2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/common/owner-key-container.h>
26 #include <dali/internal/event/animation/animation-playlist.h>
27 #include <dali/internal/event/common/notification-manager.h>
28 #include <dali/internal/event/common/property-notifier.h>
29 #include <dali/internal/event/effects/shader-factory.h>
31 #include <dali/internal/update/common/discard-queue.h>
32 #include <dali/internal/update/controllers/render-message-dispatcher.h>
33 #include <dali/internal/update/controllers/scene-controller-impl.h>
34 #include <dali/internal/update/manager/frame-callback-processor.h>
35 #include <dali/internal/update/manager/render-task-processor.h>
36 #include <dali/internal/update/manager/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 keepRenderingSeconds(0.0f),
189 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
191 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
192 animationFinishedDuringUpdate(false),
193 previousUpdateScene(false),
194 renderTaskWaiting(false),
195 renderersAdded(false),
196 renderingRequired(false)
198 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
200 // create first 'dummy' node
201 nodes.PushBack(nullptr);
206 // Disconnect render tasks from nodes, before destroying the nodes
207 for(auto&& scene : scenes)
209 if(scene && scene->taskList)
211 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
212 for(auto&& task : tasks)
214 task->SetSourceNode(nullptr);
219 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
220 // like custom properties, which get released here
221 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
222 Vector<Node*>::Iterator endIter = nodes.End();
223 for(; iter != endIter; ++iter)
225 (*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 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
281 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
283 ResetterContainer<PropertyResetterBase> propertyResetters; ///< A container of property resetters
284 ResetterContainer<NodeResetter> nodeResetters; ///< A container of node resetters
285 ResetterContainer<RendererResetter> rendererResetters; ///< A container of renderer resetters
287 OwnerContainer<Animation*> animations; ///< A container of owned animations
288 OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
289 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
290 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
291 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
293 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
294 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
295 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
296 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
298 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
300 MessageQueue messageQueue; ///< The messages queued from the event-thread
301 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
302 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
303 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
305 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
307 std::atomic<std::size_t> renderInstructionCapacity{0u};
308 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
309 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
310 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
311 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
313 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
314 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
315 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
316 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
317 bool renderingRequired; ///< True if required to render the current frame
320 Impl(const Impl&); ///< Undefined
321 Impl& operator=(const Impl&); ///< Undefined
324 UpdateManager::UpdateManager(NotificationManager& notificationManager,
325 CompleteNotificationInterface& animationFinishedNotifier,
326 PropertyNotifier& propertyNotifier,
327 RenderController& controller,
328 RenderManager& renderManager,
329 RenderQueue& renderQueue,
330 RenderTaskProcessor& renderTaskProcessor)
333 mImpl = new Impl(notificationManager,
334 animationFinishedNotifier,
340 renderTaskProcessor);
343 UpdateManager::~UpdateManager()
348 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
350 DALI_ASSERT_DEBUG(layer->IsLayer());
351 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
353 Layer* rootLayer = layer.Release();
355 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
356 "Root Node already installed");
358 rootLayer->CreateTransform(&mImpl->transformManager);
359 rootLayer->SetRoot(true);
361 rootLayer->AddInitializeResetter(*this);
363 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
366 void UpdateManager::UninstallRoot(Layer* layer)
368 DALI_ASSERT_DEBUG(layer->IsLayer());
369 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
371 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
373 if((*iter) && (*iter)->root == layer)
375 mImpl->scenes.erase(iter);
380 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
382 // Notify the layer about impending destruction
386 void UpdateManager::AddNode(OwnerPointer<Node>& node)
388 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
390 Node* rawNode = node.Release();
391 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
393 // Add camera nodes occured rarely.
394 if(DALI_UNLIKELY(rawNode->IsCamera()))
396 AddCamera(static_cast<Camera*>(rawNode));
399 mImpl->nodes.PushBack(rawNode);
400 rawNode->CreateTransform(&mImpl->transformManager);
403 void UpdateManager::ConnectNode(Node* parent, Node* node)
405 DALI_ASSERT_ALWAYS(nullptr != parent);
406 DALI_ASSERT_ALWAYS(nullptr != node);
407 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
409 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
411 parent->ConnectChild(node);
413 node->AddInitializeResetter(*this);
415 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
416 if(mImpl->frameCallbackProcessor)
418 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
422 void UpdateManager::DisconnectNode(Node* node)
424 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
426 Node* parent = node->GetParent();
427 DALI_ASSERT_ALWAYS(nullptr != parent);
428 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
430 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
432 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
433 if(mImpl->frameCallbackProcessor)
435 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
439 void UpdateManager::DestroyNode(Node* node)
441 DALI_ASSERT_ALWAYS(nullptr != node);
442 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
444 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
446 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
447 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
448 for(; iter != endIter; ++iter)
452 mImpl->nodes.Erase(iter);
457 // Remove camera nodes occured rarely.
