2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/common/owner-key-container.h>
26 #include <dali/internal/event/animation/animation-playlist.h>
27 #include <dali/internal/event/common/notification-manager.h>
28 #include <dali/internal/event/common/property-notifier.h>
29 #include <dali/internal/event/effects/shader-factory.h>
31 #include <dali/internal/update/common/discard-queue.h>
32 #include <dali/internal/update/controllers/render-message-dispatcher.h>
33 #include <dali/internal/update/controllers/scene-controller-impl.h>
34 #include <dali/internal/update/manager/frame-callback-processor.h>
35 #include <dali/internal/update/manager/render-task-processor.h>
36 #include <dali/internal/update/manager/resetter-container.h>
37 #include <dali/internal/update/manager/transform-manager.h>
38 #include <dali/internal/update/manager/update-algorithms.h>
39 #include <dali/internal/update/manager/update-manager-debug.h>
40 #include <dali/internal/update/nodes/node.h>
41 #include <dali/internal/update/queue/update-message-queue.h>
43 #include <dali/internal/render/common/render-manager.h>
44 #include <dali/internal/render/queue/render-queue.h>
45 #include <dali/internal/render/renderers/render-vertex-buffer.h>
47 // Un-comment to enable node tree debug logging
48 //#define NODE_TREE_LOGGING 1
50 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
51 #define SNAPSHOT_NODE_LOGGING \
52 const uint32_t FRAME_COUNT_TRIGGER = 16; \
53 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
55 for(auto&& scene : mImpl->scenes) \
57 if(scene && scene->root) \
59 mImpl->frameCounter = 0; \
60 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
64 mImpl->frameCounter++;
66 #define SNAPSHOT_NODE_LOGGING
69 #if defined(DEBUG_ENABLED)
70 extern Debug::Filter* gRenderTaskLogFilter;
73 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
74 } // unnamed namespace
77 using namespace Dali::Integration;
78 using Dali::Internal::Update::MessageQueue;
89 * Helper to Erase an object from OwnerContainer using discard queue
90 * @param container to remove from
91 * @param object to remove
92 * @param discardQueue to put the object to
93 * @param updateBufferIndex to use
96 inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
98 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
100 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
101 for(auto&& iter : container)
105 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
106 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
107 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
113 * Helper to Erase an object from std::vector using discard queue
114 * @param container to remove from
115 * @param object to remove
116 * @param discardQueue to put the object to
117 * @param updateBufferIndex to use
120 inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
122 DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
124 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
128 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
129 discardQueue.Add(updateBufferIndex, container.Release(iter));
130 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
135 } // unnamed namespace
138 * Structure to contain UpdateManager internal data
140 struct UpdateManager::Impl
142 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
145 SceneInfo(Layer* root) ///< Constructor
150 ~SceneInfo() = default; ///< Default non-virtual destructor
151 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
152 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
153 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
154 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
156 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
157 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
158 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
159 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
162 Impl(NotificationManager& notificationManager,
163 CompleteNotificationInterface& animationPlaylist,
164 PropertyNotifier& propertyNotifier,
165 RenderController& renderController,
166 RenderManager& renderManager,
167 RenderQueue& renderQueue,
168 SceneGraphBuffers& sceneGraphBuffers,
169 RenderTaskProcessor& renderTaskProcessor)
170 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
171 notificationManager(notificationManager),
173 animationPlaylist(animationPlaylist),
174 propertyNotifier(propertyNotifier),
175 shaderSaver(nullptr),
176 renderController(renderController),
177 sceneController(nullptr),
178 renderManager(renderManager),
179 renderQueue(renderQueue),
180 renderTaskProcessor(renderTaskProcessor),
181 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
185 panGestureProcessor(nullptr),
186 messageQueue(renderController, sceneGraphBuffers),
187 frameCallbackProcessor(nullptr),
188 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
190 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
191 animationFinishedDuringUpdate(false),
192 previousUpdateScene(false),
193 renderTaskWaiting(false),
194 renderersAdded(false),
195 renderingRequired(false)
197 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
199 // create first 'dummy' node
200 nodes.PushBack(nullptr);
205 // Disconnect render tasks from nodes, before destroying the nodes
206 for(auto&& scene : scenes)
208 if(scene && scene->taskList)
210 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
211 for(auto&& task : tasks)
213 task->SetSourceNode(nullptr);
218 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
219 // like custom properties, which get released here
220 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
221 Vector<Node*>::Iterator endIter = nodes.End();
222 for(; iter != endIter; ++iter)
224 (*iter)->OnDestroy();
228 for(auto&& scene : scenes)
230 if(scene && scene->root)
232 scene->root->OnDestroy();
233 Node::Delete(scene->root);
238 delete sceneController;
240 // Ensure to clear renderers
246 * Lazy init for FrameCallbackProcessor.
