2 * Copyright (c) 2022 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/event/animation/animation-playlist.h>
25 #include <dali/internal/event/common/notification-manager.h>
26 #include <dali/internal/event/common/property-notifier.h>
27 #include <dali/internal/event/effects/shader-factory.h>
29 #include <dali/internal/update/common/discard-queue.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller-impl.h>
32 #include <dali/internal/update/manager/frame-callback-processor.h>
33 #include <dali/internal/update/manager/owner-key-container.h>
34 #include <dali/internal/update/manager/render-task-processor.h>
35 #include <dali/internal/update/manager/transform-manager.h>
36 #include <dali/internal/update/manager/update-algorithms.h>
37 #include <dali/internal/update/manager/update-manager-debug.h>
38 #include <dali/internal/update/nodes/node.h>
39 #include <dali/internal/update/queue/update-message-queue.h>
41 #include <dali/internal/render/common/render-manager.h>
42 #include <dali/internal/render/queue/render-queue.h>
44 // Un-comment to enable node tree debug logging
45 //#define NODE_TREE_LOGGING 1
47 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
48 #define SNAPSHOT_NODE_LOGGING \
49 const uint32_t FRAME_COUNT_TRIGGER = 16; \
50 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
52 for(auto&& scene : mImpl->scenes) \
54 if(scene && scene->root) \
56 mImpl->frameCounter = 0; \
57 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
61 mImpl->frameCounter++;
63 #define SNAPSHOT_NODE_LOGGING
66 #if defined(DEBUG_ENABLED)
67 extern Debug::Filter* gRenderTaskLogFilter;
70 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
71 } // unnamed namespace
74 using namespace Dali::Integration;
75 using Dali::Internal::Update::MessageQueue;
86 * Helper to Erase an object from OwnerContainer using discard queue
87 * @param container to remove from
88 * @param object to remove
89 * @param discardQueue to put the object to
90 * @param updateBufferIndex to use
93 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
95 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
97 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
98 for(auto&& iter : container)
102 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
103 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
104 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
110 * Helper to Erase an object from std::vector using discard queue
111 * @param container to remove from
112 * @param object to remove
113 * @param discardQueue to put the object to
114 * @param updateBufferIndex to use
117 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
119 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
121 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
125 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
126 discardQueue.Add(updateBufferIndex, container.Release(iter));
127 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
133 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
134 * @param[in] node The node whose hierarchy to descend
136 void SortSiblingNodesRecursively(Node& node)
138 NodeContainer& container = node.GetChildren();
139 std::sort(container.Begin(), container.End(), [](Node* a, Node* b)
140 { return a->GetDepthIndex() < b->GetDepthIndex(); });
142 // Descend tree and sort as well
143 for(auto&& iter : container)
145 SortSiblingNodesRecursively(*iter);
149 } // unnamed namespace
152 * Structure to contain UpdateManager internal data
154 struct UpdateManager::Impl
156 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
159 SceneInfo(Layer* root) ///< Constructor
164 ~SceneInfo() = default; ///< Default non-virtual destructor
165 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
166 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
167 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
168 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
170 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
171 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
172 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
173 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
176 Impl(NotificationManager& notificationManager,
177 CompleteNotificationInterface& animationPlaylist,
178 PropertyNotifier& propertyNotifier,
179 RenderController& renderController,
180 RenderManager& renderManager,
181 RenderQueue& renderQueue,
182 SceneGraphBuffers& sceneGraphBuffers,
183 RenderTaskProcessor& renderTaskProcessor)
184 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
185 notificationManager(notificationManager),
187 animationPlaylist(animationPlaylist),
188 propertyNotifier(propertyNotifier),
189 shaderSaver(nullptr),
190 renderController(renderController),
191 sceneController(nullptr),
192 renderManager(renderManager),
193 renderQueue(renderQueue),
194 renderTaskProcessor(renderTaskProcessor),
195 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
199 panGestureProcessor(nullptr),
200 messageQueue(renderController, sceneGraphBuffers),
201 frameCallbackProcessor(nullptr),
202 keepRenderingSeconds(0.0f),
203 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
205 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
206 animationFinishedDuringUpdate(false),
207 previousUpdateScene(false),
208 renderTaskWaiting(false),
209 renderersAdded(false),
210 renderingRequired(false)
212 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
214 // create first 'dummy' node
215 nodes.PushBack(nullptr);
220 // Disconnect render tasks from nodes, before destroying the nodes
221 for(auto&& scene : scenes)
223 if(scene && scene->taskList)
225 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
226 for(auto&& task : tasks)
228 task->SetSourceNode(nullptr);
233 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
234 // like custom properties, which get released here
235 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
236 Vector<Node*>::Iterator endIter = nodes.End();
237 for(; iter != endIter; ++iter)
239 (*iter)->OnDestroy();
243 for(auto&& scene : scenes)
245 if(scene && scene->root)
247 scene->root->OnDestroy();
248 Node::Delete(scene->root);
253 delete sceneController;
255 // Ensure to clear renderers
261 * Lazy init for FrameCallbackProcessor.
