/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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/internal/common/internal-constants.h>
#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/update/common/discard-queue.h>
-#include <dali/internal/update/manager/geometry-batcher.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/constants.h>
-namespace //Unnamed namespace
+namespace
{
-//Memory pool used to allocate new nodes. Memory used by this pool will be released when shutting down DALi
+//Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
+// or DALI library is unloaded
Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
+#ifdef DEBUG_ENABLED
+// keep track of nodes alive, to ensure we have 0 when the process exits or DALi library is unloaded
+int32_t gNodeCount = 0;
+
+// Called when the process is about to exit, Node count should be zero at this point.
+void __attribute__ ((destructor)) ShutDown(void)
+{
+DALI_ASSERT_DEBUG( (gNodeCount == 0) && "Node memory leak");
}
+#endif
+} // Unnamed namespace
namespace Dali
{
namespace SceneGraph
{
-const PositionInheritanceMode Node::DEFAULT_POSITION_INHERITANCE_MODE( INHERIT_PARENT_POSITION );
const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
+uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
+
Node* Node::New()
{
- return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node();
+ return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node;
+}
+
+void Node::Delete( Node* node )
+{
+ // check we have a node not a layer
+ if( !node->mIsLayer )
+ {
+ // Manually call the destructor
+ node->~Node();
+
+ // Mark the memory it used as free in the memory pool
+ gNodeMemoryPool.FreeThreadSafe( node );
+ }
+ else
+ {
+ // not in the pool, just delete it.
+ delete node;
+ }
}
Node::Node()
mOrientation(), // Initialized to identity by default
mScale( TRANSFORM_PROPERTY_SCALE ),
mVisible( true ),
+ mCulled( false ),
mColor( Color::WHITE ),
mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
mWorldOrientation(), // Initialized to identity by default
mWorldMatrix(),
mWorldColor( Color::WHITE ),
- mGeometryBatcher( NULL ),
- mBatchIndex( BATCH_NULL_HANDLE ),
mClippingSortModifier( 0u ),
- mIsBatchParent( false ),
+ mId( ++mNodeCounter ),
mParent( NULL ),
- mBatchParent( NULL ),
mExclusiveRenderTask( NULL ),
mChildren(),
mClippingDepth( 0u ),
+ mScissorDepth( 0u ),
+ mDepthIndex( 0u ),
+ mDirtyFlags( NodePropertyFlags::ALL ),
mRegenerateUniformMap( 0 ),
- mDepth( 0u ),
- mDirtyFlags( AllFlags ),
mDrawMode( DrawMode::NORMAL ),
mColorMode( DEFAULT_COLOR_MODE ),
mClippingMode( ClippingMode::DISABLED ),
- mIsRoot( false )
+ mIsRoot( false ),
+ mIsLayer( false ),
+ mPositionUsesAnchorPoint( true )
{
mUniformMapChanged[0] = 0u;
mUniformMapChanged[1] = 0u;
+
+#ifdef DEBUG_ENABLED
+ gNodeCount++;
+#endif
+
}
Node::~Node()
{
mTransformManager->RemoveTransform(mTransformId);
}
-}
-void Node::operator delete( void* ptr )
-{
- gNodeMemoryPool.FreeThreadSafe( static_cast<Node*>( ptr ) );
+#ifdef DEBUG_ENABLED
+ gNodeCount--;
+#endif
}
void Node::OnDestroy()
PropertyOwner::Destroy();
}
+uint32_t Node::GetId() const
+{
+ return mId;
+}
+
void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
{
//Create a new transform
mWorldScale.Initialize( transformManager, mTransformId );
mWorldOrientation.Initialize( transformManager, mTransformId );
mWorldMatrix.Initialize( transformManager, mTransformId );
+
+ //Set whether the position should use the anchor point
+ transformManager->SetPositionUsesAnchorPoint( mTransformId, mPositionUsesAnchorPoint );
}
void Node::SetRoot(bool isRoot)
mIsRoot = isRoot;
}
-void Node::AddUniformMapping( UniformPropertyMapping* map )
+void Node::AddUniformMapping( OwnerPointer< UniformPropertyMapping >& map )
{
PropertyOwner::AddUniformMapping( map );
mRegenerateUniformMap = 2;
void Node::PrepareRender( BufferIndex bufferIndex )
{
- if(mRegenerateUniformMap != 0 )
+ if( mRegenerateUniformMap != 0 )
{
if( mRegenerateUniformMap == 2 )
{
CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
localMap.Resize(0);
- for( unsigned int i=0, count=mUniformMaps.Count(); i<count; ++i )
+ for( UniformMap::SizeType i = 0, count=mUniformMaps.Count(); i<count; ++i )
{
localMap.PushBack( &mUniformMaps[i] );
}
localMap.Resize( oldMap.Count() );
- unsigned int index=0;
+ CollectedUniformMap::SizeType index = 0;
for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
{
localMap[index] = *iter;
void Node::AddRenderer( Renderer* renderer )
{
- // Check that it has not been already added.
