2 * Copyright (c) 2021 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/render-task-processor.h>
34 #include <dali/internal/update/manager/transform-manager.h>
35 #include <dali/internal/update/manager/update-algorithms.h>
36 #include <dali/internal/update/manager/update-manager-debug.h>
37 #include <dali/internal/update/nodes/node.h>
38 #include <dali/internal/update/queue/update-message-queue.h>
40 #include <dali/internal/render/common/render-manager.h>
41 #include <dali/internal/render/queue/render-queue.h>
43 // Un-comment to enable node tree debug logging
44 //#define NODE_TREE_LOGGING 1
46 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
47 #define SNAPSHOT_NODE_LOGGING \
48 const uint32_t FRAME_COUNT_TRIGGER = 16; \
49 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
51 for(auto&& scene : mImpl->scenes) \
53 if(scene && scene->root) \
55 mImpl->frameCounter = 0; \
56 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
60 mImpl->frameCounter++;
62 #define SNAPSHOT_NODE_LOGGING
65 #if defined(DEBUG_ENABLED)
66 extern Debug::Filter* gRenderTaskLogFilter;
69 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
70 } // unnamed namespace
73 using namespace Dali::Integration;
74 using Dali::Internal::Update::MessageQueue;
85 * Helper to Erase an object from OwnerContainer using discard queue
86 * @param container to remove from
87 * @param object to remove
88 * @param discardQueue to put the object to
89 * @param updateBufferIndex to use
92 inline void EraseUsingDiscardQueue(OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex)
94 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
96 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
97 for(auto&& iter : container)
101 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
102 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
103 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
109 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
110 * @param[in] node The node whose hierarchy to descend
112 void SortSiblingNodesRecursively(Node& node)
114 NodeContainer& container = node.GetChildren();
115 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
117 // Descend tree and sort as well
118 for(auto&& iter : container)
120 SortSiblingNodesRecursively(*iter);
124 } // unnamed namespace
127 * Structure to contain UpdateManager internal data
129 struct UpdateManager::Impl
131 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
134 SceneInfo(Layer* root) ///< Constructor
139 ~SceneInfo() = default; ///< Default non-virtual destructor
140 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
141 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
142 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
143 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
145 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
146 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
147 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
148 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
151 Impl(NotificationManager& notificationManager,
152 CompleteNotificationInterface& animationPlaylist,
153 PropertyNotifier& propertyNotifier,
154 DiscardQueue& discardQueue,
155 RenderController& renderController,
156 RenderManager& renderManager,
157 RenderQueue& renderQueue,
158 SceneGraphBuffers& sceneGraphBuffers,
159 RenderTaskProcessor& renderTaskProcessor)
160 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
161 notificationManager(notificationManager),
163 animationPlaylist(animationPlaylist),
164 propertyNotifier(propertyNotifier),
165 shaderSaver(nullptr),
166 discardQueue(discardQueue),
167 renderController(renderController),
168 sceneController(nullptr),
169 renderManager(renderManager),
170 renderQueue(renderQueue),
171 renderTaskProcessor(renderTaskProcessor),
172 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
176 panGestureProcessor(nullptr),
177 messageQueue(renderController, sceneGraphBuffers),
178 frameCallbackProcessor(nullptr),
179 keepRenderingSeconds(0.0f),
180 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
182 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
183 animationFinishedDuringUpdate(false),
184 previousUpdateScene(false),
185 renderTaskWaiting(false),
186 renderersAdded(false),
187 renderingRequired(false)
189 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
191 // create first 'dummy' node
192 nodes.PushBack(nullptr);
197 // Disconnect render tasks from nodes, before destroying the nodes
198 for(auto&& scene : scenes)
200 if(scene && scene->taskList)
202 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
203 for(auto&& task : tasks)
205 task->SetSourceNode(nullptr);
210 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
211 // like custom properties, which get released here
212 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
213 Vector<Node*>::Iterator endIter = nodes.End();
214 for(; iter != endIter; ++iter)
216 (*iter)->OnDestroy();
220 for(auto&& scene : scenes)
222 if(scene && scene->root)
224 scene->root->OnDestroy();
225 Node::Delete(scene->root);
230 delete sceneController;
234 * Lazy init for FrameCallbackProcessor.