262 * @param[in] updateManager A reference to the update-manager
264 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
266 if(!frameCallbackProcessor)
268 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
270 return *frameCallbackProcessor;
273 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
274 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
275 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
276 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
277 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
278 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
279 ShaderSaver* shaderSaver; ///< Saves shader binaries.
280 RenderController& renderController; ///< render controller
281 SceneControllerImpl* sceneController; ///< scene controller
282 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
283 RenderQueue& renderQueue; ///< Used to queue messages for the next render
284 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
286 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
288 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
289 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
291 Vector<Node*> nodes; ///< A container of all instantiated nodes
293 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
295 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
297 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
298 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
299 OwnerContainer<Animation*> animations; ///< A container of owned animations
300 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
301 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
302 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
303 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
305 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
306 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
307 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
308 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
310 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
312 MessageQueue messageQueue; ///< The messages queued from the event-thread
313 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
314 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
315 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
317 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
319 std::atomic<std::size_t> renderInstructionCapacity{0u};
320 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
321 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
322 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
323 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
325 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
326 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
327 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
328 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
329 bool renderingRequired; ///< True if required to render the current frame
332 Impl(const Impl&); ///< Undefined
333 Impl& operator=(const Impl&); ///< Undefined
336 UpdateManager::UpdateManager(NotificationManager& notificationManager,
337 CompleteNotificationInterface& animationFinishedNotifier,
338 PropertyNotifier& propertyNotifier,
339 RenderController& controller,
340 RenderManager& renderManager,
341 RenderQueue& renderQueue,
342 RenderTaskProcessor& renderTaskProcessor)
345 mImpl = new Impl(notificationManager,
346 animationFinishedNotifier,
352 renderTaskProcessor);
355 UpdateManager::~UpdateManager()
360 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
362 DALI_ASSERT_DEBUG(layer->IsLayer());
363 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
365 Layer* rootLayer = layer.Release();
367 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene)
368 { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
369 "Root Node already installed");
371 rootLayer->CreateTransform(&mImpl->transformManager);
372 rootLayer->SetRoot(true);
374 AddNodeResetter(*rootLayer);
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->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
395 // Notify the layer about impending destruction
399 void UpdateManager::AddNode(OwnerPointer<Node>& node)
401 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
403 Node* rawNode = node.Release();
404 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
406 // Add camera nodes occured rarely.
407 if(DALI_UNLIKELY(rawNode->IsCamera()))
409 AddCamera(static_cast<Camera*>(rawNode));
412 mImpl->nodes.PushBack(rawNode);
413 rawNode->CreateTransform(&mImpl->transformManager);
416 void UpdateManager::ConnectNode(Node* parent, Node* node)
418 DALI_ASSERT_ALWAYS(nullptr != parent);
419 DALI_ASSERT_ALWAYS(nullptr != node);
420 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
422 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
424 parent->ConnectChild(node);
426 AddNodeResetter(*node);
428 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
429 if(mImpl->frameCallbackProcessor)
431 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
435 void UpdateManager::DisconnectNode(Node* node)
437 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
439 Node* parent = node->GetParent();
440 DALI_ASSERT_ALWAYS(nullptr != parent);
441 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
443 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
445 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
446 if(mImpl->frameCallbackProcessor)
448 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
452 void UpdateManager::DestroyNode(Node* node)
454 DALI_ASSERT_ALWAYS(nullptr != node);
455 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
457 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
459 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
460 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
461 for(; iter != endIter; ++iter)
465 mImpl->nodes.Erase(iter);
470 // Remove camera nodes occured rarely.
