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 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
23 #include <dali/devel-api/common/map-wrapper.h>
25 #include <unordered_map>
29 #include <dali/integration-api/core.h>
31 #include <dali/internal/common/owner-key-container.h>
33 #include <dali/internal/event/animation/animation-playlist.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-notifier.h>
36 #include <dali/internal/event/effects/shader-factory.h>
38 #include <dali/internal/update/common/discard-queue.h>
39 #include <dali/internal/update/controllers/render-message-dispatcher.h>
40 #include <dali/internal/update/controllers/scene-controller-impl.h>
41 #include <dali/internal/update/manager/frame-callback-processor.h>
42 #include <dali/internal/update/manager/render-task-processor.h>
43 #include <dali/internal/update/manager/resetter-container.h>
44 #include <dali/internal/update/manager/transform-manager.h>
45 #include <dali/internal/update/manager/update-algorithms.h>
46 #include <dali/internal/update/manager/update-manager-debug.h>
47 #include <dali/internal/update/nodes/node.h>
48 #include <dali/internal/update/queue/update-message-queue.h>
50 #include <dali/internal/render/common/render-manager.h>
51 #include <dali/internal/render/queue/render-queue.h>
52 #include <dali/internal/render/renderers/render-vertex-buffer.h>
54 // Un-comment to enable node tree debug logging
55 //#define NODE_TREE_LOGGING 1
57 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
58 #define SNAPSHOT_NODE_LOGGING \
59 const uint32_t FRAME_COUNT_TRIGGER = 16; \
60 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
62 for(auto&& scene : mImpl->scenes) \
64 if(scene && scene->root) \
66 mImpl->frameCounter = 0; \
67 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
71 mImpl->frameCounter++;
73 #define SNAPSHOT_NODE_LOGGING
76 #if defined(DEBUG_ENABLED)
77 extern Debug::Filter* gRenderTaskLogFilter;
80 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
81 } // unnamed namespace
84 using namespace Dali::Integration;
85 using Dali::Internal::Update::MessageQueue;
95 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
97 * Flag whether property has changed, during the Update phase.
99 enum ContainerRemovedFlagBits
107 PROPERTY_NOTIFICATION = 0x20,
108 CUSTOM_OBJECT = 0x40,
112 * @brief ContainerRemovedFlags alters behaviour of implementation
114 using ContainerRemovedFlags = uint8_t;
117 * Helper to Erase an object from OwnerContainer using discard queue
118 * @param container to remove from
119 * @param object to remove
120 * @param discardQueue to put the object to
121 * @param updateBufferIndex to use
124 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
126 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
128 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
129 for(auto&& iter : container)
133 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
134 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
135 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
141 * Helper to Erase an object from std::vector using discard queue
142 * @param container to remove from
143 * @param object to remove
144 * @param discardQueue to put the object to
145 * @param updateBufferIndex to use
148 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
150 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
152 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
156 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
157 discardQueue.Add(updateBufferIndex, container.Release(iter));
158 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
163 } // unnamed namespace
166 * Structure to contain UpdateManager internal data
168 struct UpdateManager::Impl
170 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
173 SceneInfo(Layer* root) ///< Constructor
178 ~SceneInfo() = default; ///< Default non-virtual destructor
179 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
180 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
181 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
182 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
184 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
185 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
186 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
187 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
190 Impl(NotificationManager& notificationManager,
191 CompleteNotificationInterface& animationPlaylist,
192 PropertyNotifier& propertyNotifier,
193 RenderController& renderController,
194 RenderManager& renderManager,
195 RenderQueue& renderQueue,
196 SceneGraphBuffers& sceneGraphBuffers,
197 RenderTaskProcessor& renderTaskProcessor)
198 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
199 notificationManager(notificationManager),
201 animationPlaylist(animationPlaylist),
202 propertyNotifier(propertyNotifier),
203 shaderSaver(nullptr),
204 renderController(renderController),
205 sceneController(nullptr),
206 renderManager(renderManager),
207 renderQueue(renderQueue),
208 renderTaskProcessor(renderTaskProcessor),
209 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
213 panGestureProcessor(nullptr),
214 messageQueue(renderController, sceneGraphBuffers),
215 frameCallbackProcessor(nullptr),
216 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
218 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
219 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
220 containerRemovedFlags(ContainerRemovedFlagBits::NOTHING),
222 animationFinishedDuringUpdate(false),
223 previousUpdateScene(false),
224 renderTaskWaiting(false),
225 renderersAdded(false),
226 renderingRequired(false)
228 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
230 // create first 'dummy' node
231 nodes.PushBack(nullptr);
236 // Disconnect render tasks from nodes, before destroying the nodes
237 for(auto&& scene : scenes)
239 if(scene && scene->taskList)
241 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
242 for(auto&& task : tasks)
244 task->SetSourceNode(nullptr);
249 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
250 // like custom properties, which get released here
251 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
252 Vector<Node*>::Iterator endIter = nodes.End();
253 for(; iter != endIter; ++iter)
255 (*iter)->OnDestroy();
260 for(auto&& scene : scenes)
262 if(scene && scene->root)
264 scene->root->OnDestroy();
265 Node::Delete(scene->root);
270 delete sceneController;
272 // Ensure to clear renderers
278 * Lazy init for FrameCallbackProcessor.
