/*
- * Copyright (c) 2015 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.
*/
// CLASS HEADER
-#include <dali/internal/event/common/property-buffer-impl.h> // Dali::Internal::PropertyBuffer
+#include <dali/internal/event/common/property-buffer-impl.h>
// INTERNAL INCLUDES
-#include <dali/public-api/object/property-buffer.h> // Dali::Internal::PropertyBuffer
-#include <dali/internal/event/common/object-impl-helper.h> // Dali::Internal::ObjectHelper
-#include <dali/internal/event/common/property-helper.h> // DALI_PROPERTY_TABLE_BEGIN, DALI_PROPERTY, DALI_PROPERTY_TABLE_END
-#include <dali/internal/update/common/scene-graph-property-buffer.h>
+#include <dali/public-api/rendering/property-buffer.h>
+#include <dali/internal/update/manager/update-manager.h>
namespace Dali
{
{
/**
- * |name |type |writable|animatable|constraint-input|enum for index-checking|
+ * Calculate the alignment requirements of a type
+ *
+ * This is used to calculate the memory alignment requirements of a type
+ * It creates a structure with a dummy char and a member of the type we want to check
+ * this will cause the second member to be aligned by it's alignment requirement.
*/
-DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "size", UNSIGNED_INTEGER, true, false, true, Dali::PropertyBuffer::Property::SIZE )
-DALI_PROPERTY( "buffer-format", MAP, false, false, false, Dali::PropertyBuffer::Property::BUFFER_FORMAT )
-DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
-
-const ObjectImplHelper<DEFAULT_PROPERTY_COUNT> PROPERTY_BUFFER_IMPL = { DEFAULT_PROPERTY_DETAILS };
-
-} // unnamed namespace
-
-PropertyBufferPtr PropertyBuffer::New()
-{
- return PropertyBufferPtr( new PropertyBuffer() );
-}
-
-void PropertyBuffer::SetSize( std::size_t size )
-{
- //TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "MESH_REWORK" );
-}
-
-std::size_t PropertyBuffer::GetSize() const
-{
- //TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "MESH_REWORK" );
-
- return 0;
-}
-
-void PropertyBuffer::SetData( void* data )
-{
- //TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "MESH_REWORK" );
-}
-
-Dali::Property::Index PropertyBuffer::GetPropertyIndex( const std::string name, std::size_t index )
-{
- //TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "MESH_REWORK" );
- return 0;
-}
-
-unsigned int PropertyBuffer::GetDefaultPropertyCount() const
-{
- return PROPERTY_BUFFER_IMPL.GetDefaultPropertyCount();
-}
-
-void PropertyBuffer::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
+template<Property::Type type>
+struct PropertyImplementationTypeAlignment
{
- PROPERTY_BUFFER_IMPL.GetDefaultPropertyIndices( indices );
-}
-
-const char* PropertyBuffer::GetDefaultPropertyName(Property::Index index) const
-{
- return PROPERTY_BUFFER_IMPL.GetDefaultPropertyName( index );
-}
-
-Property::Index PropertyBuffer::GetDefaultPropertyIndex( const std::string& name ) const
+ // Create a structure that forces alignment of the data type
+ struct TestStructure
+ {
+ char oneChar; ///< Member with sizeof() == 1
+ typename PropertyImplementationType<type>::Type data;
+ };
+ enum { VALUE = offsetof( TestStructure, data ) };
+};
+
+uint32_t GetPropertyImplementationAlignment( Property::Type& propertyType )
{
- return PROPERTY_BUFFER_IMPL.GetDefaultPropertyIndex( name );
+ uint32_t alignment = 0u;
+
+ switch( propertyType )
+ {
+ case Property::BOOLEAN:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::BOOLEAN >::VALUE;
+ break;
+ }
+ case Property::INTEGER:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::INTEGER >::VALUE;
+ break;
+ }
+ case Property::FLOAT:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::FLOAT >::VALUE;
+ break;
+ }
+ case Property::VECTOR2:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::VECTOR2 >::VALUE;
+ break;
+ }
+ case Property::VECTOR3:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::VECTOR3 >::VALUE;
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::VECTOR4 >::VALUE;
+ break;
+ }
+ case Property::MATRIX3:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::MATRIX3 >::VALUE;
+ break;
+ }
+ case Property::MATRIX:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::MATRIX >::VALUE;
