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, Type* object, DiscardQueue<uint32_t, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
119 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
121 auto key = Type::GetIndex(object);
123 for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
127 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
128 discardQueue.Add(updateBufferIndex, container.Release(iter));
129 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
135 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
136 * @param[in] node The node whose hierarchy to descend
138 void SortSiblingNodesRecursively(Node& node)
140 NodeContainer& container = node.GetChildren();
141 std::sort(container.Begin(), container.End(), [](Node* a, Node* b)
142 { return a->GetDepthIndex() < b->GetDepthIndex(); });
144 // Descend tree and sort as well
145 for(auto&& iter : container)
147 SortSiblingNodesRecursively(*iter);
151 } // unnamed namespace
154 * Structure to contain UpdateManager internal data
156 struct UpdateManager::Impl
158 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
161 SceneInfo(Layer* root) ///< Constructor
166 ~SceneInfo() = default; ///< Default non-virtual destructor
167 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
168 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
169 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
170 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
172 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
173 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
174 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
175 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
178 Impl(NotificationManager& notificationManager,
179 CompleteNotificationInterface& animationPlaylist,
180 PropertyNotifier& propertyNotifier,
181 RenderController& renderController,
182 RenderManager& renderManager,
183 RenderQueue& renderQueue,
184 SceneGraphBuffers& sceneGraphBuffers,
185 RenderTaskProcessor& renderTaskProcessor)
186 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
187 notificationManager(notificationManager),
189 animationPlaylist(animationPlaylist),
190 propertyNotifier(propertyNotifier),
191 shaderSaver(nullptr),
192 renderController(renderController),
193 sceneController(nullptr),
194 renderManager(renderManager),
195 renderQueue(renderQueue),
196 renderTaskProcessor(renderTaskProcessor),
197 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
201 panGestureProcessor(nullptr),
202 messageQueue(renderController, sceneGraphBuffers),
203 frameCallbackProcessor(nullptr),
204 keepRenderingSeconds(0.0f),
205 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
207 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
208 animationFinishedDuringUpdate(false),
209 previousUpdateScene(false),
210 renderTaskWaiting(false),
211 renderersAdded(false),
212 renderingRequired(false)
214 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
216 // create first 'dummy' node
217 nodes.PushBack(nullptr);
222 // Disconnect render tasks from nodes, before destroying the nodes
223 for(auto&& scene : scenes)
225 if(scene && scene->taskList)
227 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
228 for(auto&& task : tasks)
230 task->SetSourceNode(nullptr);
235 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
236 // like custom properties, which get released here
237 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
238 Vector<Node*>::Iterator endIter = nodes.End();
239 for(; iter != endIter; ++iter)
241 (*iter)->OnDestroy();
245 for(auto&& scene : scenes)
247 if(scene && scene->root)
249 scene->root->OnDestroy();
250 Node::Delete(scene->root);
255 delete sceneController;
257 // Ensure to clear renderers
263 * Lazy init for FrameCallbackProcessor.
264 * @param[in] updateManager A reference to the update-manager
266 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
268 if(!frameCallbackProcessor)
270 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
272 return *frameCallbackProcessor;