279 * @param[in] updateManager A reference to the update-manager
281 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
283 if(!frameCallbackProcessor)
285 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
287 return *frameCallbackProcessor;
290 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
291 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
292 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
293 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
294 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
295 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
296 ShaderSaver* shaderSaver; ///< Saves shader binaries.
297 RenderController& renderController; ///< render controller
298 SceneControllerImpl* sceneController; ///< scene controller
299 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
300 RenderQueue& renderQueue; ///< Used to queue messages for the next render
301 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
303 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
305 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
306 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
308 Vector<Node*> nodes; ///< A container of all instantiated nodes
310 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
311 using NodeIdMap = std::map<uint32_t, Node*>;
313 using NodeIdMap = std::unordered_map<uint32_t, Node*>;
315 NodeIdMap nodeIdMap; ///< A container of nodes map by id.
317 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
319 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
321 ResetterContainer<PropertyResetterBase> propertyResetters; ///< A container of property resetters
322 ResetterContainer<NodeResetter> nodeResetters; ///< A container of node resetters
323 ResetterContainer<RendererResetter> rendererResetters; ///< A container of renderer resetters
325 OwnerContainer<Animation*> animations; ///< A container of owned animations
326 OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
327 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
328 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
329 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
331 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
332 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
333 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
334 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
336 CompleteNotificationInterface::ParameterList notifyRequiredAnimations; ///< A temperal container of complete notify required animations, like animation finished, stopped, or loop completed.
338 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
340 MessageQueue messageQueue; ///< The messages queued from the event-thread
341 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
342 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
343 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
345 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
347 std::atomic<std::size_t> renderInstructionCapacity{0u};
348 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
349 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
350 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
352 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
353 ContainerRemovedFlags containerRemovedFlags; ///< cumulative container removed flags during current frame
356 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
357 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
358 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
359 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
360 bool renderingRequired; ///< True if required to render the current frame
363 Impl(const Impl&); ///< Undefined
364 Impl& operator=(const Impl&); ///< Undefined
367 UpdateManager::UpdateManager(NotificationManager& notificationManager,
368 CompleteNotificationInterface& animationFinishedNotifier,
369 PropertyNotifier& propertyNotifier,
370 RenderController& controller,
371 RenderManager& renderManager,
372 RenderQueue& renderQueue,
373 RenderTaskProcessor& renderTaskProcessor)
376 mImpl = new Impl(notificationManager,
377 animationFinishedNotifier,
383 renderTaskProcessor);
386 UpdateManager::~UpdateManager()
391 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
393 DALI_ASSERT_DEBUG(layer->IsLayer());
394 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
396 Layer* rootLayer = layer.Release();
398 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
399 "Root Node already installed");
401 rootLayer->CreateTransform(&mImpl->transformManager);
402 rootLayer->SetRoot(true);
404 rootLayer->AddInitializeResetter(*this);
406 // Do not allow to insert duplicated nodes.
407 // It could be happened if node id is overflowed.
408 DALI_ASSERT_ALWAYS(mImpl->nodeIdMap.insert({rootLayer->GetId(), rootLayer}).second);
410 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
413 void UpdateManager::UninstallRoot(Layer* layer)
415 DALI_ASSERT_DEBUG(layer->IsLayer());
416 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
418 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
420 if((*iter) && (*iter)->root == layer)
422 mImpl->scenes.erase(iter);
427 mImpl->nodeIdMap.erase(layer->GetId());
429 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
431 // Notify the layer about impending destruction
435 void UpdateManager::AddNode(OwnerPointer<Node>& node)
437 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
439 Node* rawNode = node.Release();
440 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
442 // Add camera nodes occured rarely.
443 if(DALI_UNLIKELY(rawNode->IsCamera()))
445 AddCamera(static_cast<Camera*>(rawNode));
448 // Do not allow to insert duplicated nodes.
449 // It could be happened if node id is overflowed.
