2 * Copyright (c) 2024 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/resetter-container.h>
37 #include <dali/internal/update/manager/transform-manager.h>
38 #include <dali/internal/update/manager/update-algorithms.h>
39 #include <dali/internal/update/manager/update-manager-debug.h>
40 #include <dali/internal/update/nodes/node.h>
41 #include <dali/internal/update/queue/update-message-queue.h>
43 #include <dali/internal/render/common/render-manager.h>
44 #include <dali/internal/render/queue/render-queue.h>
45 #include <dali/internal/render/renderers/render-vertex-buffer.h>
47 // Un-comment to enable node tree debug logging
48 //#define NODE_TREE_LOGGING 1
50 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
51 #define SNAPSHOT_NODE_LOGGING \
52 const uint32_t FRAME_COUNT_TRIGGER = 16; \
53 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
55 for(auto&& scene : mImpl->scenes) \
57 if(scene && scene->root) \
59 mImpl->frameCounter = 0; \
60 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
64 mImpl->frameCounter++;
66 #define SNAPSHOT_NODE_LOGGING
69 #if defined(DEBUG_ENABLED)
70 extern Debug::Filter* gRenderTaskLogFilter;
73 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
74 } // unnamed namespace
77 using namespace Dali::Integration;
78 using Dali::Internal::Update::MessageQueue;
89 * Helper to Erase an object from OwnerContainer using discard queue
90 * @param container to remove from
91 * @param object to remove
92 * @param discardQueue to put the object to
93 * @param updateBufferIndex to use
96 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
98 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
100 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
101 for(auto&& iter : container)
105 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
106 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
107 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
113 * Helper to Erase an object from std::vector using discard queue
114 * @param container to remove from
115 * @param object to remove
116 * @param discardQueue to put the object to
117 * @param updateBufferIndex to use
120 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
122 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
124 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
128 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
129 discardQueue.Add(updateBufferIndex, container.Release(iter));
130 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
135 } // unnamed namespace
138 * Structure to contain UpdateManager internal data
140 struct UpdateManager::Impl
142 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
145 SceneInfo(Layer* root) ///< Constructor
150 ~SceneInfo() = default; ///< Default non-virtual destructor
151 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
152 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
153 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
154 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
156 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
157 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
158 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
159 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
162 Impl(NotificationManager& notificationManager,
163 CompleteNotificationInterface& animationPlaylist,
164 PropertyNotifier& propertyNotifier,
165 RenderController& renderController,
166 RenderManager& renderManager,
167 RenderQueue& renderQueue,
168 SceneGraphBuffers& sceneGraphBuffers,
169 RenderTaskProcessor& renderTaskProcessor)
170 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
171 notificationManager(notificationManager),
173 animationPlaylist(animationPlaylist),
174 propertyNotifier(propertyNotifier),
175 shaderSaver(nullptr),
176 renderController(renderController),
177 sceneController(nullptr),
178 renderManager(renderManager),
179 renderQueue(renderQueue),
180 renderTaskProcessor(renderTaskProcessor),
181 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
185 panGestureProcessor(nullptr),
186 messageQueue(renderController, sceneGraphBuffers),
187 frameCallbackProcessor(nullptr),
188 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
190 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
191 animationFinishedDuringUpdate(false),
192 previousUpdateScene(false),
193 renderTaskWaiting(false),
194 renderersAdded(false),
195 renderingRequired(false)
197 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
199 // create first 'dummy' node
200 nodes.PushBack(nullptr);
205 // Disconnect render tasks from nodes, before destroying the nodes
206 for(auto&& scene : scenes)
208 if(scene && scene->taskList)
210 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
211 for(auto&& task : tasks)
213 task->SetSourceNode(nullptr);
218 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
219 // like custom properties, which get released here
220 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
221 Vector<Node*>::Iterator endIter = nodes.End();
222 for(; iter != endIter; ++iter)
224 (*iter)->OnDestroy();
229 for(auto&& scene : scenes)
231 if(scene && scene->root)
233 scene->root->OnDestroy();
234 Node::Delete(scene->root);
239 delete sceneController;
241 // Ensure to clear renderers
247 * Lazy init for FrameCallbackProcessor.
