/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/internal/update/manager/frame-callback-processor.h>
#include <dali/internal/update/manager/render-task-processor.h>
#include <dali/internal/update/manager/sorted-layers.h>
+#include <dali/internal/update/manager/scene-graph-frame-callback.h>
#include <dali/internal/update/manager/update-algorithms.h>
#include <dali/internal/update/manager/update-manager-debug.h>
#include <dali/internal/update/manager/transform-manager.h>
const uint32_t FRAME_COUNT_TRIGGER = 16;\
if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
{\
- if ( NULL != mImpl->root )\
+ for( auto&& scene : mImpl->scenes )
{\
- mImpl->frameCounter = 0;\
- PrintNodeTree( *mImpl->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
+ if ( scene && scene->root )\
+ {\
+ mImpl->frameCounter = 0;\
+ PrintNodeTree( *scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
+ }\
}\
}\
mImpl->frameCounter++;
#if defined(DEBUG_ENABLED)
extern Debug::Filter* gRenderTaskLogFilter;
+namespace
+{
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER" );
+} // unnamed namespace
#endif
namespace
{
/**
- * Helper to reset animate-able objects to base values
- * @param container to iterate over
- * @param updateBufferIndex to use
- */
-template< class T >
-inline void ResetToBaseValues( OwnerContainer<T*>& container, BufferIndex updateBufferIndex )
-{
- // Reset animatable properties to base values
- // use reference to avoid extra copies of the iterator
- for( auto&& iter : container )
- {
- iter->ResetToBaseValues( updateBufferIndex );
- }
-}
-
-/**
* Helper to Erase an object from OwnerContainer using discard queue
* @param container to remove from
* @param object to remove
*/
struct UpdateManager::Impl
{
+ // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
+ struct SceneInfo
+ {
+ SceneInfo( Layer* root ) ///< Constructor
+ : root( root )
+ {
+ }
+
+ ~SceneInfo() = default; ///< Default non-virtual destructor
+ SceneInfo( SceneInfo&& rhs ) = default; ///< Move constructor
+ SceneInfo& operator=( SceneInfo&& rhs ) = default; ///< Move assignment operator
+ SceneInfo& operator=( const SceneInfo& rhs ) = delete; ///< Assignment operator
+ SceneInfo( const SceneInfo& rhs ) = delete; ///< Copy constructor
+
+ Layer* root{ nullptr }; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
+ OwnerPointer< RenderTaskList > taskList; ///< Scene graph render task list
+ SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
+ };
+
Impl( NotificationManager& notificationManager,
CompleteNotificationInterface& animationPlaylist,
PropertyNotifier& propertyNotifier,
renderInstructions( renderManager.GetRenderInstructionContainer() ),
renderTaskProcessor( renderTaskProcessor ),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
- taskList( renderMessageDispatcher ),
- systemLevelTaskList( renderMessageDispatcher ),
- root( NULL ),
- systemLevelRoot( NULL ),
renderers(),
textureSets(),
shaders(),
~Impl()
{
// Disconnect render tasks from nodes, before destroying the nodes
- RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
- for ( auto&& iter : tasks )
+ for( auto&& scene : scenes )
{
- iter->SetSourceNode( NULL );
- }
- // ..repeat for system level RenderTasks
- RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks();
- for ( auto&& iter : systemLevelTasks )
- {
- iter->SetSourceNode( NULL );
+ if ( scene && scene->taskList )
+ {
+ RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
+ for ( auto&& task : tasks )
+ {
+ task->SetSourceNode( NULL );
+ }
+ }
}
// UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
Node::Delete(*iter);
}
- // If there is root, reset it, otherwise do nothing as rendering was never started
- if( root )
- {
- root->OnDestroy();
-
- Node::Delete( root );
- root = NULL;
- }
-
- if( systemLevelRoot )
+ for( auto&& scene : scenes )
{
- systemLevelRoot->OnDestroy();
-
- Node::Delete( systemLevelRoot );
- systemLevelRoot = NULL;
+ if ( scene && scene->root )
+ {
+ scene->root->OnDestroy();
+ Node::Delete( scene->root );
+ }
}
+ scenes.clear();
delete sceneController;
}
/**
* Lazy init for FrameCallbackProcessor.
+ * @param[in] updateManager A reference to the update-manager
*/
- FrameCallbackProcessor& GetFrameCallbackProcessor()
+ FrameCallbackProcessor& GetFrameCallbackProcessor( UpdateManager& updateManager )
{
if( ! frameCallbackProcessor )
{
- frameCallbackProcessor = new FrameCallbackProcessor( transformManager );
+ frameCallbackProcessor = new FrameCallbackProcessor( updateManager, transformManager );
}
return *frameCallbackProcessor;
}
Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
- RenderTaskList taskList; ///< The list of scene graph render-tasks
- RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
-
- Layer* root; ///< The root node (root is a layer)
- Layer* systemLevelRoot; ///< A separate root-node for system-level content
+ using SceneInfoPtr = std::unique_ptr< SceneInfo >;
+ std::vector< SceneInfoPtr > scenes; ///< A container of SceneInfo.
