#define DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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/devel-api/rendering/renderer-devel.h>
#include <dali/internal/common/blending-options.h>
-#include <dali/internal/common/type-abstraction-enums.h>
+#include <dali/internal/common/memory-pool-key.h>
#include <dali/internal/event/common/event-thread-services.h>
-#include <dali/internal/event/rendering/visual-renderer-impl.h>
#include <dali/internal/render/data-providers/render-data-provider.h>
#include <dali/internal/render/renderers/render-renderer.h>
#include <dali/internal/update/common/animatable-property.h>
#include <dali/internal/update/common/property-owner.h>
-#include <dali/internal/update/common/scene-graph-connection-change-propagator.h>
#include <dali/internal/update/common/uniform-map.h>
#include <dali/public-api/rendering/geometry.h>
#include <dali/public-api/rendering/renderer.h> // Dali::Renderer
class SceneController;
class Renderer;
-using RendererContainer = Dali::Vector<Renderer*>;
+class TextureSet;
+class Geometry;
+
+using RendererKey = MemoryPoolKey<SceneGraph::Renderer>;
+
+} // namespace SceneGraph
+} // namespace Internal
+
+// Ensure RendererKey can be used in Dali::Vector
+template<>
+struct TypeTraits<Internal::SceneGraph::RendererKey> : public BasicTypes<Internal::SceneGraph::RendererKey>
+{
+ enum
+ {
+ IS_TRIVIAL_TYPE = true
+ };
+};
+
+namespace Internal
+{
+namespace SceneGraph
+{
+using RendererContainer = Dali::Vector<RendererKey>;
using RendererIter = RendererContainer::Iterator;
using RendererConstIter = RendererContainer::ConstIterator;
-class TextureSet;
-class Geometry;
+namespace VisualRenderer
+{
+struct AnimatableVisualProperties
+{
+ AnimatableVisualProperties()
+ : mTransformOffset(Vector2::ZERO),
+ mTransformSize(Vector2::ONE),
+ mTransformOrigin(Vector2::ZERO),
+ mTransformAnchorPoint(Vector2::ZERO),
+ mTransformOffsetSizeMode(Vector4::ZERO),
+ mExtraSize(Vector2::ZERO),
+ mMixColor(Vector3::ONE),
+ mPreMultipliedAlpha(0.0f),
+ mExtendedPropertiesDeleteFunction(nullptr)
+ {
+ }
+
+ ~AnimatableVisualProperties()
+ {
+ if(mExtendedProperties && mExtendedPropertiesDeleteFunction)
+ {
+ mExtendedPropertiesDeleteFunction(mExtendedProperties);
+ }
+ }
+
+ /**
+ * @brief Cached coefficient value when we calculate visual transformed update size.
+ * It can reduce complexity of calculate the vertex position.
+ *
+ * Vector2 vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
+ */
+ struct VisualTransformedUpdateSizeCoefficientCache
+ {
+ Vector2 coefXA{Vector2::ZERO};
+ Vector2 coefXB{Vector2::ZERO};
+ Vector2 coefCA{Vector2::ZERO};
+ Vector2 coefCB{Vector2::ZERO};
+ float coefD{0.0f};
+
+ uint64_t hash{0u};
+ uint64_t decoratedHash{0u};
+ };
+ VisualTransformedUpdateSizeCoefficientCache mCoefficient; ///< Coefficient value to calculate visual transformed update size by VisualProperties more faster.
