X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Fupdate-manager.cpp;h=4d1842ed265d8def4ea0055a3499a763f8e84a24;hb=b43741a90b40ca9dfbd33d6a9d390d3c09230e89;hp=569bc55c49dbc3e972a16418f002d52274960eb0;hpb=0a9f7f1bfb8dc878442cbe22b335104f943321b5;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 old mode 100644 new mode 100755 index 569bc55..4d1842e --- a/dali/internal/update/manager/update-manager.cpp +++ b/dali/internal/update/manager/update-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2019 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. @@ -44,8 +44,10 @@ #include #include #include +#include #include #include +#include #include #include #include @@ -66,13 +68,16 @@ #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) ) #define SNAPSHOT_NODE_LOGGING \ -const int FRAME_COUNT_TRIGGER = 16;\ +const uint32_t FRAME_COUNT_TRIGGER = 16;\ if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\ {\ - if ( NULL != mImpl->root )\ + for( auto&& scene : mImpl->scenes ) {\ - mImpl->frameCounter = 0;\ - PrintNodeTree( *mImpl->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\ + if ( scene && scene->root )\ + {\ + mImpl->frameCounter = 0;\ + PrintNodeTree( *scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\ + }\ }\ }\ mImpl->frameCounter++; @@ -82,6 +87,10 @@ mImpl->frameCounter++; #if defined(DEBUG_ENABLED) extern Debug::Filter* gRenderTaskLogFilter; +namespace +{ +Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER" ); +} // unnamed namespace #endif @@ -100,23 +109,6 @@ namespace SceneGraph namespace { /** - * 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 ) -{ - // Reset animatable properties to base values - typename OwnerContainer::Iterator iter = container.Begin(); - const typename OwnerContainer::ConstIterator endIter = container.End(); - for ( ; iter != endIter; ++iter ) - { - (*iter)->ResetToBaseValues( updateBufferIndex ); - } -} - -/** * Helper to Erase an object from OwnerContainer using discard queue * @param container to remove from * @param object to remove @@ -128,39 +120,61 @@ inline void EraseUsingDiscardQueue( OwnerContainer& container, T* object, Di { DALI_ASSERT_DEBUG( object && "NULL object not allowed" ); - typename OwnerContainer::Iterator iter = container.Begin(); - const typename OwnerContainer::ConstIterator endIter = container.End(); - for ( ; iter != endIter; ++iter ) + // need to use the reference version of auto as we need the pointer to the pointer for the Release call below + for( auto&& iter : container ) { - if ( *iter == object ) + 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; + discardQueue.Add( updateBufferIndex, container.Release( &iter ) ); // take the address of the reference to a pointer (iter) + return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue } } } -} - -typedef OwnerContainer< Shader* > ShaderOwner; -typedef ShaderOwner::Iterator ShaderIter; -typedef std::vector ShaderDataBinaryQueue; - -typedef OwnerContainer< TextureSet* > TextureSetOwner; -typedef TextureSetOwner::Iterator TextureSetIter; +/** + * Descends into node's hierarchy and sorts the children of each child according to their depth-index. + * @param[in] node The node whose hierarchy to descend + */ +void SortSiblingNodesRecursively( Node& node ) +{ + NodeContainer& container = node.GetChildren(); + std::sort( container.Begin(), container.End(), + []( Node* a, Node* b ) { return a->GetDepthIndex() < b->GetDepthIndex(); } ); -typedef OwnerContainer RendererOwner; -typedef RendererOwner::Iterator RendererIter; + // Descend tree and sort as well + for( auto&& iter : container ) + { + SortSiblingNodesRecursively( *iter ); + } +} -typedef OwnerContainer< Camera* > CameraOwner; -typedef OwnerContainer< PropertyOwner* > CustomObjectOwner; +} // unnamed namespace /** * Structure to contain UpdateManager internal data */ struct UpdateManager::Impl { + // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth + struct SceneInfo + { + SceneInfo( Layer* root ) ///< Constructor + : root( root ) + { + } + + ~SceneInfo() = default; ///< Default non-virtual destructor + SceneInfo( SceneInfo&& rhs ) = default; ///< Move constructor + SceneInfo& operator=( SceneInfo&& rhs ) = default; ///< Move assignment operator + SceneInfo& operator=( const SceneInfo& rhs ) = delete; ///< Assignment operator + SceneInfo( const SceneInfo& rhs ) = delete; ///< Copy constructor + + Layer* root{ nullptr }; ///< Root node (root is a layer). The layer is not stored in the node memory pool. + OwnerPointer< RenderTaskList > taskList; ///< Scene graph render task list + SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root) + }; + Impl( NotificationManager& notificationManager, CompleteNotificationInterface& animationPlaylist, PropertyNotifier& propertyNotifier, @@ -184,21 +198,21 @@ struct UpdateManager::Impl renderInstructions( renderManager.GetRenderInstructionContainer() ), renderTaskProcessor( renderTaskProcessor ), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), - taskList( renderMessageDispatcher ), - systemLevelTaskList( renderMessageDispatcher ), - root( NULL ), - systemLevelRoot( NULL ), renderers(), textureSets(), shaders(), panGestureProcessor( NULL ), messageQueue( renderController, sceneGraphBuffers ), + frameCallbackProcessor( NULL ), keepRenderingSeconds( 0.0f ), - nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update() + nodeDirtyFlags( NodePropertyFlags::TRANSFORM ), // set to TransformFlag to ensure full update the first time through Update() frameCounter( 0 ), + renderingBehavior( DevelStage::Rendering::IF_REQUIRED ), animationFinishedDuringUpdate( false ), previousUpdateScene( false ), - renderTaskWaiting( false ) + renderTaskWaiting( false ), + renderersAdded( false ), + surfaceRectChanged( false ) { sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue ); @@ -209,16 +223,16 @@ struct UpdateManager::Impl ~Impl() { // Disconnect render tasks from nodes, before destroying the nodes - RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks(); - for (RenderTaskList::RenderTaskContainer::Iterator iter = tasks.Begin(); iter != tasks.End(); ++iter) + for( auto&& scene : scenes ) { - (*iter)->SetSourceNode( NULL ); - } - // ..repeat for system level RenderTasks - RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks(); - for (RenderTaskList::RenderTaskContainer::Iterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter) - { - (*iter)->SetSourceNode( NULL ); + if ( scene && scene->taskList ) + { + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); + for ( auto&& task : tasks ) + { + task->SetSourceNode( NULL ); + } + } } // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts @@ -231,77 +245,83 @@ struct UpdateManager::Impl Node::Delete(*iter); } - // If there is root, reset it, otherwise do nothing as rendering was never started - if( root ) - { - root->OnDestroy(); - - Node::Delete( root ); - root = NULL; - } - - if( systemLevelRoot ) + for( auto&& scene : scenes ) { - systemLevelRoot->OnDestroy(); - - Node::Delete( systemLevelRoot ); - systemLevelRoot = NULL; + if ( scene && scene->root ) + { + scene->root->OnDestroy(); + Node::Delete( scene->root ); + } } + scenes.clear(); 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& animationPlaylist; ///< Holds handles to all the animations - PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified. - ShaderSaver* shaderSaver; ///< Saves shader binaries. - 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 - RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons - - Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. - - RenderTaskList taskList; ///< The list of scene graph render-tasks - RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content - - Layer* root; ///< The root node (root is a layer) - Layer* systemLevelRoot; ///< A separate root-node for system-level content - - 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 - - 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. - - 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. - ShaderDataBinaryQueue updateCompiledShaders; ///< Shaders to be sent from Update to Event - Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders - - float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering - int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame - int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore. + /** + * Lazy init for FrameCallbackProcessor. + * @param[in] updateManager A reference to the update-manager + */ + FrameCallbackProcessor& GetFrameCallbackProcessor( UpdateManager& updateManager ) + { + if( ! frameCallbackProcessor ) + { + frameCallbackProcessor = new FrameCallbackProcessor( updateManager, transformManager ); + } + return *frameCallbackProcessor; + } - 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 + 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& animationPlaylist; ///< Holds handles to all the animations + PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified. + ShaderSaver* shaderSaver; ///< Saves shader binaries. + 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 + RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons + + Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. + + using SceneInfoPtr = std::unique_ptr< SceneInfo >; + std::vector< SceneInfoPtr > scenes; ///< A container of SceneInfo. + + Vector nodes; ///< A container of all instantiated nodes + + OwnerContainer< Camera* > cameras; ///< A container of cameras + OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties) + + OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters + OwnerContainer< Animation* > animations; ///< A container of owned animations + PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications. + OwnerContainer< Renderer* > renderers; ///< A container of owned renderers + OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets + OwnerContainer< Shader* > shaders; ///< A container of owned shaders + OwnerPointer< PanGesture > panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager + + MessageQueue messageQueue; ///< The messages queued from the event-thread + std::vector renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread. + std::vector updateCompiledShaders; ///< Shaders to be sent from Update to Event + Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders + + OwnerPointer frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required. + + float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering + NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame + uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore. + + DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior + + 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 + bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing + bool surfaceRectChanged; ///< True if the default surface rect is changed private: @@ -336,26 +356,44 @@ UpdateManager::~UpdateManager() delete mImpl; } -void UpdateManager::InstallRoot( OwnerPointer& layer, bool systemLevel ) +void UpdateManager::InstallRoot( OwnerPointer& layer ) { DALI_ASSERT_DEBUG( layer->IsLayer() ); DALI_ASSERT_DEBUG( layer->GetParent() == NULL); - if ( !systemLevel ) - { - DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" ); - mImpl->root = layer.Release(); - mImpl->root->CreateTransform( &mImpl->transformManager ); - mImpl->root->SetRoot(true); - } - else + Layer* rootLayer = layer.Release(); + + DALI_ASSERT_DEBUG( std::find_if( mImpl->scenes.begin(), mImpl->scenes.end(), + [rootLayer]( Impl::SceneInfoPtr& scene ) + { + return scene && scene->root == rootLayer; + } + ) == mImpl->scenes.end() && "Root Node already installed" ); + + rootLayer->CreateTransform( &mImpl->transformManager ); + rootLayer->SetRoot(true); + + mImpl->scenes.emplace_back( new Impl::SceneInfo( rootLayer ) ); +} + +void UpdateManager::UninstallRoot( Layer* layer ) +{ + DALI_ASSERT_DEBUG( layer->IsLayer() ); + DALI_ASSERT_DEBUG( layer->GetParent() == NULL ); + + for (auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter) { - DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" ); - mImpl->systemLevelRoot = layer.Release(); - mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager ); - mImpl->systemLevelRoot->SetRoot(true); + if( (*iter) && (*iter)->root == layer ) + { + mImpl->scenes.erase( iter ); + break; + } } + mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), layer ); + + // Notify the layer about impending destruction + layer->OnDestroy(); } void UpdateManager::AddNode( OwnerPointer& node ) @@ -364,6 +402,8 @@ void UpdateManager::AddNode( OwnerPointer& node ) // Nodes must be sorted by pointer Node* rawNode = node.Release(); + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] AddNode\n", rawNode ); + Vector::Iterator begin = mImpl->nodes.Begin(); for( Vector::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter ) { @@ -382,16 +422,34 @@ void UpdateManager::ConnectNode( Node* parent, Node* node ) DALI_ASSERT_ALWAYS( NULL != node ); DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] ConnectNode\n", node ); + parent->ConnectChild( node ); + + parent->SetPropertyDirty( true ); + + // Inform the frame-callback-processor, if set, about the node-hierarchy changing + if( mImpl->frameCallbackProcessor ) + { + mImpl->frameCallbackProcessor->NodeHierarchyChanged(); + } } void UpdateManager::DisconnectNode( Node* node ) { + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DisconnectNode\n", node ); + Node* parent = node->GetParent(); DALI_ASSERT_ALWAYS( NULL != parent ); - parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused + parent->SetDirtyFlag( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node ); + + // Inform the frame-callback-processor, if set, about the node-hierarchy changing + if( mImpl->frameCallbackProcessor ) + { + mImpl->frameCallbackProcessor->NodeHierarchyChanged(); + } } void UpdateManager::DestroyNode( Node* node ) @@ -399,6 +457,8 @@ void UpdateManager::DestroyNode( Node* node ) DALI_ASSERT_ALWAYS( NULL != node ); DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DestroyNode\n", node ); + Vector::Iterator iter = mImpl->nodes.Begin()+1; Vector::Iterator endIter = mImpl->nodes.End(); for(;iter!