[3.0] Fix memory leak, scene graph layers are never deleted from memory
[platform/core/uifw/dali-core.git] / dali / internal / update / nodes / node.cpp
index b3a9767..ebf6565 100644 (file)
@@ -27,7 +27,8 @@
 
 namespace //Unnamed 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;
 }
 
@@ -43,36 +44,59 @@ namespace SceneGraph
 const PositionInheritanceMode Node::DEFAULT_POSITION_INHERITANCE_MODE( INHERIT_PARENT_POSITION );
 const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
 
+
 Node* Node::New()
 {
   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()
 : mTransformManager(0),
   mTransformId( INVALID_TRANSFORM_ID ),
   mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
   mAnchorPoint( TRANSFORM_PROPERTY_ANCHOR_POINT ),
-  mSize(TRANSFORM_PROPERTY_SIZE),     // zero initialized by default
-  mPosition(TRANSFORM_PROPERTY_POSITION), // zero initialized by default
-  mOrientation(), // initialized to identity by default
+  mSize( TRANSFORM_PROPERTY_SIZE ),                                               // Zero initialized by default
+  mPosition( TRANSFORM_PROPERTY_POSITION ),                                       // Zero initialized by default
+  mOrientation(),                                                                 // Initialized to identity by default
   mScale( TRANSFORM_PROPERTY_SCALE ),
   mVisible( true ),
   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
+  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 ),
+  mClippingSortModifier( 0u ),
   mParent( NULL ),
   mExclusiveRenderTask( NULL ),
   mChildren(),
+  mClippingDepth( 0u ),
+  mDepthIndex( 0u ),
   mRegenerateUniformMap( 0 ),
-  mDepth(0u),
-  mDirtyFlags(AllFlags),
-  mIsRoot( false ),
+  mDirtyFlags( AllFlags ),
   mDrawMode( DrawMode::NORMAL ),
-  mColorMode( DEFAULT_COLOR_MODE )
+  mColorMode( DEFAULT_COLOR_MODE ),
+  mClippingMode( ClippingMode::DISABLED ),
+  mIsRoot( false ),
+  mIsLayer( false )
 {
   mUniformMapChanged[0] = 0u;
   mUniformMapChanged[1] = 0u;
@@ -86,11 +110,6 @@ Node::~Node()
   }
 }
 
-void Node::operator delete( void* ptr )
-{
-  gNodeMemoryPool.FreeThreadSafe( static_cast<Node*>( ptr ) );
-}
-
 void Node::OnDestroy()
 {
   // Animators, Constraints etc. should be disconnected from the child's properties.
@@ -259,7 +278,6 @@ void Node::SetParent(Node& parentNode)
   DALI_ASSERT_ALWAYS(mParent == NULL);
 
   mParent = &parentNode;
-  mDepth = mParent->GetDepth() + 1u;
 
   if( mTransformId != INVALID_TRANSFORM_ID )
   {
@@ -283,7 +301,6 @@ void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
 
   // Remove back-pointer to parent
   mParent = NULL;
-  mDepth = 0u;
 
   // Remove all child pointers
   mChildren.Clear();
@@ -296,6 +313,22 @@ void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
 
 } // namespace SceneGraph
 
+template <>
+void OwnerPointer<Dali::Internal::SceneGraph::Node>::Reset()
+{
+  if( mObject != NULL )
+  {
+    Dali::Internal::SceneGraph::Node::Delete( mObject );
+    mObject = NULL;
+  }
+}
+
 } // namespace Internal
 
+template <>
+void OwnerContainer<Dali::Internal::SceneGraph::Node*>::Delete(Dali::Internal::SceneGraph::Node* pointer)
+{
+  Dali::Internal::SceneGraph::Node::Delete( pointer );
+}
+
 } // namespace Dali