450 DALI_ASSERT_ALWAYS(mImpl->nodeIdMap.insert({rawNode->GetId(), rawNode}).second);
452 mImpl->nodes.PushBack(rawNode);
454 rawNode->CreateTransform(&mImpl->transformManager);
457 void UpdateManager::ConnectNode(Node* parent, Node* node)
459 DALI_ASSERT_ALWAYS(nullptr != parent);
460 DALI_ASSERT_ALWAYS(nullptr != node);
461 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
463 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
465 parent->SetDirtyFlag(NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
466 parent->ConnectChild(node);
468 node->AddInitializeResetter(*this);
470 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
471 if(mImpl->frameCallbackProcessor)
473 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
477 void UpdateManager::DisconnectNode(Node* node)
479 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
481 Node* parent = node->GetParent();
482 DALI_ASSERT_ALWAYS(nullptr != parent);
483 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED | NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
485 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
487 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
488 if(mImpl->frameCallbackProcessor)
490 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
494 void UpdateManager::DestroyNode(Node* node)
496 DALI_ASSERT_ALWAYS(nullptr != node);
497 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
499 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
501 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
502 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
503 for(; iter != endIter; ++iter)
507 mImpl->nodes.Erase(iter);
508 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
509 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::NODE;
515 // Remove camera nodes occured rarely.
516 if(DALI_UNLIKELY(node->IsCamera()))
518 RemoveCamera(static_cast<Camera*>(node));
521 mImpl->nodeIdMap.erase(node->GetId());
523 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
525 // Notify the Node about impending destruction
529 void UpdateManager::AddCamera(Camera* camera)
531 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
533 mImpl->cameras.PushBack(camera);
536 void UpdateManager::RemoveCamera(Camera* camera)
538 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
540 // Find the camera and remove it from list of cameras
541 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
542 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
543 for(; iter != endIter; ++iter)
545 if((*iter) == camera)
547 mImpl->cameras.Erase(iter);
553 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
555 mImpl->customObjects.PushBack(object.Release());
558 void UpdateManager::RemoveObject(PropertyOwner* object)
560 mImpl->customObjects.EraseObject(object);
561 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
562 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::CUSTOM_OBJECT;
566 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
568 RenderTaskList* taskListPointer = taskList.Release();
569 taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
571 mImpl->scenes.back()->taskList = taskListPointer;
574 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
576 for(auto&& scene : mImpl->scenes)
578 if(scene && scene->taskList == taskList)
580 scene->taskList.Reset();
586 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
588 auto& sceneInfo = mImpl->scenes.back();
589 sceneInfo->scene = scene.Release();
591 // Set root to the Scene
592 sceneInfo->scene->SetRoot(sceneInfo->root);
594 // Initialize the context from render manager
595 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
597 // Reserve some memory inside the render queue
598 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
600 // Construct message in the render queue memory; note that delete should not be called on the return value
601 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
602 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
605 void UpdateManager::RemoveScene(Scene* scene)
607 // Initialize the context from render manager
608 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
610 // Reserve some memory inside the render queue
611 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
613 // Construct message in the render queue memory; note that delete should not be called on the return value
614 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
616 scene->RemoveSurfaceRenderTarget();
618 for(auto&& sceneInfo : mImpl->scenes)
620 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
622 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
628 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
630 mImpl->animations.PushBack(animation.Release());
633 void UpdateManager::StopAnimation(Animation* animation)
635 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
637 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
639 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
642 void UpdateManager::ClearAnimation(Animation* animation)
644 DALI_ASSERT_DEBUG(animation && "NULL animation called to clear");
646 animation->ClearAnimator(mSceneGraphBuffers.GetUpdateBufferIndex());
649 void UpdateManager::RemoveAnimation(Animation* animation)
651 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
653 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
655 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
657 // Do not remove from container now. Destroyed animation will be removed at Animate.
