-#ifndef __DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H__
+#ifndef DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H
+#define DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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/public-api/common/vector-wrapper.h>
#include <dali/public-api/common/dali-common.h>
-#include <dali/integration-api/resource-declarations.h>
-
#include <dali/internal/common/message.h>
#include <dali/internal/common/type-abstraction-enums.h>
#include <dali/internal/common/shader-saver.h>
#include <dali/internal/update/animation/scene-graph-animation.h>
#include <dali/internal/update/common/scene-graph-buffers.h>
#include <dali/internal/update/common/scene-graph-property-notification.h>
-#include <dali/internal/update/manager/object-owner-container.h>
-#include <dali/internal/update/node-attachments/node-attachment.h>
#include <dali/internal/update/nodes/node.h>
#include <dali/internal/update/nodes/scene-graph-layer.h>
-
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/update/rendering/scene-graph-renderer.h> // for OwnerPointer< Renderer >
+#include <dali/internal/update/rendering/scene-graph-texture-set.h> // for OwnerPointer< TextureSet >
+#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h> // for OwnerPointer< Shader >
+#include <dali/internal/render/renderers/render-property-buffer.h>
+#include <dali/internal/event/rendering/texture-impl.h>
namespace Dali
{
class PropertyNotifier;
class NotificationManager;
class CompleteNotificationInterface;
-class ResourceManager;
class TouchResampler;
+namespace Render
+{
+struct Sampler;
+class FrameBuffer;
+}
// value types used by messages
template <> struct ParameterType< PropertyNotification::NotifyMode >
: public BasicType< PropertyNotification::NotifyMode > {};
class Animation;
class DiscardQueue;
-class PanGesture;
class RenderManager;
class RenderTaskList;
+class RenderTaskProcessor;
class RenderQueue;
-class TextureCache;
-class Geometry;
class PropertyBuffer;
-class Material;
-class Sampler;
-class RendererAttachment;
+
+struct NodeDepthPair
+{
+ SceneGraph::Node* node;
+ uint32_t sortedDepth;
+ NodeDepthPair( SceneGraph::Node* node, uint32_t sortedDepth )
+ : node(node),
+ sortedDepth(sortedDepth)
+ {
+ }
+};
+
+struct NodeDepths
+{
+ std::vector<NodeDepthPair> nodeDepths;
+ NodeDepths( int reserveSize )
+ {
+ nodeDepths.reserve(reserveSize);
+ }
+
+ void Add( SceneGraph::Node* node, uint32_t sortedDepth )
+ {
+ nodeDepths.push_back( NodeDepthPair( node, sortedDepth ) );
+ }
+};
+
/**
- * UpdateManager maintains a scene graph i.e. a tree of nodes and attachments and
- * other property owner objects.
+ * UpdateManager maintains a scene graph i.e. a tree of nodes as well as
+ * other scene graph property owning objects.
* It controls the Update traversal, in which nodes are repositioned/animated,
* and organizes the the culling and rendering of the scene.
* It also maintains the lifecycle of nodes and other property owners that are
/**
* Construct a new UpdateManager.
* @param[in] notificationManager This should be notified when animations have finished.
- * @param[in] glSyncAbstraction Used to determine when framebuffers are ready
* @param[in] animationFinishedNotifier The CompleteNotificationInterface that handles animation completions
* @param[in] propertyNotifier The PropertyNotifier
- * @param[in] resourceManager The resource manager used to load textures etc.
* @param[in] discardQueue Nodes are added here when disconnected from the scene-graph.
* @param[in] controller After messages are flushed, we request a render from the RenderController.
* @param[in] renderManager This is responsible for rendering the results of each "update".
* @param[in] renderQueue Used to queue messages for the next render.
- * @param[in] textureCache Used for caching textures.
- * @param[in] touchResampler Used for re-sampling touch events.
+ * @param[in] renderTaskProcessor Handles RenderTasks and RenderInstrucitons.
