2 * Copyright (c) 2014 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/queue/update-message-queue.h>
23 #pragma clang diagnostic push
24 #pragma clang diagnostic ignored "-Wall"
25 #include <boost/thread/mutex.hpp>
26 #pragma clang diagnostic pop
28 #include <boost/thread/mutex.hpp>
29 #endif // ifdef __clang
32 #include <dali/public-api/common/vector-wrapper.h>
33 #include <dali/integration-api/render-controller.h>
34 #include <dali/internal/common/message-buffer.h>
35 #include <dali/internal/render/common/performance-monitor.h>
39 using Dali::Integration::RenderController;
40 using Dali::Internal::SceneGraph::SceneGraphBuffers;
48 namespace // unnamed namespace
51 // A message to set Actor::SIZE is 72 bytes on 32bit device
52 // A buffer of size 32768 would store (32768 - 4) / (72 + 4) = 431 of those messages
53 static const std::size_t INITIAL_BUFFER_SIZE = 32768;
54 static const std::size_t MAX_BUFFER_CAPACITY = 73728; // Avoid keeping buffers which exceed this
55 static const std::size_t MAX_FREE_BUFFER_COUNT = 3; // Allow this number of buffers to be recycled
57 // A queue of message buffers
58 typedef vector< MessageBuffer* > MessageBufferQueue;
59 typedef MessageBufferQueue::iterator MessageBufferIter;
61 typedef boost::mutex MessageQueueMutex;
63 } // unnamed namespace
69 * Private MessageQueue data
71 struct MessageQueue::Impl
73 Impl( RenderController& controller, const SceneGraphBuffers& buffers )
74 : renderController(controller),
75 sceneGraphBuffers(buffers),
76 processingEvents(false),
78 sceneUpdateFlag( false ),
80 currentMessageBuffer(NULL)
86 // Delete the current buffer
87 delete currentMessageBuffer;
89 // Delete the unprocessed buffers
90 const MessageBufferIter processQueueEndIter = processQueue.end();
91 for ( MessageBufferIter iter = processQueue.begin(); iter != processQueueEndIter; ++iter )
93 MessageBuffer* unprocessedBuffer = *iter;
94 DeleteBufferContents( unprocessedBuffer );
95 delete unprocessedBuffer;
98 // Delete the recycled buffers
99 const MessageBufferIter recycleQueueEndIter = recycleQueue.end();
100 for ( MessageBufferIter iter = recycleQueue.begin(); iter != recycleQueueEndIter; ++iter )
102 MessageBuffer* recycledBuffer = *iter;
103 DeleteBufferContents( recycledBuffer );
104 delete recycledBuffer;
107 const MessageBufferIter freeQueueEndIter = freeQueue.end();
108 for ( MessageBufferIter iter = freeQueue.begin(); iter != freeQueueEndIter; ++iter )
110 MessageBuffer* freeBuffer = *iter;
111 DeleteBufferContents( freeBuffer );
116 void DeleteBufferContents( MessageBuffer* buffer )
118 for( MessageBuffer::Iterator iter = buffer->Begin(); iter.IsValid(); iter.Next() )
120 MessageBase* message = reinterpret_cast< MessageBase* >( iter.Get() );
122 // Call virtual destructor explictly; since delete will not be called after placement new
123 message->~MessageBase();
127 RenderController& renderController; ///< render controller
128 const SceneGraphBuffers& sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read.