- unsigned int rendererCount( mRenderer.Size() );
- for( unsigned int i(0); i < rendererCount; ++i )
- {
- if( mRenderer[i] == renderer )
- {
- // Renderer is already in the list.
- return;
- }
- }
-
// If it is the first renderer added, make sure the world transform will be calculated
// in the next update as world transform is not computed if node has no renderers.
- if( rendererCount == 0 )
+ if( mRenderer.Empty() )
{
- mDirtyFlags |= TransformFlag;
+ mDirtyFlags |= NodePropertyFlags::TRANSFORM;
}
-
- mRenderer.PushBack( renderer );
-
- // Tell geometry batcher if should batch the child
- if( mRenderer.Size() == 1 && mRenderer[0]->mBatchingEnabled )
+ else
{
- mGeometryBatcher->AddNode( this );
+ // Check that it has not been already added.
+ for( auto&& existingRenderer : mRenderer )
+ {
+ if( existingRenderer == renderer )
+ {
+ // Renderer is already in the list.
+ return;
+ }
+ }
}
+
+ mRenderer.PushBack( renderer );
}
-void Node::RemoveRenderer( Renderer* renderer )
+void Node::RemoveRenderer( const Renderer* renderer )
{
- unsigned int rendererCount( mRenderer.Size() );
- for( unsigned int i(0); i<rendererCount; ++i )
+ RendererContainer::SizeType rendererCount( mRenderer.Size() );
+ for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )
{
if( mRenderer[i] == renderer )
{
}
}
-int Node::GetDirtyFlags() const
+NodePropertyFlags Node::GetDirtyFlags() const
{
// get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
- int flags = mDirtyFlags;
+ NodePropertyFlags flags = mDirtyFlags;
// Check whether the visible property has changed
if ( !mVisible.IsClean() )
{
- flags |= VisibleFlag;
+ flags |= NodePropertyFlags::VISIBLE;
}
// Check whether the color property has changed
if ( !mColor.IsClean() )
{
- flags |= ColorFlag;
+ flags |= NodePropertyFlags::COLOR;
}
return flags;
}
-void Node::ResetDefaultProperties( BufferIndex updateBufferIndex )
+NodePropertyFlags Node::GetInheritedDirtyFlags( NodePropertyFlags parentFlags ) const
{
- mVisible.ResetToBaseValue( updateBufferIndex );
- mColor.ResetToBaseValue( updateBufferIndex );
+ // Size is not inherited. VisibleFlag is inherited
+ static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
+ using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
+
+ return static_cast<NodePropertyFlags>( static_cast<UnderlyingType>( mDirtyFlags ) |
+ ( static_cast<UnderlyingType>( parentFlags ) & static_cast<UnderlyingType>( InheritedDirtyFlags ) ) );
+}
- mDirtyFlags = NothingFlag;
+void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
+{
+ mDirtyFlags = NodePropertyFlags::NOTHING;
}
void Node::SetParent( Node& parentNode )
DALI_ASSERT_ALWAYS(mParent == NULL);
mParent = &parentNode;
- mDepth = mParent->GetDepth() + 1u;
if( mTransformId != INVALID_TRANSFORM_ID )
{
}
}
-void Node::SetBatchParent( Node* batchParentNode )
-{
- DALI_ASSERT_ALWAYS(!mIsRoot);
- mBatchParent = batchParentNode;
-}
-
-void Node::SetIsBatchParent( bool enabled )
-{
- if( mIsBatchParent != enabled )
- {
- mIsBatchParent = enabled;
-
- if( enabled )
- {
- mGeometryBatcher->AddBatchParent( this );
- }
- else
- {
- mGeometryBatcher->RemoveBatchParent( this );
- }
- }
-}
-
void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
{
DALI_ASSERT_ALWAYS(!mIsRoot);
// Remove back-pointer to parent
mParent = NULL;
- mDepth = 0u;
// Remove all child pointers
mChildren.Clear();