471 if(DALI_UNLIKELY(node->IsCamera()))
473 RemoveCamera(static_cast<Camera*>(node));
476 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
478 // Notify the Node about impending destruction
482 void UpdateManager::AddCamera(Camera* camera)
484 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
486 mImpl->cameras.PushBack(camera);
489 void UpdateManager::RemoveCamera(Camera* camera)
491 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
493 // Find the camera and remove it from list of cameras
494 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
495 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
496 for(; iter != endIter; ++iter)
498 if((*iter) == camera)
500 mImpl->cameras.Erase(iter);
506 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
508 mImpl->customObjects.PushBack(object.Release());
511 void UpdateManager::RemoveObject(PropertyOwner* object)
513 mImpl->customObjects.EraseObject(object);
516 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
518 RenderTaskList* taskListPointer = taskList.Release();
519 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
521 mImpl->scenes.back()->taskList = taskListPointer;
524 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
526 for(auto&& scene : mImpl->scenes)
528 if(scene && scene->taskList == taskList)
530 scene->taskList.Reset();
536 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
538 auto& sceneInfo = mImpl->scenes.back();
539 sceneInfo->scene = scene.Release();
541 // Set root to the Scene
542 sceneInfo->scene->SetRoot(sceneInfo->root);
544 // Initialize the context from render manager
545 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
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 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
552 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
555 void UpdateManager::RemoveScene(Scene* scene)
557 // Initialize the context from render manager
558 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
560 // Reserve some memory inside the render queue
561 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
563 // Construct message in the render queue memory; note that delete should not be called on the return value
564 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
566 for(auto&& sceneInfo : mImpl->scenes)
568 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
570 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
576 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
578 mImpl->animations.PushBack(animation.Release());
581 void UpdateManager::StopAnimation(Animation* animation)
583 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
585 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
587 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
590 void UpdateManager::RemoveAnimation(Animation* animation)
592 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
594 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
596 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
599 bool UpdateManager::IsAnimationRunning() const
601 // Find any animation that isn't stopped or paused
602 for(auto&& iter : mImpl->animations)
604 const Animation::State state = iter->GetState();
606 if(state != Animation::Stopped &&
607 state != Animation::Paused)
609 return true; // stop iteration as soon as first one is found
616 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
618 propertyResetter->Initialize();
619 mImpl->propertyResetters.PushBack(propertyResetter.Release());
622 void UpdateManager::AddNodeResetter(const Node& node)
624 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
625 nodeResetter->Initialize();
626 mImpl->nodeResetters.PushBack(nodeResetter.Release());
629 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
631 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
634 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
636 mImpl->propertyNotifications.EraseObject(propertyNotification);
639 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
641 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
642 propertyNotification->SetNotifyMode(notifyMode);
645 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
647 mImpl->shaders.PushBack(shader.Release());
650 void UpdateManager::RemoveShader(Shader* shader)
652 // Find the shader and destroy it
653 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
656 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
658 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
659 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
661 // lock as update might be sending previously compiled shaders to event thread
662 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
663 mImpl->renderCompiledShaders.push_back(shaderData);
667 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
669 mImpl->shaderSaver = &upstream;
672 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
674 SceneGraph::Renderer* renderer = rendererKey.Get();
676 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
678 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
679 mImpl->renderers.PushBack(rendererKey);
682 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
684 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
686 // Find the renderer and destroy it
687 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
688 // Need to remove the render object as well
689 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
692 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
694 node->AddRenderer(Renderer::GetKey(renderer));
695 mImpl->renderersAdded = true;
698 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
700 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
702 mImpl->panGestureProcessor = panGestureProcessor;
705 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
707 mImpl->textureSets.PushBack(textureSet.Release());
710 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
712 mImpl->textureSets.EraseObject(textureSet);
715 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
717 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
720 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
722 return mImpl->messageQueue.GetCapacity();
725 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
727 return mImpl->renderQueue.GetCapacity();
730 std::size_t UpdateManager::GetRenderInstructionCapacity() const
732 return mImpl->renderInstructionCapacity;
735 void UpdateManager::EventProcessingStarted()
737 mImpl->messageQueue.EventProcessingStarted();
740 bool UpdateManager::FlushQueue()
742 return mImpl->messageQueue.FlushQueue();
745 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
747 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
748 mImpl->animationFinishedDuringUpdate = false;
750 // Reset node properties
751 std::vector<NodeResetter*> nodeResetterToDelete;
752 for(auto&& element : mImpl->nodeResetters)
754 element->ResetToBaseValue(bufferIndex);
755 if(element->IsFinished())
757 nodeResetterToDelete.push_back(element);
761 // If a node resetter is no longer required, delete it.