275 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
276 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
277 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
278 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
279 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
280 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
281 ShaderSaver* shaderSaver; ///< Saves shader binaries.
282 RenderController& renderController; ///< render controller
283 SceneControllerImpl* sceneController; ///< scene controller
284 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
285 RenderQueue& renderQueue; ///< Used to queue messages for the next render
286 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
288 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
290 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
291 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
293 Vector<Node*> nodes; ///< A container of all instantiated nodes
295 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
297 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
299 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
300 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
301 OwnerContainer<Animation*> animations; ///< A container of owned animations
302 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
303 OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
304 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
305 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
307 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
308 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
309 DiscardQueue<uint32_t, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
310 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
312 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
314 MessageQueue messageQueue; ///< The messages queued from the event-thread
315 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
316 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
317 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
319 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
321 std::atomic<std::size_t> renderInstructionCapacity{0u};
322 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
323 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
324 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
325 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
327 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
328 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
329 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
330 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
331 bool renderingRequired; ///< True if required to render the current frame
334 Impl(const Impl&); ///< Undefined
335 Impl& operator=(const Impl&); ///< Undefined
338 UpdateManager::UpdateManager(NotificationManager& notificationManager,
339 CompleteNotificationInterface& animationFinishedNotifier,
340 PropertyNotifier& propertyNotifier,
341 RenderController& controller,
342 RenderManager& renderManager,
343 RenderQueue& renderQueue,
344 RenderTaskProcessor& renderTaskProcessor)
347 mImpl = new Impl(notificationManager,
348 animationFinishedNotifier,
354 renderTaskProcessor);
357 UpdateManager::~UpdateManager()
362 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
364 DALI_ASSERT_DEBUG(layer->IsLayer());
365 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
367 Layer* rootLayer = layer.Release();
369 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene)
370 { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
371 "Root Node already installed");
373 rootLayer->CreateTransform(&mImpl->transformManager);
374 rootLayer->SetRoot(true);
376 AddNodeResetter(*rootLayer);
378 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
381 void UpdateManager::UninstallRoot(Layer* layer)
383 DALI_ASSERT_DEBUG(layer->IsLayer());
384 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
386 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
388 if((*iter) && (*iter)->root == layer)
390 mImpl->scenes.erase(iter);
395 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
397 // Notify the layer about impending destruction
401 void UpdateManager::AddNode(OwnerPointer<Node>& node)
403 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
405 Node* rawNode = node.Release();
406 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
408 // Add camera nodes occured rarely.
409 if(DALI_UNLIKELY(rawNode->IsCamera()))
411 AddCamera(static_cast<Camera*>(rawNode));
414 mImpl->nodes.PushBack(rawNode);
415 rawNode->CreateTransform(&mImpl->transformManager);
418 void UpdateManager::ConnectNode(Node* parent, Node* node)
420 DALI_ASSERT_ALWAYS(nullptr != parent);
421 DALI_ASSERT_ALWAYS(nullptr != node);
422 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
424 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
426 parent->ConnectChild(node);
428 AddNodeResetter(*node);
430 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
431 if(mImpl->frameCallbackProcessor)
433 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
437 void UpdateManager::DisconnectNode(Node* node)
439 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
441 Node* parent = node->GetParent();
442 DALI_ASSERT_ALWAYS(nullptr != parent);
443 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
445 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
447 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
448 if(mImpl->frameCallbackProcessor)
450 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
454 void UpdateManager::DestroyNode(Node* node)
456 DALI_ASSERT_ALWAYS(nullptr != node);
457 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
459 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
461 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
462 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
463 for(; iter != endIter; ++iter)
467 mImpl->nodes.Erase(iter);
472 // Remove camera nodes occured rarely.