247 * @param[in] updateManager A reference to the update-manager
249 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
251 if(!frameCallbackProcessor)
253 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
255 return *frameCallbackProcessor;
258 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
259 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
260 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
261 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
262 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
263 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
264 ShaderSaver* shaderSaver; ///< Saves shader binaries.
265 RenderController& renderController; ///< render controller
266 SceneControllerImpl* sceneController; ///< scene controller
267 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
268 RenderQueue& renderQueue; ///< Used to queue messages for the next render
269 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
271 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
273 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
274 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
276 Vector<Node*> nodes; ///< A container of all instantiated nodes
278 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
280 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
282 ResetterContainer<PropertyResetterBase> propertyResetters; ///< A container of property resetters
283 ResetterContainer<NodeResetter> nodeResetters; ///< A container of node resetters
284 ResetterContainer<RendererResetter> rendererResetters; ///< A container of renderer resetters
286 OwnerContainer<Animation*> animations; ///< A container of owned animations
287 OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
288 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
289 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
290 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
292 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
293 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
294 DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
295 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
297 CompleteNotificationInterface::ParameterList notifyRequiredAnimations; ///< A temperal container of complete notify required animations, like animation finished, stopped, or loop completed.
299 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
301 MessageQueue messageQueue; ///< The messages queued from the event-thread
302 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
303 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
304 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
306 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
308 std::atomic<std::size_t> renderInstructionCapacity{0u};
309 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
310 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
311 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
313 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
314 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
315 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
316 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
317 bool renderingRequired; ///< True if required to render the current frame
320 Impl(const Impl&); ///< Undefined
321 Impl& operator=(const Impl&); ///< Undefined
324 UpdateManager::UpdateManager(NotificationManager& notificationManager,
325 CompleteNotificationInterface& animationFinishedNotifier,
326 PropertyNotifier& propertyNotifier,
327 RenderController& controller,
328 RenderManager& renderManager,
329 RenderQueue& renderQueue,
330 RenderTaskProcessor& renderTaskProcessor)
333 mImpl = new Impl(notificationManager,
334 animationFinishedNotifier,
340 renderTaskProcessor);
343 UpdateManager::~UpdateManager()
348 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
350 DALI_ASSERT_DEBUG(layer->IsLayer());
351 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
353 Layer* rootLayer = layer.Release();
355 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
356 "Root Node already installed");
358 rootLayer->CreateTransform(&mImpl->transformManager);
359 rootLayer->SetRoot(true);
361 rootLayer->AddInitializeResetter(*this);
363 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
366 void UpdateManager::UninstallRoot(Layer* layer)
368 DALI_ASSERT_DEBUG(layer->IsLayer());
369 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
371 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
373 if((*iter) && (*iter)->root == layer)
375 mImpl->scenes.erase(iter);
380 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
382 // Notify the layer about impending destruction
386 void UpdateManager::AddNode(OwnerPointer<Node>& node)
388 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
390 Node* rawNode = node.Release();
391 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
393 // Add camera nodes occured rarely.
