/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
// INTERNAL INCLUDES
#include <dali/integration-api/core.h>
+#include <dali/internal/common/owner-key-container.h>
+
#include <dali/internal/event/animation/animation-playlist.h>
#include <dali/internal/event/common/notification-manager.h>
#include <dali/internal/event/common/property-notifier.h>
* @param discardQueue to put the object to
* @param updateBufferIndex to use
*/
-template<class T>
-inline void EraseUsingDiscardQueue(OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex)
+template<class Type>
+inline void EraseUsingDiscardQueue(OwnerContainer<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& discardQueue, BufferIndex updateBufferIndex)
{
DALI_ASSERT_DEBUG(object && "NULL object not allowed");
}
/**
+ * Helper to Erase an object from std::vector using discard queue
+ * @param container to remove from
+ * @param object to remove
+ * @param discardQueue to put the object to
+ * @param updateBufferIndex to use
+ */
+template<class Type>
+inline void EraseUsingDiscardQueue(OwnerKeyContainer<Type>& container, const MemoryPoolKey<Type>& key, DiscardQueue<MemoryPoolKey<Type>, OwnerKeyContainer<Type>>& discardQueue, BufferIndex updateBufferIndex)
+{
+ DALI_ASSERT_DEBUG(key && "INVALID Key not allowed");
+
+ for(auto iter = container.begin(), end = container.end(); iter != end; ++iter)
+ {
+ if(*iter == key)
+ {
+ // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
+ discardQueue.Add(updateBufferIndex, container.Release(iter));
+ return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
+ }
+ }
+}
+
+/**
* Descends into node's hierarchy and sorts the children of each child according to their depth-index.
* @param[in] node The node whose hierarchy to descend
*/
Impl(NotificationManager& notificationManager,
CompleteNotificationInterface& animationPlaylist,
PropertyNotifier& propertyNotifier,
- DiscardQueue& discardQueue,
RenderController& renderController,
RenderManager& renderManager,
RenderQueue& renderQueue,
animationPlaylist(animationPlaylist),
propertyNotifier(propertyNotifier),
shaderSaver(nullptr),
- discardQueue(discardQueue),
renderController(renderController),
sceneController(nullptr),
renderManager(renderManager),
renderersAdded(false),
renderingRequired(false)
{
- sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
+ sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
// create first 'dummy' node
nodes.PushBack(nullptr);
CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
ShaderSaver* shaderSaver; ///< Saves shader binaries.
- DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
RenderController& renderController; ///< render controller
SceneControllerImpl* sceneController; ///< scene controller
RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
OwnerContainer<Animation*> animations; ///< A container of owned animations
PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
- OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
+ OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
OwnerContainer<Shader*> shaders; ///< A container of owned shaders
- OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
+
+ DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
+ DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
+ DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
+ DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
+
+ OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
MessageQueue messageQueue; ///< The messages queued from the event-thread
std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
- float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
- NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
- uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
-
- DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
+ std::atomic<std::size_t> renderInstructionCapacity{0u};
+ float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
+ NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
+ uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
+ DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
UpdateManager::UpdateManager(NotificationManager& notificationManager,
CompleteNotificationInterface& animationFinishedNotifier,
PropertyNotifier& propertyNotifier,
- DiscardQueue& discardQueue,
RenderController& controller,
RenderManager& renderManager,
RenderQueue& renderQueue,
mImpl = new Impl(notificationManager,
animationFinishedNotifier,
propertyNotifier,
- discardQueue,
controller,
renderManager,
renderQueue,
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() &&
+ 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);
}
}
- mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
+ mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
// Notify the layer about impending destruction
layer->OnDestroy();
RemoveCamera(static_cast<Camera*>(node));
}
- mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
+ mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
// Notify the Node about impending destruction
node->OnDestroy();
{
if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
{
- mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
+ mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
break;
}
}
void UpdateManager::RemoveShader(Shader* shader)
{
// Find the shader and destroy it
- EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
+ EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
}
void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
mImpl->shaderSaver = &upstream;
}
-void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
+void UpdateManager::AddRenderer(const RendererKey& rendererKey)
{
- DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
+ SceneGraph::Renderer* renderer = rendererKey.Get();
+
+ DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
- mImpl->renderers.PushBack(renderer.Release());
+ mImpl->renderers.PushBack(rendererKey);
}
-void UpdateManager::RemoveRenderer(Renderer* renderer)
+void UpdateManager::RemoveRenderer(const RendererKey& rendererKey)
{
- DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
+ DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", rendererKey.Get());
// Find the renderer and destroy it
- EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
+ EraseUsingDiscardQueue(mImpl->renderers, rendererKey, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
// Need to remove the render object as well
- renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
+ rendererKey->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
}
void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
{
- node->AddRenderer(renderer);
+ node->AddRenderer(Renderer::GetKey(renderer));
mImpl->renderersAdded = true;
}
return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
}
+std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
+{
+ return mImpl->messageQueue.GetCapacity();
+}
+
+std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
+{
+ return mImpl->renderQueue.GetCapacity();
+}
+
+std::size_t UpdateManager::GetRenderInstructionCapacity() const
+{
+ return mImpl->renderInstructionCapacity;
+}
+
void UpdateManager::EventProcessingStarted()
{
mImpl->messageQueue.EventProcessingStarted();
void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
{
- //Constrain custom objects (in construction order)
+ // Constrain custom objects (in construction order)
for(auto&& object : mImpl->customObjects)
{
ConstrainPropertyOwner(*object, bufferIndex);
void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
{
- for(auto&& renderer : mImpl->renderers)
+ for(const auto& rendererKey : mImpl->renderers)
{
- //Apply constraints
+ // Apply constraints
+ auto renderer = rendererKey.Get();
ConstrainPropertyOwner(*renderer, bufferIndex);
mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
{
const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
- //Clear nodes/resources which were previously discarded
- mImpl->discardQueue.Clear(bufferIndex);
+ // Clear nodes/resources which were previously discarded
+ mImpl->nodeDiscardQueue.Clear(bufferIndex);
+ mImpl->shaderDiscardQueue.Clear(bufferIndex);
+ mImpl->rendererDiscardQueue.Clear(bufferIndex);
+ mImpl->sceneDiscardQueue.Clear(bufferIndex);
bool isAnimationRunning = IsAnimationRunning();
- //Process Touches & Gestures
+ // Process Touches & Gestures
const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
bool updateScene = // The scene-graph requires an update if..