*/
UpdateManager( NotificationManager& notificationManager,
- Integration::GlSyncAbstraction& glSyncAbstraction,
CompleteNotificationInterface& animationFinishedNotifier,
PropertyNotifier& propertyNotifier,
- ResourceManager& resourceManager,
DiscardQueue& discardQueue,
Integration::RenderController& controller,
RenderManager& renderManager,
RenderQueue& renderQueue,
- TextureCache& textureCache,
- TouchResampler& touchResampler );
+ RenderTaskProcessor& renderTaskProcessor );
/**
* Destructor.
// Node connection methods
/**
- * Get the scene graph side list of RenderTasks.
- * @param[in] systemLevel True if using the system-level overlay.
- * @return The list of render tasks
- */
- RenderTaskList* GetRenderTaskList( bool systemLevel );
-
- /**
* Installs a new layer as the root node.
* @pre The UpdateManager does not already have an installed root node.
* @pre The layer is of derived Node type Layer.
* Connect a Node to the scene-graph.
* A disconnected Node has has no parent or children, and its properties cannot be animated/constrained.
* @pre The node does not already have a parent.
- * @param[in] node The new parent node.
- * @param[in] node The node to connect.
+ * @param[in] parent The new parent node.
*/
- void ConnectNode( Node* parent, Node* node, int index );
+ void ConnectNode( Node* parent, Node* node );
/**
* Disconnect a Node from the scene-graph.
void DisconnectNode( Node* node );
/**
- * Called when a property is set on a disconnected Node (via public API)
- * A disconnected Node has has no parent or children, and its properties cannot be animated/constrained.
- * @pre The node does not have a parent.
- * @param[in] node The node to set as "active".
- */
- void SetNodeActive( Node* node );
-
- /**
* Destroy a Node owned by UpdateManager.
* This is not immediate; Nodes are passed to the RenderQueue to allow GL resources to be deleted.
* In the following update, the previously queued Nodes may be deleted.
void DestroyNode( Node* node );
/**
- * Attach an object to a Node.
- * The UpdateManager is responsible for calling NodeAttachment::Initialize().
- * @param[in] node The node which will own the attachment.
- * @param[in] attachment The object to attach.
+ * Add a camera on scene
+ * @param[in] camera to add
*/
- void AttachToNode( Node* node, NodeAttachment* attachment );
+ void AddCamera( Camera* camera );
/**
- * Attach a renderer to the scene graph
+ * Remove a camera from scene
+ * @param[in] camera to remove
*/
- void AttachToSceneGraph( RendererAttachment* renderer );
-
+ void RemoveCamera( const Camera* camera );
/**
* Add a newly created object.
*/
void PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode );
- /**
- * @brief Get the geometry owner
- *
- * @return The geometry owner
- */
- ObjectOwnerContainer< Geometry >& GetGeometryOwner();
-
- /**
- * @brief Get the material owner
- *
- * @return The material owner
- */
- ObjectOwnerContainer< Material >& GetMaterialOwner();
-
- /**
- * @brief Get the sampler owner
- *
- * @return The sampler owner
- */
- ObjectOwnerContainer< Sampler >& GetSamplerOwner();
-
- /**
- * @brief Get the property buffer owner
- *
- * @return The property buffer owner
- */
- ObjectOwnerContainer< PropertyBuffer >& GetPropertyBufferOwner();
-
-
// Shaders
/**
*/
void SetShaderSaver( ShaderSaver& upstream );
+ // Renderers
+
+ /**
+ * Add a new renderer to scene
+ * @param renderer to add
+ */
+ void AddRenderer( Renderer* renderer );
+
+ /**
+ * Add a renderer from scene
+ * @param renderer to remove
+ */
+ void RemoveRenderer( Renderer* renderer );
+
// Gestures
/**
- * Add a newly created gesture.
- * @param[in] gesture The gesture to add.