458 if(DALI_UNLIKELY(node->IsCamera()))
460 RemoveCamera(static_cast<Camera*>(node));
463 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
465 // Notify the Node about impending destruction
469 void UpdateManager::AddCamera(Camera* camera)
471 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
473 mImpl->cameras.PushBack(camera);
476 void UpdateManager::RemoveCamera(Camera* camera)
478 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
480 // Find the camera and remove it from list of cameras
481 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
482 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
483 for(; iter != endIter; ++iter)
485 if((*iter) == camera)
487 mImpl->cameras.Erase(iter);
493 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
495 mImpl->customObjects.PushBack(object.Release());
498 void UpdateManager::RemoveObject(PropertyOwner* object)
500 mImpl->customObjects.EraseObject(object);
503 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
505 RenderTaskList* taskListPointer = taskList.Release();
506 taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
508 mImpl->scenes.back()->taskList = taskListPointer;
511 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
513 for(auto&& scene : mImpl->scenes)
515 if(scene && scene->taskList == taskList)
517 scene->taskList.Reset();
523 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
525 auto& sceneInfo = mImpl->scenes.back();
526 sceneInfo->scene = scene.Release();
528 // Set root to the Scene
529 sceneInfo->scene->SetRoot(sceneInfo->root);
531 // Initialize the context from render manager
532 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
534 // Reserve some memory inside the render queue
535 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
537 // Construct message in the render queue memory; note that delete should not be called on the return value
538 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
539 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
542 void UpdateManager::RemoveScene(Scene* scene)
544 // Initialize the context from render manager
545 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
547 // Reserve some memory inside the render queue
548 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
550 // Construct message in the render queue memory; note that delete should not be called on the return value
551 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
553 scene->RemoveSurfaceRenderTarget();
555 for(auto&& sceneInfo : mImpl->scenes)
557 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
559 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
565 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
567 mImpl->animations.PushBack(animation.Release());
570 void UpdateManager::StopAnimation(Animation* animation)
572 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
574 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
576 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
579 void UpdateManager::RemoveAnimation(Animation* animation)
581 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
583 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
585 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
588 bool UpdateManager::IsAnimationRunning() const
590 // Find any animation that isn't stopped or paused
591 for(auto&& iter : mImpl->animations)
593 const Animation::State state = iter->GetState();
595 if(state != Animation::Stopped &&
596 state != Animation::Paused)
598 return true; // stop iteration as soon as first one is found
605 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
607 propertyResetter->Initialize();
608 mImpl->propertyResetters.PushBack(propertyResetter.Release());
611 void UpdateManager::AddNodeResetter(const Node& node)
613 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
614 nodeResetter->Initialize();
615 mImpl->nodeResetters.PushBack(nodeResetter.Release());
618 void UpdateManager::AddRendererResetter(const Renderer& renderer)
620 OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
621 rendererResetter->Initialize();
622 mImpl->rendererResetters.PushBack(rendererResetter.Release());
625 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
627 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
630 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
632 mImpl->propertyNotifications.EraseObject(propertyNotification);
635 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
637 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
638 propertyNotification->SetNotifyMode(notifyMode);
641 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
643 mImpl->shaders.PushBack(shader.Release());
646 void UpdateManager::RemoveShader(Shader* shader)
648 // Find the shader and destroy it
649 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
652 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
654 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
655 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
657 // lock as update might be sending previously compiled shaders to event thread
658 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