Vector<Node*> nodes; ///< A container of all instantiated nodes
- SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
- SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
-
OwnerContainer< Camera* > cameras; ///< A container of cameras
OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
- AnimationContainer animations; ///< A container of owned animations
+ OwnerContainer< Animation* > animations; ///< A container of owned animations
PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
delete mImpl;
}
-void UpdateManager::InstallRoot( OwnerPointer<Layer>& layer, bool systemLevel )
+void UpdateManager::InstallRoot( OwnerPointer<Layer>& layer )
{
DALI_ASSERT_DEBUG( layer->IsLayer() );
DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
- if ( !systemLevel )
- {
- DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" );
- mImpl->root = layer.Release();
- mImpl->root->CreateTransform( &mImpl->transformManager );
- mImpl->root->SetRoot(true);
- }
- else
+ Layer* rootLayer = layer.Release();
+
+ DALI_ASSERT_DEBUG( std::find_if( mImpl->scenes.begin(), mImpl->scenes.end(),
+ [rootLayer]( Impl::SceneInfoPtr& scene )
+ {
+ return scene && scene->root == rootLayer;
+ }
+ ) == mImpl->scenes.end() && "Root Node already installed" );
+
+ rootLayer->CreateTransform( &mImpl->transformManager );
+ rootLayer->SetRoot(true);
+
+ mImpl->scenes.emplace_back( new Impl::SceneInfo( rootLayer ) );
+}
+
+void UpdateManager::UninstallRoot( Layer* layer )
+{
+ DALI_ASSERT_DEBUG( layer->IsLayer() );
+ DALI_ASSERT_DEBUG( layer->GetParent() == NULL );
+
+ for (auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
{
- DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" );
- mImpl->systemLevelRoot = layer.Release();
- mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager );
- mImpl->systemLevelRoot->SetRoot(true);
+ if( (*iter) && (*iter)->root == layer )
+ {
+ mImpl->scenes.erase( iter );
+ break;
+ }
}
+ mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), layer );
+
+ // Notify the layer about impending destruction
+ layer->OnDestroy();
}
void UpdateManager::AddNode( OwnerPointer<Node>& node )
// Nodes must be sorted by pointer
Node* rawNode = node.Release();
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] AddNode\n", rawNode );
+
Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
for( Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter )
{
DALI_ASSERT_ALWAYS( NULL != node );
DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] ConnectNode\n", node );
+
parent->ConnectChild( node );
+ parent->SetPropertyDirty( true );
+
// Inform the frame-callback-processor, if set, about the node-hierarchy changing
if( mImpl->frameCallbackProcessor )
{
void UpdateManager::DisconnectNode( Node* node )
{
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DisconnectNode\n", node );
+
Node* parent = node->GetParent();
DALI_ASSERT_ALWAYS( NULL != parent );
parent->SetDirtyFlag( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused
DALI_ASSERT_ALWAYS( NULL != node );
DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DestroyNode\n", node );
+
Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
Vector<Node*>::Iterator endIter = mImpl->nodes.End();
for(;iter!=endIter;++iter)
mImpl->cameras.PushBack( camera.Release() ); // takes ownership
}
-void UpdateManager::RemoveCamera( const Camera* camera )
+void UpdateManager::RemoveCamera( Camera* camera )
{
// Find the camera and destroy it
- EraseUsingDiscardQueue( mImpl->cameras, const_cast<Camera*>( camera ), mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
+ EraseUsingDiscardQueue( mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
}
void UpdateManager::AddObject( OwnerPointer<PropertyOwner>& object )
mImpl->customObjects.EraseObject( object );
}
+void UpdateManager::AddRenderTaskList( OwnerPointer<RenderTaskList>& taskList )
+{
+ RenderTaskList* taskListPointer = taskList.Release();
+ taskListPointer->SetRenderMessageDispatcher( &mImpl->renderMessageDispatcher );
+
+ mImpl->scenes.back()->taskList = taskListPointer;
+}
+
+void UpdateManager::RemoveRenderTaskList( RenderTaskList* taskList )
+{
+ for ( auto&& scene : mImpl->scenes )
+ {
+ if ( scene && scene->taskList == taskList )