473 if(DALI_UNLIKELY(node->IsCamera()))
475 RemoveCamera(static_cast<Camera*>(node));
478 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
480 // Notify the Node about impending destruction
484 void UpdateManager::AddCamera(Camera* camera)
486 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
488 mImpl->cameras.PushBack(camera);
491 void UpdateManager::RemoveCamera(Camera* camera)
493 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
495 // Find the camera and remove it from list of cameras
496 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
497 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
498 for(; iter != endIter; ++iter)
500 if((*iter) == camera)
502 mImpl->cameras.Erase(iter);
508 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
510 mImpl->customObjects.PushBack(object.Release());
513 void UpdateManager::RemoveObject(PropertyOwner* object)
515 mImpl->customObjects.EraseObject(object);
518 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
520 RenderTaskList* taskListPointer = taskList.Release();
521 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
523 mImpl->scenes.back()->taskList = taskListPointer;
526 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
528 for(auto&& scene : mImpl->scenes)
530 if(scene && scene->taskList == taskList)
532 scene->taskList.Reset();
538 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
540 auto& sceneInfo = mImpl->scenes.back();
541 sceneInfo->scene = scene.Release();
543 // Set root to the Scene
544 sceneInfo->scene->SetRoot(sceneInfo->root);
546 // Initialize the context from render manager
547 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
549 // Reserve some memory inside the render queue
550 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
552 // Construct message in the render queue memory; note that delete should not be called on the return value
553 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
554 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
557 void UpdateManager::RemoveScene(Scene* scene)
559 // Initialize the context from render manager
560 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
562 // Reserve some memory inside the render queue
563 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
565 // Construct message in the render queue memory; note that delete should not be called on the return value
566 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
568 for(auto&& sceneInfo : mImpl->scenes)
570 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
572 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
578 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
580 mImpl->animations.PushBack(animation.Release());
583 void UpdateManager::StopAnimation(Animation* animation)
585 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
587 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
589 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
592 void UpdateManager::RemoveAnimation(Animation* animation)
594 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
596 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
598 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
601 bool UpdateManager::IsAnimationRunning() const
603 // Find any animation that isn't stopped or paused
604 for(auto&& iter : mImpl->animations)
606 const Animation::State state = iter->GetState();
608 if(state != Animation::Stopped &&
609 state != Animation::Paused)
611 return true; // stop iteration as soon as first one is found
618 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
620 propertyResetter->Initialize();
621 mImpl->propertyResetters.PushBack(propertyResetter.Release());
624 void UpdateManager::AddNodeResetter(const Node& node)
626 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
627 nodeResetter->Initialize();
628 mImpl->nodeResetters.PushBack(nodeResetter.Release());
631 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
633 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
636 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
638 mImpl->propertyNotifications.EraseObject(propertyNotification);
641 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
643 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
644 propertyNotification->SetNotifyMode(notifyMode);
647 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
649 mImpl->shaders.PushBack(shader.Release());
652 void UpdateManager::RemoveShader(Shader* shader)
654 // Find the shader and destroy it
655 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
658 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
660 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
661 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
663 // lock as update might be sending previously compiled shaders to event thread
664 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
665 mImpl->renderCompiledShaders.push_back(shaderData);
669 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
671 mImpl->shaderSaver = &upstream;
674 void UpdateManager::AddRenderer(RendererIndex rendererKey)
676 SceneGraph::Renderer* renderer = SceneGraph::Renderer::Get(rendererKey);
678 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
680 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
681 mImpl->renderers.PushBack(rendererKey);
684 void UpdateManager::RemoveRenderer(RendererIndex rendererKey)
686 SceneGraph::Renderer* renderer = SceneGraph::Renderer::Get(rendererKey);
687 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
689 // Find the renderer and destroy it
690 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
691 // Need to remove the render object as well
692 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
695 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
697 node->AddRenderer(Renderer::GetIndex(renderer));
698 mImpl->renderersAdded = true;
701 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
703 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
705 mImpl->panGestureProcessor = panGestureProcessor;
708 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
710 mImpl->textureSets.PushBack(textureSet.Release());
713 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
715 mImpl->textureSets.EraseObject(textureSet);
718 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
720 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
723 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
725 return mImpl->messageQueue.GetCapacity();
728 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
730 return mImpl->renderQueue.GetCapacity();
733 std::size_t UpdateManager::GetRenderInstructionCapacity() const
735 return mImpl->renderInstructionCapacity;
738 void UpdateManager::EventProcessingStarted()
740 mImpl->messageQueue.EventProcessingStarted();
743 bool UpdateManager::FlushQueue()
745 return mImpl->messageQueue.FlushQueue();
748 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
750 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
751 mImpl->animationFinishedDuringUpdate = false;
753 // Reset node properties
754 std::vector<NodeResetter*> nodeResetterToDelete;
755 for(auto&& element : mImpl->nodeResetters)
757 element->ResetToBaseValue(bufferIndex);
758 if(element->IsFinished())
760 nodeResetterToDelete.push_back(element);
764 // If a node resetter is no longer required, delete it.