394 if(DALI_UNLIKELY(rawNode->IsCamera()))
396 AddCamera(static_cast<Camera*>(rawNode));
399 mImpl->nodes.PushBack(rawNode);
400 rawNode->CreateTransform(&mImpl->transformManager);
403 void UpdateManager::ConnectNode(Node* parent, Node* node)
405 DALI_ASSERT_ALWAYS(nullptr != parent);
406 DALI_ASSERT_ALWAYS(nullptr != node);
407 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
409 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
411 parent->SetDirtyFlag(NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
412 parent->ConnectChild(node);
414 node->AddInitializeResetter(*this);
416 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
417 if(mImpl->frameCallbackProcessor)
419 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
423 void UpdateManager::DisconnectNode(Node* node)
425 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
427 Node* parent = node->GetParent();
428 DALI_ASSERT_ALWAYS(nullptr != parent);
429 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED | NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
431 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
433 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
434 if(mImpl->frameCallbackProcessor)
436 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
440 void UpdateManager::DestroyNode(Node* node)
442 DALI_ASSERT_ALWAYS(nullptr != node);
443 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
445 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
447 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
448 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
449 for(; iter != endIter; ++iter)
453 mImpl->nodes.Erase(iter);
458 // Remove camera nodes occured rarely.
459 if(DALI_UNLIKELY(node->IsCamera()))
461 RemoveCamera(static_cast<Camera*>(node));
464 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
466 // Notify the Node about impending destruction
470 void UpdateManager::AddCamera(Camera* camera)
472 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
474 mImpl->cameras.PushBack(camera);
477 void UpdateManager::RemoveCamera(Camera* camera)
479 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
481 // Find the camera and remove it from list of cameras
482 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
483 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
484 for(; iter != endIter; ++iter)
486 if((*iter) == camera)
488 mImpl->cameras.Erase(iter);
494 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
496 mImpl->customObjects.PushBack(object.Release());
499 void UpdateManager::RemoveObject(PropertyOwner* object)
501 mImpl->customObjects.EraseObject(object);
504 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
506 RenderTaskList* taskListPointer = taskList.Release();
507 taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
509 mImpl->scenes.back()->taskList = taskListPointer;
512 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
514 for(auto&& scene : mImpl->scenes)
516 if(scene && scene->taskList == taskList)
518 scene->taskList.Reset();
524 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
526 auto& sceneInfo = mImpl->scenes.back();
527 sceneInfo->scene = scene.Release();
529 // Set root to the Scene
530 sceneInfo->scene->SetRoot(sceneInfo->root);
532 // Initialize the context from render manager
533 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
535 // Reserve some memory inside the render queue
536 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
538 // Construct message in the render queue memory; note that delete should not be called on the return value
539 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
540 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
543 void UpdateManager::RemoveScene(Scene* scene)
545 // Initialize the context from render manager
546 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
548 // Reserve some memory inside the render queue
549 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
551 // Construct message in the render queue memory; note that delete should not be called on the return value
552 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
554 scene->RemoveSurfaceRenderTarget();
556 for(auto&& sceneInfo : mImpl->scenes)
558 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
560 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
566 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
568 mImpl->animations.PushBack(animation.Release());
571 void UpdateManager::StopAnimation(Animation* animation)
573 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
575 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
577 // Queue this animation into notify required animations. Since we need to send Finished signal
578 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
580 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
583 void UpdateManager::RemoveAnimation(Animation* animation)
585 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
587 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
589 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
591 // Do not remove from container now. Destroyed animation will be removed at Animate.