130 bool processingEvents; ///< Whether messages queued will be flushed by core
131 bool queueWasEmpty; ///< Flag whether the queue was empty during the Update()
132 bool sceneUpdateFlag; ///< true when there is a new message that requires a scene-graph node tree update
133 int sceneUpdate; ///< Non zero when there is a message in the queue requiring a scene-graph node tree update
135 MessageQueueMutex queueMutex; ///< queueMutex must be locked whilst accessing processQueue or recycleQueue
136 MessageBufferQueue processQueue; ///< to process in the next update
137 MessageBufferQueue recycleQueue; ///< to recycle MessageBuffers after the messages have been processed
139 MessageBuffer* currentMessageBuffer; ///< can be used without locking
140 MessageBufferQueue freeQueue; ///< buffers from the recycleQueue; can be used without locking
143 MessageQueue::MessageQueue( RenderController& controller, const SceneGraphBuffers& buffers )
146 mImpl = new Impl( controller, buffers );
149 MessageQueue::~MessageQueue()
154 void MessageQueue::EventProcessingStarted()
156 mImpl->processingEvents = true;
159 unsigned int* MessageQueue::ReserveMessageSlot( std::size_t requestedSize, bool updateScene )
161 DALI_ASSERT_DEBUG( 0 != requestedSize );
165 mImpl->sceneUpdateFlag = true;
168 if ( !mImpl->currentMessageBuffer )
170 const MessageBufferIter endIter = mImpl->freeQueue.end();
172 // Find the largest recycled buffer from freeQueue
173 MessageBufferIter nextBuffer = endIter;
174 for ( MessageBufferIter iter = mImpl->freeQueue.begin(); iter != endIter; ++iter )
176 if ( endIter == nextBuffer ||
177 (*nextBuffer)->GetCapacity() < (*iter)->GetCapacity() )
183 if ( endIter != nextBuffer )
185 // Reuse a recycled buffer from freeQueue
186 mImpl->currentMessageBuffer = *nextBuffer;
187 mImpl->freeQueue.erase( nextBuffer );
191 mImpl->currentMessageBuffer = new MessageBuffer( INITIAL_BUFFER_SIZE );
195 // If we are inside Core::ProcessEvents(), core will automatically flush the queue.
196 // If we are outside, then we have to request a call to Core::ProcessEvents() on idle.
197 if ( false == mImpl->processingEvents )
199 mImpl->renderController.RequestProcessEventsOnIdle();
202 return mImpl->currentMessageBuffer->ReserveMessageSlot( requestedSize );
205 BufferIndex MessageQueue::GetEventBufferIndex() const
207 return mImpl->sceneGraphBuffers.GetEventBufferIndex();
210 bool MessageQueue::FlushQueue()
212 const bool messagesToProcess = ( NULL != mImpl->currentMessageBuffer );
214 // If there're messages to flush
215 if ( messagesToProcess )
217 // queueMutex must be locked whilst accessing processQueue or recycleQueue
218 MessageQueueMutex::scoped_lock lock( mImpl->queueMutex );
220 mImpl->processQueue.push_back( mImpl->currentMessageBuffer );
221 mImpl->currentMessageBuffer = NULL;
223 // Grab any recycled MessageBuffers
224 while ( !mImpl->recycleQueue.empty() )
226 MessageBuffer* recycled = mImpl->recycleQueue.back();
227 mImpl->recycleQueue.pop_back();
229 // Guard against excessive message buffer growth
230 if ( MAX_FREE_BUFFER_COUNT < mImpl->freeQueue.size() ||
231 MAX_BUFFER_CAPACITY < recycled->GetCapacity() )
237 mImpl->freeQueue.push_back( recycled );
241 if( mImpl->sceneUpdateFlag )
243 mImpl->sceneUpdate |= 2;
244 mImpl->sceneUpdateFlag = false;
248 mImpl->processingEvents = false;
250 return messagesToProcess;
253 void MessageQueue::ProcessMessages()
255 PERF_MONITOR_START(PerformanceMonitor::PROCESS_MESSAGES);
257 // queueMutex must be locked whilst accessing queue
258 MessageQueueMutex::scoped_lock lock( mImpl->queueMutex );
260 const MessageBufferIter processQueueEndIter = mImpl->processQueue.end();
261 for ( MessageBufferIter iter = mImpl->processQueue.begin(); iter != processQueueEndIter ; ++iter )
263 MessageBuffer* buffer = *iter;
265 for( MessageBuffer::Iterator iter = buffer->Begin(); iter.IsValid(); iter.Next() )
267 MessageBase* message = reinterpret_cast< MessageBase* >( iter.Get() );
269 message->Process( mImpl->sceneGraphBuffers.GetUpdateBufferIndex() );
271 // Call virtual destructor explictly; since delete will not be called after placement new
272 message->~MessageBase();
276 // Pass back for use in the event-thread
277 mImpl->recycleQueue.push_back( buffer );
280 mImpl->sceneUpdate >>= 1;
282 mImpl->queueWasEmpty = mImpl->processQueue.empty(); // Flag whether we processed anything
284 mImpl->processQueue.clear();
286 PERF_MONITOR_END(PerformanceMonitor::PROCESS_MESSAGES);
289 bool MessageQueue::WasEmpty() const
291 return mImpl->queueWasEmpty;
294 bool MessageQueue::IsSceneUpdateRequired() const
296 return mImpl->sceneUpdate;
299 } // namespace Update
301 } // namespace Internal