660 bool UpdateManager::IsAnimationRunning() const
662 // Find any animation that isn't stopped or paused
663 for(auto&& iter : mImpl->animations)
665 const Animation::State state = iter->GetState();
667 if(state != Animation::Stopped &&
668 state != Animation::Paused)
670 return true; // stop iteration as soon as first one is found
677 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
679 propertyResetter->Initialize();
680 mImpl->propertyResetters.PushBack(propertyResetter.Release());
683 void UpdateManager::AddNodeResetter(const Node& node)
685 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
686 nodeResetter->Initialize();
687 mImpl->nodeResetters.PushBack(nodeResetter.Release());
690 void UpdateManager::AddRendererResetter(const Renderer& renderer)
692 OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
693 rendererResetter->Initialize();
694 mImpl->rendererResetters.PushBack(rendererResetter.Release());
697 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
699 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
702 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
704 auto iter = std::find(mImpl->propertyNotifications.Begin(), mImpl->propertyNotifications.End(), propertyNotification);
705 if(iter != mImpl->propertyNotifications.End())
707 mImpl->propertyNotifications.Erase(iter);
708 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
709 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::PROPERTY_NOTIFICATION;
714 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
716 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
717 propertyNotification->SetNotifyMode(notifyMode);
720 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
722 mImpl->shaders.PushBack(shader.Release());
725 void UpdateManager::RemoveShader(Shader* shader)
727 // Find the shader and destroy it
728 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
729 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
730 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::SHADER;
734 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
736 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
737 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
739 // lock as update might be sending previously compiled shaders to event thread
740 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
741 mImpl->renderCompiledShaders.push_back(shaderData);
745 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
747 mImpl->shaderSaver = &upstream;
750 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
752 SceneGraph::Renderer* renderer = rendererKey.Get();
754 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
756 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
757 renderer->AddInitializeResetter(*this);
759 mImpl->renderers.PushBack(rendererKey);
762 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
764 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
766 // Find the renderer and destroy it
767 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
768 // Need to remove the render object as well
769 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
771 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
772 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::RENDERER;
776 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
778 node->AddRenderer(Renderer::GetKey(renderer));
779 mImpl->renderersAdded = true;
782 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
784 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
786 mImpl->panGestureProcessor = panGestureProcessor;
789 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
791 textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
792 mImpl->textureSets.PushBack(textureSet.Release());
795 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
797 mImpl->textureSets.EraseObject(textureSet);
798 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
799 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::TEXTURE_SET;
803 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
805 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
808 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
810 return mImpl->messageQueue.GetCapacity();
813 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
815 return mImpl->renderQueue.GetCapacity();
818 std::size_t UpdateManager::GetRenderInstructionCapacity() const
820 return mImpl->renderInstructionCapacity;
823 void UpdateManager::EventProcessingStarted()
825 mImpl->messageQueue.EventProcessingStarted();
828 void UpdateManager::EventProcessingFinished()
830 mImpl->messageQueue.EventProcessingFinished();
833 bool UpdateManager::FlushQueue()
835 return mImpl->messageQueue.FlushQueue();
838 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
840 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
841 mImpl->animationFinishedDuringUpdate = false;
843 // Reset node properties
844 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
846 // Reset renderer properties
847 mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
849 // Reset all animating / constrained properties
850 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
852 // Clear all root nodes dirty flags
853 for(auto& scene : mImpl->scenes)
855 auto root = scene->root;
856 root->ResetDirtyFlags(bufferIndex);
859 // Clear node dirty flags
860 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
861 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
862 for(; iter != endIter; ++iter)
864 (*iter)->ResetDirtyFlags(bufferIndex);
868 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
870 bool gestureUpdated(false);
872 if(mImpl->panGestureProcessor)
874 // gesture processor only supports default properties
875 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
876 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
879 return gestureUpdated;
882 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
884 bool animationActive = false;
886 auto&& iter = mImpl->animations.Begin();
888 while(iter != mImpl->animations.End())
890 Animation* animation = *iter;
891 bool finished = false;
892 bool stopped = false;
893 bool progressMarkerReached = false;
894 animation->Update(bufferIndex, elapsedSeconds, stopped, finished, progressMarkerReached);
896 animationActive = animationActive || animation->IsActive();
898 if(progressMarkerReached)
900 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation->GetNotifyId()));
903 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
905 // queue the notification on finished or stopped
906 if(finished || stopped)
908 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
911 // Remove animations that had been destroyed but were still waiting for an update
912 if(animation->GetState() == Animation::Destroyed)