594 bool UpdateManager::IsAnimationRunning() const
596 // Find any animation that isn't stopped or paused
597 for(auto&& iter : mImpl->animations)
599 const Animation::State state = iter->GetState();
601 if(state != Animation::Stopped &&
602 state != Animation::Paused)
604 return true; // stop iteration as soon as first one is found
611 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
613 propertyResetter->Initialize();
614 mImpl->propertyResetters.PushBack(propertyResetter.Release());
617 void UpdateManager::AddNodeResetter(const Node& node)
619 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
620 nodeResetter->Initialize();
621 mImpl->nodeResetters.PushBack(nodeResetter.Release());
624 void UpdateManager::AddRendererResetter(const Renderer& renderer)
626 OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
627 rendererResetter->Initialize();
628 mImpl->rendererResetters.PushBack(rendererResetter.Release());
631 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
633 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
636 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
638 auto iter = std::find(mImpl->propertyNotifications.Begin(), mImpl->propertyNotifications.End(), propertyNotification);
639 if(iter != mImpl->propertyNotifications.End())
641 mImpl->propertyNotifications.Erase(iter);
645 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
647 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
648 propertyNotification->SetNotifyMode(notifyMode);
651 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
653 mImpl->shaders.PushBack(shader.Release());
656 void UpdateManager::RemoveShader(Shader* shader)
658 // Find the shader and destroy it
659 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
662 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
664 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
665 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
667 // lock as update might be sending previously compiled shaders to event thread
668 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
669 mImpl->renderCompiledShaders.push_back(shaderData);
673 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
675 mImpl->shaderSaver = &upstream;
678 void UpdateManager::AddRenderer(const RendererKey& rendererKey)
680 SceneGraph::Renderer* renderer = rendererKey.Get();
682 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
684 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
685 renderer->AddInitializeResetter(*this);
687 mImpl->renderers.PushBack(rendererKey);
690 void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
692 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
694 // Find the renderer and destroy it
695 EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
696 // Need to remove the render object as well
697 rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
700 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
702 node->AddRenderer(Renderer::GetKey(renderer));
703 mImpl->renderersAdded = true;
706 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
708 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
710 mImpl->panGestureProcessor = panGestureProcessor;
713 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
715 textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
716 mImpl->textureSets.PushBack(textureSet.Release());
719 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
721 mImpl->textureSets.EraseObject(textureSet);
724 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
726 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
729 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
731 return mImpl->messageQueue.GetCapacity();
734 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
736 return mImpl->renderQueue.GetCapacity();
739 std::size_t UpdateManager::GetRenderInstructionCapacity() const
741 return mImpl->renderInstructionCapacity;
744 void UpdateManager::EventProcessingStarted()
746 mImpl->messageQueue.EventProcessingStarted();
749 void UpdateManager::EventProcessingFinished()
751 mImpl->messageQueue.EventProcessingFinished();
754 bool UpdateManager::FlushQueue()
756 return mImpl->messageQueue.FlushQueue();
759 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
761 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
762 mImpl->animationFinishedDuringUpdate = false;
764 // Reset node properties
765 mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
767 // Reset renderer properties
768 mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
770 // Reset all animating / constrained properties
771 mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
773 // Clear all root nodes dirty flags
774 for(auto& scene : mImpl->scenes)
776 auto root = scene->root;
777 root->ResetDirtyFlags(bufferIndex);
780 // Clear node dirty flags
781 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
782 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
783 for(; iter != endIter; ++iter)
785 (*iter)->ResetDirtyFlags(bufferIndex);
789 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
791 bool gestureUpdated(false);
793 if(mImpl->panGestureProcessor)
795 // gesture processor only supports default properties
796 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
797 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
800 return gestureUpdated;
803 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
805 bool animationActive = false;
806 bool animationLooped = false;
808 auto&& iter = mImpl->animations.Begin();
810 while(iter != mImpl->animations.End())
812 Animation* animation = *iter;
813 bool finished = false;
815 bool progressMarkerReached = false;
816 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
818 animationActive = animationActive || animation->IsActive();