659 mImpl->renderCompiledShaders.push_back(shaderData);
663 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
665 mImpl->shaderSaver = &upstream;
668 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
670 SceneGraph::Renderer* renderer = rendererKey.Get();
672 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
674 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
675 renderer->AddInitializeResetter(*this);
677 mImpl->renderers.PushBack(rendererKey);
680 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
682 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
684 // Find the renderer and destroy it
685 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
686 // Need to remove the render object as well
687 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
690 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
692 node->AddRenderer(Renderer::GetKey(renderer));
693 mImpl->renderersAdded = true;
696 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
698 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
700 mImpl->panGestureProcessor = panGestureProcessor;
703 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
705 textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
706 mImpl->textureSets.PushBack(textureSet.Release());
709 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
711 mImpl->textureSets.EraseObject(textureSet);
714 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
716 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
719 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
721 return mImpl->messageQueue.GetCapacity();
724 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
726 return mImpl->renderQueue.GetCapacity();
729 std::size_t UpdateManager::GetRenderInstructionCapacity() const
731 return mImpl->renderInstructionCapacity;
734 void UpdateManager::EventProcessingStarted()
736 mImpl->messageQueue.EventProcessingStarted();
739 bool UpdateManager::FlushQueue()
741 return mImpl->messageQueue.FlushQueue();
744 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
746 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
747 mImpl->animationFinishedDuringUpdate = false;
749 // Reset node properties
750 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
752 // Reset renderer properties
753 mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
755 // Reset all animating / constrained properties
756 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
758 // Clear all root nodes dirty flags
759 for(auto& scene : mImpl->scenes)
761 auto root = scene->root;
762 root->ResetDirtyFlags(bufferIndex);
765 // Clear node dirty flags
766 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
767 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
768 for(; iter != endIter; ++iter)
770 (*iter)->ResetDirtyFlags(bufferIndex);
774 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
776 bool gestureUpdated(false);
778 if(mImpl->panGestureProcessor)
780 // gesture processor only supports default properties
781 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
782 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
785 return gestureUpdated;
788 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
790 bool animationActive = false;
792 auto&& iter = mImpl->animations.Begin();
793 bool animationLooped = false;
795 while(iter != mImpl->animations.End())
797 Animation* animation = *iter;
798 bool finished = false;
800 bool progressMarkerReached = false;
801 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
803 animationActive = animationActive || animation->IsActive();
805 if(progressMarkerReached)
807 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
810 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
811 animationLooped = animationLooped || looped;
813 // Remove animations that had been destroyed but were still waiting for an update
814 if(animation->GetState() == Animation::Destroyed)
816 iter = mImpl->animations.Erase(iter);
824 // queue the notification on finished or looped (to update loop count)
825 if(mImpl->animationFinishedDuringUpdate || animationLooped)
827 // The application should be notified by NotificationManager, in another thread
828 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
831 return animationActive;
834 void UpdateManager::ConstrainCustomObjects(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
836 // Constrain custom objects (in construction order)
837 for(auto&& object : mImpl->customObjects)
839 ConstrainPropertyOwner(*object, bufferIndex);
840 if(!object->GetPostConstraints().Empty())
842 postPropertyOwners.PushBack(object);
847 void UpdateManager::ConstrainRenderTasks(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
849 // Constrain render-tasks
850 for(auto&& scene : mImpl->scenes)
852 if(scene && scene->taskList)
854 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
855 for(auto&& task : tasks)
857 ConstrainPropertyOwner(*task, bufferIndex);
858 if(!task->GetPostConstraints().Empty())
860 postPropertyOwners.PushBack(task);
867 void UpdateManager::ConstrainShaders(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
869 // constrain shaders... (in construction order)