+
+ AnimatableProperty<Vector2> mTransformOffset;
+ AnimatableProperty<Vector2> mTransformSize;
+ AnimatableProperty<Vector2> mTransformOrigin;
+ AnimatableProperty<Vector2> mTransformAnchorPoint;
+ AnimatableProperty<Vector4> mTransformOffsetSizeMode;
+ AnimatableProperty<Vector2> mExtraSize;
+ AnimatableProperty<Vector3> mMixColor;
+ AnimatableProperty<float> mPreMultipliedAlpha;
+
+ void* mExtendedProperties{nullptr}; // Enable derived class to extend properties further
+ void (*mExtendedPropertiesDeleteFunction)(void*){nullptr}; // Derived class's custom delete functor
+};
+
+struct AnimatableDecoratedVisualProperties
+{
+ AnimatableDecoratedVisualProperties()
+ : mCornerRadius(Vector4::ZERO),
+ mCornerRadiusPolicy(1.0f),
+ mBorderlineWidth(0.0f),
+ mBorderlineColor(Color::BLACK),
+ mBorderlineOffset(0.0f),
+ mBlurRadius(0.0f)
+ {
+ }
+ ~AnimatableDecoratedVisualProperties()
+ {
+ }
+
+ // Delete function of AnimatableDecoratedVisualProperties* converted as void*
+ static void DeleteFunction(void* data)
+ {
+ delete static_cast<AnimatableDecoratedVisualProperties*>(data);
+ }
+
+ AnimatableProperty<Vector4> mCornerRadius;
+ AnimatableProperty<float> mCornerRadiusPolicy;
+ AnimatableProperty<float> mBorderlineWidth;
+ AnimatableProperty<Vector4> mBorderlineColor;
+ AnimatableProperty<float> mBorderlineOffset;
+ AnimatableProperty<float> mBlurRadius;
+};
+} // namespace VisualRenderer
class Renderer : public PropertyOwner,
public UniformMapDataProvider,
- public RenderDataProvider,
- public UniformMap::Observer,
- public ConnectionChangePropagator::Observer
+ public RenderDataProvider
{
public:
enum OpacityType
/**
* Construct a new Renderer
*/
- static Renderer* New();
+ static RendererKey NewKey();
/**
* Destructor
void operator delete(void* ptr);
/**
+ * Get a pointer to the object from the given key.
+ * Used by MemoryPoolKey to provide pointer semantics.
+ */
+ static Renderer* Get(RendererKey::KeyType);
+
+ /**
+ * Get the key of the given renderer in the associated memory pool.
+ * @param[in] renderer the given renderer
+ * @return The key in the associated memory pool.
+ */
+ static RendererKey GetKey(const SceneGraph::Renderer& renderer);
+
+ /**
+ * Get the key of the given renderer in the associated memory pool.
+ * @param[in] renderer the given renderer
+ * @return The key in the associated memory pool, or -1 if not
+ * found.
+ */
+ static RendererKey GetKey(SceneGraph::Renderer* renderer);
+
+ /**
* Set the texture set for the renderer
* @param[in] textureSet The texture set this renderer will use
*/
void SetTextures(TextureSet* textureSet);
+ /**
+ * Get the associated texture set
+ * @return the texture set.
+ */
const SceneGraph::TextureSet* GetTextureSet() const
{
return mTextureSet;
/**
* @copydoc RenderDataProvider::GetTextures()
*/
- const Vector<Render::Texture*>* GetTextures() const override;
+ const Vector<Render::TextureKey>* GetTextures() const override;
/**
* @copydoc RenderDataProvider::GetSamplers()
* Retrieve the Render thread renderer
* @return The associated render thread renderer
*/
- Render::Renderer& GetRenderer();
+ Render::RendererKey GetRenderer();
/**
* Query whether the renderer is fully opaque, fully transparent or transparent.
};
/**
+ * @copydoc RenderDataProvider::IsUpdated()
+ */
+ bool IsUpdated() const override
+ {
+ return Updated();
+ }
+
+ /**
+ * @copydoc RenderDataProvider::GetVisualTransformedUpdateArea()
+ */
+ Vector4 GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept override;
+
+ /**
* Sets RenderCallback object
*
* @param[in] callback Valid pointer to RenderCallback object
return mRenderCallback;
}
-public: // Implementation of ConnectionChangePropagator
/**
- * @copydoc ConnectionChangePropagator::AddObserver
+ * Merge shader uniform map into renderer uniform map if any of the
+ * maps have changed. Only update uniform map if added to render
+ * instructions.
