2 * Copyright (c) 2016 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.
18 #include "scene-graph-texture-set.h"
21 #include <dali/integration-api/resource-declarations.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/update/resources/texture-metadata.h>
24 #include <dali/internal/update/resources/resource-manager.h>
25 #include <dali/internal/common/memory-pool-object-allocator.h>
26 #include <dali/internal/update/rendering/scene-graph-renderer.h>
28 namespace //Unnamed namespace
30 //Memory pool used to allocate new texture sets. Memory used by this pool will be released when shutting down DALi
31 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::TextureSet> gTextureSetMemoryPool;
43 TextureSet* TextureSet::New()
45 return new ( gTextureSetMemoryPool.AllocateRawThreadSafe() ) TextureSet();
48 TextureSet::TextureSet()
52 mResourcesReady( true ),
53 mFinishedResourceAcquisition( true ),
59 TextureSet::~TextureSet()
63 void TextureSet::operator delete( void* ptr )
65 gTextureSetMemoryPool.FreeThreadSafe( static_cast<TextureSet*>( ptr ) );
68 void TextureSet::Prepare( const ResourceManager& resourceManager )
70 if( mChanged && mTextures.Empty() )
72 unsigned int opaqueCount = 0;
73 unsigned int completeCount = 0;
74 unsigned int failedCount = 0;
75 unsigned int frameBufferCount = 0;
76 const std::size_t textureCount( mTextureId.Count() );
77 if( textureCount > 0 )
79 for( unsigned int i(0); i<textureCount; ++i )
81 const ResourceId textureId = mTextureId[ i ];
82 TextureMetadata* metadata = NULL;
83 if( textureId != Integration::InvalidResourceId )
85 // if there is metadata, resource is loaded
86 if( resourceManager.GetTextureMetadata( textureId, metadata ) )
88 DALI_ASSERT_DEBUG( metadata );
89 // metadata is valid pointer from now on
90 if( metadata->IsFullyOpaque() )
95 if( metadata->IsFramebuffer() )
97 if( metadata->HasFrameBufferBeenRenderedTo() )
108 // loaded so will complete this frame
111 // no point checking failure as there is no metadata for failed loads
113 // if no metadata, loading can be failed
114 else if( resourceManager.HasResourceLoadFailed( textureId ) )
121 //If the texture is not valid it is considerer opaque and complete
128 mHasAlpha = ( opaqueCount != textureCount );
130 // ready for rendering when all textures are either successfully loaded or they are FBOs
131 mResourcesReady = (completeCount + frameBufferCount >= textureCount);
133 // Texture set is complete if all resources are either loaded or failed or, if they are FBOs have been rendererd to
134 mFinishedResourceAcquisition = ( completeCount + failedCount == textureCount );
136 if( mFinishedResourceAcquisition )
138 // Texture set is now considered not changed
144 void TextureSet::SetImage( size_t index, ResourceId imageId )
146 size_t textureCount( mTextureId.Size() );
147 if( textureCount < index + 1 )
149 mTextureId.Resize( index + 1 );
150 mSamplers.Resize( index + 1 );
151 for( size_t i(textureCount); i<=index; ++i )
153 mTextureId[i] = Integration::InvalidResourceId;
158 mTextureId[index] = imageId;
160 NotifyChangeToRenderers();
163 void TextureSet::SetSampler( size_t index, Render::Sampler* sampler )
165 size_t samplerCount( mSamplers.Size() );
166 if( samplerCount < index + 1 )
168 mSamplers.Resize( index + 1 );
169 mTextureId.Resize( index + 1 );
170 for( size_t i(samplerCount); i<=index; ++i )
172 mTextureId[i] = Integration::InvalidResourceId;
177 mSamplers[index] = sampler;
178 NotifyChangeToRenderers();
181 void TextureSet::SetTexture( size_t index, Render::NewTexture* texture )
183 const size_t textureCount( mTextures.Size() );
184 if( textureCount < index + 1 )
186 mTextures.Resize( index + 1 );
187 mSamplers.Resize( index + 1 );
189 for( size_t i(textureCount); i<=index; ++i )
196 mTextures[index] = texture;
197 mHasAlpha |= texture->HasAlphaChannel();
198 NotifyChangeToRenderers();
201 bool TextureSet::HasAlpha() const
206 void TextureSet::GetResourcesStatus( bool& resourcesReady, bool& finishedResourceAcquisition )
208 resourcesReady = mResourcesReady;
209 finishedResourceAcquisition = mFinishedResourceAcquisition;
212 void TextureSet::AddObserver( Renderer* renderer )
214 size_t rendererCount( mRenderers.Size() );
215 for( size_t i(0); i<rendererCount; ++i )
217 if( mRenderers[i] == renderer )
219 //Renderer already in the list
224 mRenderers.PushBack( renderer );
227 void TextureSet::RemoveObserver( Renderer* renderer )
229 size_t rendererCount( mRenderers.Size() );
230 for( size_t i(0); i<rendererCount; ++i )
232 if( mRenderers[i] == renderer )
234 mRenderers.Remove( mRenderers.Begin() + i );
240 void TextureSet::NotifyChangeToRenderers()
242 size_t rendererCount = mRenderers.Size();
243 for( size_t i(0); i<rendererCount; ++i )
245 mRenderers[i]->TextureSetChanged();
249 } // namespace SceneGraph
251 } // namespace Internal