762 for(auto&& elementPtr : nodeResetterToDelete)
764 mImpl->nodeResetters.EraseObject(elementPtr);
767 // Reset all animating / constrained properties
768 std::vector<PropertyResetterBase*> propertyResettertoDelete;
769 for(auto&& element : mImpl->propertyResetters)
771 element->ResetToBaseValue(bufferIndex);
772 if(element->IsFinished())
774 propertyResettertoDelete.push_back(element);
778 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
779 for(auto&& elementPtr : propertyResettertoDelete)
781 mImpl->propertyResetters.EraseObject(elementPtr);
784 // Clear all root nodes dirty flags
785 for(auto& scene : mImpl->scenes)
787 auto root = scene->root;
788 root->ResetDirtyFlags(bufferIndex);
791 // Clear node dirty flags
792 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
793 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
794 for(; iter != endIter; ++iter)
796 (*iter)->ResetDirtyFlags(bufferIndex);
800 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
802 bool gestureUpdated(false);
804 if(mImpl->panGestureProcessor)
806 // gesture processor only supports default properties
807 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
808 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
811 return gestureUpdated;
814 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
816 bool animationActive = false;
818 auto&& iter = mImpl->animations.Begin();
819 bool animationLooped = false;
821 while(iter != mImpl->animations.End())
823 Animation* animation = *iter;
824 bool finished = false;
826 bool progressMarkerReached = false;
827 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
829 animationActive = animationActive || animation->IsActive();
831 if(progressMarkerReached)
833 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
836 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
837 animationLooped = animationLooped || looped;
839 // Remove animations that had been destroyed but were still waiting for an update
840 if(animation->GetState() == Animation::Destroyed)
842 iter = mImpl->animations.Erase(iter);
850 // queue the notification on finished or looped (to update loop count)
851 if(mImpl->animationFinishedDuringUpdate || animationLooped)
853 // The application should be notified by NotificationManager, in another thread
854 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
857 return animationActive;
860 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
862 // Constrain custom objects (in construction order)
863 for(auto&& object : mImpl->customObjects)
865 ConstrainPropertyOwner(*object, bufferIndex);
869 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
871 // Constrain render-tasks
872 for(auto&& scene : mImpl->scenes)
874 if(scene && scene->taskList)
876 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
877 for(auto&& task : tasks)
879 ConstrainPropertyOwner(*task, bufferIndex);
885 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
887 // constrain shaders... (in construction order)
888 for(auto&& shader : mImpl->shaders)
890 ConstrainPropertyOwner(*shader, bufferIndex);
894 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
896 for(auto&& notification : mImpl->propertyNotifications)
898 bool valid = notification->Check(bufferIndex);
901 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
906 void UpdateManager::ForwardCompiledShadersToEventThread()
908 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
909 if(mImpl->shaderSaver)
911 // lock and swap the queues
913 // render might be attempting to send us more binaries at the same time
914 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
915 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
918 if(mImpl->updateCompiledShaders.size() > 0)
920 ShaderSaver& factory = *mImpl->shaderSaver;
921 for(auto&& shader : mImpl->updateCompiledShaders)
923 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
925 // we don't need them in update anymore
926 mImpl->updateCompiledShaders.clear();
931 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
933 for(auto rendererKey : mImpl->renderers)
936 auto renderer = rendererKey.Get();
937 ConstrainPropertyOwner(*renderer, bufferIndex);
939 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
943 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
945 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
947 for(auto&& scene : mImpl->scenes)
949 if(scene && scene->root)
951 // Prepare resources, update shaders, for each node
952 // And add the renderers to the sorted layers. Start from root, which is also a layer
953 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
960 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
962 for(auto&& scene : mImpl->scenes)
964 if(scene && scene->root)
966 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
971 uint32_t UpdateManager::Update(float elapsedSeconds,
972 uint32_t lastVSyncTimeMilliseconds,
973 uint32_t nextVSyncTimeMilliseconds,
974 bool renderToFboEnabled,