914 iter = mImpl->animations.Erase(iter);
915 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
916 mImpl->containerRemovedFlags |= ContainerRemovedFlagBits::ANIMATION;
925 // The application should be notified by NotificationManager, in another thread
926 if(!mImpl->notifyRequiredAnimations.Empty())
928 mImpl->notificationManager.QueueNotification(&mImpl->animationPlaylist, std::move(mImpl->notifyRequiredAnimations));
931 return animationActive;
934 void UpdateManager::ConstrainCustomObjects(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
936 // Constrain custom objects (in construction order)
937 for(auto&& object : mImpl->customObjects)
939 ConstrainPropertyOwner(*object, bufferIndex);
940 if(!object->GetPostConstraints().Empty())
942 postPropertyOwners.PushBack(object);
947 void UpdateManager::ConstrainRenderTasks(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
949 // Constrain render-tasks
950 for(auto&& scene : mImpl->scenes)
952 if(scene && scene->taskList)
954 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
955 for(auto&& task : tasks)
957 ConstrainPropertyOwner(*task, bufferIndex);
958 if(!task->GetPostConstraints().Empty())
960 postPropertyOwners.PushBack(task);
967 void UpdateManager::ConstrainShaders(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
969 // constrain shaders... (in construction order)
970 for(auto&& shader : mImpl->shaders)
972 ConstrainPropertyOwner(*shader, bufferIndex);
973 if(!shader->GetPostConstraints().Empty())
975 postPropertyOwners.PushBack(shader);
980 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
982 for(auto&& notification : mImpl->propertyNotifications)
984 bool valid = notification->Check(bufferIndex);
987 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification->GetNotifyId(), notification->GetValidity()));
992 void UpdateManager::ForwardCompiledShadersToEventThread()
994 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
995 if(mImpl->shaderSaver)
997 // lock and swap the queues
999 // render might be attempting to send us more binaries at the same time
1000 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
1001 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
1004 if(mImpl->updateCompiledShaders.size() > 0)
1006 ShaderSaver& factory = *mImpl->shaderSaver;
1007 for(auto&& shader : mImpl->updateCompiledShaders)
1009 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
1011 // we don't need them in update anymore
1012 mImpl->updateCompiledShaders.clear();
1017 void UpdateManager::UpdateRenderers(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
1019 for(const auto& rendererKey : mImpl->renderers)
1021 // Apply constraints
1022 auto renderer = rendererKey.Get();
1023 ConstrainPropertyOwner(*renderer, bufferIndex);
1024 if(!renderer->GetPostConstraints().Empty())
1026 postPropertyOwners.PushBack(renderer);
1029 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
1033 void UpdateManager::UpdateNodes(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
1035 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
1037 for(auto&& scene : mImpl->scenes)
1039 if(scene && scene->root)
1041 // Prepare resources, update shaders, for each node
1042 // And add the renderers to the sorted layers. Start from root, which is also a layer
1043 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
1046 postPropertyOwners);
1051 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
1053 for(auto&& scene : mImpl->scenes)
1055 if(scene && scene->root)
1057 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
1062 uint32_t UpdateManager::Update(float elapsedSeconds,
1063 uint32_t lastVSyncTimeMilliseconds,
1064 uint32_t nextVSyncTimeMilliseconds,
1065 bool renderToFboEnabled,
1066 bool isRenderingToFbo,
1069 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
1071 // Clear nodes/resources which were previously discarded
1072 mImpl->nodeDiscardQueue.Clear(bufferIndex);
1073 mImpl->shaderDiscardQueue.Clear(bufferIndex);
1074 mImpl->rendererDiscardQueue.Clear(bufferIndex);
1075 mImpl->sceneDiscardQueue.Clear(bufferIndex);
1077 bool isAnimationRunning = IsAnimationRunning();
1079 // Process Touches & Gestures
1080 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
1082 bool updateScene = // The scene-graph requires an update if..
1083 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
1084 isAnimationRunning || // ..at least one animation is running OR
1085 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
1086 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
1087 gestureUpdated; // ..a gesture property was updated
1089 uint32_t keepUpdating = 0;
1090 mImpl->renderingRequired = false;
1092 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1093 // values if the scene was updated in the previous frame.
1094 if(updateScene || mImpl->previousUpdateScene)
1096 // Reset properties from the previous update
1097 ResetProperties(bufferIndex);
1098 mImpl->transformManager.ResetToBaseValue();
1101 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1102 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1104 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1106 // Forward compiled shader programs to event thread for saving
1107 ForwardCompiledShadersToEventThread();
1109 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1110 // renderer lists if the scene was updated in the previous frame.
1111 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1112 if(updateScene || mImpl->previousUpdateScene)
1115 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1117 PropertyOwnerContainer postPropertyOwners;
1118 // Constraint custom objects
1119 ConstrainCustomObjects(postPropertyOwners, bufferIndex);
1121 // Clear the lists of renderers from the previous update
1122 for(auto&& scene : mImpl->scenes)
1126 for(auto&& layer : scene->sortedLayerList)
1130 layer->ClearRenderables();
1136 // Call the frame-callback-processor if set
1137 if(mImpl->frameCallbackProcessor)
1139 if(mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds))
1141 keepUpdating |= KeepUpdating::FRAME_UPDATE_CALLBACK;
1145 // Update node hierarchy, apply constraints,
1146 UpdateNodes(postPropertyOwners, bufferIndex);
1148 // Apply constraints to RenderTasks, shaders
1149 ConstrainRenderTasks(postPropertyOwners, bufferIndex);
1150 ConstrainShaders(postPropertyOwners, bufferIndex);
1152 // Update renderers and apply constraints
1153 UpdateRenderers(postPropertyOwners, bufferIndex);
1155 // Update the transformations of all the nodes
1156 if(mImpl->transformManager.Update())
1158 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1161 // Constraint applied after transform manager updated. Only required property owner processed.