- * @post The gesture is owned by the UpdateManager.
+ * Set the pan gesture processor.
+ * Pan Gesture processor lives for the lifetime of UpdateManager
+ * @param[in] gesture The gesture processor.
+ * @post The gestureProcessor is owned by the UpdateManager.
+ */
+ void SetPanGestureProcessor( PanGesture* gestureProcessor );
+
+ // Textures
+
+ /**
+ * Add a newly created TextureSet.
+ * @param[in] textureSet The texture set to add.
+ * @post The TextureSet is owned by the UpdateManager.
*/
- void AddGesture( PanGesture* gesture );
+ void AddTextureSet( TextureSet* textureSet );
/**
- * Remove a gesture.
- * @pre The gesture has been added to the UpdateManager.
- * @param[in] gesture The gesture to remove.
- * @post The gesture is destroyed.
+ * Remove a TextureSet.
+ * @pre The TextureSet has been added to the UpdateManager.
+ * @param[in] textureSet The TextureSet to remove.
+ * @post The TextureSet is destroyed.
*/
- void RemoveGesture( PanGesture* gesture );
+ void RemoveTextureSet( TextureSet* textureSet );
+
+ // Render tasks
+
+ /**
+ * Get the scene graph side list of RenderTasks.
+ * @param[in] systemLevel True if using the system-level overlay.
+ * @return The list of render tasks
+ */
+ RenderTaskList* GetRenderTaskList( bool systemLevel );
// Message queue handling
*/
bool FlushQueue();
+ /**
+ * Add a new sampler to RenderManager
+ * @param[in] sampler The sampler to add
+ * @post Sends a message to RenderManager to add the sampler.
+ * The sampler will be owned by RenderManager
+ */
+ void AddSampler( Render::Sampler* sampler );
+
+ /**
+ * Removes an existing sampler from RenderManager
+ * @param[in] sampler The sampler to remove
+ * @post The sampler will be destroyed in the render thread
+ */
+ void RemoveSampler( Render::Sampler* sampler );
+
+ /**
+ * Sets the filter modes for an existing sampler
+ * @param[in] sampler The sampler
+ * @param[in] minFilterMode The filter to use under minification
+ * @param[in] magFilterMode The filter to use under magnification
+ */
+ void SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode );
+
+ /**
+ * Sets the wrap mode for an existing sampler
+ * @param[in] sampler The sampler
+ * @param[in] rWrapMode Wrapping mode in z direction
+ * @param[in] sWrapMode Wrapping mode in x direction
+ * @param[in] tWrapMode Wrapping mode in y direction
+ */
+ void SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode );
+
+ /**
+ * Add a new property buffer to RenderManager
+ * @param[in] propertryBuffer The property buffer to add
+ * @post Sends a message to RenderManager to add the property buffer.
+ * The property buffer will be owned by RenderManager
+ */
+ void AddPropertyBuffer( Render::PropertyBuffer* propertryBuffer );
+
+ /**
+ * Removes an existing PropertyBuffer from RenderManager
+ * @param[in] propertryBuffer The property buffer to remove
+ * @post The property buffer will be destroyed in the render thread
+ */
+ void RemovePropertyBuffer( Render::PropertyBuffer* propertryBuffer );
+
+ /**
+ * Sets the format of an existing property buffer
+ * @param[in] propertyBuffer The property buffer.
+ * @param[in] format The new format of the buffer
+ * @post Sends a message to RenderManager to set the new format to the property buffer.
+ */
+ void SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format );
+
+ /**
+ * Sets the data of an existing property buffer
+ * @param[in] propertyBuffer The property buffer.
+ * @param[in] data The new data of the buffer
+ * @param[in] size The new size of the buffer
+ * @post Sends a message to RenderManager to set the new data to the property buffer.