820 if(progressMarkerReached)
822 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation->GetNotifyId()));
825 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
826 animationLooped = animationLooped || looped;
828 // queue the notification on finished or stoped or looped (to update loop count)
829 if(finished || looped)
831 mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
834 // Remove animations that had been destroyed but were still waiting for an update
835 if(animation->GetState() == Animation::Destroyed)
837 iter = mImpl->animations.Erase(iter);
845 // The application should be notified by NotificationManager, in another thread
846 if(!mImpl->notifyRequiredAnimations.Empty())
848 mImpl->notificationManager.QueueNotification(&mImpl->animationPlaylist, std::move(mImpl->notifyRequiredAnimations));
851 return animationActive;
854 void UpdateManager::ConstrainCustomObjects(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
856 // Constrain custom objects (in construction order)
857 for(auto&& object : mImpl->customObjects)
859 ConstrainPropertyOwner(*object, bufferIndex);
860 if(!object->GetPostConstraints().Empty())
862 postPropertyOwners.PushBack(object);
867 void UpdateManager::ConstrainRenderTasks(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
869 // Constrain render-tasks
870 for(auto&& scene : mImpl->scenes)
872 if(scene && scene->taskList)
874 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
875 for(auto&& task : tasks)
877 ConstrainPropertyOwner(*task, bufferIndex);
878 if(!task->GetPostConstraints().Empty())
880 postPropertyOwners.PushBack(task);
887 void UpdateManager::ConstrainShaders(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
889 // constrain shaders... (in construction order)
890 for(auto&& shader : mImpl->shaders)
892 ConstrainPropertyOwner(*shader, bufferIndex);
893 if(!shader->GetPostConstraints().Empty())
895 postPropertyOwners.PushBack(shader);
900 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
902 for(auto&& notification : mImpl->propertyNotifications)
904 bool valid = notification->Check(bufferIndex);
907 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification->GetNotifyId(), notification->GetValidity()));
912 void UpdateManager::ForwardCompiledShadersToEventThread()
914 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
915 if(mImpl->shaderSaver)
917 // lock and swap the queues
919 // render might be attempting to send us more binaries at the same time
920 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
921 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
924 if(mImpl->updateCompiledShaders.size() > 0)
926 ShaderSaver& factory = *mImpl->shaderSaver;
927 for(auto&& shader : mImpl->updateCompiledShaders)
929 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
931 // we don't need them in update anymore
932 mImpl->updateCompiledShaders.clear();
937 void UpdateManager::UpdateRenderers(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
939 for(const auto& rendererKey : mImpl->renderers)
942 auto renderer = rendererKey.Get();
943 ConstrainPropertyOwner(*renderer, bufferIndex);
944 if(!renderer->GetPostConstraints().Empty())
946 postPropertyOwners.PushBack(renderer);
949 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
953 void UpdateManager::UpdateNodes(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
955 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
957 for(auto&& scene : mImpl->scenes)
959 if(scene && scene->root)
961 // Prepare resources, update shaders, for each node
962 // And add the renderers to the sorted layers. Start from root, which is also a layer
963 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
971 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
973 for(auto&& scene : mImpl->scenes)
975 if(scene && scene->root)
977 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
982 uint32_t UpdateManager::Update(float elapsedSeconds,
983 uint32_t lastVSyncTimeMilliseconds,
984 uint32_t nextVSyncTimeMilliseconds,
985 bool renderToFboEnabled,
986 bool isRenderingToFbo,
989 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
991 // Clear nodes/resources which were previously discarded
992 mImpl->nodeDiscardQueue.Clear(bufferIndex);
993 mImpl->shaderDiscardQueue.Clear(bufferIndex);
994 mImpl->rendererDiscardQueue.Clear(bufferIndex);
995 mImpl->sceneDiscardQueue.Clear(bufferIndex);
997 bool isAnimationRunning = IsAnimationRunning();
999 // Process Touches & Gestures
1000 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
1002 bool updateScene = // The scene-graph requires an update if..
1003 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
1004 isAnimationRunning || // ..at least one animation is running OR
1005 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
1006 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
1007 gestureUpdated; // ..a gesture property was updated
1009 uint32_t keepUpdating = 0;
1010 bool keepRendererRendering = false;
1011 mImpl->renderingRequired = false;
1013 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1014 // values if the scene was updated in the previous frame.
1015 if(updateScene || mImpl->previousUpdateScene)
1017 // Reset properties from the previous update
1018 ResetProperties(bufferIndex);
1019 mImpl->transformManager.ResetToBaseValue();
1022 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1023 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1025 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1027 // Forward compiled shader programs to event thread for saving
1028 ForwardCompiledShadersToEventThread();
1030 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1031 // renderer lists if the scene was updated in the previous frame.
