2 * Copyright (c) 2019 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/public-api/common/stage.h>
23 #include <dali/devel-api/common/owner-container.h>
24 #include <dali/devel-api/threading/mutex.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/render-controller.h>
28 #include <dali/internal/common/shader-data.h>
29 #include <dali/integration-api/debug.h>
31 #include <dali/internal/common/core-impl.h>
32 #include <dali/internal/common/message.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-notification-impl.h>
36 #include <dali/internal/event/common/property-notifier.h>
37 #include <dali/internal/event/effects/shader-factory.h>
38 #include <dali/internal/event/animation/animation-playlist.h>
40 #include <dali/internal/update/animation/scene-graph-animator.h>
41 #include <dali/internal/update/animation/scene-graph-animation.h>
42 #include <dali/internal/update/common/discard-queue.h>
43 #include <dali/internal/update/common/scene-graph-buffers.h>
44 #include <dali/internal/update/controllers/render-message-dispatcher.h>
45 #include <dali/internal/update/controllers/scene-controller-impl.h>
46 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
47 #include <dali/internal/update/manager/frame-callback-processor.h>
48 #include <dali/internal/update/manager/render-task-processor.h>
49 #include <dali/internal/update/manager/sorted-layers.h>
50 #include <dali/internal/update/manager/scene-graph-frame-callback.h>
51 #include <dali/internal/update/manager/update-algorithms.h>
52 #include <dali/internal/update/manager/update-manager-debug.h>
53 #include <dali/internal/update/manager/transform-manager.h>
54 #include <dali/internal/update/nodes/node.h>
55 #include <dali/internal/update/nodes/scene-graph-layer.h>
56 #include <dali/internal/update/queue/update-message-queue.h>
57 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
58 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
59 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
61 #include <dali/internal/render/common/render-instruction-container.h>
62 #include <dali/internal/render/common/render-manager.h>
63 #include <dali/internal/render/queue/render-queue.h>
64 #include <dali/internal/render/shaders/scene-graph-shader.h>
66 // Un-comment to enable node tree debug logging
67 //#define NODE_TREE_LOGGING 1
69 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
70 #define SNAPSHOT_NODE_LOGGING \
71 const uint32_t FRAME_COUNT_TRIGGER = 16;\
72 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
74 for( auto&& scene : mImpl->scenes )
76 if ( scene && scene->root )\
78 mImpl->frameCounter = 0;\
79 PrintNodeTree( *scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
83 mImpl->frameCounter++;
85 #define SNAPSHOT_NODE_LOGGING
88 #if defined(DEBUG_ENABLED)
89 extern Debug::Filter* gRenderTaskLogFilter;
92 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER" );
93 } // unnamed namespace
97 using namespace Dali::Integration;
98 using Dali::Internal::Update::MessageQueue;
112 * Helper to Erase an object from OwnerContainer using discard queue
113 * @param container to remove from
114 * @param object to remove
115 * @param discardQueue to put the object to
116 * @param updateBufferIndex to use
119 inline void EraseUsingDiscardQueue( OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex )
121 DALI_ASSERT_DEBUG( object && "NULL object not allowed" );
123 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
124 for( auto&& iter : container )
126 if ( iter == object )
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 ) ); // take the address of the reference to a pointer (iter)
130 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
136 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
137 * @param[in] node The node whose hierarchy to descend
139 void SortSiblingNodesRecursively( Node& node )
141 NodeContainer& container = node.GetChildren();
142 std::sort( container.Begin(), container.End(),
143 []( Node* a, Node* b ) { return a->GetDepthIndex() < b->GetDepthIndex(); } );
145 // Descend tree and sort as well
146 for( auto&& iter : container )
148 SortSiblingNodesRecursively( *iter );
152 } // unnamed namespace
155 * Structure to contain UpdateManager internal data
157 struct UpdateManager::Impl