765 for(auto&& elementPtr : nodeResetterToDelete)
767 mImpl->nodeResetters.EraseObject(elementPtr);
770 // Reset all animating / constrained properties
771 std::vector<PropertyResetterBase*> propertyResettertoDelete;
772 for(auto&& element : mImpl->propertyResetters)
774 element->ResetToBaseValue(bufferIndex);
775 if(element->IsFinished())
777 propertyResettertoDelete.push_back(element);
781 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
782 for(auto&& elementPtr : propertyResettertoDelete)
784 mImpl->propertyResetters.EraseObject(elementPtr);
787 // Clear all root nodes dirty flags
788 for(auto& scene : mImpl->scenes)
790 auto root = scene->root;
791 root->ResetDirtyFlags(bufferIndex);
794 // Clear node dirty flags
795 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
796 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
797 for(; iter != endIter; ++iter)
799 (*iter)->ResetDirtyFlags(bufferIndex);
803 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
805 bool gestureUpdated(false);
807 if(mImpl->panGestureProcessor)
809 // gesture processor only supports default properties
810 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
811 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
814 return gestureUpdated;
817 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
819 bool animationActive = false;
821 auto&& iter = mImpl->animations.Begin();
822 bool animationLooped = false;
824 while(iter != mImpl->animations.End())
826 Animation* animation = *iter;
827 bool finished = false;
829 bool progressMarkerReached = false;
830 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
832 animationActive = animationActive || animation->IsActive();
834 if(progressMarkerReached)
836 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
839 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
840 animationLooped = animationLooped || looped;
842 // Remove animations that had been destroyed but were still waiting for an update
843 if(animation->GetState() == Animation::Destroyed)
845 iter = mImpl->animations.Erase(iter);
853 // queue the notification on finished or looped (to update loop count)
854 if(mImpl->animationFinishedDuringUpdate || animationLooped)
856 // The application should be notified by NotificationManager, in another thread
857 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
860 return animationActive;
863 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
865 // Constrain custom objects (in construction order)
866 for(auto&& object : mImpl->customObjects)
868 ConstrainPropertyOwner(*object, bufferIndex);
872 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
874 // Constrain render-tasks
875 for(auto&& scene : mImpl->scenes)
877 if(scene && scene->taskList)
879 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
880 for(auto&& task : tasks)
882 ConstrainPropertyOwner(*task, bufferIndex);
888 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
890 // constrain shaders... (in construction order)
891 for(auto&& shader : mImpl->shaders)
893 ConstrainPropertyOwner(*shader, bufferIndex);
897 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
899 for(auto&& notification : mImpl->propertyNotifications)
901 bool valid = notification->Check(bufferIndex);
904 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
909 void UpdateManager::ForwardCompiledShadersToEventThread()
911 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
912 if(mImpl->shaderSaver)
914 // lock and swap the queues
916 // render might be attempting to send us more binaries at the same time
917 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
918 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
921 if(mImpl->updateCompiledShaders.size() > 0)
923 ShaderSaver& factory = *mImpl->shaderSaver;
924 for(auto&& shader : mImpl->updateCompiledShaders)
926 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
928 // we don't need them in update anymore
929 mImpl->updateCompiledShaders.clear();
934 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
936 for(auto rendererKey : mImpl->renderers)
939 auto renderer = Renderer::Get(rendererKey);
940 ConstrainPropertyOwner(*renderer, bufferIndex);
942 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
946 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
948 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
950 for(auto&& scene : mImpl->scenes)
952 if(scene && scene->root)
954 // Prepare resources, update shaders, for each node
955 // And add the renderers to the sorted layers. Start from root, which is also a layer
956 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
963 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
965 for(auto&& scene : mImpl->scenes)
967 if(scene && scene->root)
969 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
974 uint32_t UpdateManager::Update(float elapsedSeconds,
975 uint32_t lastVSyncTimeMilliseconds,
976 uint32_t nextVSyncTimeMilliseconds,
977 bool renderToFboEnabled,
978 bool isRenderingToFbo,
981 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
983 // Clear nodes/resources which were previously discarded
984 mImpl->nodeDiscardQueue.Clear(bufferIndex);
985 mImpl->shaderDiscardQueue.Clear(bufferIndex);
986 mImpl->rendererDiscardQueue.Clear(bufferIndex);
987 mImpl->sceneDiscardQueue.Clear(bufferIndex);
989 bool isAnimationRunning = IsAnimationRunning();
991 // Process Touches & Gestures
992 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
994 bool updateScene = // The scene-graph requires an update if..