+ */
+ void SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size);
+
+ /**
+ * Adds a geometry to the RenderManager
+ * @param[in] geometry The geometry to add
+ * @post Sends a message to RenderManager to add the Geometry
+ * The geometry will be owned by RenderManager
+ */
+ void AddGeometry( Render::Geometry* geometry );
+
+ /**
+ * Removes an existing Geometry from RenderManager
+ * @param[in] geometry The geometry to remove
+ * @post The geometry will be destroyed in the render thread
+ */
+ void RemoveGeometry( Render::Geometry* geometry );
+
+ /**
+ * Sets the geometry type of an existing Geometry
+ * @param[in] geometry The geometry
+ * @param[in] geometryType The type of the geometry
+ */
+ void SetGeometryType( Render::Geometry* geometry, unsigned int geometryType );
+
+ /**
+ * Sets the index buffer to be used by a geometry
+ * @param[in] geometry The geometry
+ * @param[in] indices A vector containing the indices for the geometry
+ */
+ void SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices );
+
+ /**
+ * Adds a vertex buffer to a geomtry
+ * @param[in] geometry The geometry
+ * @param[in] propertyBuffer The property buffer
+ */
+ void AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer );
+
+ /**
+ * Removes a vertex buffer from a geometry
+ * @param[in] geometry The geometry
+ * @param[in] propertyBuffer The property buffer
+ */
+ void RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer );
+
+ /**
+ * Adds a texture to the render manager
+ * @param[in] texture The texture to add
+ * The texture will be owned by RenderManager
+ */
+ void AddTexture( Render::Texture* texture );
+
+ /**
+ * Removes a texture from the render manager
+ * @param[in] texture The texture to remove
+ * @post The texture will be destroyed in the render thread
+ */
+ void RemoveTexture( Render::Texture* texture );
+
+ /**
+ * Uploads data to a texture owned by the RenderManager
+ * @param[in] texture The texture
+ * @param[in] pixelData The pixel data object
+ * @param[in] params The parameters for the upload
+ */
+ void UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params );
+
+ /**
+ * Generates mipmaps for a texture owned by the RenderManager
+ * @param[in] texture The texture
+ */
+ void GenerateMipmaps( Render::Texture* texture );
+
+ /**
+ * Adds a framebuffer to the render manager
+ * @param[in] frameBuffer The framebuffer to add
+ * The framebuffer will be owned by RenderManager
+ */
+ void AddFrameBuffer( Render::FrameBuffer* frameBuffer );
+
+ /**
+ * Removes a FrameBuffer from the render manager
+ * @param[in] frameBuffer The FrameBuffer to remove
+ * @post The FrameBuffer will be destroyed in the render thread
+ */
+ void RemoveFrameBuffer( Render::FrameBuffer* frameBuffer );
+
+ /**
+ * Attach a texture as color output to an existing FrameBuffer
+ * @param[in] frameBuffer The FrameBuffer
+ * @param[in] texture The texture that will be used as output when rendering
+ * @param[in] mipmapLevel The mipmap of the texture to be attached
+ * @param[in] layer Indicates which layer of a cube map or array texture to attach. Unused for 2D textures
+ */
+ void AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int face );
+
public:
/**
*/
void SetLayerDepths( const std::vector< Layer* >& layers, bool systemLevel );
+ /**
+ * Set the depth indices of all nodes (in LayerUI's)
+ * @param[in] nodeDepths A vector of nodes and associated depth indices
+ */
+ void SetDepthIndices( NodeDepths* nodeDepths );
+
private:
// Undefined
unsigned int KeepUpdatingCheck( float elapsedSeconds ) const;
/**
- * Helper to calculate new camera setup when root node resizes.
- * @param[in] updateBuffer The buffer to read the root node size from.
- */
- void UpdateProjectionAndViewMatrices(int updateBuffer);
-
- /**
- * Post process resources that have been updated by renderer
+ * Helper to reset all Node properties
+ * @param[in] bufferIndex to use
*/
- void PostProcessResources();
+ void ResetProperties( BufferIndex bufferIndex );
/**
- * Helper to reset a Node properties.