159 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
162 SceneInfo( Layer* root ) ///< Constructor
167 ~SceneInfo() = default; ///< Default non-virtual destructor
168 SceneInfo( SceneInfo&& rhs ) = default; ///< Move constructor
169 SceneInfo& operator=( SceneInfo&& rhs ) = default; ///< Move assignment operator
170 SceneInfo& operator=( const SceneInfo& rhs ) = delete; ///< Assignment operator
171 SceneInfo( const SceneInfo& rhs ) = delete; ///< Copy constructor
173 Layer* root{ nullptr }; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
174 OwnerPointer< RenderTaskList > taskList; ///< Scene graph render task list
175 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
178 Impl( NotificationManager& notificationManager,
179 CompleteNotificationInterface& animationPlaylist,
180 PropertyNotifier& propertyNotifier,
181 DiscardQueue& discardQueue,
182 RenderController& renderController,
183 RenderManager& renderManager,
184 RenderQueue& renderQueue,
185 SceneGraphBuffers& sceneGraphBuffers,
186 RenderTaskProcessor& renderTaskProcessor )
187 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
188 notificationManager( notificationManager ),
190 animationPlaylist( animationPlaylist ),
191 propertyNotifier( propertyNotifier ),
193 discardQueue( discardQueue ),
194 renderController( renderController ),
195 sceneController( NULL ),
196 renderManager( renderManager ),
197 renderQueue( renderQueue ),
198 renderInstructions( renderManager.GetRenderInstructionContainer() ),
199 renderTaskProcessor( renderTaskProcessor ),
200 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
204 panGestureProcessor( NULL ),
205 messageQueue( renderController, sceneGraphBuffers ),
206 frameCallbackProcessor( NULL ),
207 keepRenderingSeconds( 0.0f ),
208 nodeDirtyFlags( NodePropertyFlags::TRANSFORM ), // set to TransformFlag to ensure full update the first time through Update()
210 renderingBehavior( DevelStage::Rendering::IF_REQUIRED ),
211 animationFinishedDuringUpdate( false ),
212 previousUpdateScene( false ),
213 renderTaskWaiting( false ),
214 renderersAdded( false ),
215 surfaceRectChanged( false )
217 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
219 // create first 'dummy' node
225 // Disconnect render tasks from nodes, before destroying the nodes
226 for( auto&& scene : scenes )
228 if ( scene && scene->taskList )
230 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
231 for ( auto&& task : tasks )
233 task->SetSourceNode( NULL );
238 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
239 // like custom properties, which get released here
240 Vector<Node*>::Iterator iter = nodes.Begin()+1;
241 Vector<Node*>::Iterator endIter = nodes.End();
242 for(;iter!=endIter;++iter)
244 (*iter)->OnDestroy();
248 for( auto&& scene : scenes )
250 if ( scene && scene->root )
252 scene->root->OnDestroy();
253 Node::Delete( scene->root );
258 delete sceneController;
262 * Lazy init for FrameCallbackProcessor.
263 * @param[in] updateManager A reference to the update-manager
265 FrameCallbackProcessor& GetFrameCallbackProcessor( UpdateManager& updateManager )
267 if( ! frameCallbackProcessor )
269 frameCallbackProcessor = new FrameCallbackProcessor( updateManager, transformManager );
271 return *frameCallbackProcessor;
274 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
275 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
276 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
277 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
278 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
279 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
280 ShaderSaver* shaderSaver; ///< Saves shader binaries.
281 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
282 RenderController& renderController; ///< render controller
283 SceneControllerImpl* sceneController; ///< scene controller
284 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
285 RenderQueue& renderQueue; ///< Used to queue messages for the next render
286 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
287 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
289 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
291 using SceneInfoPtr = std::unique_ptr< SceneInfo >;
292 std::vector< SceneInfoPtr > scenes; ///< A container of SceneInfo.