995 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
996 isAnimationRunning || // ..at least one animation is running OR
997 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
998 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
999 gestureUpdated; // ..a gesture property was updated
1001 bool keepRendererRendering = false;
1002 mImpl->renderingRequired = false;
1004 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1005 // values if the scene was updated in the previous frame.
1006 if(updateScene || mImpl->previousUpdateScene)
1008 // Reset properties from the previous update
1009 ResetProperties(bufferIndex);
1010 mImpl->transformManager.ResetToBaseValue();
1013 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
1014 // between calling IsSceneUpdateRequired() above and here, so updateScene should
1016 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
1018 // Forward compiled shader programs to event thread for saving
1019 ForwardCompiledShadersToEventThread();
1021 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
1022 // renderer lists if the scene was updated in the previous frame.
1023 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
1024 if(updateScene || mImpl->previousUpdateScene)
1027 bool animationActive = Animate(bufferIndex, elapsedSeconds);
1029 // Constraint custom objects
1030 ConstrainCustomObjects(bufferIndex);
1032 // Clear the lists of renderers from the previous update
1033 for(auto&& scene : mImpl->scenes)
1037 for(auto&& layer : scene->sortedLayerList)
1041 layer->ClearRenderables();
1047 // Call the frame-callback-processor if set
1048 if(mImpl->frameCallbackProcessor)
1050 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1053 // Update node hierarchy, apply constraints,
1054 UpdateNodes(bufferIndex);
1056 // Apply constraints to RenderTasks, shaders
1057 ConstrainRenderTasks(bufferIndex);
1058 ConstrainShaders(bufferIndex);
1060 // Update renderers and apply constraints
1061 UpdateRenderers(bufferIndex);
1063 // Update the transformations of all the nodes
1064 if(mImpl->transformManager.Update())
1066 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1069 // Initialise layer renderable reuse
1070 UpdateLayers(bufferIndex);
1072 // Process Property Notifications
1073 ProcessPropertyNotifications(bufferIndex);
1076 for(auto&& cameraIterator : mImpl->cameras)
1078 cameraIterator->Update(bufferIndex);
1081 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1082 // reset the update buffer index and make sure there is enough room in the instruction container
1083 if(mImpl->renderersAdded)
1085 // Calculate how many render tasks we have in total
1086 std::size_t numberOfRenderTasks = 0;
1087 for(auto&& scene : mImpl->scenes)
1089 if(scene && scene->taskList)
1091 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1095 std::size_t numberOfRenderInstructions = 0;
1096 mImpl->renderInstructionCapacity = 0u;
1097 for(auto&& scene : mImpl->scenes)
1099 if(scene && scene->root && scene->taskList && scene->scene)
1101 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1102 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1104 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1105 // or the nodes are dirty
1106 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1108 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1111 scene->sortedLayerList,
1112 scene->scene->GetRenderInstructions(),
1116 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1117 scene->scene->SetSkipRendering(false);
1121 scene->scene->SetSkipRendering(true);
1124 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1128 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1134 for(auto&& scene : mImpl->scenes)
1136 if(scene && scene->root && scene->taskList)
1138 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1140 // check the countdown and notify
1141 bool doRenderOnceNotify = false;
1142 mImpl->renderTaskWaiting = false;
1143 for(auto&& renderTask : tasks)
1145 renderTask->UpdateState();
1147 if(renderTask->IsWaitingToRender() &&
1148 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1150 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1153 if(renderTask->HasRendered())
1155 doRenderOnceNotify = true;
1159 if(doRenderOnceNotify)
1161 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1162 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1168 // Macro is undefined in release build.