235 * @param[in] updateManager A reference to the update-manager
237 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
239 if(!frameCallbackProcessor)
241 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
243 return *frameCallbackProcessor;
246 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
247 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
248 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
249 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
250 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
251 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
252 ShaderSaver* shaderSaver; ///< Saves shader binaries.
253 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
254 RenderController& renderController; ///< render controller
255 SceneControllerImpl* sceneController; ///< scene controller
256 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
257 RenderQueue& renderQueue; ///< Used to queue messages for the next render
258 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
260 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
262 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
263 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
265 Vector<Node*> nodes; ///< A container of all instantiated nodes
267 OwnerContainer<Camera*> cameras; ///< A container of cameras
268 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
270 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
271 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
272 OwnerContainer<Animation*> animations; ///< A container of owned animations
273 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
274 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
275 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
276 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
277 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
279 MessageQueue messageQueue; ///< The messages queued from the event-thread
280 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
281 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
282 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
284 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
286 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
287 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
288 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
290 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
292 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
293 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
294 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
295 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
296 bool renderingRequired; ///< True if required to render the current frame
299 Impl(const Impl&); ///< Undefined
300 Impl& operator=(const Impl&); ///< Undefined
303 UpdateManager::UpdateManager(NotificationManager& notificationManager,
304 CompleteNotificationInterface& animationFinishedNotifier,
305 PropertyNotifier& propertyNotifier,
306 DiscardQueue& discardQueue,
307 RenderController& controller,
308 RenderManager& renderManager,
309 RenderQueue& renderQueue,
310 RenderTaskProcessor& renderTaskProcessor)
313 mImpl = new Impl(notificationManager,
314 animationFinishedNotifier,
321 renderTaskProcessor);
324 UpdateManager::~UpdateManager()
329 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
331 DALI_ASSERT_DEBUG(layer->IsLayer());
332 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
334 Layer* rootLayer = layer.Release();
336 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) {
337 return scene && scene->root == rootLayer;
338 }) == mImpl->scenes.end() &&
339 "Root Node already installed");
341 rootLayer->CreateTransform(&mImpl->transformManager);
342 rootLayer->SetRoot(true);
344 AddNodeResetter(*rootLayer);
346 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
349 void UpdateManager::UninstallRoot(Layer* layer)
351 DALI_ASSERT_DEBUG(layer->IsLayer());
352 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
354 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
356 if((*iter) && (*iter)->root == layer)
358 mImpl->scenes.erase(iter);
363 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
365 // Notify the layer about impending destruction
369 void UpdateManager::AddNode(OwnerPointer<Node>& node)
371 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
373 Node* rawNode = node.Release();
374 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
376 mImpl->nodes.PushBack(rawNode);
377 rawNode->CreateTransform(&mImpl->transformManager);
380 void UpdateManager::ConnectNode(Node* parent, Node* node)
382 DALI_ASSERT_ALWAYS(nullptr != parent);
383 DALI_ASSERT_ALWAYS(nullptr != node);
384 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
386 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
388 parent->ConnectChild(node);
390 AddNodeResetter(*node);
392 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
393 if(mImpl->frameCallbackProcessor)
395 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
399 void UpdateManager::DisconnectNode(Node* node)
401 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
403 Node* parent = node->GetParent();
404 DALI_ASSERT_ALWAYS(nullptr != parent);
405 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
407 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
409 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
410 if(mImpl->frameCallbackProcessor)
412 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
416 void UpdateManager::DestroyNode(Node* node)
418 DALI_ASSERT_ALWAYS(nullptr != node);
419 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
421 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
423 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
424 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
425 for(; iter != endIter; ++iter)
429 mImpl->nodes.Erase(iter);
434 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
436 // Notify the Node about impending destruction
440 void UpdateManager::AddCamera(OwnerPointer<Camera>& camera)
442 mImpl->cameras.PushBack(camera.Release()); // takes ownership
445 void UpdateManager::RemoveCamera(Camera* camera)