870 for(auto&& shader : mImpl->shaders)
872 ConstrainPropertyOwner(*shader, bufferIndex);
873 if(!shader->GetPostConstraints().Empty())
875 postPropertyOwners.PushBack(shader);
880 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
882 for(auto&& notification : mImpl->propertyNotifications)
884 bool valid = notification->Check(bufferIndex);
887 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
892 void UpdateManager::ForwardCompiledShadersToEventThread()
894 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
895 if(mImpl->shaderSaver)
897 // lock and swap the queues
899 // render might be attempting to send us more binaries at the same time
900 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
901 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
904 if(mImpl->updateCompiledShaders.size() > 0)
906 ShaderSaver& factory = *mImpl->shaderSaver;
907 for(auto&& shader : mImpl->updateCompiledShaders)
909 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
911 // we don't need them in update anymore
912 mImpl->updateCompiledShaders.clear();
917 void UpdateManager::UpdateRenderers(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
919 for(const auto& rendererKey : mImpl->renderers)
922 auto renderer = rendererKey.Get();
923 ConstrainPropertyOwner(*renderer, bufferIndex);
924 if(!renderer->GetPostConstraints().Empty())
926 postPropertyOwners.PushBack(renderer);
929 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
933 void UpdateManager::UpdateNodes(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
935 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
937 for(auto&& scene : mImpl->scenes)
939 if(scene && scene->root)
941 // Prepare resources, update shaders, for each node
942 // And add the renderers to the sorted layers. Start from root, which is also a layer
943 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
951 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
953 for(auto&& scene : mImpl->scenes)
955 if(scene && scene->root)
957 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
962 uint32_t UpdateManager::Update(float elapsedSeconds,
963 uint32_t lastVSyncTimeMilliseconds,
964 uint32_t nextVSyncTimeMilliseconds,
965 bool renderToFboEnabled,
966 bool isRenderingToFbo,
969 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
971 // Clear nodes/resources which were previously discarded
972 mImpl->nodeDiscardQueue.Clear(bufferIndex);
973 mImpl->shaderDiscardQueue.Clear(bufferIndex);
974 mImpl->rendererDiscardQueue.Clear(bufferIndex);
975 mImpl->sceneDiscardQueue.Clear(bufferIndex);
977 bool isAnimationRunning = IsAnimationRunning();
979 // Process Touches & Gestures
980 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
982 bool updateScene = // The scene-graph requires an update if..
983 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
984 isAnimationRunning || // ..at least one animation is running OR
985 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
986 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
987 gestureUpdated; // ..a gesture property was updated
989 bool keepRendererRendering = false;
990 mImpl->renderingRequired = false;
992 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
993 // values if the scene was updated in the previous frame.
994 if(updateScene || mImpl->previousUpdateScene)
996 // Reset properties from the previous update
997 ResetProperties(bufferIndex);
998 mImpl->transformManager.ResetToBaseValue();
1001 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1002 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1004 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1006 // Forward compiled shader programs to event thread for saving
1007 ForwardCompiledShadersToEventThread();
1009 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1010 // renderer lists if the scene was updated in the previous frame.
1011 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1012 if(updateScene || mImpl->previousUpdateScene)
1015 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1017 PropertyOwnerContainer postPropertyOwners;
1018 // Constraint custom objects
1019 ConstrainCustomObjects(postPropertyOwners, bufferIndex);
1021 // Clear the lists of renderers from the previous update
1022 for(auto&& scene : mImpl->scenes)
1026 for(auto&& layer : scene->sortedLayerList)
1030 layer->ClearRenderables();
1036 // Call the frame-callback-processor if set
1037 if(mImpl->frameCallbackProcessor)
1039 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1042 // Update node hierarchy, apply constraints,
1043 UpdateNodes(postPropertyOwners, bufferIndex);
1045 // Apply constraints to RenderTasks, shaders
1046 ConstrainRenderTasks(postPropertyOwners, bufferIndex);
1047 ConstrainShaders(postPropertyOwners, bufferIndex);
1049 // Update renderers and apply constraints
1050 UpdateRenderers(postPropertyOwners, bufferIndex);
1052 // Update the transformations of all the nodes
1053 if(mImpl->transformManager.Update())
1055 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1058 // Constraint applied after transform manager updated. Only required property owner processed.