248 * @param[in] updateManager A reference to the update-manager
250 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
252 if(!frameCallbackProcessor)
254 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
256 return *frameCallbackProcessor;
259 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
260 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
261 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
262 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
263 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
264 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
265 ShaderSaver* shaderSaver; ///< Saves shader binaries.
266 RenderController& renderController; ///< render controller
267 SceneControllerImpl* sceneController; ///< scene controller
268 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
269 RenderQueue& renderQueue; ///< Used to queue messages for the next render
270 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
272 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
274 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
275 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
277 Vector<Node*> nodes; ///< A container of all instantiated nodes
279 std::unordered_map<uint32_t, Node*> nodeIdMap; ///< A container of nodes map by id.
281 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
283 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
285 ResetterContainer<PropertyResetterBase> propertyResetters; ///< A container of property resetters
286 ResetterContainer<NodeResetter> nodeResetters; ///< A container of node resetters
287 ResetterContainer<RendererResetter> rendererResetters; ///< A container of renderer resetters
289 OwnerContainer<Animation*> animations; ///< A container of owned animations
290 OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
291 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
292 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
293 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
295 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
296 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
297 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
298 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
300 CompleteNotificationInterface::ParameterList notifyRequiredAnimations; ///< A temperal container of complete notify required animations, like animation finished, stopped, or loop completed.
302 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
304 MessageQueue messageQueue; ///< The messages queued from the event-thread
305 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
306 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
307 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
309 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
311 std::atomic<std::size_t> renderInstructionCapacity{0u};
312 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
313 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
314 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
316 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
317 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
318 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
319 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
320 bool renderingRequired; ///< True if required to render the current frame
323 Impl(const Impl&); ///< Undefined
324 Impl& operator=(const Impl&); ///< Undefined
327 UpdateManager::UpdateManager(NotificationManager& notificationManager,
328 CompleteNotificationInterface& animationFinishedNotifier,
329 PropertyNotifier& propertyNotifier,
330 RenderController& controller,
331 RenderManager& renderManager,
332 RenderQueue& renderQueue,
333 RenderTaskProcessor& renderTaskProcessor)
336 mImpl = new Impl(notificationManager,
337 animationFinishedNotifier,
343 renderTaskProcessor);
346 UpdateManager::~UpdateManager()
351 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
353 DALI_ASSERT_DEBUG(layer->IsLayer());
354 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
356 Layer* rootLayer = layer.Release();
358 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
359 "Root Node already installed");
361 rootLayer->CreateTransform(&mImpl->transformManager);
362 rootLayer->SetRoot(true);
364 rootLayer->AddInitializeResetter(*this);
366 // Do not allow to insert duplicated nodes.
367 // It could be happened if node id is overflowed.
368 DALI_ASSERT_ALWAYS(mImpl->nodeIdMap.insert({rootLayer->GetId(), rootLayer}).second);
370 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
373 void UpdateManager::UninstallRoot(Layer* layer)
375 DALI_ASSERT_DEBUG(layer->IsLayer());
376 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
378 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
380 if((*iter) && (*iter)->root == layer)
382 mImpl->scenes.erase(iter);
387 mImpl->nodeIdMap.erase(layer->GetId());
389 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
391 // Notify the layer about impending destruction
395 void UpdateManager::AddNode(OwnerPointer<Node>& node)
397 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
399 Node* rawNode = node.Release();
400 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
402 // Add camera nodes occured rarely.
403 if(DALI_UNLIKELY(rawNode->IsCamera()))
405 AddCamera(static_cast<Camera*>(rawNode));
408 // Do not allow to insert duplicated nodes.
409 // It could be happened if node id is overflowed.