294 Vector<Node*> nodes; ///< A container of all instantiated nodes
296 OwnerContainer< Camera* > cameras; ///< A container of cameras
297 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
299 OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
300 OwnerContainer< Animation* > animations; ///< A container of owned animations
301 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
302 OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
303 OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
304 OwnerContainer< Shader* > shaders; ///< A container of owned shaders
305 OwnerPointer< PanGesture > panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
307 MessageQueue messageQueue; ///< The messages queued from the event-thread
308 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
309 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
310 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
312 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
314 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
315 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
316 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
318 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
320 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
321 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
322 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
323 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
324 bool surfaceRectChanged; ///< True if the default surface rect is changed
328 Impl( const Impl& ); ///< Undefined
329 Impl& operator=( const Impl& ); ///< Undefined
332 UpdateManager::UpdateManager( NotificationManager& notificationManager,
333 CompleteNotificationInterface& animationFinishedNotifier,
334 PropertyNotifier& propertyNotifier,
335 DiscardQueue& discardQueue,
336 RenderController& controller,
337 RenderManager& renderManager,
338 RenderQueue& renderQueue,
339 RenderTaskProcessor& renderTaskProcessor )
342 mImpl = new Impl( notificationManager,
343 animationFinishedNotifier,
350 renderTaskProcessor );
354 UpdateManager::~UpdateManager()
359 void UpdateManager::InstallRoot( OwnerPointer<Layer>& layer )
361 DALI_ASSERT_DEBUG( layer->IsLayer() );
362 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
364 Layer* rootLayer = layer.Release();
366 DALI_ASSERT_DEBUG( std::find_if( mImpl->scenes.begin(), mImpl->scenes.end(),
367 [rootLayer]( Impl::SceneInfoPtr& scene )
369 return scene && scene->root == rootLayer;
371 ) == mImpl->scenes.end() && "Root Node already installed" );
373 rootLayer->CreateTransform( &mImpl->transformManager );
374 rootLayer->SetRoot(true);
376 mImpl->scenes.emplace_back( new Impl::SceneInfo( rootLayer ) );
379 void UpdateManager::UninstallRoot( Layer* layer )
381 DALI_ASSERT_DEBUG( layer->IsLayer() );
382 DALI_ASSERT_DEBUG( layer->GetParent() == NULL );
384 for (auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
386 if( (*iter) && (*iter)->root == layer )
388 mImpl->scenes.erase( iter );
393 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), layer );
395 // Notify the layer about impending destruction
399 void UpdateManager::AddNode( OwnerPointer<Node>& node )
401 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
403 // Nodes must be sorted by pointer
404 Node* rawNode = node.Release();
405 DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] AddNode\n", rawNode );
407 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
408 for( Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter )
410 if( rawNode > (*iter) )
412 mImpl->nodes.Insert((iter+1), rawNode );
413 rawNode->CreateTransform( &mImpl->transformManager );
419 void UpdateManager::ConnectNode( Node* parent, Node* node )
421 DALI_ASSERT_ALWAYS( NULL != parent );
422 DALI_ASSERT_ALWAYS( NULL != node );
423 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
425 DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] ConnectNode\n", node );
427 parent->ConnectChild( node );
429 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
430 if( mImpl->frameCallbackProcessor )
432 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
436 void UpdateManager::DisconnectNode( Node* node )
438 DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DisconnectNode\n", node );
440 Node* parent = node->GetParent();
441 DALI_ASSERT_ALWAYS( NULL != parent );
442 parent->SetDirtyFlag( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused
444 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
446 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
447 if( mImpl->frameCallbackProcessor )
449 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
453 void UpdateManager::DestroyNode( Node* node )
455 DALI_ASSERT_ALWAYS( NULL != node );
456 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
458 DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DestroyNode\n", node );
460 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
461 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
462 for(;iter!=endIter;++iter)
466 mImpl->nodes.Erase(iter);
471 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
473 // Notify the Node about impending destruction
477 void UpdateManager::AddCamera( OwnerPointer< Camera >& camera )
479 mImpl->cameras.PushBack( camera.Release() ); // takes ownership
482 void UpdateManager::RemoveCamera( Camera* camera )
484 // Find the camera and destroy it
485 EraseUsingDiscardQueue( mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
