X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Fupdate-manager.cpp;h=852d5d4943ce8a8dba2e83935525fde2f6519b66;hb=0654f01e2e9611e1127d946abb0e92715f8df6d6;hp=d2311f91cfe717ff1df535410f44ca6167ba5e87;hpb=fdf982a0fc4c7aff8b1dbdd48d60064338ef80ff;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 d2311f9..852d5d4 100644 --- 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, @@ -204,12 +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 ); + } } } @@ -223,11 +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; } @@ -262,14 +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) @@ -340,11 +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 ) @@ -352,11 +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; } } @@ -470,12 +499,20 @@ 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 ) @@ -731,12 +768,15 @@ 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 ); + } } } } @@ -802,13 +842,16 @@ 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 ); + } } } @@ -863,11 +906,17 @@ 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(); + } + } } } @@ -905,25 +954,26 @@ 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 ); @@ -931,48 +981,42 @@ 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 any node is dirty, i.e. a property has changed or a child has been deleted, and we do not have any instructions to send, then generate a dummy instruction to force another render - if( ( mImpl->nodeDirtyFlags != NodePropertyFlags::NOTHING ) && ( mImpl->renderInstructions.Count( bufferIndex ) == 0 ) ) - { - DALI_LOG_INFO( gLogFilter, Debug::General, "Node flags dirty, creating dummy instruction\n" ); - mImpl->renderInstructions.GetNextInstruction( bufferIndex ); // This creates and adds an empty instruction. We do not need to modify it. - } + "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. @@ -1071,18 +1115,11 @@ 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; } } @@ -1097,10 +1134,13 @@ 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 ); + } } }