#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 ResourceManager;
class TouchResampler;
+namespace Render
+{
+class Sampler;
+}
// value types used by messages
template <> struct ParameterType< PropertyNotification::NotifyMode >
: public BasicType< PropertyNotification::NotifyMode > {};
class Geometry;
class PropertyBuffer;
class Material;
-class Sampler;
-class RendererAttachment;
/**
* UpdateManager maintains a scene graph i.e. a tree of nodes and attachments and
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.
*/
ObjectOwnerContainer< Geometry >& GetGeometryOwner();
+ ObjectOwnerContainer< Renderer >& GetRendererOwner();
/**
* @brief Get 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
*/
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 sampler 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
+ * @post Sends a message to RenderManager to set the new data to the property buffer.
+ */
+ void SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data);
+
+ /**
+ * Sets the size of an existing property buffer
+ * @param[in] propertyBuffer The property buffer.
+ * @param[in] size The new size of the buffer
+ * @post Sends a message to RenderManager to set the new size to the property buffer.
+ */
+ void SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size );
+
public:
/**
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 );
/**
* Perform constraint updates.
* @note Applies constraints to nodes first (depth first search order).
* Then shader constraints second (construction order)
+ * @param[in] bufferIndex to use
*/
- void ApplyConstraints();
+ void ApplyConstraints( 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.
/**
* 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:
// 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( &owner, &ObjectOwnerContainer<T>::Remove, &object );
}
+inline void AddSamplerMessage( 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 ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddSampler, &sampler );
+}
+
+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 ) );
+
+ // 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 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 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 )
+{
+ typedef MessageValue2< UpdateManager, Render::PropertyBuffer*, Vector<char>* > 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 );
+}
+
+inline void SetPropertyBufferSize( UpdateManager& manager, Render::PropertyBuffer& propertyBuffer, size_t size )
+{
+ typedef MessageValue2< UpdateManager, Render::PropertyBuffer*, 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::SetPropertyBufferSize, &propertyBuffer, size );
+}
+
+
} // namespace SceneGraph
} // namespace Internal