488 void UpdateManager::AddObject( OwnerPointer<PropertyOwner>& object )
490 mImpl->customObjects.PushBack( object.Release() );
493 void UpdateManager::RemoveObject( PropertyOwner* object )
495 mImpl->customObjects.EraseObject( object );
498 void UpdateManager::AddRenderTaskList( OwnerPointer<RenderTaskList>& taskList )
500 RenderTaskList* taskListPointer = taskList.Release();
501 taskListPointer->SetRenderMessageDispatcher( &mImpl->renderMessageDispatcher );
503 mImpl->scenes.back()->taskList = taskListPointer;
506 void UpdateManager::RemoveRenderTaskList( RenderTaskList* taskList )
508 for ( auto&& scene : mImpl->scenes )
510 if ( scene && scene->taskList == taskList )
512 scene->taskList.Reset();
518 void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation )
520 mImpl->animations.PushBack( animation.Release() );
523 void UpdateManager::StopAnimation( Animation* animation )
525 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
527 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
529 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
532 void UpdateManager::RemoveAnimation( Animation* animation )
534 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
536 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
538 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
541 bool UpdateManager::IsAnimationRunning() const
543 // Find any animation that isn't stopped or paused
544 for ( auto&& iter : mImpl->animations )
546 const Animation::State state = iter->GetState();
548 if (state != Animation::Stopped &&
549 state != Animation::Paused)
551 return true; // stop iteration as soon as first one is found
558 void UpdateManager::AddPropertyResetter( OwnerPointer<PropertyResetterBase>& propertyResetter )
560 propertyResetter->Initialize();
561 mImpl->propertyResetters.PushBack( propertyResetter.Release() );
564 void UpdateManager::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification )
566 mImpl->propertyNotifications.PushBack( propertyNotification.Release() );
569 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
571 mImpl->propertyNotifications.EraseObject( propertyNotification );
574 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
576 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
577 propertyNotification->SetNotifyMode( notifyMode );
580 void UpdateManager::AddShader( OwnerPointer< Shader >& shader )
582 mImpl->shaders.PushBack( shader.Release() );
585 void UpdateManager::RemoveShader( Shader* shader )
587 // Find the shader and destroy it
588 EraseUsingDiscardQueue( mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
591 void UpdateManager::SetShaderProgram( Shader* shader,
592 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
597 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
599 // Reserve some memory inside the render queue
600 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
602 // Construct message in the render queue memory; note that delete should not be called on the return value
603 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
607 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
609 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
610 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
612 // lock as update might be sending previously compiled shaders to event thread
613 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
614 mImpl->renderCompiledShaders.push_back( shaderData );
618 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
620 mImpl->shaderSaver = &upstream;
623 void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer )
625 DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get() );
627 renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
628 mImpl->renderers.PushBack( renderer.Release() );
629 mImpl->renderersAdded = true;
632 void UpdateManager::RemoveRenderer( Renderer* renderer )
634 DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer );
636 // Find the renderer and destroy it
637 EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
638 // Need to remove the render object as well
639 renderer->DisconnectFromSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
642 void UpdateManager::SetPanGestureProcessor( PanGesture* panGestureProcessor )
644 DALI_ASSERT_DEBUG( NULL != panGestureProcessor );
646 mImpl->panGestureProcessor = panGestureProcessor;
649 void UpdateManager::AddTextureSet( OwnerPointer< TextureSet >& textureSet )
651 mImpl->textureSets.PushBack( textureSet.Release() );
654 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
656 mImpl->textureSets.EraseObject( textureSet );
659 uint32_t* UpdateManager::ReserveMessageSlot( uint32_t size, bool updateScene )
661 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
664 void UpdateManager::EventProcessingStarted()
666 mImpl->messageQueue.EventProcessingStarted();
669 bool UpdateManager::FlushQueue()
671 return mImpl->messageQueue.FlushQueue();
674 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
676 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
677 mImpl->animationFinishedDuringUpdate = false;
679 // Reset all animating / constrained properties
680 std::vector<PropertyResetterBase*>toDelete;
681 for( auto&& element : mImpl->propertyResetters )
683 element->ResetToBaseValue( bufferIndex );
684 if( element->IsFinished() )
686 toDelete.push_back( element );
690 // If a resetter is no longer required (the animator or constraint has been removed), delete it.