447 // Find the camera and destroy it
448 EraseUsingDiscardQueue(mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
451 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
453 mImpl->customObjects.PushBack(object.Release());
456 void UpdateManager::RemoveObject(PropertyOwner* object)
458 mImpl->customObjects.EraseObject(object);
461 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
463 RenderTaskList* taskListPointer = taskList.Release();
464 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
466 mImpl->scenes.back()->taskList = taskListPointer;
469 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
471 for(auto&& scene : mImpl->scenes)
473 if(scene && scene->taskList == taskList)
475 scene->taskList.Reset();
481 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
483 mImpl->scenes.back()->scene = scene.Release();
485 // Initialize the context from render manager
486 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
488 // Reserve some memory inside the render queue
489 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
491 // Construct message in the render queue memory; note that delete should not be called on the return value
492 SceneGraph::Scene& sceneObject = *mImpl->scenes.back()->scene;
493 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
496 void UpdateManager::RemoveScene(Scene* scene)
498 // Initialize the context from render manager
499 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
501 // Reserve some memory inside the render queue
502 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
504 // Construct message in the render queue memory; note that delete should not be called on the return value
505 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
507 for(auto&& sceneInfo : mImpl->scenes)
509 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
511 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
517 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
519 mImpl->animations.PushBack(animation.Release());
522 void UpdateManager::StopAnimation(Animation* animation)
524 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
526 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
528 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
531 void UpdateManager::RemoveAnimation(Animation* animation)
533 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
535 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
537 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
540 bool UpdateManager::IsAnimationRunning() const
542 // Find any animation that isn't stopped or paused
543 for(auto&& iter : mImpl->animations)
545 const Animation::State state = iter->GetState();
547 if(state != Animation::Stopped &&
548 state != Animation::Paused)
550 return true; // stop iteration as soon as first one is found
557 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
559 propertyResetter->Initialize();
560 mImpl->propertyResetters.PushBack(propertyResetter.Release());
563 void UpdateManager::AddNodeResetter(const Node& node)
565 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
566 nodeResetter->Initialize();
567 mImpl->nodeResetters.PushBack(nodeResetter.Release());
570 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
572 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
575 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
577 mImpl->propertyNotifications.EraseObject(propertyNotification);
580 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
582 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
583 propertyNotification->SetNotifyMode(notifyMode);
586 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
588 mImpl->shaders.PushBack(shader.Release());
591 void UpdateManager::RemoveShader(Shader* shader)
593 // Find the shader and destroy it
594 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
597 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
599 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
600 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
602 // lock as update might be sending previously compiled shaders to event thread
603 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
604 mImpl->renderCompiledShaders.push_back(shaderData);
608 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
610 mImpl->shaderSaver = &upstream;
613 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
615 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
617 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
618 mImpl->renderers.PushBack(renderer.Release());
621 void UpdateManager::RemoveRenderer(Renderer* renderer)
623 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
625 // Find the renderer and destroy it
626 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
627 // Need to remove the render object as well
628 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
631 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
633 node->AddRenderer(renderer);
634 mImpl->renderersAdded = true;
637 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
639 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
641 mImpl->panGestureProcessor = panGestureProcessor;
644 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
646 mImpl->textureSets.PushBack(textureSet.Release());
649 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
651 mImpl->textureSets.EraseObject(textureSet);
654 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
656 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
659 void UpdateManager::EventProcessingStarted()
661 mImpl->messageQueue.EventProcessingStarted();
664 bool UpdateManager::FlushQueue()
666 return mImpl->messageQueue.FlushQueue();
669 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
671 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
672 mImpl->animationFinishedDuringUpdate = false;
674 // Reset node properties
675 std::vector<NodeResetter*> nodeResetterToDelete;
676 for(auto&& element : mImpl->nodeResetters)
678 element->ResetToBaseValue(bufferIndex);
679 if(element->IsFinished())
681 nodeResetterToDelete.push_back(element);
685 // If a node resetter is no longer required, delete it.