410 DALI_ASSERT_ALWAYS(mImpl->nodeIdMap.insert({rawNode->GetId(), rawNode}).second);
412 mImpl->nodes.PushBack(rawNode);
414 rawNode->CreateTransform(&mImpl->transformManager);
417 void UpdateManager::ConnectNode(Node* parent, Node* node)
419 DALI_ASSERT_ALWAYS(nullptr != parent);
420 DALI_ASSERT_ALWAYS(nullptr != node);
421 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
423 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
425 parent->SetDirtyFlag(NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
426 parent->ConnectChild(node);
428 node->AddInitializeResetter(*this);
430 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
431 if(mImpl->frameCallbackProcessor)
433 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
437 void UpdateManager::DisconnectNode(Node* node)
439 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
441 Node* parent = node->GetParent();
442 DALI_ASSERT_ALWAYS(nullptr != parent);
443 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED | NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
445 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
447 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
448 if(mImpl->frameCallbackProcessor)
450 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
454 void UpdateManager::DestroyNode(Node* node)
456 DALI_ASSERT_ALWAYS(nullptr != node);
457 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
459 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
461 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
462 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
463 for(; iter != endIter; ++iter)
467 mImpl->nodes.Erase(iter);
472 // Remove camera nodes occured rarely.
473 if(DALI_UNLIKELY(node->IsCamera()))
475 RemoveCamera(static_cast<Camera*>(node));
478 mImpl->nodeIdMap.erase(node->GetId());
480 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
482 // Notify the Node about impending destruction
486 void UpdateManager::AddCamera(Camera* camera)
488 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
490 mImpl->cameras.PushBack(camera);
493 void UpdateManager::RemoveCamera(Camera* camera)
495 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
497 // Find the camera and remove it from list of cameras
498 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
499 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
500 for(; iter != endIter; ++iter)
502 if((*iter) == camera)
504 mImpl->cameras.Erase(iter);
510 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
512 mImpl->customObjects.PushBack(object.Release());
515 void UpdateManager::RemoveObject(PropertyOwner* object)
517 mImpl->customObjects.EraseObject(object);
520 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
522 RenderTaskList* taskListPointer = taskList.Release();
523 taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
525 mImpl->scenes.back()->taskList = taskListPointer;
528 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
530 for(auto&& scene : mImpl->scenes)
532 if(scene && scene->taskList == taskList)
534 scene->taskList.Reset();
540 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
542 auto& sceneInfo = mImpl->scenes.back();
543 sceneInfo->scene = scene.Release();
545 // Set root to the Scene
546 sceneInfo->scene->SetRoot(sceneInfo->root);
548 // Initialize the context from render manager
549 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
551 // Reserve some memory inside the render queue
552 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
554 // Construct message in the render queue memory; note that delete should not be called on the return value
555 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
556 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
559 void UpdateManager::RemoveScene(Scene* scene)
561 // Initialize the context from render manager
562 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
564 // Reserve some memory inside the render queue
565 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
567 // Construct message in the render queue memory; note that delete should not be called on the return value
568 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
570 scene->RemoveSurfaceRenderTarget();
572 for(auto&& sceneInfo : mImpl->scenes)
574 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
576 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
582 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
584 mImpl->animations.PushBack(animation.Release());
587 void UpdateManager::StopAnimation(Animation* animation)
589 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
591 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
593 // Queue this animation into notify required animations. Since we need to send Finished signal
594 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
596 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
599 void UpdateManager::RemoveAnimation(Animation* animation)
601 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
603 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
605 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
607 // Do not remove from container now. Destroyed animation will be removed at Animate.