+ {
+ scene->taskList.Reset();
+ break;
+ }
+ }
+}
+
void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation )
{
mImpl->animations.PushBack( animation.Release() );
void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer )
{
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get() );
+
renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
mImpl->renderers.PushBack( renderer.Release() );
mImpl->renderersAdded = true;
void UpdateManager::RemoveRenderer( Renderer* renderer )
{
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer );
+
+ renderer->SetDirty( true );
+
// Find the renderer and destroy it
EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
// Need to remove the render object as well
mImpl->textureSets.EraseObject( textureSet );
}
-RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel )
-{
- if ( !systemLevel )
- {
- // copy the list, this is only likely to happen once in application life cycle
- return &(mImpl->taskList);
- }
- else
- {
- // copy the list, this is only likely to happen once in application life cycle
- return &(mImpl->systemLevelTaskList);
- }
-}
-
uint32_t* UpdateManager::ReserveMessageSlot( uint32_t size, bool updateScene )
{
return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
{
- AnimationContainer &animations = mImpl->animations;
- AnimationIter iter = animations.Begin();
+ auto&& iter = mImpl->animations.Begin();
bool animationLooped = false;
- while ( iter != animations.End() )
+ while ( iter != mImpl->animations.End() )
{
Animation* animation = *iter;
bool finished = false;
// Remove animations that had been destroyed but were still waiting for an update
if (animation->GetState() == Animation::Destroyed)
{
- iter = animations.Erase(iter);
+ iter = mImpl->animations.Erase(iter);
}
else
{
void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
{
- // Constrain system-level render-tasks
- const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
- for ( auto&& task : systemLevelTasks )
- {
- ConstrainPropertyOwner( *task, bufferIndex );
- }
-
// Constrain render-tasks
- const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
- for ( auto&& task : tasks )
+ for ( auto&& scene : mImpl->scenes )
{
- ConstrainPropertyOwner( *task, bufferIndex );
+ if ( scene && scene->taskList )
+ {
+ RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
+ for ( auto&& task : tasks )
+ {
+ ConstrainPropertyOwner( *task, bufferIndex );
+ }
+ }
}
}
{
mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
- if ( !mImpl->root )
+ for ( auto&& scene : mImpl->scenes )
{
- return;
- }
-
- // Prepare resources, update shaders, for each node
- // And add the renderers to the sorted layers. Start from root, which is also a layer
- mImpl->nodeDirtyFlags = UpdateNodeTree( *( mImpl->root ),
- bufferIndex,
- mImpl->renderQueue );
-
- if ( mImpl->systemLevelRoot )
- {
- mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ),
- bufferIndex,
- mImpl->renderQueue );
+ if ( scene && scene->root )
+ {
+ // Prepare resources, update shaders, for each node
+ // And add the renderers to the sorted layers. Start from root, which is also a layer
+ mImpl->nodeDirtyFlags |= UpdateNodeTree( *scene->root,
+ bufferIndex,
+ mImpl->renderQueue );
+ }
}
}
mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
gestureUpdated; // ..a gesture property was updated
+ bool keepRendererRendering = false;
// Although the scene-graph may not require an update, we still need to synchronize double-buffered
// values if the scene was updated in the previous frame.
ConstrainCustomObjects( bufferIndex );
//Clear the lists of renderers from the previous update
- for( auto&& layer : mImpl->sortedLayers )
+ for( auto&& scene : mImpl->scenes )
{
- layer->ClearRenderables();
+ if ( scene )
+ {
+ for( auto&& layer : scene->sortedLayerList )
+ {
+ if ( layer )
+ {
+ layer->ClearRenderables();
+ }
+ }
+ }
}
- for( auto&& layer : mImpl->systemLevelSortedLayers )
+ // Call the frame-callback-processor if set
+ if( mImpl->frameCallbackProcessor )
{
- layer->ClearRenderables();
+ mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds );
}
//Update node hierarchy, apply constraints and perform sorting / culling.