975 bool isRenderingToFbo,
978 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
980 // Clear nodes/resources which were previously discarded
981 mImpl->nodeDiscardQueue.Clear(bufferIndex);
982 mImpl->shaderDiscardQueue.Clear(bufferIndex);
983 mImpl->rendererDiscardQueue.Clear(bufferIndex);
984 mImpl->sceneDiscardQueue.Clear(bufferIndex);
986 bool isAnimationRunning = IsAnimationRunning();
988 // Process Touches & Gestures
989 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
991 bool updateScene = // The scene-graph requires an update if..
992 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
993 isAnimationRunning || // ..at least one animation is running OR
994 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
995 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
996 gestureUpdated; // ..a gesture property was updated
998 bool keepRendererRendering = false;
999 mImpl->renderingRequired = false;
1001 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1002 // values if the scene was updated in the previous frame.
1003 if(updateScene || mImpl->previousUpdateScene)
1005 // Reset properties from the previous update
1006 ResetProperties(bufferIndex);
1007 mImpl->transformManager.ResetToBaseValue();
1010 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1011 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1013 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1015 // Forward compiled shader programs to event thread for saving
1016 ForwardCompiledShadersToEventThread();
1018 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1019 // renderer lists if the scene was updated in the previous frame.
1020 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1021 if(updateScene || mImpl->previousUpdateScene)
1024 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1026 // Constraint custom objects
1027 ConstrainCustomObjects(bufferIndex);
1029 // Clear the lists of renderers from the previous update
1030 for(auto&& scene : mImpl->scenes)
1034 for(auto&& layer : scene->sortedLayerList)
1038 layer->ClearRenderables();
1044 // Call the frame-callback-processor if set
1045 if(mImpl->frameCallbackProcessor)
1047 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1050 // Update node hierarchy, apply constraints,
1051 UpdateNodes(bufferIndex);
1053 // Apply constraints to RenderTasks, shaders
1054 ConstrainRenderTasks(bufferIndex);
1055 ConstrainShaders(bufferIndex);
1057 // Update renderers and apply constraints
1058 UpdateRenderers(bufferIndex);
1060 // Update the transformations of all the nodes
1061 if(mImpl->transformManager.Update())
1063 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1066 // Initialise layer renderable reuse
1067 UpdateLayers(bufferIndex);
1069 // Process Property Notifications
1070 ProcessPropertyNotifications(bufferIndex);
1073 for(auto&& cameraIterator : mImpl->cameras)
1075 cameraIterator->Update(bufferIndex);
1078 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1079 // reset the update buffer index and make sure there is enough room in the instruction container
1080 if(mImpl->renderersAdded)
1082 // Calculate how many render tasks we have in total
1083 std::size_t numberOfRenderTasks = 0;
1084 for(auto&& scene : mImpl->scenes)
1086 if(scene && scene->taskList)
1088 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1092 std::size_t numberOfRenderInstructions = 0;
1093 mImpl->renderInstructionCapacity = 0u;
1094 for(auto&& scene : mImpl->scenes)
1096 if(scene && scene->root && scene->taskList && scene->scene)
1098 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1099 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1101 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1102 // or the nodes are dirty
1103 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1105 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1108 scene->sortedLayerList,
1109 scene->scene->GetRenderInstructions(),
1113 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1114 scene->scene->SetSkipRendering(false);
1118 scene->scene->SetSkipRendering(true);
1121 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1125 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1131 for(auto&& scene : mImpl->scenes)
1133 if(scene && scene->root && scene->taskList)
1135 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1137 // check the countdown and notify
1138 bool doRenderOnceNotify = false;
1139 mImpl->renderTaskWaiting = false;
1140 for(auto&& renderTask : tasks)
1142 renderTask->UpdateState();
1144 if(renderTask->IsWaitingToRender() &&
1145 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1147 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1150 if(renderTask->HasRendered())
1152 doRenderOnceNotify = true;
1156 if(doRenderOnceNotify)
1158 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1159 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1165 // Macro is undefined in release build.