- * @param[in] node The node.
+ * Perform gesture updates.
+ * @param[in] bufferIndex to use
+ * @param[in] lastVSyncTime The last VSync time in milliseconds.
+ * @param[in] nextVSyncTime The estimated time of the next VSync in milliseconds.
+ * @return true, if any properties were updated.
*/
- void ResetNodeProperty( Node& node );
+ bool ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds );
/**
- * Helper to reset all Node properties
+ * Perform animation updates
+ * @param[in] bufferIndex to use
+ * @param[in] elapsedSeconds time since last frame
*/
- void ResetProperties();
+ void Animate( BufferIndex bufferIndex, float elapsedSeconds );
/**
- * Perform gesture updates.
- * @param[in] lastVSyncTime The last VSync time in milliseconds.
- * @param[in] nextVSyncTime The estimated time of the next VSync in milliseconds.
- * @return true, if any properties were updated.
+ * Applies constraints to CustomObjects
+ * @param[in] bufferIndex to use
*/
- bool ProcessGestures( unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds );
+ void ConstrainCustomObjects( BufferIndex bufferIndex );
/**
- * Perform animation updates
- * @param[in] elapsedSeconds time since last frame
+ * Applies constraints to RenderTasks
+ * @param[in] bufferIndex to use
*/
- void Animate( float elapsedSeconds );
+ void ConstrainRenderTasks( BufferIndex bufferIndex );
/**
- * Perform constraint updates.
- * @note Applies constraints to nodes first (depth first search order).
- * Then shader constraints second (construction order)
+ * Applies constraints to Shaders
+ * @param[in] bufferIndex to use
*/
- void ApplyConstraints();
+ void ConstrainShaders( BufferIndex bufferIndex );
/**
* Perform property notification updates
+ * @param[in] bufferIndex to use
*/
- void ProcessPropertyNotifications();
+ void ProcessPropertyNotifications( BufferIndex bufferIndex );
/**
* Pass shader binaries queued here on to event thread.
void ForwardCompiledShadersToEventThread();
/**
- * Update the default camera.
- * This must be altered to match the root Node for 2D layouting.
- * @param[in] updateBuffer The buffer to read the root node size from.
+ * Update node shaders, opacity, geometry etc.
+ * @param[in] bufferIndex to use
*/
- void UpdateDefaultCamera( int updateBuffer );
+ void UpdateNodes( BufferIndex bufferIndex );
/**
- * Update node shaders, opacity, geometry etc.
+ * Update Renderers
+ * @param[in] bufferIndex to use
*/
- void UpdateNodes();
+ void UpdateRenderers( BufferIndex bufferIndex );
private:
inline void InstallRootMessage( UpdateManager& manager, Layer& root, bool systemLevel )
{
- typedef MessageValue2< UpdateManager, Layer*, bool > LocalType;
+ // Message has ownership of Layer while in transit from event -> update
+ typedef MessageValue2< UpdateManager, OwnerPointer<Layer>, bool > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
inline void AddNodeMessage( UpdateManager& manager, Node& node )
{
+ // Message has ownership of Node while in transit from event -> update
typedef MessageValue1< UpdateManager, OwnerPointer<Node> > LocalType;
// Reserve some memory inside the message queue
new (slot) LocalType( &manager, &UpdateManager::AddNode, &node );
}
-inline void ConnectNodeMessage( UpdateManager& manager, const Node& constParent, const Node& constChild, int index )
+inline void ConnectNodeMessage( UpdateManager& manager, const Node& constParent, const Node& constChild )
{
// Update thread can edit the object
Node& parent = const_cast< Node& >( constParent );
Node& child = const_cast< Node& >( constChild );
- typedef MessageValue3< UpdateManager, Node*, Node*, int > LocalType;
+ typedef MessageValue2< UpdateManager, Node*, Node* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::ConnectNode, &parent, &child, index );
+ new (slot) LocalType( &manager, &UpdateManager::ConnectNode, &parent, &child );
}
inline void DisconnectNodeMessage( UpdateManager& manager, const Node& constNode )
new (slot) LocalType( &manager, &UpdateManager::DestroyNode, &node );
}
-inline void AttachToNodeMessage( UpdateManager& manager, const Node& constParent, NodeAttachment* attachment )
+inline void AddCameraMessage( UpdateManager& manager, const Camera* constCamera )
{
- // Scene graph thread can modify this object.