610 bool UpdateManager::IsAnimationRunning() const
612 // Find any animation that isn't stopped or paused
613 for(auto&& iter : mImpl->animations)
615 const Animation::State state = iter->GetState();
617 if(state != Animation::Stopped &&
618 state != Animation::Paused)
620 return true; // stop iteration as soon as first one is found
627 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
629 propertyResetter->Initialize();
630 mImpl->propertyResetters.PushBack(propertyResetter.Release());
633 void UpdateManager::AddNodeResetter(const Node& node)
635 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
636 nodeResetter->Initialize();
637 mImpl->nodeResetters.PushBack(nodeResetter.Release());
640 void UpdateManager::AddRendererResetter(const Renderer& renderer)
642 OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
643 rendererResetter->Initialize();
644 mImpl->rendererResetters.PushBack(rendererResetter.Release());
647 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
649 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
652 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
654 auto iter = std::find(mImpl->propertyNotifications.Begin(), mImpl->propertyNotifications.End(), propertyNotification);
655 if(iter != mImpl->propertyNotifications.End())
657 mImpl->propertyNotifications.Erase(iter);
661 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
663 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
664 propertyNotification->SetNotifyMode(notifyMode);
667 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
669 mImpl->shaders.PushBack(shader.Release());
672 void UpdateManager::RemoveShader(Shader* shader)
674 // Find the shader and destroy it
675 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
678 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
680 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
681 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
683 // lock as update might be sending previously compiled shaders to event thread
684 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
685 mImpl->renderCompiledShaders.push_back(shaderData);
689 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
691 mImpl->shaderSaver = &upstream;
694 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
696 SceneGraph::Renderer* renderer = rendererKey.Get();
698 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
700 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
701 renderer->AddInitializeResetter(*this);
703 mImpl->renderers.PushBack(rendererKey);
706 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
708 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
710 // Find the renderer and destroy it
711 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
712 // Need to remove the render object as well
713 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
716 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
718 node->AddRenderer(Renderer::GetKey(renderer));
719 mImpl->renderersAdded = true;
722 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
724 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
726 mImpl->panGestureProcessor = panGestureProcessor;
729 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
731 textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
732 mImpl->textureSets.PushBack(textureSet.Release());
735 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
737 mImpl->textureSets.EraseObject(textureSet);
740 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
742 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
745 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
747 return mImpl->messageQueue.GetCapacity();
750 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
752 return mImpl->renderQueue.GetCapacity();
755 std::size_t UpdateManager::GetRenderInstructionCapacity() const
757 return mImpl->renderInstructionCapacity;
760 void UpdateManager::EventProcessingStarted()
762 mImpl->messageQueue.EventProcessingStarted();
765 void UpdateManager::EventProcessingFinished()
767 mImpl->messageQueue.EventProcessingFinished();
770 bool UpdateManager::FlushQueue()
772 return mImpl->messageQueue.FlushQueue();
775 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
777 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
778 mImpl->animationFinishedDuringUpdate = false;
780 // Reset node properties
781 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
783 // Reset renderer properties
784 mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
786 // Reset all animating / constrained properties
787 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
789 // Clear all root nodes dirty flags
790 for(auto& scene : mImpl->scenes)
792 auto root = scene->root;
793 root->ResetDirtyFlags(bufferIndex);
796 // Clear node dirty flags
797 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
798 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
799 for(; iter != endIter; ++iter)
801 (*iter)->ResetDirtyFlags(bufferIndex);
805 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
807 bool gestureUpdated(false);
809 if(mImpl->panGestureProcessor)
811 // gesture processor only supports default properties
812 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
813 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
816 return gestureUpdated;
819 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
821 bool animationActive = false;
822 bool animationLooped = false;
824 auto&& iter = mImpl->animations.Begin();
826 while(iter != mImpl->animations.End())
828 Animation* animation = *iter;
829 bool finished = false;
831 bool progressMarkerReached = false;
832 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
834 animationActive = animationActive || animation->IsActive();