+ * @param[in] updateBufferIndex The current update buffer index.
*/
- void AddConnectionObserver(ConnectionChangePropagator::Observer& observer){};
+ void UpdateUniformMap(BufferIndex updateBufferIndex);
/**
- * @copydoc ConnectionChangePropagator::RemoveObserver
+ * Set the given external draw commands on this renderer.
*/
- void RemoveConnectionObserver(ConnectionChangePropagator::Observer& observer){};
+ void SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size);
-public: // UniformMap::Observer
/**
- * @copydoc UniformMap::Observer::UniformMappingsChanged
+ * Query whether a renderer is dirty.
+ * @return true if the renderer is dirty.
+ * @note It is used to decide whether to reuse the RenderList. We can't reuse the RenderList if this is dirty.
*/
- void UniformMappingsChanged(const UniformMap& mappings) override;
+ bool IsDirty() const;
-public: // ConnectionChangePropagator::Observer
/**
- * @copydoc ConnectionChangePropagator::ConnectionsChanged
+ * Reset both dirty flag and updated flag.
+ * @note This is called after rendering has completed.
*/
- void ConnectionsChanged(PropertyOwner& owner) override;
+ void ResetDirtyFlag();
/**
- * @copydoc ConnectionChangePropagator::ConnectedUniformMapChanged
+ * Get the capacity of the memory pools
+ * @return the capacity of the memory pools
*/
- void ConnectedUniformMapChanged() override;
+ static uint32_t GetMemoryPoolCapacity();
+public: // PropertyOwner::MappingChanged
/**
- * @copydoc ConnectionChangePropagator::ConnectedUniformMapChanged
+ * @copydoc PropertyOwner::OnMappingChanged
*/
- void ObservedObjectDestroyed(PropertyOwner& owner) override;
+ void OnMappingChanged() override;
public: // PropertyOwner implementation
/**
public: // From UniformMapDataProvider
/**
- * @copydoc UniformMapDataProvider::GetUniformMapChanged
+ * @copydoc UniformMapDataProvider::GetCollectedUniformMap
*/
- bool GetUniformMapChanged(BufferIndex bufferIndex) const override
- {
- return mUniformMapChanged[bufferIndex];
- }
-
- /**
- * @copydoc UniformMapDataProvider::GetUniformMap
- */
- const CollectedUniformMap& GetUniformMap(BufferIndex bufferIndex) const override;
-
- void SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size);
+ const CollectedUniformMap& GetCollectedUniformMap() const override;
public: // For VisualProperties
/**
* To be used only for 1st stage initialization in event thread.
*/
- void SetVisualProperties(Internal::VisualRenderer::AnimatableVisualProperties* visualProperties)
+ void SetVisualProperties(VisualRenderer::AnimatableVisualProperties* visualProperties)
{
mVisualProperties = visualProperties;
}
/**
* May be accessed from event thread
*/
- const Internal::VisualRenderer::AnimatableVisualProperties* GetVisualProperties() const
+ const VisualRenderer::AnimatableVisualProperties* GetVisualProperties() const
{
return mVisualProperties.Get();
}
Renderer();
private:
- CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
+ enum Decay
+ {
+ DONE = 0,
+ LAST = 1,
+ INITIAL = 2
+ };
- SceneController* mSceneController; ///< Used for initializing renderers
- Render::Renderer* mRenderer; ///< Raw pointer to the renderer (that's owned by RenderManager)
- TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
- Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
- Shader* mShader; ///< The shader this renderer uses. (Not owned)
+private:
+ CollectedUniformMap mCollectedUniformMap; ///< Uniform maps collected by the renderer
+
+ SceneController* mSceneController; ///< Used for initializing renderers
+ Render::RendererKey mRenderer; ///< Key to the renderer (that's owned by RenderManager)
+ TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
+ Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
+ Shader* mShader; ///< The shader this renderer uses. (Not owned)
OwnerPointer<VisualRenderer::AnimatableVisualProperties> mVisualProperties{nullptr}; ///< VisualProperties (optional/owned)
OwnerPointer<Vector4> mBlendColor; ///< The blend color for blending operation
Dali::Internal::Render::Renderer::StencilParameters mStencilParameters; ///< Struct containing all stencil related options
- uint32_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
- uint32_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
- uint32_t mBlendBitmask; ///< The bitmask of blending options
- uint32_t mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
- uint32_t mResendFlag; ///< Indicate whether data should be resent to the renderer
-
- DepthFunction::Type mDepthFunction : 4; ///< Local copy of the depth function