- Node& parent = const_cast< Node& >( constParent );
-
- // @todo MESH_REWORK Don't pass by owner pointer after merge with SceneGraph::RenderableAttachment ? (not needed if we split RendererAttachment to 2 objects)
- typedef MessageValue2< UpdateManager, Node*, NodeAttachmentOwner > LocalType;
+ // Message has ownership of Camera while in transit from event -> update
+ typedef MessageValue1< UpdateManager, OwnerPointer< Camera > > LocalType;
+ Camera* camera = const_cast<Camera*>( constCamera );
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::AttachToNode, &parent, attachment );
+ new (slot) LocalType( &manager, &UpdateManager::AddCamera, camera );
}
-inline void AttachToSceneGraphMessage( UpdateManager& manager, RendererAttachment* renderer )
+inline void RemoveCameraMessage( UpdateManager& manager, const Camera* camera )
{
- // @todo MESH_REWORK Pass by owner pointer after merge with SceneGraph::RenderableAttachment
- typedef MessageValue1< UpdateManager, RendererAttachment* > LocalType;
+ typedef MessageValue1< UpdateManager, const Camera* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::AttachToSceneGraph, renderer );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveCamera, camera );
}
inline void AddObjectMessage( UpdateManager& manager, PropertyOwner* object )
{
+ // Message has ownership of object while in transit from event -> update
typedef MessageValue1< UpdateManager, OwnerPointer<PropertyOwner> > LocalType;
// Reserve some memory inside the message queue
inline void AddPropertyNotificationMessage( UpdateManager& manager, PropertyNotification* propertyNotification )
{
- typedef MessageValue1< UpdateManager, PropertyNotification* > LocalType;
+ // Message has ownership of PropertyNotification while in transit from event -> update
+ typedef MessageValue1< UpdateManager, OwnerPointer< PropertyNotification > > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
new (slot) LocalType( &manager, &UpdateManager::SetLayerDepths, layers, systemLevel );
}
-inline void AddGestureMessage( UpdateManager& manager, PanGesture* gesture )
+inline void AddRendererMessage( UpdateManager& manager, Renderer& object )
+{
+ typedef MessageValue1< UpdateManager, OwnerPointer< Renderer > > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddRenderer, &object );
+}
+
+inline void RemoveRendererMessage( UpdateManager& manager, Renderer& object )
+{
+ typedef MessageValue1< UpdateManager, Renderer* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveRenderer, &object );
+}
+
+// The render thread can safely change the Shader
+inline void AddTextureSetMessage( UpdateManager& manager, TextureSet& textureSet )
+{
+ typedef MessageValue1< UpdateManager, OwnerPointer< TextureSet > > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddTextureSet, &textureSet );
+}
+
+// The render thread can safely change the Shader
+inline void RemoveTextureSetMessage( UpdateManager& manager, TextureSet& textureSet )
{
- typedef MessageValue1< UpdateManager, PanGesture* > LocalType;
+ typedef MessageValue1< UpdateManager, TextureSet* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::AddGesture, gesture );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveTextureSet, &textureSet );
}
-inline void RemoveGestureMessage( UpdateManager& manager, PanGesture* gesture )
+inline void AddSamplerMessage( UpdateManager& manager, Render::Sampler& sampler )
{
- typedef MessageValue1< UpdateManager, PanGesture* > LocalType;
+ // Message has ownership of Sampler while in transit from event -> update
+ typedef MessageValue1< UpdateManager, OwnerPointer< Render::Sampler > > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::RemoveGesture, gesture );
+ new (slot) LocalType( &manager, &UpdateManager::AddSampler, &sampler );
}
-template< typename T >
-inline void AddMessage( UpdateManager& manager, ObjectOwnerContainer<T>& owner, T& object )