=endIter;++iter) @@ -421,10 +481,10 @@ void UpdateManager::AddCamera( OwnerPointer< Camera >& camera ) mImpl->cameras.PushBack( camera.Release() ); // takes ownership } -void UpdateManager::RemoveCamera( const Camera* camera ) +void UpdateManager::RemoveCamera( Camera* camera ) { // Find the camera and destroy it - EraseUsingDiscardQueue( mImpl->cameras, const_cast( camera ), mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); + EraseUsingDiscardQueue( mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); } void UpdateManager::AddObject( OwnerPointer& object ) @@ -437,6 +497,26 @@ void UpdateManager::RemoveObject( PropertyOwner* object ) mImpl->customObjects.EraseObject( object ); } +void UpdateManager::AddRenderTaskList( OwnerPointer& taskList ) +{ + RenderTaskList* taskListPointer = taskList.Release(); + taskListPointer->SetRenderMessageDispatcher( &mImpl->renderMessageDispatcher ); + + mImpl->scenes.back()->taskList = taskListPointer; +} + +void UpdateManager::RemoveRenderTaskList( RenderTaskList* taskList ) +{ + for ( auto&& scene : mImpl->scenes ) + { + if ( scene && scene->taskList == taskList ) + { + scene->taskList.Reset(); + break; + } + } +} + void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation ) { mImpl->animations.PushBack( animation.Release() ); @@ -462,24 +542,25 @@ void UpdateManager::RemoveAnimation( Animation* animation ) bool UpdateManager::IsAnimationRunning() const { - bool isRunning(false); - AnimationContainer& animations = mImpl->animations; - // Find any animation that isn't stopped or paused - - const AnimationIter endIter = animations.End(); - for ( AnimationIter iter = animations.Begin(); !isRunning && iter != endIter; ++iter ) + for ( auto&& iter : mImpl->animations ) { - const Animation::State state = (*iter)->GetState(); + const Animation::State state = iter->GetState(); if (state != Animation::Stopped && state != Animation::Paused) { - isRunning = true; + return true; // stop iteration as soon as first one is found } } - return isRunning; + return false; +} + +void UpdateManager::AddPropertyResetter( OwnerPointer& propertyResetter ) +{ + propertyResetter->Initialize(); + mImpl->propertyResetters.PushBack( propertyResetter.Release() ); } void UpdateManager::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification ) @@ -518,7 +599,7 @@ void UpdateManager::SetShaderProgram( Shader* shader, typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry ); @@ -543,12 +624,19 @@ void UpdateManager::SetShaderSaver( ShaderSaver& upstream ) void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer ) { + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get() ); + renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() ); mImpl->renderers.PushBack( renderer.Release() ); + mImpl->renderersAdded = true; } void UpdateManager::RemoveRenderer( Renderer* renderer ) { + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer ); + + renderer->SetDirty( true ); + // Find the renderer and destroy it EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); // Need to remove the render object as well @@ -572,21 +660,7 @@ void UpdateManager::RemoveTextureSet( TextureSet* textureSet ) mImpl->textureSets.EraseObject( textureSet ); } -RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel ) -{ - 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); - } -} - -unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene ) +uint32_t* UpdateManager::ReserveMessageSlot( uint32_t size, bool updateScene ) { return mImpl->messageQueue.ReserveMessageSlot( size, updateScene ); } @@ -606,43 +680,33 @@ void UpdateManager::ResetProperties( BufferIndex bufferIndex ) // 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 root properties - if ( mImpl->root ) + // Reset all animating / constrained properties + std::vectortoDelete; + for( auto&& element : mImpl->propertyResetters ) { - mImpl->root->ResetToBaseValues( bufferIndex ); + element->ResetToBaseValue( bufferIndex ); + if( element->IsFinished() ) + { + toDelete.push_back( element ); + } } - if ( mImpl->systemLevelRoot ) + + // If a resetter is no longer required (the animator or constraint has been removed), delete it. + for( auto&& elementPtr : toDelete ) { - mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex ); + mImpl->propertyResetters.EraseObject( elementPtr ); } - // Reset all the nodes + // Clear node dirty flags Vector::Iterator iter = mImpl->nodes.Begin()+1; Vector::Iterator endIter = mImpl->nodes.End(); for( ;iter != endIter; ++iter ) { - (*iter)->ResetToBaseValues( bufferIndex ); + (*iter)->ResetDirtyFlags( bufferIndex ); } - - // Reset system-level render-task list properties to base values - ResetToBaseValues( mImpl->systemLevelTaskList.GetTasks(), bufferIndex ); - - // Reset render-task list properties