- FaceCullingMode::Type mFaceCullingMode : 3; ///< Local copy of the mode of face culling
- BlendMode::Type mBlendMode : 3; ///< Local copy of the mode of blending
- DepthWriteMode::Type mDepthWriteMode : 3; ///< Local copy of the depth write mode
- DepthTestMode::Type mDepthTestMode : 3; ///< Local copy of the depth test mode
- DevelRenderer::Rendering::Type mRenderingBehavior : 2; ///< The rendering behavior
- bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
- bool mPremultipledAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ uint64_t mUniformsHash{0}; ///< Hash of uniform map property values
+ uint32_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
+ uint32_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
+ uint32_t mBlendBitmask; ///< The bitmask of blending options
+ uint32_t mResendFlag; ///< Indicate whether data should be resent to the renderer
+ UniformMap::SizeType mUniformMapChangeCounter{0u}; ///< Value to check if uniform data should be updated
+ UniformMap::SizeType mShaderMapChangeCounter{0u}; ///< Value to check if uniform data should be updated
+
+ DepthFunction::Type mDepthFunction : 4; ///< Local copy of the depth function
+ FaceCullingMode::Type mFaceCullingMode : 3; ///< Local copy of the mode of face culling
+ BlendMode::Type mBlendMode : 3; ///< Local copy of the mode of blending
+ DepthWriteMode::Type mDepthWriteMode : 3; ///< Local copy of the depth write mode
+ DepthTestMode::Type mDepthTestMode : 3; ///< Local copy of the depth test mode
+ DevelRenderer::Rendering::Type mRenderingBehavior : 2; ///< The rendering behavior
+ Decay mUpdateDecay : 2; ///< Update decay (aging)
+
+ bool mRegenerateUniformMap : 1; ///< true if the map should be regenerated
+ bool mPremultipledAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ bool mDirtyFlag : 1; ///< Flag indicating whether the properties are changed
std::vector<Dali::DevelRenderer::DrawCommand> mDrawCommands;
Dali::RenderCallback* mRenderCallback{nullptr};
int32_t mDepthIndex; ///< Used only in PrepareRenderInstructions
};
-/// Messages
-inline void SetTexturesMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, const TextureSet& textureSet)
-{
- using LocalType = MessageValue1<Renderer, TextureSet*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new(slot) LocalType(&renderer, &Renderer::SetTextures, const_cast<TextureSet*>(&textureSet));
-}
-
-inline void SetGeometryMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, const Render::Geometry& geometry)
-{
- using LocalType = MessageValue1<Renderer, Render::Geometry*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new(slot) LocalType(&renderer, &Renderer::SetGeometry, const_cast<Render::Geometry*>(&geometry));
-}
-
-inline void SetShaderMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, const Shader& shader)
-{
- using LocalType = MessageValue1<Renderer, Shader*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new(slot) LocalType(&renderer, &Renderer::SetShader, const_cast<Shader*>(&shader));
-}
-
-inline void SetDepthIndexMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, int depthIndex)
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new(slot) LocalType(&renderer, &Renderer::SetDepthIndex, depthIndex);
-}
-
-inline void SetFaceCullingModeMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, FaceCullingMode::Type faceCullingMode)
-{
- using LocalType = MessageValue1<Renderer, FaceCullingMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetFaceCullingMode, faceCullingMode);
-}
-
-inline void SetBlendModeMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, BlendMode::Type blendingMode)
-{
- using LocalType = MessageValue1<Renderer, BlendMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetBlendMode, blendingMode);
-}
-
-inline void SetBlendingOptionsMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, uint32_t options)
-{
- using LocalType = MessageValue1<Renderer, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetBlendingOptions, options);
-}
-
-inline void SetBlendColorMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, const Vector4& blendColor)
-{
- using LocalType = MessageValue1<Renderer, Vector4>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetBlendColor, blendColor);
-}
-
-inline void SetIndexedDrawFirstElementMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, uint32_t firstElement)
-{
- using LocalType = MessageValue1<Renderer, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetIndexedDrawFirstElement, firstElement);
-}
-
-inline void SetIndexedDrawElementsCountMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, uint32_t elementsCount)
-{
- using LocalType = MessageValue1<Renderer, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetIndexedDrawElementsCount, elementsCount);
-}
-
-inline void SetEnablePreMultipliedAlphaMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, bool preMultiplied)
-{
- using LocalType = MessageValue1<Renderer, bool>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::EnablePreMultipliedAlpha, preMultiplied);
-}
-
-inline void SetDepthWriteModeMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, DepthWriteMode::Type depthWriteMode)
-{
- using LocalType = MessageValue1<Renderer, DepthWriteMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetDepthWriteMode, depthWriteMode);
-}
-
-inline void SetDepthTestModeMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, DepthTestMode::Type depthTestMode)
-{
- using LocalType = MessageValue1<Renderer, DepthTestMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetDepthTestMode, depthTestMode);
-}
-
-inline void SetDepthFunctionMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, DepthFunction::Type depthFunction)
-{
- using LocalType = MessageValue1<Renderer, DepthFunction::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetDepthFunction, depthFunction);
-}
-
-inline void SetRenderModeMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, RenderMode::Type mode)
-{
- using LocalType = MessageValue1<Renderer, RenderMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetRenderMode, mode);
-}
-
-inline void SetStencilFunctionMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, StencilFunction::Type stencilFunction)
-{
- using LocalType = MessageValue1<Renderer, StencilFunction::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilFunction, stencilFunction);
-}
-
-inline void SetStencilFunctionMaskMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, int mask)
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilFunctionMask, mask);
-}
-
-inline void SetStencilFunctionReferenceMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilFunctionReference)
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilFunctionReference, stencilFunctionReference);
-}
-
-inline void SetStencilMaskMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilMask)
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilMask, stencilMask);
-}
-
-inline void SetStencilOperationOnFailMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation)
-{
- using LocalType = MessageValue1<Renderer, StencilOperation::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilOperationOnFail, stencilOperation);
-}
-
-inline void SetStencilOperationOnZFailMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation)
-{
- using LocalType = MessageValue1<Renderer, StencilOperation::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilOperationOnZFail, stencilOperation);
-}
-
-inline void SetStencilOperationOnZPassMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation)
-{
- using LocalType = MessageValue1<Renderer, StencilOperation::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetStencilOperationOnZPass, stencilOperation);
-}
-
-inline void BakeOpacityMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, float opacity)
-{
- using LocalType = MessageDoubleBuffered1<Renderer, float>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::BakeOpacity, opacity);
-}
-
-inline void SetRenderingBehaviorMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, DevelRenderer::Rendering::Type renderingBehavior)
-{
- using LocalType = MessageValue1<Renderer, DevelRenderer::Rendering::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetRenderingBehavior, renderingBehavior);
-}
-
-inline void SetDrawCommandsMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
-{
- using LocalType = MessageValue2<Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetDrawCommands, pDrawCommands, size);
-}
-
-inline void SetRenderCallbackMessage(EventThreadServices& eventThreadServices, const Renderer& renderer, Dali::RenderCallback* callback)
-{
- using LocalType = MessageValue1<Renderer, Dali::RenderCallback*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
-
- new(slot) LocalType(&renderer, &Renderer::SetRenderCallback, callback);
-}
-
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali
-#endif // DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDERER_H