836 if(progressMarkerReached)
838 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation->GetNotifyId()));
841 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
842 animationLooped = animationLooped || looped;
844 // queue the notification on finished or stoped or looped (to update loop count)
845 if(finished || looped)
847 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
850 // Remove animations that had been destroyed but were still waiting for an update
851 if(animation->GetState() == Animation::Destroyed)
853 iter = mImpl->animations.Erase(iter);
861 // The application should be notified by NotificationManager, in another thread
862 if(!mImpl->notifyRequiredAnimations.Empty())
864 mImpl->notificationManager.QueueNotification(&mImpl->animationPlaylist, std::move(mImpl->notifyRequiredAnimations));
867 return animationActive;
870 void UpdateManager::ConstrainCustomObjects(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
872 // Constrain custom objects (in construction order)
873 for(auto&& object : mImpl->customObjects)
875 ConstrainPropertyOwner(*object, bufferIndex);
876 if(!object->GetPostConstraints().Empty())
878 postPropertyOwners.PushBack(object);
883 void UpdateManager::ConstrainRenderTasks(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
885 // Constrain render-tasks
886 for(auto&& scene : mImpl->scenes)
888 if(scene && scene->taskList)
890 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
891 for(auto&& task : tasks)
893 ConstrainPropertyOwner(*task, bufferIndex);
894 if(!task->GetPostConstraints().Empty())
896 postPropertyOwners.PushBack(task);
903 void UpdateManager::ConstrainShaders(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
905 // constrain shaders... (in construction order)
906 for(auto&& shader : mImpl->shaders)
908 ConstrainPropertyOwner(*shader, bufferIndex);
909 if(!shader->GetPostConstraints().Empty())
911 postPropertyOwners.PushBack(shader);
916 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
918 for(auto&& notification : mImpl->propertyNotifications)
920 bool valid = notification->Check(bufferIndex);
923 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification->GetNotifyId(), notification->GetValidity()));
928 void UpdateManager::ForwardCompiledShadersToEventThread()
930 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
931 if(mImpl->shaderSaver)
933 // lock and swap the queues
935 // render might be attempting to send us more binaries at the same time
936 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
937 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
940 if(mImpl->updateCompiledShaders.size() > 0)
942 ShaderSaver& factory = *mImpl->shaderSaver;
943 for(auto&& shader : mImpl->updateCompiledShaders)
945 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
947 // we don't need them in update anymore
948 mImpl->updateCompiledShaders.clear();
953 void UpdateManager::UpdateRenderers(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
955 for(const auto& rendererKey : mImpl->renderers)
958 auto renderer = rendererKey.Get();
959 ConstrainPropertyOwner(*renderer, bufferIndex);
960 if(!renderer->GetPostConstraints().Empty())
962 postPropertyOwners.PushBack(renderer);
965 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
969 void UpdateManager::UpdateNodes(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
971 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
973 for(auto&& scene : mImpl->scenes)
975 if(scene && scene->root)
977 // Prepare resources, update shaders, for each node
978 // And add the renderers to the sorted layers. Start from root, which is also a layer
979 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
987 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
989 for(auto&& scene : mImpl->scenes)
991 if(scene && scene->root)
993 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
998 uint32_t UpdateManager::Update(float elapsedSeconds,
999 uint32_t lastVSyncTimeMilliseconds,
1000 uint32_t nextVSyncTimeMilliseconds,
1001 bool renderToFboEnabled,
1002 bool isRenderingToFbo,
1005 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
1007 // Clear nodes/resources which were previously discarded
1008 mImpl->nodeDiscardQueue.Clear(bufferIndex);
1009 mImpl->shaderDiscardQueue.Clear(bufferIndex);
1010 mImpl->rendererDiscardQueue.Clear(bufferIndex);
1011 mImpl->sceneDiscardQueue.Clear(bufferIndex);
1013 bool isAnimationRunning = IsAnimationRunning();
1015 // Process Touches & Gestures
1016 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
1018 bool updateScene = // The scene-graph requires an update if..
1019 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
1020 isAnimationRunning || // ..at least one animation is running OR
1021 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
1022 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
1023 gestureUpdated; // ..a gesture property was updated
1025 uint32_t keepUpdating = 0;
1026 bool keepRendererRendering = false;
1027 mImpl->renderingRequired = false;
1029 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1030 // values if the scene was updated in the previous frame.
1031 if(updateScene || mImpl->previousUpdateScene)
1033 // Reset properties from the previous update
1034 ResetProperties(bufferIndex);
1035 mImpl->transformManager.ResetToBaseValue();
1038 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1039 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1041 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1043 // Forward compiled shader programs to event thread for saving
1044 ForwardCompiledShadersToEventThread();
1046 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1047 // renderer lists if the scene was updated in the previous frame.
