
754 if(element->IsFinished())
756 nodeResetterToDelete.push_back(element);
760 // If a node resetter is no longer required, delete it.
761 for(auto&& elementPtr : nodeResetterToDelete)
763 mImpl->nodeResetters.EraseObject(elementPtr);
766 // Reset all animating / constrained properties
767 std::vector<PropertyResetterBase*> propertyResettertoDelete;
768 for(auto&& element : mImpl->propertyResetters)
770 element->ResetToBaseValue(bufferIndex);
771 if(element->IsFinished())
773 propertyResettertoDelete.push_back(element);
777 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
778 for(auto&& elementPtr : propertyResettertoDelete)
780 mImpl->propertyResetters.EraseObject(elementPtr);
783 // Clear all root nodes dirty flags
784 for(auto& scene : mImpl->scenes)
786 auto root = scene->root;
787 root->ResetDirtyFlags(bufferIndex);
790 // Clear node dirty flags
791 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
792 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
793 for(; iter != endIter; ++iter)
795 (*iter)->ResetDirtyFlags(bufferIndex);
799 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
801 bool gestureUpdated(false);
803 if(mImpl->panGestureProcessor)
805 // gesture processor only supports default properties
806 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
807 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
810 return gestureUpdated;
813 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
815 bool animationActive = false;
817 auto&& iter = mImpl->animations.Begin();
818 bool animationLooped = false;
820 while(iter != mImpl->animations.End())
822 Animation* animation = *iter;
823 bool finished = false;
825 bool progressMarkerReached = false;
826 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
828 animationActive = animationActive || animation->IsActive();
830 if(progressMarkerReached)
832 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
835 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
836 animationLooped = animationLooped || looped;
838 // Remove animations that had been destroyed but were still waiting for an update
839 if(animation->GetState() == Animation::Destroyed)
841 iter = mImpl->animations.Erase(iter);
849 // queue the notification on finished or looped (to update loop count)
850 if(mImpl->animationFinishedDuringUpdate || animationLooped)
852 // The application should be notified by NotificationManager, in another thread
853 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
856 return animationActive;
859 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
861 // Constrain custom objects (in construction order)
862 for(auto&& object : mImpl->customObjects)
864 ConstrainPropertyOwner(*object, bufferIndex);
868 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
870 // Constrain render-tasks
871 for(auto&& scene : mImpl->scenes)
873 if(scene && scene->taskList)
875 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
876 for(auto&& task : tasks)
878 ConstrainPropertyOwner(*task, bufferIndex);
884 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
886 // constrain shaders... (in construction order)
887 for(auto&& shader : mImpl->shaders)
889 ConstrainPropertyOwner(*shader, bufferIndex);
893 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
895 for(auto&& notification : mImpl->propertyNotifications)
897 bool valid = notification->Check(bufferIndex);
900 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
905 void UpdateManager::ForwardCompiledShadersToEventThread()
907 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
908 if(mImpl->shaderSaver)
910 // lock and swap the queues
912 // render might be attempting to send us more binaries at the same time
913 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
914 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
917 if(mImpl->updateCompiledShaders.size() > 0)
919 ShaderSaver& factory = *mImpl->shaderSaver;
920 for(auto&& shader : mImpl->updateCompiledShaders)
922 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
924 // we don't need them in update anymore
925 mImpl->updateCompiledShaders.clear();
930 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
932 for(const auto& rendererKey : mImpl->renderers)
935 auto renderer = rendererKey.Get();
936 ConstrainPropertyOwner(*renderer, bufferIndex);
938 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
942 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
944 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
946 for(auto&& scene : mImpl->scenes)
948 if(scene && scene->root)
950 // Prepare resources, update shaders, for each node
951 // And add the renderers to the sorted layers. Start from root, which is also a layer
952 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
959 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
961 for(auto&& scene : mImpl->scenes)
963 if(scene && scene->root)
965 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
970 uint32_t UpdateManager::Update(float elapsedSeconds,
971 uint32_t lastVSyncTimeMilliseconds,
972 uint32_t nextVSyncTimeMilliseconds,
973 bool renderToFboEnabled,
974 bool isRenderingToFbo,
977 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
979 // Clear nodes/resources which were previously discarded
980 mImpl->nodeDiscardQueue.Clear(bufferIndex);
981 mImpl->shaderDiscardQueue.Clear(bufferIndex);
982 mImpl->rendererDiscardQueue.Clear(bufferIndex);
983 mImpl->sceneDiscardQueue.Clear(bufferIndex);
985 bool isAnimationRunning = IsAnimationRunning();
987 // Process Touches & Gestures
988 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
990 bool updateScene = // The scene-graph requires an update if..
991 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
992 isAnimationRunning || // ..at least one animation is running OR
993 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
994 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
995 gestureUpdated; // ..a gesture property was updated
997 bool keepRendererRendering = false;
998 mImpl->renderingRequired = false;
1000 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1001 // values if the scene was updated in the previous frame.