//Update renderers and apply constraints
UpdateRenderers( bufferIndex );
- // Call the frame-callback-processor if set
- if( mImpl->frameCallbackProcessor )
- {
- mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds );
- }
-
//Update the transformations of all the nodes
mImpl->transformManager.Update();
//reset the update buffer index and make sure there is enough room in the instruction container
if( mImpl->renderersAdded )
{
- mImpl->renderInstructions.ResetAndReserve( bufferIndex, mImpl->taskList.GetTaskCount() + mImpl->systemLevelTaskList.GetTaskCount() );
+ // Calculate how many render tasks we have in total
+ std::size_t numberOfRenderTasks = 0;
+ for (auto&& scene : mImpl->scenes )
+ {
+ if ( scene && scene->taskList )
+ {
+ numberOfRenderTasks += scene->taskList->GetTasks().Count();
+ }
+ }
- if ( NULL != mImpl->root )
+ mImpl->renderInstructions.ResetAndReserve( bufferIndex,
+ static_cast<uint32_t>( numberOfRenderTasks ) );
+
+ for ( auto&& scene : mImpl->scenes )
{
- mImpl->renderTaskProcessor.Process( bufferIndex,
- mImpl->taskList,
- *mImpl->root,
- mImpl->sortedLayers,
- mImpl->renderInstructions,
- renderToFboEnabled,
- isRenderingToFbo );
-
- // Process the system-level RenderTasks last
- if ( NULL != mImpl->systemLevelRoot )
+ if ( scene && scene->root && scene->taskList )
{
- mImpl->renderTaskProcessor.Process( bufferIndex,
- mImpl->systemLevelTaskList,
- *mImpl->systemLevelRoot,
- mImpl->systemLevelSortedLayers,
+ keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex,
+ *scene->taskList,
+ *scene->root,
+ scene->sortedLayerList,
mImpl->renderInstructions,
renderToFboEnabled,
isRenderingToFbo );
}
}
+
+ DALI_LOG_INFO( gLogFilter, Debug::General,
+ "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n",
+ numberOfRenderTasks, mImpl->renderInstructions.Count( bufferIndex ) );
}
}
- // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
- bool doRenderOnceNotify = false;
- mImpl->renderTaskWaiting = false;
- for ( auto&& renderTask : mImpl->taskList.GetTasks() )
+ for ( auto&& scene : mImpl->scenes )
{
- renderTask->UpdateState();
-
- if( renderTask->IsWaitingToRender() &&
- renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
+ if ( scene && scene->root && scene->taskList )
{
- mImpl->renderTaskWaiting = true; // keep update/render threads alive
- }
+ RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
- if( renderTask->HasRendered() )
- {
- doRenderOnceNotify = true;
- }
- }
+ // check the countdown and notify
+ bool doRenderOnceNotify = false;
+ mImpl->renderTaskWaiting = false;
+ for ( auto&& renderTask : tasks )
+ {
+ renderTask->UpdateState();
- if( doRenderOnceNotify )
- {
- DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
- mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() );
+ if( renderTask->IsWaitingToRender() &&
+ renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
+ {
+ mImpl->renderTaskWaiting = true; // keep update/render threads alive
+ }
+
+ if( renderTask->HasRendered() )
+ {
+ doRenderOnceNotify = true;
+ }
+ }
+
+ if( doRenderOnceNotify )
+ {
+ DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
+ mImpl->notificationManager.QueueCompleteNotification( scene->taskList->GetCompleteNotificationInterface() );
+ }
+ }
}
// Macro is undefined in release build.
// Check whether further updates are required
uint32_t keepUpdating = KeepUpdatingCheck( elapsedSeconds );
+ if( keepRendererRendering )
+ {
+ keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
+ }
+
// tell the update manager that we're done so the queue can be given to event thread
mImpl->notificationManager.UpdateCompleted();
new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
}
+void UpdateManager::SetDefaultSurfaceOrientation( int orientation )
+{
+ typedef MessageValue1< RenderManager, int > DerivedType;
+
+ // Reserve some memory inside the render queue
+ unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
+
+ // Construct message in the render queue memory; note that delete should not be called on the return value
+ new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceOrientation, orientation );
+}
+
void UpdateManager::KeepRendering( float durationSeconds )
{
mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
mImpl->renderingBehavior = renderingBehavior;
}
-void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
+void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer )
{
- if ( !systemLevel )
- {
- // just copy the vector of pointers
- mImpl->sortedLayers = layers;
- }
- else
+ for ( auto&& scene : mImpl->scenes )
{
- mImpl->systemLevelSortedLayers = layers;
+ if ( scene && scene->root == rootLayer )
+ {
+ scene->sortedLayerList = layers;
+ break;
+ }
}
}
iter.node->SetDepthIndex( iter.sortedDepth );
}
- // Go through node hierarchy and rearrange siblings according to depth-index
- SortSiblingNodesRecursively( *( mImpl->root ) );
+ for ( auto&& scene : mImpl->scenes )
+ {
+ if ( scene )
+ {
+ // Go through node hierarchy and rearrange siblings according to depth-index
+ SortSiblingNodesRecursively( *scene->root );
+ }
+ }
}
bool UpdateManager::IsDefaultSurfaceRectChanged()
return surfaceRectChanged;
}
-void UpdateManager::AddFrameCallback( FrameCallbackInterface* frameCallback, const Node* rootNode )
+void UpdateManager::AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode )
{
- mImpl->GetFrameCallbackProcessor().AddFrameCallback( frameCallback, rootNode );
+ mImpl->GetFrameCallbackProcessor( *this ).AddFrameCallback( frameCallback, rootNode );
}
void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback )
{
- mImpl->GetFrameCallbackProcessor().RemoveFrameCallback( frameCallback );
+ mImpl->GetFrameCallbackProcessor( *this ).RemoveFrameCallback( frameCallback );
}
void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
}
-void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
+void UpdateManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
{
- typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
+ typedef MessageValue1< RenderManager, OwnerPointer< Render::FrameBuffer > > DerivedType;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );