Dont keep update unnecessarily running when even thread notifications are being proce...
[platform/core/uifw/dali-core.git] / dali / integration-api / profiling.cpp
index 3ee01c5..4343fe5 100644 (file)
@@ -1,26 +1,82 @@
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
 
 // CLASS HEADER
 #include <dali/integration-api/profiling.h>
 
 // INTERNAL INCLUDES
+#include <dali/integration-api/bitmap.h>
+
 #include <dali/internal/event/common/thread-local-storage.h>
 #include <dali/internal/event/events/gesture-event-processor.h>
 
+#include <dali/internal/event/actors/actor-impl.h>
+#include <dali/internal/event/actors/camera-actor-impl.h>
+#include <dali/internal/event/actors/text-actor-impl.h>
+#include <dali/internal/event/actors/image-actor-impl.h>
+#include <dali/internal/event/actors/mesh-actor-impl.h>
+#include <dali/internal/event/actors/layer-impl.h>
+
+#include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
+#include <dali/internal/event/actor-attachments/camera-attachment-impl.h>
+#include <dali/internal/event/actor-attachments/text-attachment-impl.h>
+#include <dali/internal/event/actor-attachments/image-attachment-impl.h>
+#include <dali/internal/event/actor-attachments/mesh-attachment-impl.h>
+
+#include <dali/internal/event/animation/animation-impl.h>
+#include <dali/internal/event/animation/animator-connector.h>
+#include <dali/internal/event/animation/constraint-impl.h>
+#include <dali/internal/event/animation/active-constraint-impl.h>
+#include <dali/internal/update/animation/property-accessor.h>
+#include <dali/internal/update/animation/scene-graph-animation.h>
+#include <dali/internal/update/animation/scene-graph-constraint.h>
+
+
+#include <dali/internal/event/images/image-impl.h>
+#include <dali/internal/event/images/image-factory-cache.h>
+#include <dali/internal/common/text-parameters.h>
+#include <dali/internal/event/modeling/mesh-impl.h>
+#include <dali/internal/event/modeling/material-impl.h>
+
+#include <dali/internal/event/resources/resource-ticket.h>
+#include <dali/internal/event/resources/image-ticket.h>
+
+#include <dali/internal/update/nodes/node.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
+#include <dali/internal/update/modeling/internal-mesh-data.h>
+#include <dali/internal/update/modeling/scene-graph-animatable-mesh.h>
+#include <dali/internal/update/modeling/scene-graph-material.h>
+#include <dali/internal/update/modeling/scene-graph-mesh.h>
+
+#include <dali/internal/update/node-attachments/node-attachment.h>
+#include <dali/internal/update/node-attachments/scene-graph-camera-attachment.h>
+#include <dali/internal/update/node-attachments/scene-graph-image-attachment.h>
+#include <dali/internal/update/node-attachments/scene-graph-mesh-attachment.h>
+#include <dali/internal/update/node-attachments/scene-graph-text-attachment.h>
+
+#include <dali/internal/update/resources/bitmap-metadata.h>
+
+#include <dali/internal/render/gl-resources/bitmap-texture.h>
+
+#include <dali/internal/render/renderers/render-material.h>
+#include <dali/internal/render/renderers/scene-graph-image-renderer.h>
+#include <dali/internal/render/renderers/scene-graph-text-renderer.h>
+#include <dali/internal/render/renderers/scene-graph-mesh-renderer.h>
+
 using Dali::Internal::GestureEventProcessor;
 using Dali::Internal::ThreadLocalStorage;
 
@@ -49,11 +105,69 @@ void EnableProfiling( ProfilingType type )
   }
 }
 
-void SetPanGesturePredictionMode( int mode )
+namespace Profiling
 {
-  GestureEventProcessor& eventProcessor = ThreadLocalStorage::Get().GetGestureEventProcessor();
-  eventProcessor.SetPanGesturePredictionMode(mode);
-}
+
+const int ANIMATION_MEMORY_SIZE(
+  sizeof( Internal::Animation ) +
+  sizeof( Internal::AnimatorConnector<float> ) +
+  sizeof( Internal::SceneGraph::Animation ) );
+const int CONSTRAINT_MEMORY_SIZE(
+  sizeof( Internal::Constraint ) +
+  sizeof( Internal::SceneGraph::Constraint<float, Internal::PropertyAccessor<float> > ) +
+  sizeof( Internal::ActiveConstraint<float> ) );
+const int ACTOR_MEMORY_SIZE(
+  sizeof( Internal::Actor ) +
+  sizeof( Internal::ActorAttachment ) +
+  sizeof( Internal::SceneGraph::Node ) +
+  sizeof( Internal::SceneGraph::NodeAttachment ));
+const int CAMERA_ACTOR_MEMORY_SIZE(
+  sizeof( Internal::CameraActor ) +
+  sizeof( Internal::CameraAttachment ) +
+  sizeof( Internal::SceneGraph::Node ) +
+  sizeof( Internal::SceneGraph::CameraAttachment ) );
+const int TEXT_ACTOR_MEMORY_SIZE(
+  sizeof( Internal::TextActor ) +
+  sizeof( Internal::TextAttachment ) +
+  sizeof( Internal::SceneGraph::Node ) +
+  sizeof( Internal::SceneGraph::TextAttachment ) +
+  sizeof( Internal::TextParameters ) +
+  sizeof( Internal::SceneGraph::TextRenderer ) );
+const int MESH_ACTOR_MEMORY_SIZE(
+  sizeof( Internal::MeshActor ) +
+  sizeof( Internal::MeshAttachment ) +
+  sizeof( Internal::SceneGraph::Node ) +
+  sizeof( Internal::SceneGraph::MeshAttachment ) +
+  sizeof( Internal::SceneGraph::MeshRenderer ) );
+const int IMAGE_ACTOR_MEMORY_SIZE(
+  sizeof( Internal::ImageActor ) +
+  sizeof( Internal::ImageAttachment ) +
+  sizeof( Internal::SceneGraph::Node ) +
+  sizeof( Internal::SceneGraph::ImageAttachment ) +
+  sizeof( Internal::SceneGraph::ImageRenderer ));
+const int LAYER_MEMORY_SIZE(
+  sizeof( Internal::Layer ) +
+  sizeof( Internal::ActorAttachment ) +
+  sizeof( Internal::SceneGraph::Layer ) +
+  sizeof( Internal::SceneGraph::NodeAttachment ) );
+const int IMAGE_MEMORY_SIZE(
+  sizeof( Internal::Image ) +
+  sizeof( Internal::ImageFactoryCache::Request ) +
+  sizeof( Integration::Bitmap ) +
+  sizeof( Internal::BitmapMetadata ) +
+  sizeof( Internal::BitmapTexture ) +
+  sizeof( Internal::ImageTicket ) );
+const int MESH_MEMORY_SIZE(
+  sizeof( Internal::Mesh ) +
+  sizeof( Internal::MeshData ) +
+  sizeof( Internal::SceneGraph::Mesh ) +
+  sizeof( Internal::ResourceTicket ) );
+const int MATERIAL_MEMORY_SIZE(
+  sizeof( Internal::Material ) +
+  sizeof( Internal::SceneGraph::Material ) +
+  sizeof( Internal::SceneGraph::RenderMaterial ) );
+
+} // namespace Profiling
 
 } // namespace Integration