1162 for(auto&& propertyOwner : postPropertyOwners)
1164 ConstrainPropertyOwner(*propertyOwner, bufferIndex, false);
1167 // Initialise layer renderable reuse
1168 UpdateLayers(bufferIndex);
1170 // Process Property Notifications
1171 ProcessPropertyNotifications(bufferIndex);
1174 for(auto&& cameraIterator : mImpl->cameras)
1176 cameraIterator->Update(bufferIndex);
1179 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1180 // reset the update buffer index and make sure there is enough room in the instruction container
1181 if(mImpl->renderersAdded)
1183 // Calculate how many render tasks we have in total
1184 std::size_t numberOfRenderTasks = 0;
1185 std::size_t numberOfRenderInstructions = 0;
1186 bool renderContinuously = false;
1187 for(auto&& scene : mImpl->scenes)
1189 if(scene && scene->taskList)
1191 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1195 mImpl->renderInstructionCapacity = 0u;
1196 for(auto&& scene : mImpl->scenes)
1198 if(scene && scene->root && scene->taskList && scene->scene)
1200 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1201 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1203 bool sceneKeepUpdating = scene->scene->KeepRenderingCheck(elapsedSeconds);
1204 if(sceneKeepUpdating)
1206 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1209 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1210 // or the nodes are dirty
1211 // or keep rendering is requested
1212 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || sceneKeepUpdating)
1214 renderContinuously |= mImpl->renderTaskProcessor.Process(bufferIndex,
1217 scene->sortedLayerList,
1218 scene->scene->GetRenderInstructions(),
1222 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1223 scene->scene->SetSkipRendering(false);
1227 scene->scene->SetSkipRendering(true);
1230 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1234 if(renderContinuously)
1236 keepUpdating |= KeepUpdating::RENDERER_CONTINUOUSLY;
1239 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1245 // check the countdown and notify
1246 mImpl->renderTaskWaiting = false;
1248 for(auto&& scene : mImpl->scenes)
1250 if(scene && scene->root && scene->taskList)
1252 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1254 CompleteNotificationInterface::ParameterList notifyRequiredRenderTasks;
1256 for(auto&& renderTask : tasks)
1258 renderTask->UpdateState();
1260 if(renderTask->IsWaitingToRender() &&
1261 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1263 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1266 if(renderTask->HasRendered())
1268 notifyRequiredRenderTasks.PushBack(renderTask->GetNotifyId());
1272 if(!notifyRequiredRenderTasks.Empty())
1274 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1275 mImpl->notificationManager.QueueNotification(scene->taskList->GetCompleteNotificationInterface(), std::move(notifyRequiredRenderTasks));
1281 // Macro is undefined in release build.
1282 SNAPSHOT_NODE_LOGGING;
1284 #if defined(LOW_SPEC_MEMORY_MANAGEMENT_ENABLED)
1285 // Shrink relevant containers if required.
1286 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::NODE)
1288 mImpl->nodes.ShrinkToFitIfNeeded();
1290 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::RENDERER)
1292 mImpl->renderers.ShrinkToFitIfNeeded();
1294 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::SHADER)
1296 mImpl->shaders.ShrinkToFitIfNeeded();
1298 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::TEXTURE_SET)
1300 mImpl->textureSets.ShrinkToFitIfNeeded();
1302 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::ANIMATION)
1304 mImpl->animations.ShrinkToFitIfNeeded();
1306 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::PROPERTY_NOTIFICATION)
1308 mImpl->propertyNotifications.ShrinkToFitIfNeeded();
1310 if(mImpl->containerRemovedFlags & ContainerRemovedFlagBits::CUSTOM_OBJECT)
1312 mImpl->customObjects.ShrinkToFitIfNeeded();
1316 mImpl->containerRemovedFlags = ContainerRemovedFlagBits::NOTHING;
1319 // A ResetProperties() may be required in the next frame
1320 mImpl->previousUpdateScene = updateScene;
1322 // Check whether further updates are required
1323 keepUpdating |= KeepUpdatingCheck(elapsedSeconds);
1325 if(keepUpdating & (KeepUpdating::STAGE_KEEP_RENDERING | KeepUpdating::FRAME_UPDATE_CALLBACK | KeepUpdating::RENDERER_CONTINUOUSLY))
1327 // Set dirty flags for next frame to continue rendering
1328 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1331 // tell the update manager that we're done so the queue can be given to event thread
1332 mImpl->notificationManager.UpdateCompleted();
1334 // The update has finished; swap the double-buffering indices
1335 mSceneGraphBuffers.Swap();
1337 return keepUpdating;
1340 void UpdateManager::PostRender()
1343 for(auto&& renderer : mImpl->renderers)
1345 renderer->SetUpdated(false);
1348 for(auto&& shader : mImpl->shaders)
1350 shader->SetUpdated(false);
1353 for(auto&& scene : mImpl->scenes)
1355 scene->root->SetUpdatedTree(false);
1359 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1361 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1363 // If the rendering behavior is set to continuously render, then continue to render.
