X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Fupdate-manager.cpp;h=4d1842ed265d8def4ea0055a3499a763f8e84a24;hb=b43741a90b40ca9dfbd33d6a9d390d3c09230e89;hp=e98f8b7ff31cd1929ced8d910060ce940a757822;hpb=9782dbc189818145d565164c78c09269348c0e77;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 e98f8b7..4d1842e --- a/dali/internal/update/manager/update-manager.cpp +++ b/dali/internal/update/manager/update-manager.cpp @@ -71,12 +71,12 @@ const uint32_t FRAME_COUNT_TRIGGER = 16;\ if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\ {\ - for( auto root : mImpl->roots ) + for( auto&& scene : mImpl->scenes ) {\ - if ( NULL != root )\ + if ( scene && scene->root )\ {\ mImpl->frameCounter = 0;\ - PrintNodeTree( *root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\ + PrintNodeTree( *scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\ }\ }\ }\ @@ -156,6 +156,25 @@ void SortSiblingNodesRecursively( Node& node ) */ 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, @@ -193,8 +212,7 @@ struct UpdateManager::Impl previousUpdateScene( false ), renderTaskWaiting( false ), renderersAdded( false ), - surfaceRectChanged( false ), - nodeDisconnected( false ) + surfaceRectChanged( false ) { sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue ); @@ -205,12 +223,15 @@ struct UpdateManager::Impl ~Impl() { // Disconnect render tasks from nodes, before destroying the nodes - for( auto taskList : taskLists ) + for( auto&& scene : scenes ) { - RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks(); - for ( auto&& task : tasks ) + if ( scene && scene->taskList ) { - task->SetSourceNode( NULL ); + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); + for ( auto&& task : tasks ) + { + task->SetSourceNode( NULL ); + } } } @@ -224,11 +245,15 @@ struct UpdateManager::Impl Node::Delete(*iter); } - for( auto root : roots ) + for( auto&& scene : scenes ) { - root->OnDestroy(); - Node::Delete(root); + if ( scene && scene->root ) + { + scene->root->OnDestroy(); + Node::Delete( scene->root ); + } } + scenes.clear(); delete sceneController; } @@ -263,14 +288,11 @@ struct UpdateManager::Impl Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. - OwnerContainer taskLists; ///< A container of scene graph render task lists - - Vector roots; ///< A container of root nodes (root is a layer). The layers are not stored in the node memory pool. + using SceneInfoPtr = std::unique_ptr< SceneInfo >; + std::vector< SceneInfoPtr > scenes; ///< A container of SceneInfo. Vector nodes; ///< A container of all instantiated nodes - std::vector sortedLayerLists; ///< A container of lists of Layer pointers sorted by depth (one list of sorted layers per root) - OwnerContainer< Camera* > cameras; ///< A container of cameras OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties) @@ -300,7 +322,6 @@ struct UpdateManager::Impl 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 - bool nodeDisconnected; ///< True if a node is disconnected in the current update private: @@ -342,11 +363,17 @@ void UpdateManager::InstallRoot( OwnerPointer& layer ) Layer* rootLayer = layer.Release(); - DALI_ASSERT_DEBUG( std::find( mImpl->roots.begin(), mImpl->roots.end(), rootLayer ) == mImpl->roots.end() && "Root Node already installed" ); + 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->roots.PushBack( rootLayer ); + + mImpl->scenes.emplace_back( new Impl::SceneInfo( rootLayer ) ); } void UpdateManager::UninstallRoot( Layer* layer ) @@ -354,11 +381,11 @@ void UpdateManager::UninstallRoot( Layer* layer ) DALI_ASSERT_DEBUG( layer->IsLayer() ); DALI_ASSERT_DEBUG( layer->GetParent() == NULL ); - for ( auto&& iter : mImpl->roots ) + for (auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter) { - if( ( *iter ) == layer ) + if( (*iter) && (*iter)->root == layer ) { - mImpl->roots.Erase( &iter ); + mImpl->scenes.erase( iter ); break; } } @@ -399,6 +426,8 @@ void UpdateManager::ConnectNode( Node* parent, Node* node ) parent->ConnectChild( node ); + parent->SetPropertyDirty( true ); + // Inform the frame-callback-processor, if set, about the node-hierarchy changing if( mImpl->frameCallbackProcessor ) { @@ -410,8 +439,6 @@ void UpdateManager::DisconnectNode( Node* node ) { DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] DisconnectNode\n", node ); - mImpl->nodeDisconnected = true; - Node* parent = node->GetParent(); DALI_ASSERT_ALWAYS( NULL != parent ); parent->SetDirtyFlag( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused @@ -474,12 +501,20 @@ void UpdateManager::AddRenderTaskList( OwnerPointer& taskList ) { RenderTaskList* taskListPointer = taskList.Release(); taskListPointer->SetRenderMessageDispatcher( &mImpl->renderMessageDispatcher ); - mImpl->taskLists.PushBack( taskListPointer ); + + mImpl->scenes.back()->taskList = taskListPointer; } void UpdateManager::RemoveRenderTaskList( RenderTaskList* taskList ) { - mImpl->taskLists.EraseObject( taskList ); + for ( auto&& scene : mImpl->scenes ) + { + if ( scene && scene->taskList == taskList ) + { + scene->taskList.Reset(); + break; + } + } } void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation ) @@ -600,6 +635,8 @@ 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 @@ -735,12 +772,15 @@ void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex ) void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex ) { // Constrain render-tasks - for( auto taskList : mImpl->taskLists ) + for ( auto&& scene : mImpl->scenes ) { - RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks(); - for ( auto&& task : tasks ) + if ( scene && scene->taskList ) { - ConstrainPropertyOwner( *task, bufferIndex ); + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); + for ( auto&& task : tasks ) + { + ConstrainPropertyOwner( *task, bufferIndex ); + } } } } @@ -806,13 +846,16 @@ void UpdateManager::UpdateNodes( BufferIndex bufferIndex ) { mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING; - for( auto&& rootLayer : mImpl->roots ) + for ( auto&& scene : mImpl->scenes ) { - // 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( *rootLayer, - 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 ); + } } } @@ -867,11 +910,17 @@ uint32_t UpdateManager::Update( float elapsedSeconds, ConstrainCustomObjects( bufferIndex ); //Clear the lists of renderers from the previous update - for( auto sortedLayers : mImpl->sortedLayerLists ) + for( auto&& scene : mImpl->scenes ) { - for( auto&& layer : sortedLayers ) + if ( scene ) { - layer->ClearRenderables(); + for( auto&& layer : scene->sortedLayerList ) + { + if ( layer ) + { + layer->ClearRenderables(); + } + } } } @@ -909,25 +958,26 @@ uint32_t UpdateManager::Update( float elapsedSeconds, if( mImpl->renderersAdded ) { // Calculate how many render tasks we have in total - VectorBase::SizeType numberOfRenderTasks = 0; - - const VectorBase::SizeType taskListCount = mImpl->taskLists.Count(); - for ( VectorBase::SizeType index = 0u; index < taskListCount; index++ ) + std::size_t numberOfRenderTasks = 0; + for (auto&& scene : mImpl->scenes ) { - numberOfRenderTasks += mImpl->taskLists[index]->GetTasks().Count(); + if ( scene && scene->taskList ) + { + numberOfRenderTasks += scene->taskList->GetTasks().Count(); + } } mImpl->renderInstructions.ResetAndReserve( bufferIndex, static_cast( numberOfRenderTasks ) ); - for ( VectorBase::SizeType index = 0u; index < taskListCount; index++ ) + for ( auto&& scene : mImpl->scenes ) { - if ( NULL != mImpl->roots[index] ) + if ( scene && scene->root && scene->taskList ) { keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex, - *mImpl->taskLists[index], - *mImpl->roots[index], - mImpl->sortedLayerLists[index], + *scene->taskList, + *scene->root, + scene->sortedLayerList, mImpl->renderInstructions, renderToFboEnabled, isRenderingToFbo ); @@ -935,48 +985,42 @@ uint32_t UpdateManager::Update( float elapsedSeconds, } DALI_LOG_INFO( gLogFilter, Debug::General, - "Update: numberOfRenderTasks(%d), taskListCount(%d), Render Instructions(%d)\n", - numberOfRenderTasks, taskListCount, mImpl->renderInstructions.Count( bufferIndex ) ); - - // If a node has been disconnected in this update and we do not have any instructions to send, then generate a dummy instruction to force another render - if( mImpl->nodeDisconnected && ( mImpl->renderInstructions.Count( bufferIndex ) == 0 ) ) - { - DALI_LOG_INFO( gLogFilter, Debug::General, "Node disconnected, creating dummy instruction\n" ); - mImpl->renderInstructions.GetNextInstruction( bufferIndex ); // This creates and adds an empty instruction. We do not need to modify it. - } - - mImpl->nodeDisconnected = false; + "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", + numberOfRenderTasks, mImpl->renderInstructions.Count( bufferIndex ) ); } } - for( auto taskList : mImpl->taskLists ) + for ( auto&& scene : mImpl->scenes ) { - RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks(); - - // check the countdown and notify - bool doRenderOnceNotify = false; - mImpl->renderTaskWaiting = false; - for ( auto&& renderTask : tasks ) + if ( scene && scene->root && scene->taskList ) { - renderTask->UpdateState(); + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); - if( renderTask->IsWaitingToRender() && - renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ ) + // check the countdown and notify + bool doRenderOnceNotify = false; + mImpl->renderTaskWaiting = false; + for ( auto&& renderTask : tasks ) { - mImpl->renderTaskWaiting = true; // keep update/render threads alive + 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( renderTask->HasRendered() ) + if( doRenderOnceNotify ) { - doRenderOnceNotify = true; + DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n"); + mImpl->notificationManager.QueueCompleteNotification( scene->taskList->GetCompleteNotificationInterface() ); } } - - if( doRenderOnceNotify ) - { - DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n"); - mImpl->notificationManager.QueueCompleteNotification( taskList->GetCompleteNotificationInterface() ); - } } // Macro is undefined in release build. @@ -1063,6 +1107,17 @@ void UpdateManager::SetDefaultSurfaceRect( const Rect& rect ) 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 ); @@ -1075,18 +1130,11 @@ void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavio void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer ) { - const VectorBase::SizeType rootCount = mImpl->roots.Count(); - - // Make sure we reserve the correct size for the container so that - // we can save the sorted layers in the same order as the root layer - mImpl->sortedLayerLists.resize( rootCount ); - - for ( VectorBase::SizeType rootIndex = 0u; rootIndex < rootCount; rootIndex++ ) + for ( auto&& scene : mImpl->scenes ) { - Layer* root = mImpl->roots[rootIndex]; - if ( root == rootLayer ) + if ( scene && scene->root == rootLayer ) { - mImpl->sortedLayerLists[rootIndex] = layers; + scene->sortedLayerList = layers; break; } } @@ -1101,10 +1149,13 @@ void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths ) iter.node->SetDepthIndex( iter.sortedDepth ); } - for( auto root : mImpl->roots ) + for ( auto&& scene : mImpl->scenes ) { - // Go through node hierarchy and rearrange siblings according to depth-index - SortSiblingNodesRecursively( *root ); + if ( scene ) + { + // Go through node hierarchy and rearrange siblings according to depth-index + SortSiblingNodesRecursively( *scene->root ); + } } }