+inline void RemoveSamplerMessage( UpdateManager& manager, Render::Sampler& sampler )
{
- typedef MessageValue1< ObjectOwnerContainer<T>, OwnerPointer< T > > LocalType;
+ typedef MessageValue1< UpdateManager, Render::Sampler* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &owner, &ObjectOwnerContainer<T>::Add, &object );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveSampler, &sampler );
}
+inline void SetFilterModeMessage( UpdateManager& manager, Render::Sampler& sampler, unsigned int minFilterMode, unsigned int magFilterMode )
+{
+ typedef MessageValue3< UpdateManager, Render::Sampler*, unsigned int, unsigned int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::SetFilterMode, &sampler, minFilterMode, magFilterMode );
+}
+
+inline void SetWrapModeMessage( UpdateManager& manager, Render::Sampler& sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
+{
+ typedef MessageValue4< UpdateManager, Render::Sampler*, unsigned int, unsigned int, unsigned int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::SetWrapMode, &sampler, rWrapMode, sWrapMode, tWrapMode );
+}
+
+inline void AddPropertyBuffer( UpdateManager& manager, Render::PropertyBuffer& propertyBuffer )
+{
+ // Message has ownership of propertyBuffer while in transit from event -> update
+ typedef MessageValue1< UpdateManager, OwnerPointer< Render::PropertyBuffer > > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddPropertyBuffer, &propertyBuffer );
+}
+
+inline void RemovePropertyBuffer( UpdateManager& manager, Render::PropertyBuffer& propertyBuffer )
+{
+ typedef MessageValue1< UpdateManager, Render::PropertyBuffer* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemovePropertyBuffer, &propertyBuffer );
+}
+
+inline void SetPropertyBufferFormat( UpdateManager& manager, Render::PropertyBuffer& propertyBuffer, Render::PropertyBuffer::Format* format )
+{
+ // Message has ownership of PropertyBuffer::Format while in transit from event -> update
+ typedef MessageValue2< UpdateManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format> > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::SetPropertyBufferFormat, &propertyBuffer, format );
+}
+
+inline void SetPropertyBufferData( UpdateManager& manager, Render::PropertyBuffer& propertyBuffer, Vector<char>* data, size_t size )
+{
+ // Message has ownership of PropertyBuffer data while in transit from event -> update
+ typedef MessageValue3< UpdateManager, Render::PropertyBuffer*, OwnerPointer< Vector<char> >, size_t > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::SetPropertyBufferData, &propertyBuffer, data, size );
+}
+
+inline void AddGeometry( UpdateManager& manager, Render::Geometry& geometry )
+{
+ // Message has ownership of Geometry while in transit from event -> update
+ typedef MessageValue1< UpdateManager, OwnerPointer< Render::Geometry > > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddGeometry, &geometry );
+}
+
+inline void RemoveGeometry( UpdateManager& manager, Render::Geometry& geometry )
+{
+ typedef MessageValue1< UpdateManager, Render::Geometry* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveGeometry, &geometry );
+}
+
+inline void AddVertexBufferMessage( UpdateManager& manager, Render::Geometry& geometry, const Render::PropertyBuffer& vertexBuffer )
+{
+ typedef MessageValue2< UpdateManager, Render::Geometry*, Render::PropertyBuffer* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddVertexBuffer, &geometry, const_cast<Render::PropertyBuffer*>(&vertexBuffer) );
+}
+
+inline void RemoveVertexBufferMessage( UpdateManager& manager, Render::Geometry& geometry, const Render::PropertyBuffer& vertexBuffer )
+{
+ typedef MessageValue2< UpdateManager, Render::Geometry*, Render::PropertyBuffer* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveVertexBuffer, &geometry, const_cast<Render::PropertyBuffer*>(&vertexBuffer) );