1166 SNAPSHOT_NODE_LOGGING;
1168 // A ResetProperties() may be required in the next frame
1169 mImpl->previousUpdateScene = updateScene;
1171 // Check whether further updates are required
1172 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1174 if(keepRendererRendering)
1176 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1178 // Set dirty flags for next frame to continue rendering
1179 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1182 // tell the update manager that we're done so the queue can be given to event thread
1183 mImpl->notificationManager.UpdateCompleted();
1185 // The update has finished; swap the double-buffering indices
1186 mSceneGraphBuffers.Swap();
1188 return keepUpdating;
1191 void UpdateManager::PostRender()
1194 for(auto&& renderer : mImpl->renderers)
1196 renderer->ResetDirtyFlag();
1199 for(auto&& scene : mImpl->scenes)
1201 scene->root->SetUpdatedTree(false);
1205 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1207 // Update the duration set via Stage::KeepRendering()
1208 if(mImpl->keepRenderingSeconds > 0.0f)
1210 mImpl->keepRenderingSeconds -= elapsedSeconds;
1213 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1215 // If the rendering behavior is set to continuously render, then continue to render.
1216 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1217 // Keep updating until no messages are received and no animations are running.
1218 // If an animation has just finished, update at least once more for Discard end-actions.
1219 // No need to check for renderQueue as there is always a render after update and if that
1220 // render needs another update it will tell the adaptor to call update again
1222 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1223 (mImpl->keepRenderingSeconds > 0.0f))
1225 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1228 if(IsAnimationRunning() ||
1229 mImpl->animationFinishedDuringUpdate)
1231 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1234 if(mImpl->renderTaskWaiting)
1236 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1239 return keepUpdatingRequest;
1242 void UpdateManager::SurfaceReplaced(Scene* scene)
1244 using DerivedType = MessageValue1<RenderManager, Scene*>;
1246 // Reserve some memory inside the render queue
1247 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1249 // Construct message in the render queue memory; note that delete should not be called on the return value
1250 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1253 void UpdateManager::KeepRendering(float durationSeconds)
1255 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1258 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1260 mImpl->renderingBehavior = renderingBehavior;
1263 void UpdateManager::RequestRendering()
1265 mImpl->renderingRequired = true;
1268 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1270 for(auto&& scene : mImpl->scenes)
1272 if(scene && scene->root == rootLayer)
1274 scene->sortedLayerList = layers;
1280 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1282 // note,this vector is already in depth order. It could be used as-is to
1283 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1284 for(auto&& iter : nodeDepths->nodeDepths)
1286 iter.node->SetDepthIndex(iter.sortedDepth);
1289 for(auto&& scene : mImpl->scenes)
1293 // Go through node hierarchy and rearrange siblings according to depth-index
1294 SortSiblingNodesRecursively(*scene->root);
1299 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1301 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1304 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1306 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1309 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1311 // Message has ownership of Sampler while in transit from update to render
1312 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1314 // Reserve some memory inside the render queue
1315 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1317 // Construct message in the render queue memory; note that delete should not be called on the return value
1318 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1321 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1323 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1325 // Reserve some memory inside the render queue
1326 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1328 // Construct message in the render queue memory; note that delete should not be called on the return value
1329 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1332 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1334 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1336 // Reserve some memory inside the render queue
1337 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1339 // Construct message in the render queue memory; note that delete should not be called on the return value
1340 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1343 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1345 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1347 // Reserve some memory inside the render queue
1348 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1350 // Construct message in the render queue memory; note that delete should not be called on the return value
1351 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1354 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1356 // Message has ownership of format while in transit from update -> render
1357 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1359 // Reserve some memory inside the render queue
1360 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1362 // Construct message in the render queue memory; note that delete should not be called on the return value
1363 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1366 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1368 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1370 // Reserve some memory inside the render queue
1371 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1373 // Construct message in the render queue memory; note that delete should not be called on the return value
1374 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1377 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1379 // Message has ownership of format while in transit from update -> render
1380 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1382 // Reserve some memory inside the render queue
1383 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1385 // Construct message in the render queue memory; note that delete should not be called on the return value
1386 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1389 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1391 // Message has ownership of format while in transit from update -> render