1048 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1049 if(updateScene || mImpl->previousUpdateScene)
1052 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1054 PropertyOwnerContainer postPropertyOwners;
1055 // Constraint custom objects
1056 ConstrainCustomObjects(postPropertyOwners, bufferIndex);
1058 // Clear the lists of renderers from the previous update
1059 for(auto&& scene : mImpl->scenes)
1063 for(auto&& layer : scene->sortedLayerList)
1067 layer->ClearRenderables();
1073 // Call the frame-callback-processor if set
1074 if(mImpl->frameCallbackProcessor)
1076 keepRendererRendering |= mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1079 // Update node hierarchy, apply constraints,
1080 UpdateNodes(postPropertyOwners, bufferIndex);
1082 // Apply constraints to RenderTasks, shaders
1083 ConstrainRenderTasks(postPropertyOwners, bufferIndex);
1084 ConstrainShaders(postPropertyOwners, bufferIndex);
1086 // Update renderers and apply constraints
1087 UpdateRenderers(postPropertyOwners, bufferIndex);
1089 // Update the transformations of all the nodes
1090 if(mImpl->transformManager.Update())
1092 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1095 // Constraint applied after transform manager updated. Only required property owner processed.
1096 for(auto&& propertyOwner : postPropertyOwners)
1098 ConstrainPropertyOwner(*propertyOwner, bufferIndex, false);
1101 // Initialise layer renderable reuse
1102 UpdateLayers(bufferIndex);
1104 // Process Property Notifications
1105 ProcessPropertyNotifications(bufferIndex);
1108 for(auto&& cameraIterator : mImpl->cameras)
1110 cameraIterator->Update(bufferIndex);
1113 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1114 // reset the update buffer index and make sure there is enough room in the instruction container
1115 if(mImpl->renderersAdded)
1117 // Calculate how many render tasks we have in total
1118 std::size_t numberOfRenderTasks = 0;
1119 for(auto&& scene : mImpl->scenes)
1121 if(scene && scene->taskList)
1123 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1127 std::size_t numberOfRenderInstructions = 0;
1128 mImpl->renderInstructionCapacity = 0u;
1129 for(auto&& scene : mImpl->scenes)
1131 if(scene && scene->root && scene->taskList && scene->scene)
1133 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1134 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1136 bool sceneKeepUpdating = scene->scene->KeepRenderingCheck(elapsedSeconds);
1137 if(sceneKeepUpdating)
1139 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1142 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1143 // or the nodes are dirty
1144 // or keep rendering is requested
1145 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || sceneKeepUpdating)
1147 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1150 scene->sortedLayerList,
1151 scene->scene->GetRenderInstructions(),
1155 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1156 scene->scene->SetSkipRendering(false);
1162 DALI_LOG_RELEASE_INFO("Scene skip rendering set as true, during 'uploadOnly' was true.\n");
1164 scene->scene->SetSkipRendering(true);
1167 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1171 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1177 // check the countdown and notify
1178 mImpl->renderTaskWaiting = false;
1180 for(auto&& scene : mImpl->scenes)
1182 if(scene && scene->root && scene->taskList)
1184 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1186 CompleteNotificationInterface::ParameterList notifyRequiredRenderTasks;
1188 for(auto&& renderTask : tasks)
1190 renderTask->UpdateState();
1192 if(renderTask->IsWaitingToRender() &&
1193 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1195 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1198 if(renderTask->HasRendered())
1200 notifyRequiredRenderTasks.PushBack(renderTask->GetNotifyId());
1204 if(!notifyRequiredRenderTasks.Empty())
1206 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1207 mImpl->notificationManager.QueueNotification(scene->taskList->GetCompleteNotificationInterface(), std::move(notifyRequiredRenderTasks));
1213 // Macro is undefined in release build.
1214 SNAPSHOT_NODE_LOGGING;
1216 // A ResetProperties() may be required in the next frame
1217 mImpl->previousUpdateScene = updateScene;
1219 // Check whether further updates are required
1220 keepUpdating |= KeepUpdatingCheck(elapsedSeconds);
1222 if(keepRendererRendering)
1224 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1227 if(keepUpdating & KeepUpdating::STAGE_KEEP_RENDERING)
1229 // Set dirty flags for next frame to continue rendering
1230 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1233 // tell the update manager that we're done so the queue can be given to event thread
1234 mImpl->notificationManager.UpdateCompleted();
1236 // The update has finished; swap the double-buffering indices
1237 mSceneGraphBuffers.Swap();
1239 return keepUpdating;
1242 void UpdateManager::PostRender()
1245 for(auto&& renderer : mImpl->renderers)
1247 renderer->ResetDirtyFlag();
1250 for(auto&& shader : mImpl->shaders)
1252 shader->SetUpdated(false);
1255 for(auto&& scene : mImpl->scenes)
1257 scene->root->SetUpdatedTree(false);
1261 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1263 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1265 // If the rendering behavior is set to continuously render, then continue to render.