1364 // Keep updating until no messages are received and no animations are running.
1365 // If an animation has just finished, update at least once more for Discard end-actions.
1366 // No need to check for renderQueue as there is always a render after update and if that
1367 // render needs another update it will tell the adaptor to call update again
1369 if(mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY)
1371 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1374 if(IsAnimationRunning() ||
1375 mImpl->animationFinishedDuringUpdate)
1377 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1380 if(mImpl->renderTaskWaiting)
1382 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1385 return keepUpdatingRequest;
1388 void UpdateManager::SurfaceReplaced(Scene* scene)
1390 using DerivedType = MessageValue1<RenderManager, Scene*>;
1392 // Reserve some memory inside the render queue
1393 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1395 // Construct message in the render queue memory; note that delete should not be called on the return value
1396 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1399 void UpdateManager::KeepRendering(float durationSeconds)
1401 for(auto&& scene : mImpl->scenes)
1405 scene->scene->KeepRendering(durationSeconds);
1410 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1412 mImpl->renderingBehavior = renderingBehavior;
1415 void UpdateManager::RequestRendering()
1417 mImpl->renderingRequired = true;
1420 Node* UpdateManager::GetNodePointerById(uint32_t nodeId) const
1422 Node* foundNodePointer = nullptr;
1423 auto iter = mImpl->nodeIdMap.find(nodeId);
1424 if(iter != mImpl->nodeIdMap.end())
1426 foundNodePointer = iter->second;
1428 return foundNodePointer;
1431 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1433 for(auto&& scene : mImpl->scenes)
1435 if(scene && scene->root == rootLayer)
1437 scene->sortedLayerList = layers;
1443 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1445 // note, this vector is already in depth order.
1446 // So if we reverse iterate, we can assume that
1447 // my descendant node's depth index are updated.
1449 // And also, This API is the last flushed message.
1450 // We can now setup the DESCENDENT_HIERARCHY_CHANGED flag here.
1451 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1453 auto* node = rIter->node;
1454 node->PropagateDescendentFlags();
1455 node->SetDepthIndex(rIter->sortedDepth);
1456 if(node->IsChildrenReorderRequired())
1458 // Reorder children container only if sibiling order changed.
1459 NodeContainer& container = node->GetChildren();
1460 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1465 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1467 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1470 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1472 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1475 void UpdateManager::NotifyFrameCallback(FrameCallbackInterface* frameCallback, Dali::UpdateProxy::NotifySyncPoint syncPoint)
1477 mImpl->GetFrameCallbackProcessor(*this).NotifyFrameCallback(frameCallback, syncPoint);
1480 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1482 // Message has ownership of Sampler while in transit from update to render
1483 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1485 // Reserve some memory inside the render queue
1486 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1488 // Construct message in the render queue memory; note that delete should not be called on the return value
1489 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1492 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1494 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1496 // Reserve some memory inside the render queue
1497 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1499 // Construct message in the render queue memory; note that delete should not be called on the return value
1500 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1503 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1505 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1507 // Reserve some memory inside the render queue
1508 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1510 // Construct message in the render queue memory; note that delete should not be called on the return value
1511 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1514 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1516 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1518 // Reserve some memory inside the render queue
1519 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1521 // Construct message in the render queue memory; note that delete should not be called on the return value
1522 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1525 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1527 // Message has ownership of format while in transit from update -> render
1528 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1530 // Reserve some memory inside the render queue
1531 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1533 // Construct message in the render queue memory; note that delete should not be called on the return value
1534 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1537 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1539 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1541 // Reserve some memory inside the render queue
1542 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1544 // Construct message in the render queue memory; note that delete should not be called on the return value
1545 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1548 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1550 // Message has ownership of format while in transit from update -> render
1551 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
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::SetVertexBufferFormat, vertexBuffer, format);
1560 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1562 // Message has ownership of format while in transit from update -> render
1563 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1565 // Reserve some memory inside the render queue
1566 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1568 // Construct message in the render queue memory; note that delete should not be called on the return value
1569 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1572 void UpdateManager::SetVertexBufferDivisor(Render::VertexBuffer* vertexBuffer, uint32_t divisor)
1574 using LocalType = MessageValue1<Render::VertexBuffer, uint32_t>;
1575 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(LocalType));
1576 new(slot) LocalType(vertexBuffer, &Render::VertexBuffer::SetDivisor, divisor);
1579 void UpdateManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
1581 // Message has ownership of format while in transit from update -> render
1582 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, Dali::VertexBufferUpdateCallback*>;
1584 // Reserve some memory inside the render queue
1585 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1587 // Construct message in the render queue memory; note that delete should not be called on the return value
1588 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferUpdateCallback, vertexBuffer, callback);
1591 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1593 // Message has ownership of format while in transit from update -> render
1594 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1596 // Reserve some memory inside the render queue
