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/devel-api/rendering/texture-set.h>
22 #include <dali/integration-api/resource-declarations.h>
23 #include <dali/internal/common/internal-constants.h>
24 #include <dali/internal/update/resources/texture-metadata.h>
25 #include <dali/internal/update/resources/resource-manager.h>
26 #include <dali/internal/common/memory-pool-object-allocator.h>
27 #include <dali/internal/update/rendering/scene-graph-renderer.h>
29 namespace //Unnamed namespace
31 //Memory pool used to allocate new texture sets. Memory used by this pool will be released when shutting down DALi
32 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::TextureSet> gTextureSetMemoryPool;
44 TextureSet* TextureSet::New()
46 return new ( gTextureSetMemoryPool.AllocateRawThreadSafe() ) TextureSet();
49 TextureSet::TextureSet()
53 mResourcesReady( true ),
54 mFinishedResourceAcquisition( true ),
60 TextureSet::~TextureSet()
64 void TextureSet::operator delete( void* ptr )
66 gTextureSetMemoryPool.FreeThreadSafe( static_cast<TextureSet*>( ptr ) );
69 void TextureSet::Prepare( const ResourceManager& resourceManager )
71 if( mChanged && mTextures.Empty() )
73 unsigned int opaqueCount = 0;
74 unsigned int completeCount = 0;
75 unsigned int failedCount = 0;
76 unsigned int frameBufferCount = 0;
77 const std::size_t textureCount( mTextureId.Count() );
78 if( textureCount > 0 )
80 for( unsigned int i(0); i<textureCount; ++i )
82 const ResourceId textureId = mTextureId[ i ];
83 TextureMetadata* metadata = NULL;
84 if( textureId != Integration::InvalidResourceId )
86 // if there is metadata, resource is loaded
87 if( resourceManager.GetTextureMetadata( textureId, metadata ) )
89 DALI_ASSERT_DEBUG( metadata );
90 // metadata is valid pointer from now on
91 if( metadata->IsFullyOpaque() )
96 if( metadata->IsFramebuffer() )
98 if( metadata->HasFrameBufferBeenRenderedTo() )
109 // loaded so will complete this frame
112 // no point checking failure as there is no metadata for failed loads
114 // if no metadata, loading can be failed
115 else if( resourceManager.HasResourceLoadFailed( textureId ) )
122 //If the texture is not valid it is considerer opaque and complete
129 mHasAlpha = ( opaqueCount != textureCount );
131 // ready for rendering when all textures are either successfully loaded or they are FBOs
132 mResourcesReady = (completeCount + frameBufferCount >= textureCount);
134 // Texture set is complete if all resources are either loaded or failed or, if they are FBOs have been rendererd to
135 mFinishedResourceAcquisition = ( completeCount + failedCount == textureCount );
137 if( mFinishedResourceAcquisition )
139 // Texture set is now considered not changed
145 void TextureSet::SetImage( size_t index, ResourceId imageId )
147 size_t textureCount( mTextureId.Size() );
148 if( textureCount < index + 1 )
150 mTextureId.Resize( index + 1 );
151 mSamplers.Resize( index + 1 );
152 for( size_t i(textureCount); i<=index; ++i )
154 mTextureId[i] = Integration::InvalidResourceId;
159 mTextureId[index] = imageId;
161 NotifyChangeToRenderers();
164 void TextureSet::SetSampler( size_t index, Render::Sampler* sampler )
166 size_t samplerCount( mSamplers.Size() );
167 if( samplerCount < index + 1 )
169 mSamplers.Resize( index + 1 );
170 mTextureId.Resize( index + 1 );
171 for( size_t i(samplerCount); i<=index; ++i )
173 mTextureId[i] = Integration::InvalidResourceId;
178 mSamplers[index] = sampler;
179 NotifyChangeToRenderers();
182 void TextureSet::SetTexture( size_t index, Render::NewTexture* texture )
184 const size_t textureCount( mTextures.Size() );
185 if( textureCount < index + 1 )
187 mTextures.Resize( index + 1 );
188 mSamplers.Resize( index + 1 );
190 for( size_t i(textureCount); i<=index; ++i )
197 mTextures[index] = texture;
198 mHasAlpha |= texture->HasAlphaChannel();
199 NotifyChangeToRenderers();
202 bool TextureSet::HasAlpha() const
207 void TextureSet::GetResourcesStatus( bool& resourcesReady, bool& finishedResourceAcquisition )
209 resourcesReady = mResourcesReady;
210 finishedResourceAcquisition = mFinishedResourceAcquisition;
213 void TextureSet::AddObserver( Renderer* renderer )
215 size_t rendererCount( mRenderers.Size() );
216 for( size_t i(0); i<rendererCount; ++i )
218 if( mRenderers[i] == renderer )
220 //Renderer already in the list
225 mRenderers.PushBack( renderer );
228 void TextureSet::RemoveObserver( Renderer* renderer )
230 size_t rendererCount( mRenderers.Size() );
231 for( size_t i(0); i<rendererCount; ++i )
233 if( mRenderers[i] == renderer )
235 mRenderers.Remove( mRenderers.Begin() + i );
241 void TextureSet::NotifyChangeToRenderers()
243 size_t rendererCount = mRenderers.Size();
244 for( size_t i(0); i<rendererCount; ++i )
246 mRenderers[i]->TextureSetChanged();
250 } // namespace SceneGraph
252 } // namespace Internal