#include <dali/internal/common/message.h>
#include <dali/internal/common/type-abstraction-enums.h>
+#include <dali/internal/common/shader-saver.h>
#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/update/animation/scene-graph-animation.h>
#include <dali/internal/update/common/scene-graph-buffers.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/update/rendering/scene-graph-renderer.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/renderers/render-property-buffer.h>
namespace Dali
{
{
class GlSyncAbstraction;
class RenderController;
-struct DynamicsWorldSettings;
} // namespace Integration
{
class PropertyNotifier;
-struct DynamicsWorldSettings;
class NotificationManager;
class CompleteNotificationInterface;
class ResourceManager;
class TouchResampler;
+namespace Render
+{
+class Sampler;
+}
// value types used by messages
template <> struct ParameterType< PropertyNotification::NotifyMode >
: public BasicType< PropertyNotification::NotifyMode > {};
class RenderManager;
class RenderTaskList;
class RenderQueue;
-class DynamicsWorld;
class TextureCache;
-class Geometry;
class PropertyBuffer;
-class Material;
-class Sampler;
-class RendererAttachment;
+class TextureSet;
/**
* UpdateManager maintains a scene graph i.e. a tree of nodes and attachments and
* It also maintains the lifecycle of nodes and other property owners that are
* disconnected from the scene graph.
*/
-class UpdateManager
+class UpdateManager : public ShaderSaver
{
public:
/**
* 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] touchResampler Used for re-sampling touch events.
*/
UpdateManager( NotificationManager& notificationManager,
- Integration::GlSyncAbstraction& glSyncAbstraction,
CompleteNotificationInterface& animationFinishedNotifier,
PropertyNotifier& propertyNotifier,
ResourceManager& resourceManager,
TouchResampler& touchResampler );
/**
- * Destructor. Not virtual as this is not a base class
+ * Destructor.
*/
- ~UpdateManager();
+ virtual ~UpdateManager();
// Node connection methods
* 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 AttachToNode( Node* node, NodeAttachment* attachment );
/**
- * Attach a renderer to the scene graph
- */
- void AttachToSceneGraph( RendererAttachment* renderer );
-
-
- /**
* Add a newly created object.
* @param[in] object The object to add.
* @post The object is owned by UpdateManager.
void PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode );
/**
- * @brief Get the geometry owner
+ * @brief Get the renderer owner
*
- * @return The geometry owner
+ * @return The renderer 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();
+ ObjectOwnerContainer< Renderer >& GetRendererOwner();
/**
* @brief Get the property buffer owner
void RemoveShader(Shader* shader);
/**
+ * Add a newly created TextureSet.
+ * @param[in] textureSet The texture set to add.
+ * @post The TextureSet is owned by the UpdateManager.
+ */
+ void AddTextureSet(TextureSet* textureSet);
+
+ /**
+ * 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 RemoveTextureSet(TextureSet* textureSet);
+
+ /**
* Set the shader program for a Shader object
* @param[in] shader The shader to modify
- * @param[in] resourceId A ResourceManager ticket ID for the program data (source and compiled binary)
- * @param[in] shaderHash hash key created with vertex and fragment shader code
+ * @param[in] shaderData Source code, hash over source, and optional compiled binary for the shader program
* @param[in] modifiesGeometry True if the vertex shader modifies geometry
*/
- void SetShaderProgram( Shader* shader, Integration::ResourceId resourceId, size_t shaderHash, bool modifiesGeometry );
+ void SetShaderProgram( Shader* shader, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
+
+ /**
+ * @brief Accept compiled shaders passed back on render thread for saving.
+ * @param[in] shaderData Source code, hash over source, and corresponding compiled binary to be saved.
+ */
+ virtual void SaveBinary( Internal::ShaderDataPtr shaderData );
+
+ /**
+ * @brief Set the destination for compiled shader binaries to be passed on to.
+ * The dispatcher passed in will be called from the update thread.
+ * @param[in] upstream A sink for ShaderDatas to be passed into.
+ */
+ void SetShaderSaver( ShaderSaver& upstream );
+
+ // Gestures
/**
* Add a newly created gesture.
*/
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] uWrapMode Wrapping mode in x direction
+ * @param[in] vWrapMode Wrapping mode in y direction
+ */
+ void SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode );
+
+ /**
+ * 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 );
+
+
public:
/**
*/
void SetLayerDepths( const std::vector< Layer* >& layers, bool systemLevel );
-#ifdef DALI_DYNAMICS_SUPPORT
-
- /**
- * Initialize the dynamics world
- * @param[in] world The dynamics world
- * @param[in] worldSettings The dynamics world settings
- * @param[in] debugShader The shader used for rendering dynamics debug information
- */
- void InitializeDynamicsWorld( DynamicsWorld* world, Integration::DynamicsWorldSettings* worldSettings );
-
- /**
- * Terminate the dynamics world
- */
- void TerminateDynamicsWorld();
-
-#endif // DALI_DYNAMICS_SUPPORT
-
private:
// Undefined
void PostProcessResources();
/**
- * Helper to reset a Node properties.
- * @param[in] node The node.
- */
- void ResetNodeProperty( Node& node );
-
- /**
* Helper to reset all Node properties
+ * @param[in] bufferIndex to use
*/
- void ResetProperties();
+ void ResetProperties( BufferIndex bufferIndex );
/**
* Perform gesture updates.
- * @param[in] lastVSyncTime The last VSync time in milliseconds.
- * @param[in] nextVSyncTime The estimated time of the next VSync in milliseconds.
+ * @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.
*/
- bool ProcessGestures( unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds );
+ bool ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds );
/**
* Perform animation updates
+ * @param[in] bufferIndex to use
* @param[in] elapsedSeconds time since last frame
*/
- void Animate( float elapsedSeconds );
+ void Animate( BufferIndex bufferIndex, float elapsedSeconds );
+
+ /**
+ * Applies constraints to CustomObjects
+ * @param[in] bufferIndex to use
+ */
+ void ConstrainCustomObjects( BufferIndex bufferIndex );
+
+ /**
+ * Applies constraints to RenderTasks
+ * @param[in] bufferIndex to use
+ */
+ 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 );
+
+ /**
+ * Prepare textures for rendering
+ */
+ void PrepareTextureSets( BufferIndex bufferIndex );
+
+ /**
+ * Pass shader binaries queued here on to event thread.
+ */
+ void ForwardCompiledShadersToEventThread();
/**
* Update the default camera.
/**
* Update node shaders, opacity, geometry etc.
+ * @param[in] bufferIndex to use
+ */
+ void UpdateNodes( BufferIndex bufferIndex );
+
+ /**
+ * Update Renderers
+ * @param[in] bufferIndex to use
*/
- void UpdateNodes();
+ void UpdateRenderers( BufferIndex bufferIndex );
private:
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 )
// 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;
// Reserve some memory inside the message queue
new (slot) LocalType( &manager, &UpdateManager::AttachToNode, &parent, attachment );
}
-inline void AttachToSceneGraphMessage( UpdateManager& manager, RendererAttachment* renderer )
-{
- // @todo MESH_REWORK Pass by owner pointer after merge with SceneGraph::RenderableAttachment
- typedef MessageValue1< UpdateManager, RendererAttachment* > 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 );
-}
-
inline void AddObjectMessage( UpdateManager& manager, PropertyOwner* object )
{
typedef MessageValue1< UpdateManager, OwnerPointer<PropertyOwner> > LocalType;
new (slot) LocalType( &manager, &UpdateManager::PropertyNotificationSetNotify, propertyNotification, notifyMode );
}
-
-
// The render thread can safely change the Shader
inline void AddShaderMessage( UpdateManager& manager, Shader& shader )
{
inline void SetShaderProgramMessage( UpdateManager& manager,
Shader& shader,
- Integration::ResourceId resourceId,
- size_t shaderHash,
+ Internal::ShaderDataPtr shaderData,
bool modifiesGeometry )
{
- typedef MessageValue4< UpdateManager, Shader*, Integration::ResourceId, size_t, bool > LocalType;