1032 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1033 if(updateScene || mImpl->previousUpdateScene)
1036 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1038 PropertyOwnerContainer postPropertyOwners;
1039 // Constraint custom objects
1040 ConstrainCustomObjects(postPropertyOwners, bufferIndex);
1042 // Clear the lists of renderers from the previous update
1043 for(auto&& scene : mImpl->scenes)
1047 for(auto&& layer : scene->sortedLayerList)
1051 layer->ClearRenderables();
1057 // Call the frame-callback-processor if set
1058 if(mImpl->frameCallbackProcessor)
1060 keepRendererRendering |= mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1063 // Update node hierarchy, apply constraints,
1064 UpdateNodes(postPropertyOwners, bufferIndex);
1066 // Apply constraints to RenderTasks, shaders
1067 ConstrainRenderTasks(postPropertyOwners, bufferIndex);
1068 ConstrainShaders(postPropertyOwners, bufferIndex);
1070 // Update renderers and apply constraints
1071 UpdateRenderers(postPropertyOwners, bufferIndex);
1073 // Update the transformations of all the nodes
1074 if(mImpl->transformManager.Update())
1076 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1079 // Constraint applied after transform manager updated. Only required property owner processed.
1080 for(auto&& propertyOwner : postPropertyOwners)
1082 ConstrainPropertyOwner(*propertyOwner, bufferIndex, false);
1085 // Initialise layer renderable reuse
1086 UpdateLayers(bufferIndex);
1088 // Process Property Notifications
1089 ProcessPropertyNotifications(bufferIndex);
1092 for(auto&& cameraIterator : mImpl->cameras)
1094 cameraIterator->Update(bufferIndex);
1097 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1098 // reset the update buffer index and make sure there is enough room in the instruction container
1099 if(mImpl->renderersAdded)
1101 // Calculate how many render tasks we have in total
1102 std::size_t numberOfRenderTasks = 0;
1103 for(auto&& scene : mImpl->scenes)
1105 if(scene && scene->taskList)
1107 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1111 std::size_t numberOfRenderInstructions = 0;
1112 mImpl->renderInstructionCapacity = 0u;
1113 for(auto&& scene : mImpl->scenes)
1115 if(scene && scene->root && scene->taskList && scene->scene)
1117 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1118 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1120 bool sceneKeepUpdating = scene->scene->KeepRenderingCheck(elapsedSeconds);
1121 if(sceneKeepUpdating)
1123 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1126 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1127 // or the nodes are dirty
1128 // or keep rendering is requested
1129 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || sceneKeepUpdating)
1131 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1134 scene->sortedLayerList,
1135 scene->scene->GetRenderInstructions(),
1139 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1140 scene->scene->SetSkipRendering(false);
1146 DALI_LOG_RELEASE_INFO("Scene skip rendering set as true, during 'uploadOnly' was true.\n");
1148 scene->scene->SetSkipRendering(true);
1151 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1155 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1161 // check the countdown and notify
1162 mImpl->renderTaskWaiting = false;
1164 for(auto&& scene : mImpl->scenes)
1166 if(scene && scene->root && scene->taskList)
1168 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1170 CompleteNotificationInterface::ParameterList notifyRequiredRenderTasks;
1172 for(auto&& renderTask : tasks)
1174 renderTask->UpdateState();
1176 if(renderTask->IsWaitingToRender() &&
1177 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1179 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1182 if(renderTask->HasRendered())
1184 notifyRequiredRenderTasks.PushBack(renderTask->GetNotifyId());
1188 if(!notifyRequiredRenderTasks.Empty())
1190 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1191 mImpl->notificationManager.QueueNotification(scene->taskList->GetCompleteNotificationInterface(), std::move(notifyRequiredRenderTasks));
1197 // Macro is undefined in release build.
1198 SNAPSHOT_NODE_LOGGING;
1200 // A ResetProperties() may be required in the next frame
1201 mImpl->previousUpdateScene = updateScene;
1203 // Check whether further updates are required
1204 keepUpdating |= KeepUpdatingCheck(elapsedSeconds);
1206 if(keepRendererRendering)
1208 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1211 if(keepUpdating & KeepUpdating::STAGE_KEEP_RENDERING)
1213 // Set dirty flags for next frame to continue rendering
1214 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1217 // tell the update manager that we're done so the queue can be given to event thread
1218 mImpl->notificationManager.UpdateCompleted();
1220 // The update has finished; swap the double-buffering indices
1221 mSceneGraphBuffers.Swap();
1223 return keepUpdating;
1226 void UpdateManager::PostRender()
1229 for(auto&& renderer : mImpl->renderers)
1231 renderer->ResetDirtyFlag();
1234 for(auto&& shader : mImpl->shaders)
1236 shader->SetUpdated(false);
1239 for(auto&& scene : mImpl->scenes)
1241 scene->root->SetUpdatedTree(false);
1245 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1247 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1249 // If the rendering behavior is set to continuously render, then continue to render.