1597 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1599 // Construct message in the render queue memory; note that delete should not be called on the return value
1600 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1603 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1605 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1607 // Reserve some memory inside the render queue
1608 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1610 // Construct message in the render queue memory; note that delete should not be called on the return value
1611 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1614 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1616 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1618 // Reserve some memory inside the render queue
1619 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1621 // Construct message in the render queue memory; note that delete should not be called on the return value
1622 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1625 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1627 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1629 // Reserve some memory inside the render queue
1630 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1632 // Construct message in the render queue memory; note that delete should not be called on the return value
1633 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1636 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1638 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1640 // Reserve some memory inside the render queue
1641 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1643 // Construct message in the render queue memory; note that delete should not be called on the return value
1644 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1647 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1649 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1651 // Reserve some memory inside the render queue
1652 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1654 // Construct message in the render queue memory; note that delete should not be called on the return value
1655 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1658 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1660 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1662 // Reserve some memory inside the render queue
1663 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1665 // Construct message in the render queue memory; note that delete should not be called on the return value
1666 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1669 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1671 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1673 // Reserve some memory inside the render queue
1674 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1676 // Construct message in the render queue memory; note that delete should not be called on the return value
1677 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1680 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1682 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1684 // Reserve some memory inside the render queue
1685 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1687 // Construct message in the render queue memory; note that delete should not be called on the return value
1688 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1691 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Graphics::UploadParams& params)
1693 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Graphics::UploadParams>;
1695 // Reserve some memory inside the message queue
1696 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1698 // Construct message in the message queue memory; note that delete should not be called on the return value
1699 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1702 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1704 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1706 // Reserve some memory inside the render queue
1707 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1709 // Construct message in the render queue memory; note that delete should not be called on the return value
1710 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1713 void UpdateManager::SetTextureSize(const Render::TextureKey& texture, const Dali::ImageDimensions& size)
1715 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::ImageDimensions>;
1717 // Reserve some memory inside the render queue
1718 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1720 // Construct message in the render queue memory; note that delete should not be called on the return value
1721 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureSize, texture, size);
1724 void UpdateManager::SetTextureFormat(const Render::TextureKey& texture, Dali::Pixel::Format pixelFormat)
1726 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::Pixel::Format>;
1728 // Reserve some memory inside the render queue
1729 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1731 // Construct message in the render queue memory; note that delete should not be called on the return value
1732 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureFormat, texture, pixelFormat);
1735 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1737 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1739 // Reserve some memory inside the render queue
1740 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1742 // Construct message in the render queue memory; note that delete should not be called on the return value
1743 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1746 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1748 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1750 // Reserve some memory inside the render queue
1751 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1753 // Construct message in the render queue memory; note that delete should not be called on the return value
1754 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1757 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1759 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1761 // Reserve some memory inside the render queue
1762 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1764 // Construct message in the render queue memory; note that delete should not be called on the return value
1765 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1768 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1770 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1772 // Reserve some memory inside the render queue
1773 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1775 // Construct message in the render queue memory; note that delete should not be called on the return value
1776 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1779 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1781 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1783 // Reserve some memory inside the render queue
1784 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1786 // Construct message in the render queue memory; note that delete should not be called on the return value
1787 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1790 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1792 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1794 // Reserve some memory inside the render queue
1795 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1797 // Construct message in the render queue memory; note that delete should not be called on the return value
1798 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1801 } // namespace SceneGraph
1803 } // namespace Internal