2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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.
18 #include <dali/internal/update/queue/update-message-queue.h>
21 #include <boost/thread/mutex.hpp>
24 #include <dali/public-api/common/vector-wrapper.h>
25 #include <dali/integration-api/render-controller.h>
26 #include <dali/internal/common/message-buffer.h>
27 #include <dali/internal/render/common/performance-monitor.h>
31 using Dali::Integration::RenderController;
32 using Dali::Internal::SceneGraph::SceneGraphBuffers;
40 namespace // unnamed namespace
43 // A message to set Actor::SIZE is 72 bytes on 32bit device
44 // A buffer of size 32768 would store (32768 - 4) / (72 + 4) = 431 of those messages
45 static const std::size_t INITIAL_BUFFER_SIZE = 32768;
46 static const std::size_t MAX_BUFFER_CAPACITY = 73728; // Avoid keeping buffers which exceed this
47 static const std::size_t MAX_FREE_BUFFER_COUNT = 3; // Allow this number of buffers to be recycled
49 // A queue of message buffers
50 typedef vector< MessageBuffer* > MessageBufferQueue;
51 typedef MessageBufferQueue::iterator MessageBufferIter;
53 typedef boost::mutex MessageQueueMutex;
55 } // unnamed namespace
61 * Private MessageQueue data
63 struct MessageQueue::Impl
65 Impl( RenderController& controller, const SceneGraphBuffers& buffers )
66 : renderController(controller),
67 sceneGraphBuffers(buffers),
68 processingEvents(false),
70 sceneUpdateFlag( false ),
72 currentMessageBuffer(NULL)
78 // Delete the current buffer
79 delete currentMessageBuffer;
81 // Delete the unprocessed buffers
82 const MessageBufferIter processQueueEndIter = processQueue.end();
83 for ( MessageBufferIter iter = processQueue.begin(); iter != processQueueEndIter; ++iter )
85 MessageBuffer* unprocessedBuffer = *iter;
86 DeleteBufferContents( unprocessedBuffer );
87 delete unprocessedBuffer;
90 // Delete the recycled buffers
91 const MessageBufferIter recycleQueueEndIter = recycleQueue.end();
92 for ( MessageBufferIter iter = recycleQueue.begin(); iter != recycleQueueEndIter; ++iter )
94 MessageBuffer* recycledBuffer = *iter;
95 DeleteBufferContents( recycledBuffer );
96 delete recycledBuffer;
99 const MessageBufferIter freeQueueEndIter = freeQueue.end();
100 for ( MessageBufferIter iter = freeQueue.begin(); iter != freeQueueEndIter; ++iter )
102 MessageBuffer* freeBuffer = *iter;
103 DeleteBufferContents( freeBuffer );
108 void DeleteBufferContents( MessageBuffer* buffer )
110 for( MessageBuffer::Iterator iter = buffer->Begin(); iter.IsValid(); iter.Next() )
112 MessageBase* message = reinterpret_cast< MessageBase* >( iter.Get() );
114 // Call virtual destructor explictly; since delete will not be called after placement new
115 message->~MessageBase();
119 RenderController& renderController; ///< render controller
120 const SceneGraphBuffers& sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read.
122 bool processingEvents; ///< Whether messages queued will be flushed by core
123 bool queueWasEmpty; ///< Flag whether the queue was empty during the Update()
124 bool sceneUpdateFlag; ///< true when there is a new message that requires a scene-graph node tree update
125 int sceneUpdate; ///< Non zero when there is a message in the queue requiring a scene-graph node tree update
127 MessageQueueMutex queueMutex; ///< queueMutex must be locked whilst accessing processQueue or recycleQueue
128 MessageBufferQueue processQueue; ///< to process in the next update
129 MessageBufferQueue recycleQueue; ///< to recycle MessageBuffers after the messages have been processed
131 MessageBuffer* currentMessageBuffer; ///< can be used without locking
132 MessageBufferQueue freeQueue; ///< buffers from the recycleQueue; can be used without locking
135 MessageQueue::MessageQueue( RenderController& controller, const SceneGraphBuffers& buffers )
138 mImpl = new Impl( controller, buffers );
141 MessageQueue::~MessageQueue()
146 void MessageQueue::EventProcessingStarted()
148 mImpl->processingEvents = true;
151 unsigned int* MessageQueue::ReserveMessageSlot( std::size_t requestedSize, bool updateScene )
153 DALI_ASSERT_DEBUG( 0 != requestedSize );
157 mImpl->sceneUpdateFlag = true;
160 if ( !mImpl->currentMessageBuffer )
162 const MessageBufferIter endIter = mImpl->freeQueue.end();
164 // Find the largest recycled buffer from freeQueue
165 MessageBufferIter nextBuffer = endIter;
166 for ( MessageBufferIter iter = mImpl->freeQueue.begin(); iter != endIter; ++iter )
168 if ( endIter == nextBuffer ||
169 (*nextBuffer)->GetCapacity() < (*iter)->GetCapacity() )
175 if ( endIter != nextBuffer )
177 // Reuse a recycled buffer from freeQueue
178 mImpl->currentMessageBuffer = *nextBuffer;
179 mImpl->freeQueue.erase( nextBuffer );
183 mImpl->currentMessageBuffer = new MessageBuffer( INITIAL_BUFFER_SIZE );
187 // If we are inside core event processing, core will automatically flush the queue.