691 for( auto&& elementPtr : toDelete )
693 mImpl->propertyResetters.EraseObject( elementPtr );
696 // Clear node dirty flags
697 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
698 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
699 for( ;iter != endIter; ++iter )
701 (*iter)->ResetDirtyFlags( bufferIndex );
705 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds )
707 bool gestureUpdated( false );
709 if( mImpl->panGestureProcessor )
711 // gesture processor only supports default properties
712 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
713 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
716 return gestureUpdated;
719 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
721 auto&& iter = mImpl->animations.Begin();
722 bool animationLooped = false;
724 while ( iter != mImpl->animations.End() )
726 Animation* animation = *iter;
727 bool finished = false;
729 bool progressMarkerReached = false;
730 animation->Update( bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached );
732 if ( progressMarkerReached )
734 mImpl->notificationManager.QueueMessage( Internal::NotifyProgressReachedMessage( mImpl->animationPlaylist, animation ) );
737 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
738 animationLooped = animationLooped || looped;
740 // Remove animations that had been destroyed but were still waiting for an update
741 if (animation->GetState() == Animation::Destroyed)
743 iter = mImpl->animations.Erase(iter);
751 // queue the notification on finished or looped (to update loop count)
752 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
754 // The application should be notified by NotificationManager, in another thread
755 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationPlaylist );
759 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
761 //Constrain custom objects (in construction order)
762 for ( auto&& object : mImpl->customObjects )
764 ConstrainPropertyOwner( *object, bufferIndex );
768 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
770 // Constrain render-tasks
771 for ( auto&& scene : mImpl->scenes )
773 if ( scene && scene->taskList )
775 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
776 for ( auto&& task : tasks )
778 ConstrainPropertyOwner( *task, bufferIndex );
784 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
786 // constrain shaders... (in construction order)
787 for ( auto&& shader : mImpl->shaders )
789 ConstrainPropertyOwner( *shader, bufferIndex );
793 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
795 for( auto&& notification : mImpl->propertyNotifications )
797 bool valid = notification->Check( bufferIndex );
800 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
805 void UpdateManager::ForwardCompiledShadersToEventThread()
807 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
808 if( mImpl->shaderSaver )
810 // lock and swap the queues
812 // render might be attempting to send us more binaries at the same time
813 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
814 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
817 if( mImpl->updateCompiledShaders.size() > 0 )
819 ShaderSaver& factory = *mImpl->shaderSaver;
820 for( auto&& shader : mImpl->updateCompiledShaders )
822 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) );
824 // we don't need them in update anymore
825 mImpl->updateCompiledShaders.clear();
830 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
832 for( auto&& renderer : mImpl->renderers )
835 ConstrainPropertyOwner( *renderer, bufferIndex );
837 renderer->PrepareRender( bufferIndex );
841 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
843 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
845 for ( auto&& scene : mImpl->scenes )
847 if ( scene && scene->root )
849 // Prepare resources, update shaders, for each node
850 // And add the renderers to the sorted layers. Start from root, which is also a layer
851 mImpl->nodeDirtyFlags |= UpdateNodeTree( *scene->root,
853 mImpl->renderQueue );
858 uint32_t UpdateManager::Update( float elapsedSeconds,
859 uint32_t lastVSyncTimeMilliseconds,
860 uint32_t nextVSyncTimeMilliseconds,
861 bool renderToFboEnabled,
862 bool isRenderingToFbo )
864 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
866 //Clear nodes/resources which were previously discarded
867 mImpl->discardQueue.Clear( bufferIndex );
869 //Process Touches & Gestures
870 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
872 bool updateScene = // The scene-graph requires an update if..
873 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
874 IsAnimationRunning() || // ..at least one animation is running OR
875 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
876 gestureUpdated; // ..a gesture property was updated
878 bool keepRendererRendering = false;
880 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
881 // values if the scene was updated in the previous frame.