+ break;
+ }
+ case Property::RECTANGLE:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::RECTANGLE >::VALUE;
+ break;
+ }
+ case Property::ROTATION:
+ {
+ alignment = PropertyImplementationTypeAlignment< Property::ROTATION >::VALUE;
+ break;
+ }
+ case Property::NONE:
+ case Property::STRING:
+ case Property::ARRAY:
+ case Property::MAP:
+ case Property::EXTENTS:
+ {
+ // already handled by higher level code
+ }
+ }
+
+ return alignment;
}
-bool PropertyBuffer::IsDefaultPropertyWritable( Property::Index index ) const
-{
- return PROPERTY_BUFFER_IMPL.IsDefaultPropertyWritable( index );
-}
+} // unnamed namespace
-bool PropertyBuffer::IsDefaultPropertyAnimatable( Property::Index index ) const
+PropertyBufferPtr PropertyBuffer::New( Dali::Property::Map& format )
{
- return PROPERTY_BUFFER_IMPL.IsDefaultPropertyAnimatable( index );
-}
+ DALI_ASSERT_ALWAYS( format.Count() && "Format cannot be empty." );
-bool PropertyBuffer::IsDefaultPropertyAConstraintInput( Property::Index index ) const
-{
- return PROPERTY_BUFFER_IMPL.IsDefaultPropertyAConstraintInput( index );
-}
+ PropertyBufferPtr propertyBuffer( new PropertyBuffer() );
+ propertyBuffer->Initialize( format );
-Property::Type PropertyBuffer::GetDefaultPropertyType( Property::Index index ) const
-{
- return PROPERTY_BUFFER_IMPL.GetDefaultPropertyType( index );
+ return propertyBuffer;
}
-void PropertyBuffer::SetDefaultProperty( Property::Index index,
- const Property::Value& propertyValue )
+void PropertyBuffer::SetData( const void* data, uint32_t size )
{
- PROPERTY_BUFFER_IMPL.SetDefaultProperty( index, propertyValue );
-}
+ mSize = size; // size is the number of elements
-void PropertyBuffer::SetSceneGraphProperty( Property::Index index,
- const CustomProperty& entry,
- const Property::Value& value )
-{
- PROPERTY_BUFFER_IMPL.SetSceneGraphProperty( index, entry, value );
-}
+ uint32_t bufferSize = mBufferFormatSize * mSize;
-Property::Value PropertyBuffer::GetDefaultProperty( Property::Index index ) const
-{
- return PROPERTY_BUFFER_IMPL.GetDefaultProperty( index );
-}
+ // create a new DALi vector to store the buffer data
+ // the heap allocated vector will end up being owned by Render::PropertyBuffer
+ OwnerPointer< Vector<uint8_t> > bufferCopy = new Dali::Vector<uint8_t>();
+ bufferCopy->Resize( bufferSize );
-const SceneGraph::PropertyOwner* PropertyBuffer::GetPropertyOwner() const
-{
- return PROPERTY_BUFFER_IMPL.GetPropertyOwner();
-}
+ // copy the data
+ const uint8_t* source = static_cast<const uint8_t*>( data );
+ uint8_t* destination = &((*bufferCopy)[0]);
+ std::copy( source, source + bufferSize, destination );
-const SceneGraph::PropertyOwner* PropertyBuffer::GetSceneObject() const
-{
- return mSceneObject;
+ // Ownership of the bufferCopy is passed to the message ( uses an owner pointer )
+ SceneGraph::SetPropertyBufferData( mEventThreadServices.GetUpdateManager(), *mRenderObject, bufferCopy, mSize );
}
-const SceneGraph::PropertyBase* PropertyBuffer::GetSceneObjectAnimatableProperty( Property::Index index ) const
+uint32_t PropertyBuffer::GetSize() const
{
- return PROPERTY_BUFFER_IMPL.GetSceneObjectAnimatableProperty( index );
+ return mSize;
}
-const PropertyInputImpl* PropertyBuffer::GetSceneObjectInputProperty( Property::Index index ) const
+const Render::PropertyBuffer* PropertyBuffer::GetRenderObject() const
{
- return PROPERTY_BUFFER_IMPL.GetSceneObjectInputProperty( index );
+ return mRenderObject;
}
-int PropertyBuffer::GetPropertyComponentIndex( Property::Index index ) const
+PropertyBuffer::~PropertyBuffer()
{
- return PROPERTY_BUFFER_IMPL.GetPropertyComponentIndex( index );
+ if( EventThreadServices::IsCoreRunning() && mRenderObject)
+ {
+ SceneGraph::RemovePropertyBuffer( mEventThreadServices.GetUpdateManager(), *mRenderObject );
+ }
}
-bool PropertyBuffer::OnStage() const
+PropertyBuffer::PropertyBuffer()
+: mEventThreadServices( EventThreadServices::Get() ),
+ mRenderObject( NULL ),
+ mBufferFormatSize( 0 ),
+ mSize( 0 )
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return false;
}
-void PropertyBuffer::Connect()