1250 // Keep updating until no messages are received and no animations are running.
1251 // If an animation has just finished, update at least once more for Discard end-actions.
1252 // No need to check for renderQueue as there is always a render after update and if that
1253 // render needs another update it will tell the adaptor to call update again
1255 if(mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY)
1257 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1260 if(IsAnimationRunning() ||
1261 mImpl->animationFinishedDuringUpdate)
1263 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1266 if(mImpl->renderTaskWaiting)
1268 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1271 return keepUpdatingRequest;
1274 void UpdateManager::SurfaceReplaced(Scene* scene)
1276 using DerivedType = MessageValue1<RenderManager, Scene*>;
1278 // Reserve some memory inside the render queue
1279 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1281 // Construct message in the render queue memory; note that delete should not be called on the return value
1282 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1285 void UpdateManager::KeepRendering(float durationSeconds)
1287 for(auto&& scene : mImpl->scenes)
1291 scene->scene->KeepRendering(durationSeconds);
1296 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1298 mImpl->renderingBehavior = renderingBehavior;
1301 void UpdateManager::RequestRendering()
1303 mImpl->renderingRequired = true;
1306 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1308 for(auto&& scene : mImpl->scenes)
1310 if(scene && scene->root == rootLayer)
1312 scene->sortedLayerList = layers;
1318 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1320 // note, this vector is already in depth order.
1321 // So if we reverse iterate, we can assume that
1322 // my descendant node's depth index are updated.
1324 // And also, This API is the last flushed message.
1325 // We can now setup the DESCENDENT_HIERARCHY_CHANGED flag here.
1326 for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
1328 auto* node = rIter->node;
1329 node->PropagateDescendentFlags();
1330 node->SetDepthIndex(rIter->sortedDepth);
1331 if(node->IsChildrenReorderRequired())
1333 // Reorder children container only if sibiling order changed.
1334 NodeContainer& container = node->GetChildren();
1335 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
1340 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1342 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1345 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1347 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1350 void UpdateManager::NotifyFrameCallback(FrameCallbackInterface* frameCallback, Dali::UpdateProxy::NotifySyncPoint syncPoint)
1352 mImpl->GetFrameCallbackProcessor(*this).NotifyFrameCallback(frameCallback, syncPoint);
1355 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1357 // Message has ownership of Sampler while in transit from update to render
1358 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1360 // Reserve some memory inside the render queue
1361 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1363 // Construct message in the render queue memory; note that delete should not be called on the return value
1364 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1367 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1369 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1371 // Reserve some memory inside the render queue
1372 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1374 // Construct message in the render queue memory; note that delete should not be called on the return value
1375 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1378 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1380 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
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::SetFilterMode, sampler, minFilterMode, magFilterMode);
1389 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1391 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1393 // Reserve some memory inside the render queue
1394 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1396 // Construct message in the render queue memory; note that delete should not be called on the return value
1397 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1400 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1402 // Message has ownership of format while in transit from update -> render
1403 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1405 // Reserve some memory inside the render queue
1406 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1408 // Construct message in the render queue memory; note that delete should not be called on the return value
1409 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1412 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1414 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1416 // Reserve some memory inside the render queue
1417 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1419 // Construct message in the render queue memory; note that delete should not be called on the return value
1420 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1423 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1425 // Message has ownership of format while in transit from update -> render
1426 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
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::SetVertexBufferFormat, vertexBuffer, format);
1435 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1437 // Message has ownership of format while in transit from update -> render
1438 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1440 // Reserve some memory inside the render queue
1441 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1443 // Construct message in the render queue memory; note that delete should not be called on the return value
1444 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1447 void UpdateManager::SetVertexBufferDivisor(Render::VertexBuffer* vertexBuffer, uint32_t divisor)
1449 using LocalType = MessageValue1<Render::VertexBuffer, uint32_t>;
1450 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(LocalType));
1451 new(slot) LocalType(vertexBuffer, &Render::VertexBuffer::SetDivisor, divisor);
1454 void UpdateManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
1456 // Message has ownership of format while in transit from update -> render
1457 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, Dali::VertexBufferUpdateCallback*>;
1459 // Reserve some memory inside the render queue
1460 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1462 // Construct message in the render queue memory; note that delete should not be called on the return value
1463 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferUpdateCallback, vertexBuffer, callback);
1466 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1468 // Message has ownership of format while in transit from update -> render
1469 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1471 // Reserve some memory inside the render queue
1472 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1474 // Construct message in the render queue memory; note that delete should not be called on the return value
1475 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1478 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1480 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1482 // Reserve some memory inside the render queue