to base values. - ResetToBaseValues( mImpl->taskList.GetTasks(), bufferIndex ); - - // Reset custom object properties to base values - ResetToBaseValues( mImpl->customObjects, bufferIndex ); - - // Reset animatable renderer properties to base values - ResetToBaseValues( mImpl->renderers, bufferIndex ); - - // Reset animatable shader properties to base values - ResetToBaseValues( mImpl->shaders, bufferIndex ); } -bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds ) +bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds ) { bool gestureUpdated( false ); @@ -658,11 +722,10 @@ bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastV void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds ) { - AnimationContainer &animations = mImpl->animations; - AnimationIter iter = animations.Begin(); + auto&& iter = mImpl->animations.Begin(); bool animationLooped = false; - while ( iter != animations.End() ) + while ( iter != mImpl->animations.End() ) { Animation* animation = *iter; bool finished = false; @@ -681,7 +744,7 @@ void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds ) // Remove animations that had been destroyed but were still waiting for an update if (animation->GetState() == Animation::Destroyed) { - iter = animations.Erase(iter); + iter = mImpl->animations.Erase(iter); } else { @@ -700,59 +763,46 @@ void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds ) void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex ) { //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 ) + for ( auto&& object : mImpl->customObjects ) { - PropertyOwner& object = **iter; - ConstrainPropertyOwner( object, bufferIndex ); + ConstrainPropertyOwner( *object, bufferIndex ); } } 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; - ConstrainPropertyOwner( task, bufferIndex ); - } - // Constrain render-tasks - const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks(); - for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter ) + for ( auto&& scene : mImpl->scenes ) { - RenderTask& task = **iter; - ConstrainPropertyOwner( task, bufferIndex ); + if ( scene && scene->taskList ) + { + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); + for ( auto&& task : tasks ) + { + ConstrainPropertyOwner( *task, bufferIndex ); + } + } } } void UpdateManager::ConstrainShaders( BufferIndex bufferIndex ) { // constrain shaders... (in construction order) - ShaderOwner& shaders = mImpl->shaders; - for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter ) + for ( auto&& shader : mImpl->shaders ) { - Shader& shader = **iter; - ConstrainPropertyOwner( shader, bufferIndex ); + ConstrainPropertyOwner( *shader, bufferIndex ); } } void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex ) { - PropertyNotificationContainer ¬ifications = mImpl->propertyNotifications; - PropertyNotificationIter iter = notifications.Begin(); - - while ( iter != notifications.End() ) + for( auto&& notification : mImpl->propertyNotifications ) { - PropertyNotification* notification = *iter; bool valid = notification->Check( bufferIndex ); if(valid) { mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) ); } - ++iter; } } @@ -771,11 +821,9 @@ void UpdateManager::ForwardCompiledShadersToEventThread() if( mImpl->updateCompiledShaders.size() > 0 ) { ShaderSaver& factory = *mImpl->shaderSaver; - ShaderDataBinaryQueue::iterator i = mImpl->updateCompiledShaders.begin(); - ShaderDataBinaryQueue::iterator end = mImpl->updateCompiledShaders.end(); - for( ; i != end; ++i ) + for( auto&& shader : mImpl->updateCompiledShaders ) { - mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, *i ) ); + mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) ); } // we don't need them in update anymore mImpl->updateCompiledShaders.clear(); @@ -785,42 +833,37 @@ void UpdateManager::ForwardCompiledShadersToEventThread() void UpdateManager::UpdateRenderers( BufferIndex bufferIndex ) { - const unsigned int rendererCount = mImpl->renderers.Count(); - for( unsigned int i = 0; i < rendererCount; ++i ) + for( auto&& renderer : mImpl->renderers ) { //Apply constraints - ConstrainPropertyOwner( *mImpl->renderers[i], bufferIndex ); + ConstrainPropertyOwner( *renderer, bufferIndex ); - mImpl->renderers[i]->PrepareRender( bufferIndex ); + renderer->PrepareRender( bufferIndex ); } } void UpdateManager::UpdateNodes( BufferIndex bufferIndex ) { - mImpl->nodeDirtyFlags = NothingFlag; + mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING; - if ( !mImpl->root ) + for ( auto&& scene : mImpl->scenes ) { - return; - } - - // 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 = UpdateNodeTree( *( mImpl->root ), - bufferIndex, - mImpl->renderQueue ); - - if ( mImpl->systemLevelRoot ) - { - mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ), - bufferIndex, - mImpl->renderQueue ); + if ( scene && scene->root ) + { + // 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 |= UpdateNodeTree( *scene->root, + bufferIndex, + mImpl->renderQueue ); + } } } -unsigned int UpdateManager::Update( float elapsedSeconds, - unsigned int lastVSyncTimeMilliseconds, - unsigned int nextVSyncTimeMilliseconds ) +uint32_t UpdateManager::Update( float elapsedSeconds, + uint32_t lastVSyncTimeMilliseconds, + uint32_t nextVSyncTimeMilliseconds, + bool renderToFboEnabled, + bool isRenderingToFbo ) { const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex(); @@ -836,6 +879,7 @@ unsigned int UpdateManager::Update( float elapsedSeconds, mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR gestureUpdated; // ..a gesture property was updated + bool keepRendererRendering = false; // 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. @@ -866,14 +910,24 @@ unsigned int UpdateManager::Update( float elapsedSeconds, ConstrainCustomObjects( bufferIndex ); //Clear the lists of renderers from the previous update - for( size_t i(0); isortedLayers.size(); ++i ) + for( auto&& scene : mImpl->scenes ) { - mImpl->sortedLayers[i]->ClearRenderables(); + if ( scene ) + { + for( auto&& layer : scene->sortedLayerList ) + { + if ( layer ) + { + layer->ClearRenderables(); + } + } + } } - for( size_t i(0); isystemLevelSortedLayers.size(); ++i ) + // Call the frame-callback-processor if set + if( mImpl->frameCallbackProcessor ) { - mImpl->systemLevelSortedLayers[i]->ClearRenderables(); + mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds ); } //Update node hierarchy, apply constraints and perform sorting / culling. @@ -887,64 +941,86 @@ unsigned int UpdateManager::Update( float elapsedSeconds, //Update renderers and apply constraints UpdateRenderers( bufferIndex ); - //Update the trnasformations of all the nodes + //Update the transformations of all the nodes mImpl->transformManager.Update(); //Process Property Notifications ProcessPropertyNotifications( bufferIndex ); - //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() ); + //Update cameras + for( auto&& cameraIterator : mImpl->cameras ) + { + cameraIterator->Update( bufferIndex ); + } - if ( NULL != mImpl->root ) + //Process the RenderTasks if renderers exist. 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 + if( mImpl->renderersAdded ) { - mImpl->renderTaskProcessor.Process( bufferIndex, - mImpl->taskList, - *mImpl->root, - mImpl->sortedLayers, - mImpl->renderInstructions ); - - // Process the system-level RenderTasks last - if ( NULL != mImpl->systemLevelRoot ) + // Calculate how many render tasks we have in total + std::size_t numberOfRenderTasks = 0; + for (auto&& scene : mImpl->scenes ) { - mImpl->renderTaskProcessor.Process( bufferIndex, - mImpl->systemLevelTaskList, - *mImpl->systemLevelRoot, - mImpl->systemLevelSortedLayers, - mImpl->renderInstructions ); + if ( scene && scene->taskList ) + { + numberOfRenderTasks += scene->taskList->GetTasks().Count(); + } } - } - } - - // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks) - bool doRenderOnceNotify = false; - mImpl->renderTaskWaiting = false; - const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks(); - for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(), endIter = tasks.End(); - endIter != iter; ++iter ) - { - RenderTask& renderTask(*(*iter)); - renderTask.UpdateState(); + mImpl->renderInstructions.ResetAndReserve( bufferIndex, + static_cast( numberOfRenderTasks ) ); - if( renderTask.IsWaitingToRender() && - renderTask.ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ ) - { - mImpl->renderTaskWaiting = true; // keep update/render threads alive - } + for ( auto&& scene : mImpl->scenes ) + { + if ( scene && scene->root && scene->taskList ) + { + keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex, + *scene->taskList, + *scene->root, + scene->sortedLayerList, + mImpl->renderInstructions, + renderToFboEnabled, + isRenderingToFbo ); + } + } - if( renderTask.HasRendered() ) - { - doRenderOnceNotify = true; + DALI_LOG_INFO( gLogFilter, Debug::General, + "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", + numberOfRenderTasks, mImpl->renderInstructions.Count( bufferIndex ) ); } } - if( doRenderOnceNotify ) + for ( auto&& scene : mImpl->scenes ) { - DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n"); - mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() ); + if ( scene && scene->root && scene->taskList ) + { + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); + + // check the countdown and notify + bool doRenderOnceNotify = false; + mImpl->renderTaskWaiting = false; + for ( auto&& renderTask : tasks ) + { + renderTask->UpdateState(); + + if( renderTask->IsWaitingToRender() && + renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ ) + { + mImpl->renderTaskWaiting = true; // keep update/render threads alive + } + + if( renderTask->HasRendered() ) + { + doRenderOnceNotify = true; + } + } + + if( doRenderOnceNotify ) + { + DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n"); + mImpl->notificationManager.QueueCompleteNotification( scene->taskList->GetCompleteNotificationInterface() ); + } + } } // Macro is undefined in release build. @@ -954,7 +1030,12 @@ unsigned int UpdateManager::Update( float elapsedSeconds, mImpl->previousUpdateScene = updateScene; // Check whether further updates are required - unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds ); + uint32_t keepUpdating = KeepUpdatingCheck( elapsedSeconds ); + + if( keepRendererRendering ) + { + keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING; + } // tell the update manager that we're done so the queue can be given to event thread mImpl->notificationManager.UpdateCompleted(); @@ -965,7 +1046,7 @@ unsigned int UpdateManager::Update( float elapsedSeconds, return keepUpdating; } -unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const +uint32_t UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const { // Update the duration set via Stage::KeepRendering() if ( mImpl->keepRenderingSeconds > 0.0f ) @@ -973,15 +1054,17 @@ unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const mImpl->keepRenderingSeconds -= elapsedSeconds; } - unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED; + uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED; + // If the rendering behavior is set to continuously render, then continue to render. // If Stage::KeepRendering() has been called, then continue until the duration has elapsed. // Keep updating until no messages are received and no animations are running. // If an animation has just finished, update at least once more for Discard end-actions. // No need to check for renderQueue as there is always a render after update and if that // render needs another update it will tell the adaptor to call update again - if ( mImpl->keepRenderingSeconds > 0.0f ) + if ( ( mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY ) || + ( mImpl->keepRenderingSeconds > 0.0f ) ) { keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING; } @@ -1005,38 +1088,55 @@ void UpdateManager::SetBackgroundColor( const Vector4& color ) typedef MessageValue1< RenderManager, Vector4 > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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::SetBackgroundColor, color ); } -void UpdateManager::SetDefaultSurfaceRect( const Rect& rect ) +void UpdateManager::SetDefaultSurfaceRect( const Rect& rect ) { - typedef MessageValue1< RenderManager, Rect > DerivedType; + mImpl->surfaceRectChanged = true; + + typedef MessageValue1< RenderManager, Rect > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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::SetDefaultSurfaceRect, rect ); } +void UpdateManager::SetDefaultSurfaceOrientation( int orientation ) +{ + typedef MessageValue1< RenderManager, 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::SetDefaultSurfaceOrientation, orientation ); +} + void UpdateManager::KeepRendering( float durationSeconds ) { mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds ); } -void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel ) +void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavior ) { - if ( !systemLevel ) - { - // just copy the vector of pointers - mImpl->sortedLayers = layers; - } - else + mImpl->renderingBehavior = renderingBehavior; +} + +void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer ) +{ + for ( auto&& scene : mImpl->scenes ) { - mImpl->systemLevelSortedLayers = layers; + if ( scene && scene->root == rootLayer ) + { + scene->sortedLayerList = layers; + break; + } } } @@ -1044,12 +1144,39 @@ void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& 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 ) + for( auto&& iter : nodeDepths->nodeDepths ) { - iter->node->SetDepthIndex( iter->sortedDepth ); + iter.node->SetDepthIndex( iter.sortedDepth ); } + + for ( auto&& scene : mImpl->scenes ) + { + if ( scene ) + { + // Go through node hierarchy and rearrange siblings according to depth-index + SortSiblingNodesRecursively( *scene->root ); + } + } +} + +bool UpdateManager::IsDefaultSurfaceRectChanged() +{ + bool surfaceRectChanged = mImpl->surfaceRectChanged; + + // Reset the flag + mImpl->surfaceRectChanged = false; + + return surfaceRectChanged; +} + +void UpdateManager::AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode ) +{ + mImpl->GetFrameCallbackProcessor( *this ).AddFrameCallback( frameCallback, rootNode ); +} + +void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback ) +{ + mImpl->GetFrameCallbackProcessor( *this ).RemoveFrameCallback( frameCallback ); } void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler ) @@ -1058,7 +1185,7 @@ void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler ) typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1069,29 +1196,29 @@ 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 ) ); + uint32_t* 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 ) +void UpdateManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode ) { - typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType; + typedef MessageValue3< RenderManager, Render::Sampler*, uint32_t, uint32_t > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ) +void UpdateManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode ) { - typedef MessageValue4< RenderManager, Render::Sampler*, unsigned int, unsigned int, unsigned int > DerivedType; + typedef MessageValue4< RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1103,7 +1230,7 @@ void UpdateManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& p typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1114,7 +1241,7 @@ 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 ) ); + uint32_t* 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 ); @@ -1126,19 +1253,19 @@ void UpdateManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuf 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 ) ); + uint32_t* 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, OwnerPointer< Vector >& data, size_t size ) +void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector >& data, uint32_t size ) { // Message has ownership of format while in transit from update -> render - typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector >, size_t > DerivedType; + typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector >, uint32_t > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1150,7 +1277,7 @@ void UpdateManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry ) typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1161,29 +1288,29 @@ 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 ) ); + uint32_t* 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 ) +void UpdateManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType ) { - typedef MessageValue2< RenderManager, Render::Geometry*, unsigned int > DerivedType; + typedef MessageValue2< RenderManager, Render::Geometry*, uint32_t > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ) +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 ) ); + uint32_t* 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 ); @@ -1194,7 +1321,7 @@ void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::Prop 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 ) ); + uint32_t* 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 ); @@ -1205,7 +1332,7 @@ void UpdateManager::AttachVertexBuffer( Render::Geometry* geometry, Render::Prop 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 ) ); + uint32_t* 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::AttachVertexBuffer, geometry, propertyBuffer ); @@ -1217,7 +1344,7 @@ void UpdateManager::AddTexture( OwnerPointer< Render::Texture >& texture ) typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1228,7 +1355,7 @@ 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 ) ); + uint32_t* 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 ); @@ -1239,7 +1366,7 @@ void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelD 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 ) ); + uint32_t* 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 ); @@ -1250,18 +1377,18 @@ 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 ) ); + uint32_t* 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 ) +void UpdateManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer ) { - typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType; + typedef MessageValue1< RenderManager, OwnerPointer< Render::FrameBuffer > > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 ); @@ -1272,18 +1399,18 @@ 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 ) ); + uint32_t* 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 ) +void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer ) { - typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, unsigned int, unsigned int > DerivedType; + typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t > DerivedType; // Reserve some memory inside the render queue - unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) ); + uint32_t* 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 );