882 if( updateScene || mImpl->previousUpdateScene )
884 //Reset properties from the previous update
885 ResetProperties( bufferIndex );
886 mImpl->transformManager.ResetToBaseValue();
889 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
890 // between calling IsSceneUpdateRequired() above and here, so updateScene should
892 updateScene |= mImpl->messageQueue.ProcessMessages( bufferIndex );
894 //Forward compiled shader programs to event thread for saving
895 ForwardCompiledShadersToEventThread();
897 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
898 // renderer lists if the scene was updated in the previous frame.
899 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
900 if( updateScene || mImpl->previousUpdateScene )
903 Animate( bufferIndex, elapsedSeconds );
905 //Constraint custom objects
906 ConstrainCustomObjects( bufferIndex );
908 //Clear the lists of renderers from the previous update
909 for( auto&& scene : mImpl->scenes )
913 for( auto&& layer : scene->sortedLayerList )
917 layer->ClearRenderables();
923 // Call the frame-callback-processor if set
924 if( mImpl->frameCallbackProcessor )
926 mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds );
929 //Update node hierarchy, apply constraints and perform sorting / culling.
930 //This will populate each Layer with a list of renderers which are ready.
931 UpdateNodes( bufferIndex );
933 //Apply constraints to RenderTasks, shaders
934 ConstrainRenderTasks( bufferIndex );
935 ConstrainShaders( bufferIndex );
937 //Update renderers and apply constraints
938 UpdateRenderers( bufferIndex );
940 //Update the transformations of all the nodes
941 mImpl->transformManager.Update();
943 //Process Property Notifications
944 ProcessPropertyNotifications( bufferIndex );
947 for( auto&& cameraIterator : mImpl->cameras )
949 cameraIterator->Update( bufferIndex );
952 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
953 //reset the update buffer index and make sure there is enough room in the instruction container
954 if( mImpl->renderersAdded )
956 // Calculate how many render tasks we have in total
957 std::size_t numberOfRenderTasks = 0;
958 for (auto&& scene : mImpl->scenes )
960 if ( scene && scene->taskList )
962 numberOfRenderTasks += scene->taskList->GetTasks().Count();
966 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
967 static_cast<uint32_t>( numberOfRenderTasks ) );
969 for ( auto&& scene : mImpl->scenes )
971 if ( scene && scene->root && scene->taskList )
973 keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex,
976 scene->sortedLayerList,
977 mImpl->renderInstructions,
983 DALI_LOG_INFO( gLogFilter, Debug::General,
984 "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n",
985 numberOfRenderTasks, mImpl->renderInstructions.Count( bufferIndex ) );
989 for ( auto&& scene : mImpl->scenes )
991 if ( scene && scene->root && scene->taskList )
993 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
995 // check the countdown and notify
996 bool doRenderOnceNotify = false;
997 mImpl->renderTaskWaiting = false;
998 for ( auto&& renderTask : tasks )
1000 renderTask->UpdateState();
1002 if( renderTask->IsWaitingToRender() &&
1003 renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
1005 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1008 if( renderTask->HasRendered() )
1010 doRenderOnceNotify = true;
1014 if( doRenderOnceNotify )
1016 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1017 mImpl->notificationManager.QueueCompleteNotification( scene->taskList->GetCompleteNotificationInterface() );
1022 // Macro is undefined in release build.
1023 SNAPSHOT_NODE_LOGGING;
1025 // A ResetProperties() may be required in the next frame
1026 mImpl->previousUpdateScene = updateScene;
1028 // Check whether further updates are required
1029 uint32_t keepUpdating = KeepUpdatingCheck( elapsedSeconds );
1031 if( keepRendererRendering )
1033 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1036 // tell the update manager that we're done so the queue can be given to event thread
1037 mImpl->notificationManager.UpdateCompleted();
1039 // The update has finished; swap the double-buffering indices
1040 mSceneGraphBuffers.Swap();
1042 return keepUpdating;
1045 uint32_t UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
1047 // Update the duration set via Stage::KeepRendering()
1048 if ( mImpl->keepRenderingSeconds > 0.0f )
1050 mImpl->keepRenderingSeconds -= elapsedSeconds;
1053 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1055 // If the rendering behavior is set to continuously render, then continue to render.