1002 if(updateScene || mImpl->previousUpdateScene)
1004 // Reset properties from the previous update
1005 ResetProperties(bufferIndex);
1006 mImpl->transformManager.ResetToBaseValue();
1009 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1010 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1012 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1014 // Forward compiled shader programs to event thread for saving
1015 ForwardCompiledShadersToEventThread();
1017 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1018 // renderer lists if the scene was updated in the previous frame.
1019 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1020 if(updateScene || mImpl->previousUpdateScene)
1023 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1025 // Constraint custom objects
1026 ConstrainCustomObjects(bufferIndex);
1028 // Clear the lists of renderers from the previous update
1029 for(auto&& scene : mImpl->scenes)
1033 for(auto&& layer : scene->sortedLayerList)
1037 layer->ClearRenderables();
1043 // Call the frame-callback-processor if set
1044 if(mImpl->frameCallbackProcessor)
1046 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1049 // Update node hierarchy, apply constraints,
1050 UpdateNodes(bufferIndex);
1052 // Apply constraints to RenderTasks, shaders
1053 ConstrainRenderTasks(bufferIndex);
1054 ConstrainShaders(bufferIndex);
1056 // Update renderers and apply constraints
1057 UpdateRenderers(bufferIndex);
1059 // Update the transformations of all the nodes
1060 if(mImpl->transformManager.Update())
1062 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1065 // Initialise layer renderable reuse
1066 UpdateLayers(bufferIndex);
1068 // Process Property Notifications
1069 ProcessPropertyNotifications(bufferIndex);
1072 for(auto&& cameraIterator : mImpl->cameras)
1074 cameraIterator->Update(bufferIndex);
1077 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1078 // reset the update buffer index and make sure there is enough room in the instruction container
1079 if(mImpl->renderersAdded)
1081 // Calculate how many render tasks we have in total
1082 std::size_t numberOfRenderTasks = 0;
1083 for(auto&& scene : mImpl->scenes)
1085 if(scene && scene->taskList)
1087 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1091 std::size_t numberOfRenderInstructions = 0;
1092 mImpl->renderInstructionCapacity = 0u;
1093 for(auto&& scene : mImpl->scenes)
1095 if(scene && scene->root && scene->taskList && scene->scene)
1097 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1098 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1100 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1101 // or the nodes are dirty
1102 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1104 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1107 scene->sortedLayerList,
1108 scene->scene->GetRenderInstructions(),
1112 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1113 scene->scene->SetSkipRendering(false);
1117 scene->scene->SetSkipRendering(true);
1120 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1124 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1130 for(auto&& scene : mImpl->scenes)
1132 if(scene && scene->root && scene->taskList)
1134 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1136 // check the countdown and notify
1137 bool doRenderOnceNotify = false;
1138 mImpl->renderTaskWaiting = false;
1139 for(auto&& renderTask : tasks)
1141 renderTask->UpdateState();
1143 if(renderTask->IsWaitingToRender() &&
1144 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1146 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1149 if(renderTask->HasRendered())
1151 doRenderOnceNotify = true;
1155 if(doRenderOnceNotify)
1157 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1158 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1164 // Macro is undefined in release build.
1165 SNAPSHOT_NODE_LOGGING;
1167 // A ResetProperties() may be required in the next frame
1168 mImpl->previousUpdateScene = updateScene;
1170 // Check whether further updates are required
1171 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1173 if(keepRendererRendering)
1175 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1177 // Set dirty flags for next frame to continue rendering
1178 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1181 // tell the update manager that we're done so the queue can be given to event thread
1182 mImpl->notificationManager.UpdateCompleted();
1184 // The update has finished; swap the double-buffering indices
1185 mSceneGraphBuffers.Swap();
1187 return keepUpdating;
1190 void UpdateManager::PostRender()
1193 for(auto&& renderer : mImpl->renderers)
1195 renderer->ResetDirtyFlag();
1198 for(auto&& scene : mImpl->scenes)
1200 scene->root->SetUpdatedTree(false);
1204 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1206 // Update the duration set via Stage::KeepRendering()
1207 if(mImpl->keepRenderingSeconds > 0.0f)
1209 mImpl->keepRenderingSeconds -= elapsedSeconds;
1212 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1214 // If the rendering behavior is set to continuously render, then continue to render.
1215 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1216 // Keep updating until no messages are received and no animations are running.
1217 // If an animation has just finished, update at least once more for Discard end-actions.