1266 // Keep updating until no messages are received and no animations are running.
1267 // If an animation has just finished, update at least once more for Discard end-actions.
1268 // No need to check for renderQueue as there is always a render after update and if that
1269 // render needs another update it will tell the adaptor to call update again
1271 if(mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY)
1273 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1276 if(IsAnimationRunning() ||
1277 mImpl->animationFinishedDuringUpdate)
1279 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1282 if(mImpl->renderTaskWaiting)
1284 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1287 return keepUpdatingRequest;
1290 void UpdateManager::SurfaceReplaced(Scene* scene)
1292 using DerivedType = MessageValue1<RenderManager, Scene*>;
1294 // Reserve some memory inside the render queue
1295 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1297 // Construct message in the render queue memory; note that delete should not be called on the return value
1298 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1301 void UpdateManager::KeepRendering(float durationSeconds)
1303 for(auto&& scene : mImpl->scenes)
1307 scene->scene->KeepRendering(durationSeconds);
1312 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1314 mImpl->renderingBehavior = renderingBehavior;
1317 void UpdateManager::RequestRendering()
1319 mImpl->renderingRequired = true;
1322 Node* UpdateManager::GetNodePointerById(uint32_t nodeId) const
1324 Node* foundNodePointer = nullptr;
1325 auto iter = mImpl->nodeIdMap.find(nodeId);
1326 if(iter != mImpl->nodeIdMap.end())
1328 foundNodePointer = iter->second;
1330 return foundNodePointer;
1333 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1335 for(auto&& scene : mImpl->scenes)
1337 if(scene && scene->root == rootLayer)
1339 scene->sortedLayerList = layers;
1345 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1347 // note, this vector is already in depth order.
1348 // So if we reverse iterate, we can assume that
1349 // my descendant node's depth index are updated.
1351 // And also, This API is the last flushed message.
1352 // We can now setup the DESCENDENT_HIERARCHY_CHANGED flag here.
1353 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1355 auto* node = rIter->node;
1356 node->PropagateDescendentFlags();
1357 node->SetDepthIndex(rIter->sortedDepth);
1358 if(node->IsChildrenReorderRequired())
1360 // Reorder children container only if sibiling order changed.
1361 NodeContainer& container = node->GetChildren();
1362 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1367 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1369 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1372 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1374 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1377 void UpdateManager::NotifyFrameCallback(FrameCallbackInterface* frameCallback, Dali::UpdateProxy::NotifySyncPoint syncPoint)
1379 mImpl->GetFrameCallbackProcessor(*this).NotifyFrameCallback(frameCallback, syncPoint);
1382 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1384 // Message has ownership of Sampler while in transit from update to render
1385 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
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::AddSampler, sampler);
1394 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1396 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1398 // Reserve some memory inside the render queue
1399 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1401 // Construct message in the render queue memory; note that delete should not be called on the return value
1402 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1405 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1407 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
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::SetFilterMode, sampler, minFilterMode, magFilterMode);
1416 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1418 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
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::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1427 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1429 // Message has ownership of format while in transit from update -> render
1430 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1432 // Reserve some memory inside the render queue
1433 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1435 // Construct message in the render queue memory; note that delete should not be called on the return value
1436 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1439 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1441 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1443 // Reserve some memory inside the render queue
1444 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1446 // Construct message in the render queue memory; note that delete should not be called on the return value
1447 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1450 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1452 // Message has ownership of format while in transit from update -> render
1453 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1455 // Reserve some memory inside the render queue
1456 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1458 // Construct message in the render queue memory; note that delete should not be called on the return value
1459 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1462 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1464 // Message has ownership of format while in transit from update -> render
1465 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1467 // Reserve some memory inside the render queue
1468 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1470 // Construct message in the render queue memory; note that delete should not be called on the return value
1471 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1474 void UpdateManager::SetVertexBufferDivisor(Render::VertexBuffer* vertexBuffer, uint32_t divisor)
1476 using LocalType = MessageValue1<Render::VertexBuffer, uint32_t>;
1477 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(LocalType));
1478 new(slot) LocalType(vertexBuffer, &Render::VertexBuffer::SetDivisor, divisor);
1481 void UpdateManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
1483 // Message has ownership of format while in transit from update -> render
1484 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, Dali::VertexBufferUpdateCallback*>;
1486 // Reserve some memory inside the render queue
1487 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1489 // Construct message in the render queue memory; note that delete should not be called on the return value
1490 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferUpdateCallback, vertexBuffer, callback);
1493 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1495 // Message has ownership of format while in transit from update -> render
1496 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1498 // Reserve some memory inside the render queue
1499 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1501 // Construct message in the render queue memory; note that delete should not be called on the return value
