X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Fupdate-manager.cpp;h=344891ac1287683b5bfaf2817d7b13c8ea8998bd;hb=3dec6c3b4fe13f341a2bf130b0fc369e87f54450;hp=516fa9396dabe3c4f6599320ec7ae8f6b8bea6d9;hpb=774aeaa9da6bc7f693a61d65f8010a57fd11daf9;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/update/manager/update-manager.cpp b/dali/internal/update/manager/update-manager.cpp index 516fa93..344891a 100644 --- a/dali/internal/update/manager/update-manager.cpp +++ b/dali/internal/update/manager/update-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -20,8 +20,8 @@ // INTERNAL INCLUDES #include -#include -#include +#include +#include #include #include @@ -29,7 +29,6 @@ #include #include -#include #include #include @@ -41,36 +40,24 @@ #include #include #include -#include #include #include #include -#include -#include -#include +#include #include #include #include -#include -#include -#include +#include #include #include #include #include #include -#include -#include -#include -#include -#include -#include +#include #include #include #include -#include -#include #include // Un-comment to enable node tree debug logging @@ -111,33 +98,62 @@ namespace SceneGraph namespace { - -void DestroyNodeSet( std::set& nodeSet ) +/** + * Helper to reset animate-able objects to base values + * @param container to iterate over + * @param updateBufferIndex to use + */ +template< class T > +inline void ResetToBaseValues( OwnerContainer& container, BufferIndex updateBufferIndex ) { - for( std::set::iterator iter = nodeSet.begin(); iter != nodeSet.end(); ++iter ) + // Reset animatable properties to base values + typename OwnerContainer::Iterator iter = container.Begin(); + const typename OwnerContainer::ConstIterator endIter = container.End(); + for ( ; iter != endIter; ++iter ) { - Node* node( *iter ); + (*iter)->ResetToBaseValues( updateBufferIndex ); + } +} - // Call Node::OnDestroy as each node is destroyed - node->OnDestroy(); +/** + * Helper to Erase an object from OwnerContainer using discard queue + * @param container to remove from + * @param object to remove + * @param discardQueue to put the object to + * @param updateBufferIndex to use + */ +template < class T > +inline void EraseUsingDiscardQueue( OwnerContainer& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex ) +{ + DALI_ASSERT_DEBUG( object && "NULL object not allowed" ); - delete node; + typename OwnerContainer::Iterator iter = container.Begin(); + const typename OwnerContainer::ConstIterator endIter = container.End(); + for ( ; iter != endIter; ++iter ) + { + if ( *iter == object ) + { + // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it + discardQueue.Add( updateBufferIndex, container.Release( iter ) ); + return; + } } - nodeSet.clear(); } -} //namespace - -typedef OwnerContainer< Shader* > ShaderContainer; -typedef ShaderContainer::Iterator ShaderIter; -typedef ShaderContainer::ConstIterator ShaderConstIter; +} +typedef OwnerContainer< Shader* > ShaderOwner; +typedef ShaderOwner::Iterator ShaderIter; typedef std::vector ShaderDataBinaryQueue; -typedef OwnerContainer GestureContainer; -typedef GestureContainer::Iterator GestureIter; -typedef GestureContainer::ConstIterator GestureConstIter; +typedef OwnerContainer< TextureSet* > TextureSetOwner; +typedef TextureSetOwner::Iterator TextureSetIter; + +typedef OwnerContainer RendererOwner; +typedef RendererOwner::Iterator RendererIter; +typedef OwnerContainer< Camera* > CameraOwner; +typedef OwnerContainer< PropertyOwner* > CustomObjectOwner; /** * Structure to contain UpdateManager internal data @@ -145,56 +161,48 @@ typedef GestureContainer::ConstIterator GestureConstIter; struct UpdateManager::Impl { Impl( NotificationManager& notificationManager, - GlSyncAbstraction& glSyncAbstraction, CompleteNotificationInterface& animationFinishedNotifier, PropertyNotifier& propertyNotifier, - ResourceManager& resourceManager, DiscardQueue& discardQueue, RenderController& renderController, RenderManager& renderManager, RenderQueue& renderQueue, - TextureCache& textureCache, - TouchResampler& touchResampler, - SceneGraphBuffers& sceneGraphBuffers ) - : - renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ), + SceneGraphBuffers& sceneGraphBuffers, + RenderTaskProcessor& renderTaskProcessor ) + : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ), notificationManager( notificationManager ), + transformManager(), animationFinishedNotifier( animationFinishedNotifier ), propertyNotifier( propertyNotifier ), shaderSaver( NULL ), - resourceManager( resourceManager ), discardQueue( discardQueue ), renderController( renderController ), sceneController( NULL ), renderManager( renderManager ), renderQueue( renderQueue ), renderInstructions( renderManager.GetRenderInstructionContainer() ), - completeStatusManager( glSyncAbstraction, renderMessageDispatcher, resourceManager ), - touchResampler( touchResampler ), + renderTaskProcessor( renderTaskProcessor ), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), - taskList ( completeStatusManager ), - systemLevelTaskList ( completeStatusManager ), + taskList( renderMessageDispatcher ), + systemLevelTaskList( renderMessageDispatcher ), root( NULL ), systemLevelRoot( NULL ), - geometries( sceneGraphBuffers, discardQueue ), - materials( sceneGraphBuffers, discardQueue ), - samplers( sceneGraphBuffers, discardQueue ), - propertyBuffers( sceneGraphBuffers, discardQueue ), + renderers(), + textureSets(), + shaders(), + panGestureProcessor( NULL ), messageQueue( renderController, sceneGraphBuffers ), keepRenderingSeconds( 0.0f ), - animationFinishedDuringUpdate( false ), nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update() - previousUpdateScene( false ), frameCounter( 0 ), - renderSortingHelper(), + animationFinishedDuringUpdate( false ), + previousUpdateScene( false ), renderTaskWaiting( false ) { - sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue, textureCache, completeStatusManager ); + sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue ); - geometries.SetSceneController( *sceneController ); - materials.SetSceneController( *sceneController ); - propertyBuffers.SetSceneController( *sceneController ); - samplers.SetSceneController( *sceneController ); + // create first 'dummy' node + nodes.PushBack(0u); } ~Impl() @@ -213,16 +221,20 @@ struct UpdateManager::Impl } // UpdateManager owns the Nodes - DestroyNodeSet( activeDisconnectedNodes ); - DestroyNodeSet( connectedNodes ); - DestroyNodeSet( disconnectedNodes ); + Vector::Iterator iter = nodes.Begin()+1; + Vector::Iterator endIter = nodes.End(); + for(;iter!=endIter;++iter) + { + (*iter)->OnDestroy(); + Node::Delete(*iter); + } // If there is root, reset it, otherwise do nothing as rendering was never started if( root ) { root->OnDestroy(); - delete root; + Node::Delete( root ); root = NULL; } @@ -230,29 +242,27 @@ struct UpdateManager::Impl { systemLevelRoot->OnDestroy(); - delete systemLevelRoot; + Node::Delete( systemLevelRoot ); systemLevelRoot = NULL; } - sceneController->GetTextureCache().SetBufferIndices(NULL); // TODO - Remove delete sceneController; } SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread NotificationManager& notificationManager; ///< Queues notification messages for the event-thread. + TransformManager transformManager; ///< Used to update the transformation matrices of the nodes CompleteNotificationInterface& animationFinishedNotifier; ///< Provides notification to applications when animations are finished. PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified. ShaderSaver* shaderSaver; ///< Saves shader binaries. - ResourceManager& resourceManager; ///< resource manager DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph. RenderController& renderController; ///< render controller SceneControllerImpl* sceneController; ///< scene controller RenderManager& renderManager; ///< This is responsible for rendering the results of each "update" RenderQueue& renderQueue; ///< Used to queue messages for the next render RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions - CompleteStatusManager completeStatusManager; ///< Complete Status Manager - TouchResampler& touchResampler; ///< Used to resample touch events on every update. + RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. @@ -261,24 +271,22 @@ struct UpdateManager::Impl Layer* root; ///< The root node (root is a layer) Layer* systemLevelRoot; ///< A separate root-node for system-level content - std::set< Node* > activeDisconnectedNodes; ///< A container of new or modified nodes (without parent) owned by UpdateManager - std::set< Node* > connectedNodes; ///< A container of connected (with parent) nodes owned by UpdateManager - std::set< Node* > disconnectedNodes; ///< A container of inactive disconnected nodes (without parent) owned by UpdateManager + + Vector nodes; ///< A container of all instantiated nodes SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers - OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties) + CameraOwner cameras; ///< A container of cameras + CustomObjectOwner customObjects; ///< A container of owned objects (with custom properties) AnimationContainer animations; ///< A container of owned animations PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications. - ObjectOwnerContainer geometries; ///< A container of geometries - ObjectOwnerContainer materials; ///< A container of materials - ObjectOwnerContainer samplers; ///< A container of samplers - ObjectOwnerContainer propertyBuffers; ///< A container of property buffers - - ShaderContainer shaders; ///< A container of owned shaders + RendererOwner renderers; ///< A container of owned renderers + TextureSetOwner textureSets; ///< A container of owned texture sets + ShaderOwner shaders; ///< A container of owned shaders + OwnerPointer panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager MessageQueue messageQueue; ///< The messages queued from the event-thread ShaderDataBinaryQueue renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread. @@ -286,45 +294,39 @@ struct UpdateManager::Impl Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering - bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update() - int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame - bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out) - int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore. - RendererSortingHelper renderSortingHelper; ///< helper used to sort transparent renderers - GestureContainer gestures; ///< A container of owned gesture detectors + bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update() + bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out) bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered + +private: + + Impl( const Impl& ); ///< Undefined + Impl& operator=( const Impl& ); ///< Undefined }; UpdateManager::UpdateManager( NotificationManager& notificationManager, - GlSyncAbstraction& glSyncAbstraction, CompleteNotificationInterface& animationFinishedNotifier, PropertyNotifier& propertyNotifier, - ResourceManager& resourceManager, DiscardQueue& discardQueue, RenderController& controller, RenderManager& renderManager, RenderQueue& renderQueue, - TextureCache& textureCache, - TouchResampler& touchResampler ) + RenderTaskProcessor& renderTaskProcessor ) : mImpl(NULL) { mImpl = new Impl( notificationManager, - glSyncAbstraction, animationFinishedNotifier, propertyNotifier, - resourceManager, discardQueue, controller, renderManager, renderQueue, - textureCache, - touchResampler, - mSceneGraphBuffers ); + mSceneGraphBuffers, + renderTaskProcessor ); - textureCache.SetBufferIndices( &mSceneGraphBuffers ); } UpdateManager::~UpdateManager() @@ -341,11 +343,13 @@ void UpdateManager::InstallRoot( SceneGraph::Layer* layer, bool systemLevel ) { DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" ); mImpl->root = layer; + mImpl->root->CreateTransform( &mImpl->transformManager ); } else { DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" ); mImpl->systemLevelRoot = layer; + mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager ); } layer->SetRoot(true); @@ -356,7 +360,17 @@ void UpdateManager::AddNode( Node* node ) DALI_ASSERT_ALWAYS( NULL != node ); DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet - mImpl->activeDisconnectedNodes.insert( node ); // Takes ownership of node + // Nodes must be sorted by pointer + Vector::Iterator begin = mImpl->nodes.Begin(); + for(Vector::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter) + { + if(node > (*iter)) + { + mImpl->nodes.Insert((iter+1), node); + node->CreateTransform( &mImpl->transformManager ); + break; + } + } } void UpdateManager::ConnectNode( Node* parent, Node* node ) @@ -365,17 +379,6 @@ void UpdateManager::ConnectNode( Node* parent, Node* node ) DALI_ASSERT_ALWAYS( NULL != node ); DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet - // Move from active/disconnectedNodes to connectedNodes - std::set::size_type removed = mImpl->activeDisconnectedNodes.erase( node ); - if( !removed ) - { - removed = mImpl->disconnectedNodes.erase( node ); - DALI_ASSERT_ALWAYS( removed ); - } - mImpl->connectedNodes.insert( node ); - - node->SetActive( true ); - parent->ConnectChild( node ); } @@ -385,21 +388,7 @@ void UpdateManager::DisconnectNode( Node* node ) DALI_ASSERT_ALWAYS( NULL != parent ); parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused - // Move from connectedNodes to activeDisconnectedNodes (reset properties next frame) - parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node, mImpl->connectedNodes, mImpl->activeDisconnectedNodes ); -} - -void UpdateManager::SetNodeActive( Node* node ) -{ - DALI_ASSERT_ALWAYS( NULL != node ); - DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet - - // Move from disconnectedNodes to activeDisconnectedNodes (reset properties next frame) - std::set::size_type removed = mImpl->disconnectedNodes.erase( node ); - DALI_ASSERT_ALWAYS( removed ); - mImpl->activeDisconnectedNodes.insert( node ); - - node->SetActive( true ); + parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node ); } void UpdateManager::DestroyNode( Node* node ) @@ -407,42 +396,34 @@ void UpdateManager::DestroyNode( Node* node ) DALI_ASSERT_ALWAYS( NULL != node ); DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected - // Transfer ownership from new/disconnectedNodes to the discard queue - // This keeps the nodes alive, until the render-thread has finished with them - std::set::size_type removed = mImpl->activeDisconnectedNodes.erase( node ); - if( !removed ) + Vector::Iterator iter = mImpl->nodes.Begin()+1; + Vector::Iterator endIter = mImpl->nodes.End(); + for(;iter!=endIter;++iter) { - removed = mImpl->disconnectedNodes.erase( node ); - DALI_ASSERT_ALWAYS( removed ); + if((*iter) == node) + { + mImpl->nodes.Erase(iter); + break; + } } + mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node ); // Notify the Node about impending destruction node->OnDestroy(); } -//@todo MESH_REWORK Extend to allow arbitrary scene objects to connect to each other -void UpdateManager::AttachToNode( Node* node, NodeAttachment* attachment ) +void UpdateManager::AddCamera( Camera* camera ) { - DALI_ASSERT_DEBUG( node != NULL ); - DALI_ASSERT_DEBUG( attachment != NULL ); - - // attach node to attachment first so that parent is known by the time attachment is connected - node->Attach( *attachment ); // node takes ownership + DALI_ASSERT_DEBUG( camera != NULL ); - // @todo MESH_REWORK Remove after merge of SceneGraph::RenderableAttachment and SceneGraph::RendererAttachment - if( dynamic_cast( attachment ) != NULL ) - { - attachment->Initialize( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() ); - } + mImpl->cameras.PushBack( camera ); // takes ownership } -void UpdateManager::AttachToSceneGraph( RendererAttachment* renderer ) +void UpdateManager::RemoveCamera( const Camera* camera ) { - // @todo MESH_REWORK Take ownership of this object after merge with SceneGraph::RenderableAttachment - - SceneGraph::NodeAttachment* attachment = static_cast(renderer); - attachment->Initialize( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() ); + // Find the camera and destroy it + EraseUsingDiscardQueue( mImpl->cameras, const_cast( camera ), mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); } void UpdateManager::AddObject( PropertyOwner* object ) @@ -454,23 +435,7 @@ void UpdateManager::AddObject( PropertyOwner* object ) void UpdateManager::RemoveObject( PropertyOwner* object ) { - DALI_ASSERT_DEBUG( NULL != object ); - - OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects; - - // Find the object and destroy it - for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); iter != customObjects.End(); ++iter ) - { - PropertyOwner* current = *iter; - if ( current == object ) - { - customObjects.Erase( iter ); - return; - } - } - - // Should not reach here - DALI_ASSERT_DEBUG(false); + mImpl->customObjects.EraseObject( object ); } void UpdateManager::AddAnimation( Animation* animation ) @@ -525,18 +490,7 @@ void UpdateManager::AddPropertyNotification( PropertyNotification* propertyNotif void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification ) { - PropertyNotificationContainer &propertyNotifications = mImpl->propertyNotifications; - PropertyNotificationIter iter = propertyNotifications.Begin(); - - while ( iter != propertyNotifications.End() ) - { - if( *iter == propertyNotification ) - { - propertyNotifications.Erase(iter); - break; - } - ++iter; - } + mImpl->propertyNotifications.EraseObject( propertyNotification ); } void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode ) @@ -545,70 +499,17 @@ void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propert propertyNotification->SetNotifyMode( notifyMode ); } -ObjectOwnerContainer& UpdateManager::GetGeometryOwner() -{ - return mImpl->geometries; -} - -ObjectOwnerContainer& UpdateManager::GetMaterialOwner() -{ - return mImpl->materials; -} - -ObjectOwnerContainer& UpdateManager::GetSamplerOwner() -{ - return mImpl->samplers; -} - -ObjectOwnerContainer& UpdateManager::GetPropertyBufferOwner() -{ - return mImpl->propertyBuffers; -} - void UpdateManager::AddShader( Shader* shader ) { DALI_ASSERT_DEBUG( NULL != shader ); - if( mImpl->shaders.Count() == 0 ) - { - // the first added shader becomes our default shader - // Construct message in the render queue memory; note that delete should not be called on the return value - typedef MessageValue1< RenderManager, Shader* > DerivedType; - - // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); - - // Construct message in the render queue memory; note that delete should not be called on the return value - new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultShader, shader ); - } - mImpl->shaders.PushBack( shader ); - - // Allows the shader to dispatch texture requests to the cache - shader->Initialize( mImpl->renderQueue, mImpl->sceneController->GetTextureCache() ); } void UpdateManager::RemoveShader( Shader* shader ) { - DALI_ASSERT_DEBUG(shader != NULL); - - ShaderContainer& shaders = mImpl->shaders; - // Find the shader and destroy it - for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter ) - { - Shader& current = **iter; - if ( ¤t == shader ) - { - // Transfer ownership to the discard queue - // This keeps the shader alive, until the render-thread has finished with it - mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), shaders.Release( iter ) ); - - return; - } - } - // Should not reach here - DALI_ASSERT_DEBUG(false); + EraseUsingDiscardQueue( mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); } void UpdateManager::SetShaderProgram( Shader* shader, @@ -638,45 +539,59 @@ void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData ) } } -RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel ) +void UpdateManager::SetShaderSaver( ShaderSaver& upstream ) { - if ( !systemLevel ) - { - // copy the list, this is only likely to happen once in application life cycle - return &(mImpl->taskList); - } - else - { - // copy the list, this is only likely to happen once in application life cycle - return &(mImpl->systemLevelTaskList); - } + mImpl->shaderSaver = &upstream; } -void UpdateManager::AddGesture( PanGesture* gesture ) +void UpdateManager::AddRenderer( Renderer* renderer ) { - DALI_ASSERT_DEBUG( NULL != gesture ); + DALI_ASSERT_DEBUG( renderer != NULL ); + + mImpl->renderers.PushBack( renderer ); + + renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() ); +} - mImpl->gestures.PushBack( gesture ); +void UpdateManager::RemoveRenderer( Renderer* renderer ) +{ + // Find the renderer and destroy it + EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); + // Need to remove the render object as well + renderer->DisconnectFromSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() ); } -void UpdateManager::RemoveGesture( PanGesture* gesture ) +void UpdateManager::SetPanGestureProcessor( PanGesture* panGestureProcessor ) { - DALI_ASSERT_DEBUG( gesture != NULL ); + DALI_ASSERT_DEBUG( NULL != panGestureProcessor ); + + mImpl->panGestureProcessor = panGestureProcessor; +} - GestureContainer& gestures = mImpl->gestures; +void UpdateManager::AddTextureSet( TextureSet* textureSet ) +{ + DALI_ASSERT_DEBUG( NULL != textureSet ); - // Find the gesture and destroy it - for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter ) + mImpl->textureSets.PushBack( textureSet ); +} + +void UpdateManager::RemoveTextureSet( TextureSet* textureSet ) +{ + mImpl->textureSets.EraseObject( textureSet ); +} + +RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel ) +{ + if ( !systemLevel ) { - PanGesture& current = **iter; - if ( ¤t == gesture ) - { - mImpl->gestures.Erase( iter ); - return; - } + // copy the list, this is only likely to happen once in application life cycle + return &(mImpl->taskList); + } + else + { + // copy the list, this is only likely to happen once in application life cycle + return &(mImpl->systemLevelTaskList); } - // Should not reach here - DALI_ASSERT_DEBUG(false); } unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene ) @@ -694,120 +609,75 @@ bool UpdateManager::FlushQueue() return mImpl->messageQueue.FlushQueue(); } -void UpdateManager::ResetNodeProperty( Node& node ) -{ - BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); - - node.ResetToBaseValues( bufferIndex ); -} - -void UpdateManager::ResetProperties() +void UpdateManager::ResetProperties( BufferIndex bufferIndex ) { - PERF_MONITOR_START(PerformanceMonitor::RESET_PROPERTIES); - - BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); - // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped mImpl->animationFinishedDuringUpdate = false; // Animated properties have to be reset to their original value each frame - // Reset node properties + // Reset root properties if ( mImpl->root ) { - ResetNodeProperty( *mImpl->root ); + mImpl->root->ResetToBaseValues( bufferIndex ); } - if ( mImpl->systemLevelRoot ) { - ResetNodeProperty( *mImpl->systemLevelRoot ); + mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex ); } - // Reset the Connected Nodes - const std::set::iterator endIter = mImpl->connectedNodes.end(); - for( std::set::iterator iter = mImpl->connectedNodes.begin(); endIter != iter; ++iter ) + // Reset all the nodes + Vector::Iterator iter = mImpl->nodes.Begin()+1; + Vector::Iterator endIter = mImpl->nodes.End(); + for( ;iter != endIter; ++iter ) { - ResetNodeProperty( **iter ); - } - - // If a Node is disconnected, it may still be "active" (requires a reset in next frame) - for( std::set::iterator iter = mImpl->activeDisconnectedNodes.begin(); mImpl->activeDisconnectedNodes.end() != iter; iter = mImpl->activeDisconnectedNodes.begin() ) - { - Node* node = *iter; - node->ResetToBaseValues( bufferIndex ); - node->SetActive( false ); - - // Move everything from activeDisconnectedNodes to disconnectedNodes (no need to reset again) - mImpl->activeDisconnectedNodes.erase( iter ); - mImpl->disconnectedNodes.insert( node ); + (*iter)->ResetToBaseValues( bufferIndex ); } // Reset system-level render-task list properties to base values - const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks(); - - for (RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter) - { - (*iter)->ResetToBaseValues( bufferIndex ); - } + ResetToBaseValues( mImpl->systemLevelTaskList.GetTasks(), bufferIndex ); // Reset render-task list properties to base values. - const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks(); - - for (RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter) - { - (*iter)->ResetToBaseValues( bufferIndex ); - } + ResetToBaseValues( mImpl->taskList.GetTasks(), bufferIndex ); // Reset custom object properties to base values - for (OwnerContainer::Iterator iter = mImpl->customObjects.Begin(); iter != mImpl->customObjects.End(); ++iter) - { - (*iter)->ResetToBaseValues( bufferIndex ); - } - - mImpl->materials.ResetToBaseValues( bufferIndex ); - mImpl->geometries.ResetToBaseValues( bufferIndex ); - mImpl->propertyBuffers.ResetToBaseValues( bufferIndex ); - mImpl->samplers.ResetToBaseValues( bufferIndex ); + ResetToBaseValues( mImpl->customObjects, bufferIndex ); + // Reset animatable renderer properties to base values + ResetToBaseValues( mImpl->renderers, bufferIndex ); // Reset animatable shader properties to base values - for (ShaderIter iter = mImpl->shaders.Begin(); iter != mImpl->shaders.End(); ++iter) - { - (*iter)->ResetToBaseValues( bufferIndex ); - } - - PERF_MONITOR_END(PerformanceMonitor::RESET_PROPERTIES); + ResetToBaseValues( mImpl->shaders, bufferIndex ); } -bool UpdateManager::ProcessGestures( unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds ) +bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds ) { bool gestureUpdated( false ); - // constrain gestures... (in construction order) - GestureContainer& gestures = mImpl->gestures; - - for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter ) + if( mImpl->panGestureProcessor ) { - PanGesture& gesture = **iter; - gesture.ResetToBaseValues( mSceneGraphBuffers.GetUpdateBufferIndex() ); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message - gestureUpdated |= gesture.UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds ); + // gesture processor only supports default properties + mImpl->panGestureProcessor->ResetDefaultProperties( bufferIndex ); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message + gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds ); } return gestureUpdated; } -void UpdateManager::Animate( float elapsedSeconds ) +void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds ) { - PERF_MONITOR_START(PerformanceMonitor::ANIMATE_NODES); - AnimationContainer &animations = mImpl->animations; AnimationIter iter = animations.Begin(); + bool animationLooped = false; while ( iter != animations.End() ) { Animation* animation = *iter; - bool finished = animation->Update(mSceneGraphBuffers.GetUpdateBufferIndex(), elapsedSeconds); + bool finished = false; + bool looped = false; + animation->Update( bufferIndex, elapsedSeconds, looped, finished ); mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished; + animationLooped = animationLooped || looped; // Remove animations that had been destroyed but were still waiting for an update if (animation->GetState() == Animation::Destroyed) @@ -820,54 +690,30 @@ void UpdateManager::Animate( float elapsedSeconds ) } } - if ( mImpl->animationFinishedDuringUpdate ) + // queue the notification on finished or looped (to update loop count) + if ( mImpl->animationFinishedDuringUpdate || animationLooped ) { // The application should be notified by NotificationManager, in another thread mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationFinishedNotifier ); } - - PERF_MONITOR_END(PerformanceMonitor::ANIMATE_NODES); } -void UpdateManager::ApplyConstraints() +void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex ) { - PERF_MONITOR_START(PerformanceMonitor::APPLY_CONSTRAINTS); - - BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); - - // constrain custom objects... (in