#include <dali/internal/render/queue/render-queue.h>
#include <dali/internal/update/node-attachments/scene-graph-renderable-attachment.h>
#include <dali/internal/render/renderers/scene-graph-renderer.h>
-#include <dali/internal/render/shaders/shader.h>
-#include <dali/internal/update/modeling/scene-graph-mesh.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
namespace Dali
{
namespace SceneGraph
{
-namespace // unnamed namespace
-{
-
-static void DoGlCleanup( BufferIndex updateBufferIndex, GlResourceOwner& owner, RenderQueue& renderQueue )
-{
- typedef Message< GlResourceOwner > DerivedType;
-
- // Reserve some memory inside the render queue
- unsigned int* slot = renderQueue.ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
- // Construct message in the render queue memory; note that delete should not be called on the return value
- new (slot) DerivedType( &owner, &GlResourceOwner::GlCleanup );
-}
-
-} // unnamed namespace
-
DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
: mRenderQueue( renderQueue )
{
}
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Mesh* mesh )
+void DiscardQueue::Add( BufferIndex updateBufferIndex, Geometry* geometry )
{
- DALI_ASSERT_DEBUG( mesh );
+ DALI_ASSERT_DEBUG( NULL != geometry );
- // Send message to clean-up GL resources in the next Render
- DoGlCleanup( updateBufferIndex, *mesh, mRenderQueue );
+ // The GL resources will now be freed in frame N
+ // The Update for frame N+1 may occur in parallel with the rendering of frame N
+ // Queue the node for destruction in frame N+2
+ if ( 0u == updateBufferIndex )
+ {
+ mGeometryQueue0.PushBack( geometry );
+ }
+ else
+ {
+ mGeometryQueue1.PushBack( geometry );
+ }
+}
+
+void DiscardQueue::Add( BufferIndex updateBufferIndex, Material* material )
+{
+ DALI_ASSERT_DEBUG( NULL != material );
// The GL resources will now be freed in frame N
// The Update for frame N+1 may occur in parallel with the rendering of frame N
// Queue the node for destruction in frame N+2
if ( 0u == updateBufferIndex )
{
- mMeshQueue0.PushBack( mesh );
+ mMaterialQueue0.PushBack( material );
}
else
{
- mMeshQueue1.PushBack( mesh );
+ mMaterialQueue1.PushBack( material );
}
}
+
void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
{
DALI_ASSERT_DEBUG( NULL != shader );
{
mNodeQueue0.Clear();
mAttachmentQueue0.Clear();
- mResourceQueue0.clear();
- mMeshQueue0.Clear();
mShaderQueue0.Clear();
+ mGeometryQueue0.Clear();
+ mMaterialQueue0.Clear();
}
else
{
mNodeQueue1.Clear();
mAttachmentQueue1.Clear();
- mResourceQueue1.clear();
- mMeshQueue1.Clear();
mShaderQueue1.Clear();
+ mGeometryQueue1.Clear();
+ mMaterialQueue1.Clear();
}
}