DALi Version 2.2.21
[platform/core/uifw/dali-core.git] / dali / integration-api / profiling.cpp
index 4343fe5..6e2349d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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/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/rendering/geometry-impl.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
+#include <dali/internal/event/rendering/sampler-impl.h>
+#include <dali/internal/event/rendering/shader-impl.h>
+#include <dali/internal/event/rendering/texture-set-impl.h>
+#include <dali/internal/event/rendering/vertex-buffer-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/update/rendering/scene-graph-renderer.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>
+#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/renderers/render-renderer.h>
+#include <dali/internal/render/renderers/render-sampler.h>
+#include <dali/internal/render/renderers/render-vertex-buffer.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
 
 using Dali::Internal::GestureEventProcessor;
 using Dali::Internal::ThreadLocalStorage;
 
 namespace Dali
 {
-
 namespace Integration
 {
-
-void EnableProfiling( ProfilingType type )
+void EnableProfiling(ProfilingType type)
 {
   GestureEventProcessor& eventProcessor = ThreadLocalStorage::Get().GetGestureEventProcessor();
 
-  switch( type )
+  switch(type)
   {
     case PROFILING_TYPE_PAN_GESTURE:
     {
       eventProcessor.EnablePanGestureProfiling();
+      break;
     }
-
-    default:
+    case PROFILING_TYPE_END:
     {
-      // Do nothing
+      // nothing to do
       break;
     }
   }
@@ -107,65 +81,42 @@ void EnableProfiling( ProfilingType type )
 
 namespace Profiling
 {
-
-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 ) );
+const std::size_t ANIMATION_MEMORY_SIZE(
+  sizeof(Internal::Animation) +
+  sizeof(Internal::AnimatorConnector<float>) +
+  sizeof(Internal::SceneGraph::Animation));
+const std::size_t CONSTRAINT_MEMORY_SIZE(
+  sizeof(Internal::Constraint<float>) +
+  sizeof(Internal::SceneGraph::Constraint<float, Internal::PropertyAccessor<float> >));
+const std::size_t ACTOR_MEMORY_SIZE(
+  sizeof(Internal::Actor) +
+  sizeof(Internal::SceneGraph::Node));
+const std::size_t CAMERA_ACTOR_MEMORY_SIZE(
+  sizeof(Internal::CameraActor) +
+  sizeof(Internal::SceneGraph::Node) +
+  sizeof(Internal::SceneGraph::Camera));
+const std::size_t LAYER_MEMORY_SIZE(
+  sizeof(Internal::Layer) +
+  sizeof(Internal::SceneGraph::Layer));
+const std::size_t RENDERER_MEMORY_SIZE(
+  sizeof(Internal::Renderer) +
+  sizeof(Internal::SceneGraph::Renderer) +
+  sizeof(Internal::Render::Renderer));
+const std::size_t GEOMETRY_MEMORY_SIZE(
+  sizeof(Internal::Geometry) +
+  sizeof(Internal::Render::Geometry));
+const std::size_t PROPERTY_BUFFER_MEMORY_SIZE(
+  sizeof(Internal::VertexBuffer) +
+  sizeof(Internal::Render::VertexBuffer));
+const std::size_t TEXTURE_SET_MEMORY_SIZE(
+  sizeof(Internal::TextureSet) +
+  sizeof(Internal::SceneGraph::TextureSet));
+const std::size_t SAMPLER_MEMORY_SIZE(
+  sizeof(Internal::Sampler) +
+  sizeof(Internal::Render::Sampler));
+const std::size_t SHADER_MEMORY_SIZE(
+  sizeof(Internal::Shader) +
+  sizeof(Internal::SceneGraph::Shader));
 
 } // namespace Profiling