+void PropertyBuffer::Initialize( Dali::Property::Map& formatMap )
{
- // TODO: MESH_REWORK
+ mRenderObject = new Render::PropertyBuffer();
+ OwnerPointer< Render::PropertyBuffer > transferOwnership( mRenderObject );
+ SceneGraph::AddPropertyBuffer( mEventThreadServices.GetUpdateManager(), transferOwnership );
+
+ uint32_t numComponents = static_cast<uint32_t>( formatMap.Count() );
+
+ // Create the format
+ OwnerPointer< Render::PropertyBuffer::Format> format = new Render::PropertyBuffer::Format();
+ format->components.resize( numComponents );
+
+ uint32_t currentAlignment = 0u;
+ uint32_t maxAlignmentRequired = 0u;
+
+ for( uint32_t i = 0u; i < numComponents; ++i )
+ {
+ KeyValuePair component = formatMap.GetKeyValue( i );
+
+ // Get the name
+ if(component.first.type == Property::Key::INDEX)
+ {
+ continue;
+ }
+ format->components[i].name = component.first.stringKey;
+
+ // enums are stored in the map as int
+ Property::Type type = Property::Type( component.second.Get<int>() );
+
+ // Get the size and alignment
+ if( ( type == Property::NONE ) ||
+ ( type == Property::STRING ) ||
+ ( type == Property::ARRAY ) ||
+ ( type == Property::MAP ) )
+ {
+ DALI_ABORT( "Property::Type not supported in PropertyBuffer" );
+ }
+ uint32_t elementSize = GetPropertyImplementationSize( type );
+ uint32_t elementAlignment = GetPropertyImplementationAlignment( type );
+
+ // check if current alignment is compatible with new member
+ if( uint32_t offset = currentAlignment % elementAlignment )
+ {
+ // Not compatible, realign
+ currentAlignment = currentAlignment + elementSize - offset;
+ }
+
+ // write to the format
+ format->components[i].size = elementSize;
+ format->components[i].offset = currentAlignment;
+ format->components[i].type = type;
+
+ // update offset
+ currentAlignment += elementSize;
+
+ // update max alignment requirement
+ if( elementAlignment > maxAlignmentRequired )
+ {
+ maxAlignmentRequired = elementAlignment;
+ }
+
+ }
+
+ // Check the alignment for the maxAlignment required to calculate the size of the format
+ if( maxAlignmentRequired != 0 )
+ {
+ if( uint32_t offset = currentAlignment % maxAlignmentRequired )
+ {
+ // Not compatible, realign
+ currentAlignment = currentAlignment + maxAlignmentRequired - offset;
+ }
+ }
+
+ // Set the format size
+ format->size = currentAlignment;
+
+ mBufferFormatSize = format->size;
+
+ SceneGraph::SetPropertyBufferFormat(mEventThreadServices.GetUpdateManager(), *mRenderObject, format );
}
-void PropertyBuffer::Disconnect()
+uint32_t GetPropertyImplementationSize( Property::Type& propertyType )
{
- // TODO: MESH_REWORK
+ uint32_t size = 0u;
+
+ switch( propertyType )
+ {
+ case Property::BOOLEAN:
+ {
+ size = sizeof( PropertyImplementationType< Property::BOOLEAN >::Type );
+ break;
+ }
+ case Property::INTEGER:
+ {
+ size = sizeof( PropertyImplementationType< Property::INTEGER >::Type );
+ break;
+ }
+ case Property::FLOAT:
+ {
+ size = sizeof( PropertyImplementationType< Property::FLOAT >::Type );
+ break;
+ }
+ case Property::VECTOR2:
+ {
+ size = sizeof( PropertyImplementationType< Property::VECTOR2 >::Type );
+ break;
+ }
+ case Property::VECTOR3:
+ {
+ size = sizeof( PropertyImplementationType< Property::VECTOR3 >::Type );
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ size = sizeof( PropertyImplementationType< Property::VECTOR4 >::Type );
+ break;
+ }
+ case Property::MATRIX3:
+ {
+ size = sizeof( PropertyImplementationType< Property::MATRIX3 >::Type );
+ break;
+ }
+ case Property::MATRIX:
+ {
+ size = sizeof( PropertyImplementationType< Property::MATRIX >::Type );
+ break;
+ }
+ case Property::RECTANGLE:
+ {
+ size = sizeof( PropertyImplementationType< Property::RECTANGLE >::Type );
+ break;
+ }
+ case Property::ROTATION:
+ {
+ size = sizeof( PropertyImplementationType< Property::ROTATION >::Type );
+ break;
+ }
+ case Property::NONE:
+ case Property::STRING:
+ case Property::ARRAY:
+ case Property::MAP:
+ case Property::EXTENTS:
+ {
+ // already handled by higher level code
+ }
+ }
+
+ return size;
}
-PropertyBuffer::PropertyBuffer()
-: mSceneObject(NULL)
-{
-}
} // namespace Internal
} // namespace Dali