188 // If we are outside, then we have to request an idle update to flush the queue
189 if ( false == mImpl->processingEvents )
191 mImpl->renderController.RequestNotificationEventOnIdle();
194 return mImpl->currentMessageBuffer->ReserveMessageSlot( requestedSize );
197 BufferIndex MessageQueue::GetEventBufferIndex() const
199 return mImpl->sceneGraphBuffers.GetEventBufferIndex();
202 bool MessageQueue::FlushQueue()
204 const bool messagesToProcess = ( NULL != mImpl->currentMessageBuffer );
206 // If there're messages to flush
207 if ( messagesToProcess )
209 // queueMutex must be locked whilst accessing processQueue or recycleQueue
210 MessageQueueMutex::scoped_lock lock( mImpl->queueMutex );
212 mImpl->processQueue.push_back( mImpl->currentMessageBuffer );
213 mImpl->currentMessageBuffer = NULL;
215 // Grab any recycled MessageBuffers
216 while ( !mImpl->recycleQueue.empty() )
218 MessageBuffer* recycled = mImpl->recycleQueue.back();
219 mImpl->recycleQueue.pop_back();
221 // Guard against excessive message buffer growth
222 if ( MAX_FREE_BUFFER_COUNT < mImpl->freeQueue.size() ||
223 MAX_BUFFER_CAPACITY < recycled->GetCapacity() )
229 mImpl->freeQueue.push_back( recycled );
233 if( mImpl->sceneUpdateFlag )
235 mImpl->sceneUpdate |= 2;
236 mImpl->sceneUpdateFlag = false;
240 mImpl->processingEvents = false;
242 return messagesToProcess;
245 void MessageQueue::ProcessMessages()
247 PERF_MONITOR_START(PerformanceMonitor::PROCESS_MESSAGES);
249 // queueMutex must be locked whilst accessing queue
250 MessageQueueMutex::scoped_lock lock( mImpl->queueMutex );
252 const MessageBufferIter processQueueEndIter = mImpl->processQueue.end();
253 for ( MessageBufferIter iter = mImpl->processQueue.begin(); iter != processQueueEndIter ; ++iter )
255 MessageBuffer* buffer = *iter;
257 for( MessageBuffer::Iterator iter = buffer->Begin(); iter.IsValid(); iter.Next() )
259 MessageBase* message = reinterpret_cast< MessageBase* >( iter.Get() );
261 message->Process( mImpl->sceneGraphBuffers.GetUpdateBufferIndex() );
263 // Call virtual destructor explictly; since delete will not be called after placement new
264 message->~MessageBase();
268 // Pass back for use in the event-thread
269 mImpl->recycleQueue.push_back( buffer );
271 mImpl->sceneUpdate >>= 1;
274 mImpl->queueWasEmpty = mImpl->processQueue.empty(); // Flag whether we processed anything
276 mImpl->processQueue.clear();
278 PERF_MONITOR_END(PerformanceMonitor::PROCESS_MESSAGES);
281 bool MessageQueue::WasEmpty() const
283 return mImpl->queueWasEmpty;
286 bool MessageQueue::IsSceneUpdateRequired() const
288 return mImpl->sceneUpdate;
291 } // namespace Update
293 } // namespace Internal