1056 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1057 // Keep updating until no messages are received and no animations are running.
1058 // If an animation has just finished, update at least once more for Discard end-actions.
1059 // No need to check for renderQueue as there is always a render after update and if that
1060 // render needs another update it will tell the adaptor to call update again
1062 if ( ( mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY ) ||
1063 ( mImpl->keepRenderingSeconds > 0.0f ) )
1065 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1068 if ( IsAnimationRunning() ||
1069 mImpl->animationFinishedDuringUpdate )
1071 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1074 if ( mImpl->renderTaskWaiting )
1076 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1079 return keepUpdatingRequest;
1082 void UpdateManager::SetBackgroundColor( const Vector4& color )
1084 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
1086 // Reserve some memory inside the render queue
1087 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1089 // Construct message in the render queue memory; note that delete should not be called on the return value
1090 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
1093 void UpdateManager::SetDefaultSurfaceRect( const Rect<int32_t>& rect )
1095 mImpl->surfaceRectChanged = true;
1097 typedef MessageValue1< RenderManager, Rect<int32_t> > DerivedType;
1099 // Reserve some memory inside the render queue
1100 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1102 // Construct message in the render queue memory; note that delete should not be called on the return value
1103 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1106 void UpdateManager::SetDefaultSurfaceOrientation( int orientation )
1108 typedef MessageValue1< RenderManager, int > DerivedType;
1110 // Reserve some memory inside the render queue
1111 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1113 // Construct message in the render queue memory; note that delete should not be called on the return value
1114 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceOrientation, orientation );
1117 void UpdateManager::KeepRendering( float durationSeconds )
1119 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1122 void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavior )
1124 mImpl->renderingBehavior = renderingBehavior;
1127 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer )
1129 for ( auto&& scene : mImpl->scenes )
1131 if ( scene && scene->root == rootLayer )
1133 scene->sortedLayerList = layers;
1139 void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths )
1141 // note,this vector is already in depth order. It could be used as-is to
1142 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1143 for( auto&& iter : nodeDepths->nodeDepths )
1145 iter.node->SetDepthIndex( iter.sortedDepth );
1148 for ( auto&& scene : mImpl->scenes )
1152 // Go through node hierarchy and rearrange siblings according to depth-index
1153 SortSiblingNodesRecursively( *scene->root );
1158 bool UpdateManager::IsDefaultSurfaceRectChanged()
1160 bool surfaceRectChanged = mImpl->surfaceRectChanged;
1163 mImpl->surfaceRectChanged = false;
1165 return surfaceRectChanged;
1168 void UpdateManager::AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode )
1170 mImpl->GetFrameCallbackProcessor( *this ).AddFrameCallback( frameCallback, rootNode );
1173 void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback )
1175 mImpl->GetFrameCallbackProcessor( *this ).RemoveFrameCallback( frameCallback );
1178 void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
1180 // Message has ownership of Sampler while in transit from update to render
1181 typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType;
1183 // Reserve some memory inside the render queue
1184 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1186 // Construct message in the render queue memory; note that delete should not be called on the return value
1187 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1190 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1192 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1194 // Reserve some memory inside the render queue
1195 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1197 // Construct message in the render queue memory; note that delete should not be called on the return value
1198 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1201 void UpdateManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
1203 typedef MessageValue3< RenderManager, Render::Sampler*, uint32_t, uint32_t > DerivedType;
1205 // Reserve some memory inside the render queue
1206 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1208 // Construct message in the render queue memory; note that delete should not be called on the return value
1209 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1212 void UpdateManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
1214 typedef MessageValue4< RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t > DerivedType;
1216 // Reserve some memory inside the render queue
1217 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1219 // Construct message in the render queue memory; note that delete should not be called on the return value
1220 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode );
1223 void UpdateManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
1225 // Message has ownership of format while in transit from update -> render
1226 typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType;
1228 // Reserve some memory inside the render queue
1229 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1231 // Construct message in the render queue memory; note that delete should not be called on the return value
1232 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1235 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1237 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1239 // Reserve some memory inside the render queue
1240 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1242 // Construct message in the render queue memory; note that delete should not be called on the return value
1243 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1246 void UpdateManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
1248 // Message has ownership of format while in transit from update -> render
1249 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format > > DerivedType;