1169 SNAPSHOT_NODE_LOGGING;
1171 // A ResetProperties() may be required in the next frame
1172 mImpl->previousUpdateScene = updateScene;
1174 // Check whether further updates are required
1175 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1177 if(keepRendererRendering)
1179 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1181 // Set dirty flags for next frame to continue rendering
1182 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1185 // tell the update manager that we're done so the queue can be given to event thread
1186 mImpl->notificationManager.UpdateCompleted();
1188 // The update has finished; swap the double-buffering indices
1189 mSceneGraphBuffers.Swap();
1191 return keepUpdating;
1194 void UpdateManager::PostRender()
1197 for(auto&& rendererIndex : mImpl->renderers)
1199 Renderer* renderer = Renderer::Get(rendererIndex);
1200 renderer->ResetDirtyFlag();
1203 for(auto&& scene : mImpl->scenes)
1205 scene->root->SetUpdatedTree(false);
1209 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1211 // Update the duration set via Stage::KeepRendering()
1212 if(mImpl->keepRenderingSeconds > 0.0f)
1214 mImpl->keepRenderingSeconds -= elapsedSeconds;
1217 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1219 // If the rendering behavior is set to continuously render, then continue to render.
1220 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1221 // Keep updating until no messages are received and no animations are running.
1222 // If an animation has just finished, update at least once more for Discard end-actions.
1223 // No need to check for renderQueue as there is always a render after update and if that
1224 // render needs another update it will tell the adaptor to call update again
1226 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1227 (mImpl->keepRenderingSeconds > 0.0f))
1229 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1232 if(IsAnimationRunning() ||
1233 mImpl->animationFinishedDuringUpdate)
1235 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1238 if(mImpl->renderTaskWaiting)
1240 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1243 return keepUpdatingRequest;
1246 void UpdateManager::SurfaceReplaced(Scene* scene)
1248 using DerivedType = MessageValue1<RenderManager, Scene*>;
1250 // Reserve some memory inside the render queue
1251 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1253 // Construct message in the render queue memory; note that delete should not be called on the return value
1254 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1257 void UpdateManager::KeepRendering(float durationSeconds)
1259 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1262 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1264 mImpl->renderingBehavior = renderingBehavior;
1267 void UpdateManager::RequestRendering()
1269 mImpl->renderingRequired = true;
1272 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1274 for(auto&& scene : mImpl->scenes)
1276 if(scene && scene->root == rootLayer)
1278 scene->sortedLayerList = layers;
1284 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1286 // note,this vector is already in depth order. It could be used as-is to
1287 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1288 for(auto&& iter : nodeDepths->nodeDepths)
1290 iter.node->SetDepthIndex(iter.sortedDepth);
1293 for(auto&& scene : mImpl->scenes)
1297 // Go through node hierarchy and rearrange siblings according to depth-index
1298 SortSiblingNodesRecursively(*scene->root);
1303 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1305 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1308 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1310 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1313 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1315 // Message has ownership of Sampler while in transit from update to render
1316 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1318 // Reserve some memory inside the render queue
1319 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1321 // Construct message in the render queue memory; note that delete should not be called on the return value
1322 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1325 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1327 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1329 // Reserve some memory inside the render queue
1330 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1332 // Construct message in the render queue memory; note that delete should not be called on the return value
1333 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1336 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1338 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1340 // Reserve some memory inside the render queue
1341 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1343 // Construct message in the render queue memory; note that delete should not be called on the return value
1344 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1347 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1349 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1351 // Reserve some memory inside the render queue
1352 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1354 // Construct message in the render queue memory; note that delete should not be called on the return value
1355 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1358 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1360 // Message has ownership of format while in transit from update -> render
1361 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1363 // Reserve some memory inside the render queue
1364 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1366 // Construct message in the render queue memory; note that delete should not be called on the return value
1367 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1370 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1372 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1374 // Reserve some memory inside the render queue
1375 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1377 // Construct message in the render queue memory; note that delete should not be called on the return value
1378 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1381 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1383 // Message has ownership of format while in transit from update -> render
1384 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1386 // Reserve some memory inside the render queue
1387 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1389 // Construct message in the render queue memory; note that delete should not be called on the return value
1390 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1393 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1395 // Message has ownership of format while in transit from update -> render