1059 for(auto&& propertyOwner : postPropertyOwners)
1061 ConstrainPropertyOwner(*propertyOwner, bufferIndex, false);
1064 // Initialise layer renderable reuse
1065 UpdateLayers(bufferIndex);
1067 // Process Property Notifications
1068 ProcessPropertyNotifications(bufferIndex);
1071 for(auto&& cameraIterator : mImpl->cameras)
1073 cameraIterator->Update(bufferIndex);
1076 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1077 // reset the update buffer index and make sure there is enough room in the instruction container
1078 if(mImpl->renderersAdded)
1080 // Calculate how many render tasks we have in total
1081 std::size_t numberOfRenderTasks = 0;
1082 for(auto&& scene : mImpl->scenes)
1084 if(scene && scene->taskList)
1086 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1090 std::size_t numberOfRenderInstructions = 0;
1091 mImpl->renderInstructionCapacity = 0u;
1092 for(auto&& scene : mImpl->scenes)
1094 if(scene && scene->root && scene->taskList && scene->scene)
1096 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1097 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1099 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1100 // or the nodes are dirty
1101 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1103 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1106 scene->sortedLayerList,
1107 scene->scene->GetRenderInstructions(),
1111 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1112 scene->scene->SetSkipRendering(false);
1116 scene->scene->SetSkipRendering(true);
1119 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1123 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1129 for(auto&& scene : mImpl->scenes)
1131 if(scene && scene->root && scene->taskList)
1133 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1135 // check the countdown and notify
1136 bool doRenderOnceNotify = false;
1137 mImpl->renderTaskWaiting = false;
1138 for(auto&& renderTask : tasks)
1140 renderTask->UpdateState();
1142 if(renderTask->IsWaitingToRender() &&
1143 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1145 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1148 if(renderTask->HasRendered())
1150 doRenderOnceNotify = true;
1154 if(doRenderOnceNotify)
1156 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1157 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1163 // Macro is undefined in release build.
1164 SNAPSHOT_NODE_LOGGING;
1166 // A ResetProperties() may be required in the next frame
1167 mImpl->previousUpdateScene = updateScene;
1169 // Check whether further updates are required
1170 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1172 if(keepRendererRendering)
1174 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1176 // Set dirty flags for next frame to continue rendering
1177 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1180 // tell the update manager that we're done so the queue can be given to event thread
1181 mImpl->notificationManager.UpdateCompleted();
1183 // The update has finished; swap the double-buffering indices
1184 mSceneGraphBuffers.Swap();
1186 return keepUpdating;
1189 void UpdateManager::PostRender()
1192 for(auto&& renderer : mImpl->renderers)
1194 renderer->ResetDirtyFlag();
1197 for(auto&& shader : mImpl->shaders)
1199 shader->SetUpdated(false);
1202 for(auto&& scene : mImpl->scenes)
1204 scene->root->SetUpdatedTree(false);
1208 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1210 // Update the duration set via Stage::KeepRendering()
1211 if(mImpl->keepRenderingSeconds > 0.0f)
1213 mImpl->keepRenderingSeconds -= elapsedSeconds;
1216 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1218 // If the rendering behavior is set to continuously render, then continue to render.
1219 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1220 // Keep updating until no messages are received and no animations are running.
1221 // If an animation has just finished, update at least once more for Discard end-actions.
1222 // No need to check for renderQueue as there is always a render after update and if that
1223 // render needs another update it will tell the adaptor to call update again
1225 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1226 (mImpl->keepRenderingSeconds > 0.0f))
1228 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1231 if(IsAnimationRunning() ||
1232 mImpl->animationFinishedDuringUpdate)
1234 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1237 if(mImpl->renderTaskWaiting)
1239 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1242 return keepUpdatingRequest;
1245 void UpdateManager::SurfaceReplaced(Scene* scene)
1247 using DerivedType = MessageValue1<RenderManager, Scene*>;
1249 // Reserve some memory inside the render queue
1250 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1252 // Construct message in the render queue memory; note that delete should not be called on the return value
1253 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1256 void UpdateManager::KeepRendering(float durationSeconds)
1258 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1261 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1263 mImpl->renderingBehavior = renderingBehavior;
1266 void UpdateManager::RequestRendering()
1268 mImpl->renderingRequired = true;
1271 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1273 for(auto&& scene : mImpl->scenes)
1275 if(scene && scene->root == rootLayer)
1277 scene->sortedLayerList = layers;
1283 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1285 // note, this vector is already in depth order.
1286 // So if we reverse iterate, we can assume that
1287 // my descendant node's depth index are updated.
1288 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1290 auto* node = rIter->node;
1291 node->SetDepthIndex(rIter->sortedDepth);
1292 if(node->IsChildrenReorderRequired())
1294 // Reorder children container only if sibiling order changed.