686 for(auto&& elementPtr : nodeResetterToDelete)
688 mImpl->nodeResetters.EraseObject(elementPtr);
691 // Reset all animating / constrained properties
692 std::vector<PropertyResetterBase*> propertyResettertoDelete;
693 for(auto&& element : mImpl->propertyResetters)
695 element->ResetToBaseValue(bufferIndex);
696 if(element->IsFinished())
698 propertyResettertoDelete.push_back(element);
702 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
703 for(auto&& elementPtr : propertyResettertoDelete)
705 mImpl->propertyResetters.EraseObject(elementPtr);
708 // Clear all root nodes dirty flags
709 for(auto& scene : mImpl->scenes)
711 auto root = scene->root;
712 root->ResetDirtyFlags(bufferIndex);
715 // Clear node dirty flags
716 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
717 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
718 for(; iter != endIter; ++iter)
720 (*iter)->ResetDirtyFlags(bufferIndex);
724 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
726 bool gestureUpdated(false);
728 if(mImpl->panGestureProcessor)
730 // gesture processor only supports default properties
731 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
732 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
735 return gestureUpdated;
738 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
740 bool animationActive = false;
742 auto&& iter = mImpl->animations.Begin();
743 bool animationLooped = false;
745 while(iter != mImpl->animations.End())
747 Animation* animation = *iter;
748 bool finished = false;
750 bool progressMarkerReached = false;
751 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
753 animationActive = animationActive || animation->IsActive();
755 if(progressMarkerReached)
757 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
760 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
761 animationLooped = animationLooped || looped;
763 // Remove animations that had been destroyed but were still waiting for an update
764 if(animation->GetState() == Animation::Destroyed)
766 iter = mImpl->animations.Erase(iter);
774 // queue the notification on finished or looped (to update loop count)
775 if(mImpl->animationFinishedDuringUpdate || animationLooped)
777 // The application should be notified by NotificationManager, in another thread
778 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
781 return animationActive;
784 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
786 //Constrain custom objects (in construction order)
787 for(auto&& object : mImpl->customObjects)
789 ConstrainPropertyOwner(*object, bufferIndex);
793 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
795 // Constrain render-tasks
796 for(auto&& scene : mImpl->scenes)
798 if(scene && scene->taskList)
800 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
801 for(auto&& task : tasks)
803 ConstrainPropertyOwner(*task, bufferIndex);
809 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
811 // constrain shaders... (in construction order)
812 for(auto&& shader : mImpl->shaders)
814 ConstrainPropertyOwner(*shader, bufferIndex);
818 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
820 for(auto&& notification : mImpl->propertyNotifications)
822 bool valid = notification->Check(bufferIndex);
825 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
830 void UpdateManager::ForwardCompiledShadersToEventThread()
832 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
833 if(mImpl->shaderSaver)
835 // lock and swap the queues
837 // render might be attempting to send us more binaries at the same time
838 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
839 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
842 if(mImpl->updateCompiledShaders.size() > 0)
844 ShaderSaver& factory = *mImpl->shaderSaver;
845 for(auto&& shader : mImpl->updateCompiledShaders)
847 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
849 // we don't need them in update anymore
850 mImpl->updateCompiledShaders.clear();
855 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
857 for(auto&& renderer : mImpl->renderers)
860 ConstrainPropertyOwner(*renderer, bufferIndex);
862 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
866 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
868 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
870 for(auto&& scene : mImpl->scenes)
872 if(scene && scene->root)
874 // Prepare resources, update shaders, for each node
875 // And add the renderers to the sorted layers. Start from root, which is also a layer
876 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
883 uint32_t UpdateManager::Update(float elapsedSeconds,
884 uint32_t lastVSyncTimeMilliseconds,
885 uint32_t nextVSyncTimeMilliseconds,
886 bool renderToFboEnabled,
887 bool isRenderingToFbo)
889 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
891 //Clear nodes/resources which were previously discarded
892 mImpl->discardQueue.Clear(bufferIndex);
894 bool isAnimationRunning = IsAnimationRunning();
896 //Process Touches & Gestures
897 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
899 bool updateScene = // The scene-graph requires an update if..
900 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
901 isAnimationRunning || // ..at least one animation is running OR
902 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
903 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
904 gestureUpdated; // ..a gesture property was updated
906 bool keepRendererRendering = false;
907 mImpl->renderingRequired = false;
909 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
910 // values if the scene was updated in the previous frame.
911 if(updateScene || mImpl->previousUpdateScene)
913 //Reset properties from the previous update
914 ResetProperties(bufferIndex);
915 mImpl->transformManager.ResetToBaseValue();
918 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
919 // between calling IsSceneUpdateRequired() above and here, so updateScene should
921 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
923 //Forward compiled shader programs to event thread for saving
924 ForwardCompiledShadersToEventThread();
926 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
927 // renderer lists if the scene was updated in the previous frame.
928 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
929 if(updateScene || mImpl->previousUpdateScene)
932 bool animationActive = Animate(bufferIndex, elapsedSeconds);
934 //Constraint custom objects
935 ConstrainCustomObjects(bufferIndex);
937 //Clear the lists of renderers from the previous update
938 for(auto&& scene : mImpl->scenes)
942 for(auto&& layer : scene->sortedLayerList)
946 layer->ClearRenderables();
952 // Call the frame-callback-processor if set
953 if(mImpl->frameCallbackProcessor)
955 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
958 //Update node hierarchy, apply constraints and perform sorting / culling.