1251 // Reserve some memory inside the render queue
1252 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1254 // Construct message in the render queue memory; note that delete should not be called on the return value
1255 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1258 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
1260 // Message has ownership of format while in transit from update -> render
1261 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector<uint8_t> >, uint32_t > DerivedType;
1263 // Reserve some memory inside the render queue
1264 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1266 // Construct message in the render queue memory; note that delete should not be called on the return value
1267 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1270 void UpdateManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
1272 // Message has ownership of format while in transit from update -> render
1273 typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType;
1275 // Reserve some memory inside the render queue
1276 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1278 // Construct message in the render queue memory; note that delete should not be called on the return value
1279 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1282 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1284 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1286 // Reserve some memory inside the render queue
1287 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1289 // Construct message in the render queue memory; note that delete should not be called on the return value
1290 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1293 void UpdateManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
1295 typedef MessageValue2< RenderManager, Render::Geometry*, uint32_t > DerivedType;
1297 // Reserve some memory inside the render queue
1298 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1300 // Construct message in the render queue memory; note that delete should not be called on the return value
1301 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1304 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
1306 typedef IndexBufferMessage< RenderManager > DerivedType;
1308 // Reserve some memory inside the render queue
1309 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1311 // Construct message in the render queue memory; note that delete should not be called on the return value
1312 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1315 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1317 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1319 // Reserve some memory inside the render queue
1320 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1322 // Construct message in the render queue memory; note that delete should not be called on the return value
1323 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1326 void UpdateManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1328 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1330 // Reserve some memory inside the render queue
1331 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1333 // Construct message in the render queue memory; note that delete should not be called on the return value
1334 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, propertyBuffer );
1337 void UpdateManager::AddTexture( OwnerPointer< Render::Texture >& texture )
1339 // Message has ownership of Texture while in transit from update -> render
1340 typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType;
1342 // Reserve some memory inside the render queue
1343 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1345 // Construct message in the render queue memory; note that delete should not be called on the return value
1346 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddTexture, texture );
1349 void UpdateManager::RemoveTexture( Render::Texture* texture)
1351 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1353 // Reserve some memory inside the render queue
1354 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1356 // Construct message in the render queue memory; note that delete should not be called on the return value
1357 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveTexture, texture );
1360 void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
1362 typedef MessageValue3< RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > DerivedType;
1364 // Reserve some memory inside the message queue
1365 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1367 // Construct message in the message queue memory; note that delete should not be called on the return value
1368 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params );
1371 void UpdateManager::GenerateMipmaps( Render::Texture* texture )
1373 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1375 // Reserve some memory inside the render queue
1376 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1378 // Construct message in the render queue memory; note that delete should not be called on the return value
1379 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
1382 void UpdateManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
1384 typedef MessageValue1< RenderManager, OwnerPointer< Render::FrameBuffer > > DerivedType;
1386 // Reserve some memory inside the render queue
1387 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1389 // Construct message in the render queue memory; note that delete should not be called on the return value
1390 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer );
1393 void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer)
1395 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1397 // Reserve some memory inside the render queue
1398 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1400 // Construct message in the render queue memory; note that delete should not be called on the return value
1401 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer );
1404 void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
1406 typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t > DerivedType;
1408 // Reserve some memory inside the render queue
1409 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1411 // Construct message in the render queue memory; note that delete should not be called on the return value
1412 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer );
1415 } // namespace SceneGraph
1417 } // namespace Internal