1295 NodeContainer& container = node->GetChildren();
1296 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1301 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1303 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1306 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1308 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1311 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1313 // Message has ownership of Sampler while in transit from update to render
1314 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1316 // Reserve some memory inside the render queue
1317 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1319 // Construct message in the render queue memory; note that delete should not be called on the return value
1320 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1323 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1325 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1327 // Reserve some memory inside the render queue
1328 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1330 // Construct message in the render queue memory; note that delete should not be called on the return value
1331 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1334 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1336 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1338 // Reserve some memory inside the render queue
1339 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1341 // Construct message in the render queue memory; note that delete should not be called on the return value
1342 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1345 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1347 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1349 // Reserve some memory inside the render queue
1350 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1352 // Construct message in the render queue memory; note that delete should not be called on the return value
1353 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1356 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1358 // Message has ownership of format while in transit from update -> render
1359 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1361 // Reserve some memory inside the render queue
1362 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1364 // Construct message in the render queue memory; note that delete should not be called on the return value
1365 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1368 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1370 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1372 // Reserve some memory inside the render queue
1373 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1375 // Construct message in the render queue memory; note that delete should not be called on the return value
1376 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1379 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1381 // Message has ownership of format while in transit from update -> render
1382 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1384 // Reserve some memory inside the render queue
1385 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1387 // Construct message in the render queue memory; note that delete should not be called on the return value
1388 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1391 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1393 // Message has ownership of format while in transit from update -> render
1394 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1396 // Reserve some memory inside the render queue
1397 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1399 // Construct message in the render queue memory; note that delete should not be called on the return value
1400 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1403 void UpdateManager::SetVertexBufferDivisor(Render::VertexBuffer* vertexBuffer, uint32_t divisor)
1405 using LocalType = MessageValue1<Render::VertexBuffer, uint32_t>;
1406 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(LocalType));
1407 new(slot) LocalType(vertexBuffer, &Render::VertexBuffer::SetDivisor, divisor);
1410 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1412 // Message has ownership of format while in transit from update -> render
1413 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1415 // Reserve some memory inside the render queue
1416 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1418 // Construct message in the render queue memory; note that delete should not be called on the return value
1419 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1422 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1424 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1426 // Reserve some memory inside the render queue
1427 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1429 // Construct message in the render queue memory; note that delete should not be called on the return value
1430 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1433 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1435 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1437 // Reserve some memory inside the render queue
1438 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1440 // Construct message in the render queue memory; note that delete should not be called on the return value
1441 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1444 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1446 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1448 // Reserve some memory inside the render queue
1449 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1451 // Construct message in the render queue memory; note that delete should not be called on the return value
1452 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1455 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1457 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1459 // Reserve some memory inside the render queue
1460 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1462 // Construct message in the render queue memory; note that delete should not be called on the return value
1463 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1466 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1468 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1470 // Reserve some memory inside the render queue
1471 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1473 // Construct message in the render queue memory; note that delete should not be called on the return value
1474 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1477 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1479 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1481 // Reserve some memory inside the render queue
1482 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1484 // Construct message in the render queue memory; note that delete should not be called on the return value
1485 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1488 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1490 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1492 // Reserve some memory inside the render queue
1493 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1495 // Construct message in the render queue memory; note that delete should not be called on the return value
1496 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1499 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1501 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1503 // Reserve some memory inside the render queue
1504 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1506 // Construct message in the render queue memory; note that delete should not be called on the return value
1507 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1510 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1512 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
1514 // Reserve some memory inside the message queue
1515 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1517 // Construct message in the message queue memory; note that delete should not be called on the return value
1518 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1521 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1523 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1525 // Reserve some memory inside the render queue
1526 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1528 // Construct message in the render queue memory; note that delete should not be called on the return value
1529 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1532 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1534 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1536 // Reserve some memory inside the render queue
1537 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1539 // Construct message in the render queue memory; note that delete should not be called on the return value
1540 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1543 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1545 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1547 // Reserve some memory inside the render queue
1548 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1550 // Construct message in the render queue memory; note that delete should not be called on the return value
1551 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1554 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1556 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1558 // Reserve some memory inside the render queue
1559 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1561 // Construct message in the render queue memory; note that delete should not be called on the return value
1562 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1565 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1567 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1569 // Reserve some memory inside the render queue
1570 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1572 // Construct message in the render queue memory; note that delete should not be called on the return value
1573 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1576 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1578 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1580 // Reserve some memory inside the render queue
1581 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1583 // Construct message in the render queue memory; note that delete should not be called on the return value
1584 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1587 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1589 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1591 // Reserve some memory inside the render queue
1592 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1594 // Construct message in the render queue memory; note that delete should not be called on the return value
1595 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1598 } // namespace SceneGraph
1600 } // namespace Internal