1392 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1394 // Reserve some memory inside the render queue
1395 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1397 // Construct message in the render queue memory; note that delete should not be called on the return value
1398 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1401 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1403 // Message has ownership of format while in transit from update -> render
1404 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1406 // Reserve some memory inside the render queue
1407 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1409 // Construct message in the render queue memory; note that delete should not be called on the return value
1410 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1413 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1415 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1417 // Reserve some memory inside the render queue
1418 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1420 // Construct message in the render queue memory; note that delete should not be called on the return value
1421 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1424 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1426 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1428 // Reserve some memory inside the render queue
1429 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1431 // Construct message in the render queue memory; note that delete should not be called on the return value
1432 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1435 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1437 using DerivedType = IndexBufferMessage<RenderManager>;
1439 // Reserve some memory inside the render queue
1440 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1442 // Construct message in the render queue memory; note that delete should not be called on the return value
1443 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1446 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1448 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1450 // Reserve some memory inside the render queue
1451 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1453 // Construct message in the render queue memory; note that delete should not be called on the return value
1454 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1457 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1459 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1461 // Reserve some memory inside the render queue
1462 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1464 // Construct message in the render queue memory; note that delete should not be called on the return value
1465 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1468 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1470 // Message has ownership of Texture while in transit from update -> render
1471 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture>>;
1473 // Reserve some memory inside the render queue
1474 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1476 // Construct message in the render queue memory; note that delete should not be called on the return value
1477 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1480 void UpdateManager::RemoveTexture(Render::Texture* texture)
1482 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1484 // Reserve some memory inside the render queue
1485 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1487 // Construct message in the render queue memory; note that delete should not be called on the return value
1488 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1491 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1493 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1495 // Reserve some memory inside the message queue
1496 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1498 // Construct message in the message queue memory; note that delete should not be called on the return value
1499 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1502 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1504 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1506 // Reserve some memory inside the render queue
1507 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1509 // Construct message in the render queue memory; note that delete should not be called on the return value
1510 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1513 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1515 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1517 // Reserve some memory inside the render queue
1518 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1520 // Construct message in the render queue memory; note that delete should not be called on the return value
1521 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1524 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1526 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1528 // Reserve some memory inside the render queue
1529 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1531 // Construct message in the render queue memory; note that delete should not be called on the return value
1532 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1535 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1537 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1539 // Reserve some memory inside the render queue
1540 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1542 // Construct message in the render queue memory; note that delete should not be called on the return value
1543 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1546 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1548 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1550 // Reserve some memory inside the render queue
1551 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1553 // Construct message in the render queue memory; note that delete should not be called on the return value
1554 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1557 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1559 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1561 // Reserve some memory inside the render queue
1562 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1564 // Construct message in the render queue memory; note that delete should not be called on the return value
1565 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1568 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1570 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1572 // Reserve some memory inside the render queue
1573 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1575 // Construct message in the render queue memory; note that delete should not be called on the return value
1576 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1579 } // namespace SceneGraph
1581 } // namespace Internal