1396 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1398 // Reserve some memory inside the render queue
1399 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1401 // Construct message in the render queue memory; note that delete should not be called on the return value
1402 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1405 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1407 // Message has ownership of format while in transit from update -> render
1408 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1410 // Reserve some memory inside the render queue
1411 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1413 // Construct message in the render queue memory; note that delete should not be called on the return value
1414 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1417 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1419 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1421 // Reserve some memory inside the render queue
1422 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1424 // Construct message in the render queue memory; note that delete should not be called on the return value
1425 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1428 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1430 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1432 // Reserve some memory inside the render queue
1433 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1435 // Construct message in the render queue memory; note that delete should not be called on the return value
1436 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1439 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1441 using DerivedType = IndexBufferMessage<RenderManager>;
1443 // Reserve some memory inside the render queue
1444 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1446 // Construct message in the render queue memory; note that delete should not be called on the return value
1447 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1450 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1452 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1454 // Reserve some memory inside the render queue
1455 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1457 // Construct message in the render queue memory; note that delete should not be called on the return value
1458 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1461 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1463 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1465 // Reserve some memory inside the render queue
1466 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1468 // Construct message in the render queue memory; note that delete should not be called on the return value
1469 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1472 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1474 // Message has ownership of Texture while in transit from update -> render
1475 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture>>;
1477 // Reserve some memory inside the render queue
1478 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1480 // Construct message in the render queue memory; note that delete should not be called on the return value
1481 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1484 void UpdateManager::RemoveTexture(Render::Texture* texture)
1486 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1488 // Reserve some memory inside the render queue
1489 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1491 // Construct message in the render queue memory; note that delete should not be called on the return value
1492 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1495 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1497 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1499 // Reserve some memory inside the message queue
1500 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1502 // Construct message in the message queue memory; note that delete should not be called on the return value
1503 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1506 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1508 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1510 // Reserve some memory inside the render queue
1511 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1513 // Construct message in the render queue memory; note that delete should not be called on the return value
1514 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1517 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1519 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1521 // Reserve some memory inside the render queue
1522 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1524 // Construct message in the render queue memory; note that delete should not be called on the return value
1525 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1528 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1530 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1532 // Reserve some memory inside the render queue
1533 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1535 // Construct message in the render queue memory; note that delete should not be called on the return value
1536 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1539 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1541 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1543 // Reserve some memory inside the render queue
1544 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1546 // Construct message in the render queue memory; note that delete should not be called on the return value
1547 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1550 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1552 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1554 // Reserve some memory inside the render queue
1555 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1557 // Construct message in the render queue memory; note that delete should not be called on the return value
1558 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1561 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1563 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1565 // Reserve some memory inside the render queue
1566 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1568 // Construct message in the render queue memory; note that delete should not be called on the return value
1569 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1572 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1574 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1576 // Reserve some memory inside the render queue
1577 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1579 // Construct message in the render queue memory; note that delete should not be called on the return value
1580 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1583 } // namespace SceneGraph
1585 } // namespace Internal