959 //This will populate each Layer with a list of renderers which are ready.
960 UpdateNodes(bufferIndex);
962 //Apply constraints to RenderTasks, shaders
963 ConstrainRenderTasks(bufferIndex);
964 ConstrainShaders(bufferIndex);
966 //Update renderers and apply constraints
967 UpdateRenderers(bufferIndex);
969 //Update the transformations of all the nodes
970 if(mImpl->transformManager.Update())
972 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
975 //Process Property Notifications
976 ProcessPropertyNotifications(bufferIndex);
979 for(auto&& cameraIterator : mImpl->cameras)
981 cameraIterator->Update(bufferIndex);
984 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
985 //reset the update buffer index and make sure there is enough room in the instruction container
986 if(mImpl->renderersAdded)
988 // Calculate how many render tasks we have in total
989 std::size_t numberOfRenderTasks = 0;
990 for(auto&& scene : mImpl->scenes)
992 if(scene && scene->taskList)
994 numberOfRenderTasks += scene->taskList->GetTasks().Count();
998 std::size_t numberOfRenderInstructions = 0;
999 for(auto&& scene : mImpl->scenes)
1001 if(scene && scene->root && scene->taskList && scene->scene)
1003 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1004 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1006 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1007 // or the nodes are dirty
1008 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1010 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1013 scene->sortedLayerList,
1014 scene->scene->GetRenderInstructions(),
1018 scene->scene->SetSkipRendering(false);
1022 scene->scene->SetSkipRendering(true);
1025 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1029 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1033 for(auto&& scene : mImpl->scenes)
1035 if(scene && scene->root && scene->taskList)
1037 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1039 // check the countdown and notify
1040 bool doRenderOnceNotify = false;
1041 mImpl->renderTaskWaiting = false;
1042 for(auto&& renderTask : tasks)
1044 renderTask->UpdateState();
1046 if(renderTask->IsWaitingToRender() &&
1047 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1049 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1052 if(renderTask->HasRendered())
1054 doRenderOnceNotify = true;
1058 if(doRenderOnceNotify)
1060 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1061 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1066 // Macro is undefined in release build.
1067 SNAPSHOT_NODE_LOGGING;
1069 // A ResetProperties() may be required in the next frame
1070 mImpl->previousUpdateScene = updateScene;
1072 // Check whether further updates are required
1073 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1075 if(keepRendererRendering)
1077 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1079 // Set dirty flags for next frame to continue rendering
1080 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1083 // tell the update manager that we're done so the queue can be given to event thread
1084 mImpl->notificationManager.UpdateCompleted();
1086 // The update has finished; swap the double-buffering indices
1087 mSceneGraphBuffers.Swap();
1089 return keepUpdating;
1092 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1094 // Update the duration set via Stage::KeepRendering()
1095 if(mImpl->keepRenderingSeconds > 0.0f)
1097 mImpl->keepRenderingSeconds -= elapsedSeconds;
1100 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1102 // If the rendering behavior is set to continuously render, then continue to render.
1103 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1104 // Keep updating until no messages are received and no animations are running.
1105 // If an animation has just finished, update at least once more for Discard end-actions.