1218 // No need to check for renderQueue as there is always a render after update and if that
1219 // render needs another update it will tell the adaptor to call update again
1221 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1222 (mImpl->keepRenderingSeconds > 0.0f))
1224 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1227 if(IsAnimationRunning() ||
1228 mImpl->animationFinishedDuringUpdate)
1230 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1233 if(mImpl->renderTaskWaiting)
1235 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1238 return keepUpdatingRequest;
1241 void UpdateManager::SurfaceReplaced(Scene* scene)
1243 using DerivedType = MessageValue1<RenderManager, Scene*>;
1245 // Reserve some memory inside the render queue
1246 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1248 // Construct message in the render queue memory; note that delete should not be called on the return value
1249 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1252 void UpdateManager::KeepRendering(float durationSeconds)
1254 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1257 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1259 mImpl->renderingBehavior = renderingBehavior;
1262 void UpdateManager::RequestRendering()
1264 mImpl->renderingRequired = true;
1267 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1269 for(auto&& scene : mImpl->scenes)
1271 if(scene && scene->root == rootLayer)
1273 scene->sortedLayerList = layers;
1279 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1281 // note,this vector is already in depth order. It could be used as-is to
1282 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1283 for(auto&& iter : nodeDepths->nodeDepths)
1285 iter.node->SetDepthIndex(iter.sortedDepth);
1288 for(auto&& scene : mImpl->scenes)
1292 // Go through node hierarchy and rearrange siblings according to depth-index
1293 SortSiblingNodesRecursively(*scene->root);
1298 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1300 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1303 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1305 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1308 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1310 // Message has ownership of Sampler while in transit from update to render
1311 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1313 // Reserve some memory inside the render queue
1314 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1316 // Construct message in the render queue memory; note that delete should not be called on the return value
1317 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1320 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1322 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1324 // Reserve some memory inside the render queue
1325 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1327 // Construct message in the render queue memory; note that delete should not be called on the return value
1328 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1331 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1333 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1335 // Reserve some memory inside the render queue
1336 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1338 // Construct message in the render queue memory; note that delete should not be called on the return value
1339 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1342 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1344 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1346 // Reserve some memory inside the render queue
1347 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1349 // Construct message in the render queue memory; note that delete should not be called on the return value
1350 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1353 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1355 // Message has ownership of format while in transit from update -> render
1356 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1358 // Reserve some memory inside the render queue
1359 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1361 // Construct message in the render queue memory; note that delete should not be called on the return value
1362 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1365 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1367 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1369 // Reserve some memory inside the render queue
1370 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1372 // Construct message in the render queue memory; note that delete should not be called on the return value
1373 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1376 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1378 // Message has ownership of format while in transit from update -> render
1379 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1381 // Reserve some memory inside the render queue
1382 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1384 // Construct message in the render queue memory; note that delete should not be called on the return value
1385 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1388 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1390 // Message has ownership of format while in transit from update -> render
1391 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1393 // Reserve some memory inside the render queue
1394 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1396 // Construct message in the render queue memory; note that delete should not be called on the return value
1397 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1400 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1402 // Message has ownership of format while in transit from update -> render
1403 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1405 // Reserve some memory inside the render queue
1406 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1408 // Construct message in the render queue memory; note that delete should not be called on the return value
1409 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1412 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1414 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1416 // Reserve some memory inside the render queue
1417 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1419 // Construct message in the render queue memory; note that delete should not be called on the return value
1420 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1423 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1425 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1427 // Reserve some memory inside the render queue
1428 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1430 // Construct message in the render queue memory; note that delete should not be called on the return value
1431 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1434 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1436 using DerivedType = IndexBufferMessage<RenderManager>;
1438 // Reserve some memory inside the render queue
1439 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1441 // Construct message in the render queue memory; note that delete should not be called on the return value
1442 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1445 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1447 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1449 // Reserve some memory inside the render queue
1450 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1452 // Construct message in the render queue memory; note that delete should not be called on the return value
1453 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1456 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1458 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1460 // Reserve some memory inside the render queue
1461 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1463 // Construct message in the render queue memory; note that delete should not be called on the return value
1464 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1467 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1469 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1471 // Reserve some memory inside the render queue
1472 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1474 // Construct message in the render queue memory; note that delete should not be called on the return value
1475 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1478 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1480 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1482 // Reserve some memory inside the render queue
1483 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1485 // Construct message in the render queue memory; note that delete should not be called on the return value
1486 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1489 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1491 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
1493 // Reserve some memory inside the message queue
1494 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1496 // Construct message in the message queue memory; note that delete should not be called on the return value
1497 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1500 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1502 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1504 // Reserve some memory inside the render queue
1505 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1507 // Construct message in the render queue memory; note that delete should not be called on the return value
1508 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1511 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1513 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1515 // Reserve some memory inside the render queue
1516 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1518 // Construct message in the render queue memory; note that delete should not be called on the return value
1519 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1522 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1524 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1526 // Reserve some memory inside the render queue
1527 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1529 // Construct message in the render queue memory; note that delete should not be called on the return value
1530 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1533 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1535 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1537 // Reserve some memory inside the render queue
1538 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1540 // Construct message in the render queue memory; note that delete should not be called on the return value
1541 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1544 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1546 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1548 // Reserve some memory inside the render queue
1549 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1551 // Construct message in the render queue memory; note that delete should not be called on the return value
1552 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1555 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1557 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1559 // Reserve some memory inside the render queue
1560 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1562 // Construct message in the render queue memory; note that delete should not be called on the return value
1563 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1566 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1568 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1570 // Reserve some memory inside the render queue
1571 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1573 // Construct message in the render queue memory; note that delete should not be called on the return value
1574 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1577 } // namespace SceneGraph
1579 } // namespace Internal