1502 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1505 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1507 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1509 // Reserve some memory inside the render queue
1510 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1512 // Construct message in the render queue memory; note that delete should not be called on the return value
1513 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1516 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1518 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1520 // Reserve some memory inside the render queue
1521 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1523 // Construct message in the render queue memory; note that delete should not be called on the return value
1524 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1527 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1529 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1531 // Reserve some memory inside the render queue
1532 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1534 // Construct message in the render queue memory; note that delete should not be called on the return value
1535 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1538 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1540 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1542 // Reserve some memory inside the render queue
1543 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1545 // Construct message in the render queue memory; note that delete should not be called on the return value
1546 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1549 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1551 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1553 // Reserve some memory inside the render queue
1554 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1556 // Construct message in the render queue memory; note that delete should not be called on the return value
1557 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1560 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1562 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1564 // Reserve some memory inside the render queue
1565 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1567 // Construct message in the render queue memory; note that delete should not be called on the return value
1568 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1571 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1573 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1575 // Reserve some memory inside the render queue
1576 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1578 // Construct message in the render queue memory; note that delete should not be called on the return value
1579 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1582 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1584 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1586 // Reserve some memory inside the render queue
1587 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1589 // Construct message in the render queue memory; note that delete should not be called on the return value
1590 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1593 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Graphics::UploadParams& params)
1595 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Graphics::UploadParams>;
1597 // Reserve some memory inside the message queue
1598 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1600 // Construct message in the message queue memory; note that delete should not be called on the return value
1601 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1604 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1606 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1608 // Reserve some memory inside the render queue
1609 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1611 // Construct message in the render queue memory; note that delete should not be called on the return value
1612 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1615 void UpdateManager::SetTextureSize(const Render::TextureKey& texture, const Dali::ImageDimensions& size)
1617 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::ImageDimensions>;
1619 // Reserve some memory inside the render queue
1620 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1622 // Construct message in the render queue memory; note that delete should not be called on the return value
1623 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureSize, texture, size);
1626 void UpdateManager::SetTextureFormat(const Render::TextureKey& texture, Dali::Pixel::Format pixelFormat)
1628 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::Pixel::Format>;
1630 // Reserve some memory inside the render queue
1631 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1633 // Construct message in the render queue memory; note that delete should not be called on the return value
1634 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureFormat, texture, pixelFormat);
1637 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1639 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1641 // Reserve some memory inside the render queue
1642 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1644 // Construct message in the render queue memory; note that delete should not be called on the return value
1645 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1648 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1650 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1652 // Reserve some memory inside the render queue
1653 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1655 // Construct message in the render queue memory; note that delete should not be called on the return value
1656 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1659 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1661 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1663 // Reserve some memory inside the render queue
1664 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1666 // Construct message in the render queue memory; note that delete should not be called on the return value
1667 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1670 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1672 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1674 // Reserve some memory inside the render queue
1675 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1677 // Construct message in the render queue memory; note that delete should not be called on the return value
1678 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1681 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1683 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1685 // Reserve some memory inside the render queue
1686 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1688 // Construct message in the render queue memory; note that delete should not be called on the return value
1689 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1692 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1694 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1696 // Reserve some memory inside the render queue
1697 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1699 // Construct message in the render queue memory; note that delete should not be called on the return value
1700 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1703 } // namespace SceneGraph
1705 } // namespace Internal