// values if the scene was updated in the previous frame.
if(updateScene || mImpl->previousUpdateScene)
{
- //Reset properties from the previous update
+ // Reset properties from the previous update
ResetProperties(bufferIndex);
mImpl->transformManager.ResetToBaseValue();
}
// be set again
updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
- //Forward compiled shader programs to event thread for saving
+ // Forward compiled shader programs to event thread for saving
ForwardCompiledShadersToEventThread();
// Although the scene-graph may not require an update, we still need to synchronize double-buffered
// We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
if(updateScene || mImpl->previousUpdateScene)
{
- //Animate
+ // Animate
bool animationActive = Animate(bufferIndex, elapsedSeconds);
- //Constraint custom objects
+ // Constraint custom objects
ConstrainCustomObjects(bufferIndex);
- //Clear the lists of renderers from the previous update
+ // Clear the lists of renderers from the previous update
for(auto&& scene : mImpl->scenes)
{
if(scene)
mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
}
- //Update node hierarchy, apply constraints,
+ // Update node hierarchy, apply constraints,
UpdateNodes(bufferIndex);
- //Apply constraints to RenderTasks, shaders
+ // Apply constraints to RenderTasks, shaders
ConstrainRenderTasks(bufferIndex);
ConstrainShaders(bufferIndex);
- //Update renderers and apply constraints
+ // Update renderers and apply constraints
UpdateRenderers(bufferIndex);
- //Update the transformations of all the nodes
+ // Update the transformations of all the nodes
if(mImpl->transformManager.Update())
{
mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
}
- //Initialise layer renderable reuse
+ // Initialise layer renderable reuse
UpdateLayers(bufferIndex);
- //Process Property Notifications
+ // Process Property Notifications
ProcessPropertyNotifications(bufferIndex);
- //Update cameras
+ // Update cameras
for(auto&& cameraIterator : mImpl->cameras)
{
cameraIterator->Update(bufferIndex);
}
- //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
- //reset the update buffer index and make sure there is enough room in the instruction container
+ // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
+ // reset the update buffer index and make sure there is enough room in the instruction container
if(mImpl->renderersAdded)
{
// Calculate how many render tasks we have in total
}
std::size_t numberOfRenderInstructions = 0;
+ mImpl->renderInstructionCapacity = 0u;
for(auto&& scene : mImpl->scenes)
{
if(scene && scene->root && scene->taskList && scene->scene)
renderToFboEnabled,
isRenderingToFbo);
+ mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
scene->scene->SetSkipRendering(false);
}
else
return keepUpdating;
}
+void UpdateManager::PostRender()
+{
+ // Reset dirty flag
+ for(auto&& renderer : mImpl->renderers)
+ {
+ renderer->ResetDirtyFlag();
+ }
+
+ for(auto&& scene : mImpl->scenes)
+ {
+ scene->root->SetUpdatedTree(false);
+ }
+}
+
uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
{
// Update the duration set via Stage::KeepRendering()
void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
{
// Message has ownership of Sampler while in transit from update to render
- using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
+ using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
{
// Message has ownership of format while in transit from update -> render
- using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
+ using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
{
// Message has ownership of format while in transit from update -> render
- using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
+ using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
}
-void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
+void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
{
// Message has ownership of format while in transit from update -> render
- using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
+ using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
{
// Message has ownership of format while in transit from update -> render
- using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
+ using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
}
-void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
+void UpdateManager::AddTexture(const Render::TextureKey& texture)
{
- // Message has ownership of Texture while in transit from update -> render
- using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
+ using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
}
-void UpdateManager::RemoveTexture(Render::Texture* texture)
+void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
{
- using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
+ using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
}
-void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
+void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
{
- using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
+ using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
// Reserve some memory inside the message queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
}
-void UpdateManager::GenerateMipmaps(Render::Texture* texture)
+void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
{
- using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
+ using DerivedType = MessageValue1<RenderManager, Render::TextureKey>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
{
- using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
+ using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
// Reserve some memory inside the render queue
uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
}
+void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+ using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
+
+ // Reserve some memory inside the render queue
+ uint32_t* 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::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
+}
+
} // namespace SceneGraph
} // namespace Internal