construction order) + //Constrain custom objects (in construction order) OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects; - const OwnerContainer< PropertyOwner* >::Iterator endIter = customObjects.End(); for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); endIter != iter; ++iter ) { PropertyOwner& object = **iter; ConstrainPropertyOwner( object, bufferIndex ); } +} - // constrain nodes... (in Depth First traversal order) - if ( mImpl->root ) - { - ConstrainNodes( *(mImpl->root), bufferIndex ); - } - - if ( mImpl->systemLevelRoot ) - { - ConstrainNodes( *(mImpl->systemLevelRoot), bufferIndex ); - } - - // constrain other property-owners after nodes as they are more likely to depend on a node's - // current frame property than vice versa. They tend to be final constraints (no further - // constraints depend on their properties) - // e.g. ShaderEffect uniform a function of Actor's position. - // Mesh vertex a function of Actor's position or world position. - - // TODO: refactor this code (and reset nodes) as these are all just lists of property-owners - // they can be all processed in a super-list of property-owners. - +void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex ) +{ // Constrain system-level render-tasks const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks(); - for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter ) { RenderTask& task = **iter; @@ -876,38 +722,29 @@ void UpdateManager::ApplyConstraints() // Constrain render-tasks const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks(); - for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter ) { RenderTask& task = **iter; ConstrainPropertyOwner( task, bufferIndex ); } +} - // Constrain Materials and geometries - mImpl->materials.ConstrainObjects( bufferIndex ); - mImpl->geometries.ConstrainObjects( bufferIndex ); - mImpl->samplers.ConstrainObjects( bufferIndex ); - mImpl->propertyBuffers.ConstrainObjects( bufferIndex ); - +void UpdateManager::ConstrainShaders( BufferIndex bufferIndex ) +{ // constrain shaders... (in construction order) - ShaderContainer& shaders = mImpl->shaders; - + ShaderOwner& shaders = mImpl->shaders; for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter ) { Shader& shader = **iter; ConstrainPropertyOwner( shader, bufferIndex ); } - - PERF_MONITOR_END(PerformanceMonitor::APPLY_CONSTRAINTS); } -void UpdateManager::ProcessPropertyNotifications() +void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex ) { PropertyNotificationContainer ¬ifications = mImpl->propertyNotifications; PropertyNotificationIter iter = notifications.Begin(); - BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); - while ( iter != notifications.End() ) { PropertyNotification* notification = *iter; @@ -947,7 +784,19 @@ void UpdateManager::ForwardCompiledShadersToEventThread() } } -void UpdateManager::UpdateNodes() +void UpdateManager::UpdateRenderers( BufferIndex bufferIndex ) +{ + const unsigned int rendererCount = mImpl->renderers.Count(); + for( unsigned int i = 0; i < rendererCount; ++i ) + { + //Apply constraints + ConstrainPropertyOwner( *mImpl->renderers[i], bufferIndex ); + + mImpl->renderers[i]->PrepareRender( bufferIndex ); + } +} + +void UpdateManager::UpdateNodes( BufferIndex bufferIndex ) { mImpl->nodeDirtyFlags = NothingFlag; @@ -956,74 +805,54 @@ void UpdateManager::UpdateNodes() return; } - PERF_MONITOR_START( PerformanceMonitor::UPDATE_NODES ); - - // Prepare resources, update shaders, update attachments, for each node + // Prepare resources, update shaders, for each node // And add the renderers to the sorted layers. Start from root, which is also a layer - mImpl->nodeDirtyFlags = UpdateNodesAndAttachments( *( mImpl->root ), - mSceneGraphBuffers.GetUpdateBufferIndex(), - mImpl->resourceManager, - mImpl->renderQueue ); + mImpl->nodeDirtyFlags = UpdateNodeTree( *( mImpl->root ), + bufferIndex, + mImpl->renderQueue ); if ( mImpl->systemLevelRoot ) { - mImpl->nodeDirtyFlags |= UpdateNodesAndAttachments( *( mImpl->systemLevelRoot ), - mSceneGraphBuffers.GetUpdateBufferIndex(), - mImpl->resourceManager, - mImpl->renderQueue ); + mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ), + bufferIndex, + mImpl->renderQueue ); } - - PERF_MONITOR_END( PerformanceMonitor::UPDATE_NODES ); } unsigned int UpdateManager::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds ) { - PERF_MONITOR_END(PerformanceMonitor::FRAME_RATE); // Mark the End of the last frame - PERF_MONITOR_NEXT_FRAME(); // Prints out performance info for the last frame (if enabled) - PERF_MONITOR_START(PerformanceMonitor::FRAME_RATE); // Mark the start of this current frame - - // Measure the time spent in UpdateManager::Update - PERF_MONITOR_START(PerformanceMonitor::UPDATE); - - BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); + const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); - // Update the frame time delta on the render thread. - mImpl->renderManager.SetFrameDeltaTime(elapsedSeconds); - - // 1) Clear nodes/resources which were previously discarded + //Clear nodes/resources which were previously discarded mImpl->discardQueue.Clear( bufferIndex ); - // 2) Grab any loaded resources - bool resourceChanged = mImpl->resourceManager.UpdateCache( bufferIndex ); + //Process Touches & Gestures + const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds ); - // 3) Process Touches & Gestures - mImpl->touchResampler.Update(); - const bool gestureUpdated = ProcessGestures( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds ); + bool updateScene = // The scene-graph requires an update if.. + (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR + IsAnimationRunning() || // ..at least one animation is running OR + mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR + gestureUpdated; // ..a gesture property was updated - const bool updateScene = // The scene-graph requires an update if.. - (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR - IsAnimationRunning() || // ..at least one animation is running OR - mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR - resourceChanged || // ..one or more resources were updated/changed OR - gestureUpdated; // ..a gesture property was updated // Although the scene-graph may not require an update, we still need to synchronize double-buffered // values if the scene was updated in the previous frame. if( updateScene || mImpl->previousUpdateScene ) { - // 4) Reset properties from the previous update - ResetProperties(); + //Reset properties from the previous update + ResetProperties( bufferIndex ); + mImpl->transformManager.ResetToBaseValue(); } - // 5) Process the queued scene messages - mImpl->messageQueue.ProcessMessages(); - - // 6) Post Process Ids of resources updated by renderer - mImpl->resourceManager.PostProcessResources( bufferIndex ); + // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called + // between calling IsSceneUpdateRequired() above and here, so updateScene should + // be set again + updateScene |= mImpl->messageQueue.ProcessMessages( bufferIndex ); - // 6.1) Forward compiled shader programs to event thread for saving + //Forward compiled shader programs to event thread for saving ForwardCompiledShadersToEventThread(); // Although the scene-graph may not require an update, we still need to synchronize double-buffered @@ -1031,57 +860,61 @@ unsigned int UpdateManager::Update( float elapsedSeconds, // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes if( updateScene || mImpl->previousUpdateScene ) { - // 7) Animate - Animate( elapsedSeconds ); + //Animate + Animate( bufferIndex, elapsedSeconds ); - // 8) Apply Constraints - ApplyConstraints(); + //Constraint custom objects + ConstrainCustomObjects( bufferIndex ); - // 9) Check Property Notifications - ProcessPropertyNotifications(); + //Clear the lists of renderers from the previous update + for( size_t i(0); isortedLayers.size(); ++i ) + { + mImpl->sortedLayers[i]->ClearRenderables(); + } + + for( size_t i(0); isystemLevelSortedLayers.size(); ++i ) + { + mImpl->systemLevelSortedLayers[i]->ClearRenderables(); + } - // 10) Clear the lists of renderable-attachments from the previous update - ClearRenderables( mImpl->sortedLayers ); - ClearRenderables( mImpl->systemLevelSortedLayers ); + //Update node hierarchy, apply constraints and perform sorting / culling. + //This will populate each Layer with a list of renderers which are ready. + UpdateNodes( bufferIndex ); - // 11) Update node hierarchy and perform sorting / culling. - // This will populate each Layer with a list of renderers which are ready. - UpdateNodes(); + //Apply constraints to RenderTasks, shaders + ConstrainRenderTasks( bufferIndex ); + ConstrainShaders( bufferIndex ); - // 12) Prepare for the next render - PERF_MONITOR_START(PerformanceMonitor::PREPARE_RENDERABLES); + //Update renderers and apply constraints + UpdateRenderers( bufferIndex ); - PrepareRenderables( bufferIndex, mImpl->sortedLayers ); - PrepareRenderables( bufferIndex, mImpl->systemLevelSortedLayers ); - PERF_MONITOR_END(PerformanceMonitor::PREPARE_RENDERABLES); + //Update the trnasformations of all the nodes + mImpl->transformManager.Update(); - PERF_MONITOR_START(PerformanceMonitor::PROCESS_RENDER_TASKS); + //Process Property Notifications + ProcessPropertyNotifications( bufferIndex ); - // 14) Process the RenderTasks; this creates the instructions for rendering the next frame. - // reset the update buffer index and make sure there is enough room in the instruction container - mImpl->renderInstructions.ResetAndReserve( mSceneGraphBuffers.GetUpdateBufferIndex(), + //Process the RenderTasks; this creates the instructions for rendering the next frame. + //reset the update buffer index and make sure there is enough room in the instruction container + mImpl->renderInstructions.ResetAndReserve( bufferIndex, mImpl->taskList.GetTasks().Count() + mImpl->systemLevelTaskList.GetTasks().Count() ); if ( NULL != mImpl->root ) { - ProcessRenderTasks( bufferIndex, - mImpl->completeStatusManager, - mImpl->taskList, - *mImpl->root, - mImpl->sortedLayers, - mImpl->renderSortingHelper, - mImpl->renderInstructions ); + mImpl->renderTaskProcessor.Process( bufferIndex, + mImpl->taskList, + *mImpl->root, + mImpl->sortedLayers, + mImpl->renderInstructions ); // Process the system-level RenderTasks last if ( NULL != mImpl->systemLevelRoot ) { - ProcessRenderTasks( bufferIndex, - mImpl->completeStatusManager, - mImpl->systemLevelTaskList, - *mImpl->systemLevelRoot, - mImpl->systemLevelSortedLayers, - mImpl->renderSortingHelper, - mImpl->renderInstructions ); + mImpl->renderTaskProcessor.Process( bufferIndex, + mImpl->systemLevelTaskList, + *mImpl->systemLevelRoot, + mImpl->systemLevelSortedLayers, + mImpl->renderInstructions ); } } } @@ -1115,8 +948,6 @@ unsigned int UpdateManager::Update( float elapsedSeconds, mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() ); } - PERF_MONITOR_END(PerformanceMonitor::PROCESS_RENDER_TASKS); - // Macro is undefined in release build. SNAPSHOT_NODE_LOGGING; @@ -1126,18 +957,11 @@ unsigned int UpdateManager::Update( float elapsedSeconds, // Check whether further updates are required unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds ); -#ifdef PERFORMANCE_MONITOR_ENABLED - // Always keep rendering when measuring FPS - keepUpdating |= KeepUpdating::MONITORING_PERFORMANCE; -#endif - - // The update has finished; swap the double-buffering indices - mSceneGraphBuffers.Swap(); - // tell the update manager that we're done so the queue can be given to event thread mImpl->notificationManager.UpdateCompleted(); - PERF_MONITOR_END(PerformanceMonitor::UPDATE); + // The update has finished; swap the double-buffering indices + mSceneGraphBuffers.Swap(); return keepUpdating; } @@ -1217,9 +1041,256 @@ void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool syst } } -void UpdateManager::SetShaderSaver( ShaderSaver& upstream ) +void UpdateManager::SetDepthIndices( NodeDepths* nodeDepths ) { - mImpl->shaderSaver = &upstream; + if( nodeDepths ) + { + // note,this vector is already in depth order. It could be used as-is to + // remove sorting in update algorithm. However, it lacks layer boundary markers. + for( std::vector::iterator iter = nodeDepths->nodeDepths.begin(), + end = nodeDepths->nodeDepths.end() ; + iter != end ; ++iter ) + { + iter->node->SetDepthIndex( iter->sortedDepth ); + } + } +} + +void UpdateManager::AddSampler( Render::Sampler* sampler ) +{ + // Message has ownership of Sampler while in transit from update to render + typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler ); +} + +void UpdateManager::RemoveSampler( Render::Sampler* sampler ) +{ + typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler ); +} + +void UpdateManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode ) +{ + typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode ); +} + +void UpdateManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode ) +{ + typedef MessageValue4< RenderManager, Render::Sampler*, unsigned int, unsigned int, unsigned int > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode ); +} + +void UpdateManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +{ + // Message has ownership of format while in transit from update -> render + typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer ); +} + +void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +{ + typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer ); +} + +void UpdateManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format ) +{ + // Message has ownership of format while in transit from update -> render + typedef MessageValue2< RenderManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format > > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format ); +} + +void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector* data, size_t size ) +{ + // Message has ownership of format while in transit from update -> render + typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector >, size_t > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size ); +} + +void UpdateManager::AddGeometry( Render::Geometry* geometry ) +{ + // Message has ownership of format while in transit from update -> render + typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry ); +} + +void UpdateManager::RemoveGeometry( Render::Geometry* geometry ) +{ + typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry ); +} + +void UpdateManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType ) +{ + typedef MessageValue2< RenderManager, Render::Geometry*, unsigned int > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType ); +} + +void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) +{ + typedef IndexBufferMessage< RenderManager > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, geometry, indices ); +} + +void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +{ + typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer ); +} + +void UpdateManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +{ + typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddVertexBuffer, geometry, propertyBuffer ); +} + +void UpdateManager::AddTexture( Render::Texture* texture ) +{ + // Message has ownership of Texture while in transit from update -> render + typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddTexture, texture ); +} + +void UpdateManager::RemoveTexture( Render::Texture* texture) +{ + typedef MessageValue1< RenderManager, Render::Texture* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveTexture, texture ); +} + +void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params ) +{ + typedef MessageValue3< RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > DerivedType; + + // Reserve some memory inside the message queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the message queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params ); +} + +void UpdateManager::GenerateMipmaps( Render::Texture* texture ) +{ + typedef MessageValue1< RenderManager, Render::Texture* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture ); +} + +void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer ) +{ + typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer ); +} + +void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer) +{ + typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer ); +} + +void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer ) +{ + typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, unsigned int, unsigned int > DerivedType; + + // Reserve some memory inside the render queue + unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + + // Construct message in the render queue memory; note that delete should not be called on the return value + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer ); } } // namespace SceneGraph