+ typedef MessageValue3< UpdateManager, Shader*, Internal::ShaderDataPtr, bool > 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::SetShaderProgram, &shader, resourceId, shaderHash, modifiesGeometry );
+ new (slot) LocalType( &manager, &UpdateManager::SetShaderProgram, &shader, shaderData, modifiesGeometry );
}
inline void SetBackgroundColorMessage( UpdateManager& manager, const Vector4& color )
new (slot) LocalType( &manager, &UpdateManager::RemoveGesture, gesture );
}
-#ifdef DALI_DYNAMICS_SUPPORT
+template< typename T >
+inline void AddMessage( UpdateManager& manager, ObjectOwnerContainer<T>& owner, T& object )
+{
+ typedef MessageValue1< ObjectOwnerContainer<T>, OwnerPointer< 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( &owner, &ObjectOwnerContainer<T>::Add, &object );
+}
+
+template< typename T >
+inline void RemoveMessage( UpdateManager& manager, ObjectOwnerContainer<T>& owner, T& object )
+{
+ typedef MessageValue1< ObjectOwnerContainer<T>, 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( &owner, &ObjectOwnerContainer<T>::Remove, &object );
+}
+
+// The render thread can safely change the Shader
+inline void AddTextureSetMessage( UpdateManager& manager, TextureSet& textureSet )
+{
+ typedef MessageValue1< UpdateManager, OwnerPointer< TextureSet > > LocalType;
-// Dynamics messages
-inline void InitializeDynamicsWorldMessage( UpdateManager& manager, DynamicsWorld* dynamicsworld, Integration::DynamicsWorldSettings* worldSettings )
+ // 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 MessageValue2< UpdateManager, DynamicsWorld*, Integration::DynamicsWorldSettings* > 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::InitializeDynamicsWorld, dynamicsworld, worldSettings );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveTextureSet, &textureSet );
}
-inline void TerminateDynamicsWorldMessage(UpdateManager& manager)
+inline void AddSamplerMessage( UpdateManager& manager, Render::Sampler& sampler )
{
- typedef Message< UpdateManager > 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( &manager, &UpdateManager::TerminateDynamicsWorld );
+ new (slot) LocalType( &manager, &UpdateManager::AddSampler, &sampler );
}
-#endif // DALI_DYNAMICS_SUPPORT
+inline void RemoveSamplerMessage( UpdateManager& manager, Render::Sampler& sampler )
+{
+ typedef MessageValue1< UpdateManager, Render::Sampler* > LocalType;
+ // Reserve some memory inside the message queue
+ unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
-template< typename T >
-inline void AddMessage( UpdateManager& manager, ObjectOwnerContainer<T>& owner, T& object )
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveSampler, &sampler );
+}
+
+inline void SetFilterModeMessage( UpdateManager& manager, Render::Sampler& sampler, unsigned int minFilterMode, unsigned int magFilterMode )
{
- typedef MessageValue1< ObjectOwnerContainer<T>, OwnerPointer< T > > LocalType;
+ 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( &owner, &ObjectOwnerContainer<T>::Add, &object );
+ new (slot) LocalType( &manager, &UpdateManager::SetFilterMode, &sampler, minFilterMode, magFilterMode );
+}
+
+inline void SetWrapModeMessage( UpdateManager& manager, Render::Sampler& sampler, unsigned int uWrapMode, unsigned int vWrapMode )
+{
+ 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::SetWrapMode, &sampler, uWrapMode, vWrapMode );
}
+inline void AddPropertyBuffer( 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::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 )
+{
+ typedef MessageValue2< UpdateManager, Render::PropertyBuffer*, 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 )
+{
+ typedef MessageValue3< UpdateManager, Render::PropertyBuffer*, 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 )
+{
+ 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::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( &owner, &ObjectOwnerContainer<T>::Remove, &object );
+ 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 );
}
} // namespace SceneGraph