+}
+
+// Custom message type for SetIndexBuffer() used to move data with Vector::Swap()
template< typename T >
-inline void RemoveMessage( UpdateManager& manager, ObjectOwnerContainer<T>& owner, T& object )
+class IndexBufferMessage : public MessageBase
{
- typedef MessageValue1< ObjectOwnerContainer<T>, T* > LocalType;
+public:
+
+ /**
+ * Constructor which does a Vector::Swap()
+ */
+ IndexBufferMessage( T* manager, Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
+ : MessageBase(),
+ mManager( manager ),
+ mRenderGeometry( geometry )
+ {
+ mIndices.Swap( indices );
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~IndexBufferMessage()
+ {
+ }
+
+ /**
+ * @copydoc MessageBase::Process
+ */
+ virtual void Process( BufferIndex /*bufferIndex*/ )
+ {
+ DALI_ASSERT_DEBUG( mManager && "Message does not have an object" );
+ mManager->SetIndexBuffer( mRenderGeometry, mIndices );
+ }
+
+private:
+
+ T* mManager;
+ Render::Geometry* mRenderGeometry;
+ Dali::Vector<unsigned short> mIndices;
+};
+
+inline void SetIndexBufferMessage( UpdateManager& manager, Render::Geometry& geometry, Dali::Vector<unsigned short>& indices )
+{
+ typedef IndexBufferMessage< UpdateManager > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &geometry, indices );
+}
+
+inline void SetGeometryTypeMessage( UpdateManager& manager, Render::Geometry& geometry, unsigned int geometryType )
+{
+ typedef MessageValue2< UpdateManager, Render::Geometry*, unsigned int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::SetGeometryType, &geometry, geometryType );
+}
+
+inline void AddTexture( UpdateManager& manager, Render::Texture& texture )
+{
+ // Message has ownership of Texture while in transit from event -> update
+ typedef MessageValue1< UpdateManager, OwnerPointer< Render::Texture > > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddTexture, &texture );
+}
+
+inline void RemoveTexture( UpdateManager& manager, Render::Texture& texture )
+{
+ typedef MessageValue1< UpdateManager, Render::Texture* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveTexture, &texture );
+}
+
+inline void UploadTextureMessage( UpdateManager& manager, Render::Texture& texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+{
+ typedef MessageValue3< UpdateManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::UploadTexture, &texture, pixelData, params );
+}
+
+inline void GenerateMipmapsMessage( UpdateManager& manager, Render::Texture& texture )
+{
+ typedef MessageValue1< UpdateManager, Render::Texture* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::GenerateMipmaps, &texture );
+}
+
+
+inline void AddFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer )
+{
+ typedef MessageValue1< UpdateManager, Render::FrameBuffer* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddFrameBuffer, &frameBuffer );
+}
+
+inline void RemoveFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer )
+{
+ typedef MessageValue1< UpdateManager, Render::FrameBuffer* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveFrameBuffer, &frameBuffer );
+}
+
+inline void AttachColorTextureToFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
+{
+ typedef MessageValue4< UpdateManager, Render::FrameBuffer*, Render::Texture*, unsigned int, unsigned int > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &owner, &ObjectOwnerContainer<T>::Remove, &object );
+ new (slot) LocalType( &manager, &UpdateManager::AttachColorTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel, layer );
}
+inline void SetDepthIndicesMessage( UpdateManager& manager, NodeDepths* nodeDepths )
+{
+ typedef MessageValue1< UpdateManager, OwnerPointer< NodeDepths > > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::SetDepthIndices, nodeDepths );
+}
+
+
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H