1483 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1485 // Construct message in the render queue memory; note that delete should not be called on the return value
1486 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1489 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1491 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1493 // Reserve some memory inside the render queue
1494 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1496 // Construct message in the render queue memory; note that delete should not be called on the return value
1497 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1500 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
1502 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint16ContainerType>;
1504 // Reserve some memory inside the render queue
1505 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1507 // Construct message in the render queue memory; note that delete should not be called on the return value
1508 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1511 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
1513 using DerivedType = IndexBufferMessage<RenderManager, Render::Geometry::Uint32ContainerType>;
1515 // Reserve some memory inside the render queue
1516 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1518 // Construct message in the render queue memory; note that delete should not be called on the return value
1519 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1522 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1524 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1526 // Reserve some memory inside the render queue
1527 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1529 // Construct message in the render queue memory; note that delete should not be called on the return value
1530 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1533 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1535 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1537 // Reserve some memory inside the render queue
1538 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1540 // Construct message in the render queue memory; note that delete should not be called on the return value
1541 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1544 void UpdateManager::AddTexture(const Render::TextureKey& texture)
1546 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1548 // Reserve some memory inside the render queue
1549 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1551 // Construct message in the render queue memory; note that delete should not be called on the return value
1552 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1555 void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
1557 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1559 // Reserve some memory inside the render queue
1560 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1562 // Construct message in the render queue memory; note that delete should not be called on the return value
1563 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1566 void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Graphics::UploadParams& params)
1568 using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Graphics::UploadParams>;
1570 // Reserve some memory inside the message queue
1571 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1573 // Construct message in the message queue memory; note that delete should not be called on the return value
1574 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1577 void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
1579 using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
1581 // Reserve some memory inside the render queue
1582 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1584 // Construct message in the render queue memory; note that delete should not be called on the return value
1585 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1588 void UpdateManager::SetTextureSize(const Render::TextureKey& texture, const Dali::ImageDimensions& size)
1590 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::ImageDimensions>;
1592 // Reserve some memory inside the render queue
1593 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1595 // Construct message in the render queue memory; note that delete should not be called on the return value
1596 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureSize, texture, size);
1599 void UpdateManager::SetTextureFormat(const Render::TextureKey& texture, Dali::Pixel::Format pixelFormat)
1601 using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::Pixel::Format>;
1603 // Reserve some memory inside the render queue
1604 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1606 // Construct message in the render queue memory; note that delete should not be called on the return value
1607 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureFormat, texture, pixelFormat);
1610 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1612 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1614 // Reserve some memory inside the render queue
1615 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1617 // Construct message in the render queue memory; note that delete should not be called on the return value
1618 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1621 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1623 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1625 // Reserve some memory inside the render queue
1626 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1628 // Construct message in the render queue memory; note that delete should not be called on the return value
1629 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1632 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1634 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1636 // Reserve some memory inside the render queue
1637 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1639 // Construct message in the render queue memory; note that delete should not be called on the return value
1640 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1643 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1645 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1647 // Reserve some memory inside the render queue
1648 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1650 // Construct message in the render queue memory; note that delete should not be called on the return value
1651 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1654 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1656 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1658 // Reserve some memory inside the render queue
1659 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1661 // Construct message in the render queue memory; note that delete should not be called on the return value
1662 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1665 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1667 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1669 // Reserve some memory inside the render queue
1670 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1672 // Construct message in the render queue memory; note that delete should not be called on the return value
1673 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1676 } // namespace SceneGraph
1678 } // namespace Internal