1106 // No need to check for renderQueue as there is always a render after update and if that
1107 // render needs another update it will tell the adaptor to call update again
1109 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1110 (mImpl->keepRenderingSeconds > 0.0f))
1112 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1115 if(IsAnimationRunning() ||
1116 mImpl->animationFinishedDuringUpdate)
1118 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1121 if(mImpl->renderTaskWaiting)
1123 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1126 return keepUpdatingRequest;
1129 void UpdateManager::SurfaceReplaced(Scene* scene)
1131 using DerivedType = MessageValue1<RenderManager, Scene*>;
1133 // Reserve some memory inside the render queue
1134 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1136 // Construct message in the render queue memory; note that delete should not be called on the return value
1137 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1140 void UpdateManager::KeepRendering(float durationSeconds)
1142 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1145 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1147 mImpl->renderingBehavior = renderingBehavior;
1150 void UpdateManager::RequestRendering()
1152 mImpl->renderingRequired = true;
1155 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1157 for(auto&& scene : mImpl->scenes)
1159 if(scene && scene->root == rootLayer)
1161 scene->sortedLayerList = layers;
1167 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1169 // note,this vector is already in depth order. It could be used as-is to
1170 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1171 for(auto&& iter : nodeDepths->nodeDepths)
1173 iter.node->SetDepthIndex(iter.sortedDepth);
1176 for(auto&& scene : mImpl->scenes)
1180 // Go through node hierarchy and rearrange siblings according to depth-index
1181 SortSiblingNodesRecursively(*scene->root);
1186 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1188 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1191 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1193 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1196 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1198 // Message has ownership of Sampler while in transit from update to render
1199 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
1201 // Reserve some memory inside the render queue
1202 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1204 // Construct message in the render queue memory; note that delete should not be called on the return value
1205 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1208 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1210 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1212 // Reserve some memory inside the render queue
1213 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1215 // Construct message in the render queue memory; note that delete should not be called on the return value
1216 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1219 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1221 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1223 // Reserve some memory inside the render queue
1224 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1226 // Construct message in the render queue memory; note that delete should not be called on the return value
1227 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1230 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1232 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1234 // Reserve some memory inside the render queue
1235 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1237 // Construct message in the render queue memory; note that delete should not be called on the return value
1238 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1241 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1243 // Message has ownership of format while in transit from update -> render
1244 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
1246 // Reserve some memory inside the render queue
1247 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1249 // Construct message in the render queue memory; note that delete should not be called on the return value
1250 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1253 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1255 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1257 // Reserve some memory inside the render queue
1258 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1260 // Construct message in the render queue memory; note that delete should not be called on the return value
1261 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1264 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1266 // Message has ownership of format while in transit from update -> render
1267 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
1269 // Reserve some memory inside the render queue
1270 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1272 // Construct message in the render queue memory; note that delete should not be called on the return value
1273 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1276 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
1278 // Message has ownership of format while in transit from update -> render
1279 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
1281 // Reserve some memory inside the render queue
1282 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1284 // Construct message in the render queue memory; note that delete should not be called on the return value
1285 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1288 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1290 // Message has ownership of format while in transit from update -> render
1291 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
1293 // Reserve some memory inside the render queue
1294 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1296 // Construct message in the render queue memory; note that delete should not be called on the return value
1297 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1300 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1302 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1304 // Reserve some memory inside the render queue
1305 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1307 // Construct message in the render queue memory; note that delete should not be called on the return value
1308 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1311 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1313 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1315 // Reserve some memory inside the render queue
1316 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1318 // Construct message in the render queue memory; note that delete should not be called on the return value
1319 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1322 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1324 using DerivedType = IndexBufferMessage<RenderManager>;
1326 // Reserve some memory inside the render queue
1327 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1329 // Construct message in the render queue memory; note that delete should not be called on the return value
1330 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1333 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1335 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1337 // Reserve some memory inside the render queue
1338 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1340 // Construct message in the render queue memory; note that delete should not be called on the return value
1341 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1344 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1346 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1348 // Reserve some memory inside the render queue
1349 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1351 // Construct message in the render queue memory; note that delete should not be called on the return value
1352 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1355 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1357 // Message has ownership of Texture while in transit from update -> render
1358 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
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::AddTexture, texture);
1367 void UpdateManager::RemoveTexture(Render::Texture* texture)
1369 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
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::RemoveTexture, texture);
1378 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1380 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1382 // Reserve some memory inside the message queue
1383 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1385 // Construct message in the message queue memory; note that delete should not be called on the return value
1386 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1389 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1391 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
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::GenerateMipmaps, texture);
1400 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1402 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
1404 // Reserve some memory inside the render queue
1405 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1407 // Construct message in the render queue memory; note that delete should not be called on the return value
1408 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1411 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1413 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1415 // Reserve some memory inside the render queue
1416 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1418 // Construct message in the render queue memory; note that delete should not be called on the return value
1419 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1422 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1424 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1426 // Reserve some memory inside the render queue
1427 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1429 // Construct message in the render queue memory; note that delete should not be called on the return value
1430 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1433 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1435 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1437 // Reserve some memory inside the render queue
1438 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1440 // Construct message in the render queue memory; note that delete should not be called on the return value
1441 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1444 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1446 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1448 // Reserve some memory inside the render queue
1449 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1451 // Construct message in the render queue memory; note that delete should not be called on the return value
1452 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1455 } // namespace SceneGraph
1457 } // namespace Internal