X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Fupdate-manager.cpp;h=ce42bd75741cdf4ea21e832c014c5faff08ec0a9;hb=79881246746f65474b24ea4fe14151ccef8df3f4;hp=8b21b094de87152798507cda3d1824145b7a2825;hpb=514c17c7e3c6e4734f19aa613bd0a9410bb992d4;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 8b21b09..ce42bd7 100644 --- a/dali/internal/update/manager/update-manager.cpp +++ b/dali/internal/update/manager/update-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -71,10 +71,13 @@ 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++; @@ -84,6 +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 @@ -102,22 +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 - // use reference to avoid extra copies of the iterator - for( auto&& iter : container ) - { - iter->ResetToBaseValues( updateBufferIndex ); - } -} - -/** * Helper to Erase an object from OwnerContainer using discard queue * @param container to remove from * @param object to remove @@ -165,6 +156,26 @@ 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) + OwnerPointer< Scene > scene; ///< Scene graph object of the scene + }; + Impl( NotificationManager& notificationManager, CompleteNotificationInterface& animationPlaylist, PropertyNotifier& propertyNotifier, @@ -185,13 +196,8 @@ struct UpdateManager::Impl sceneController( NULL ), renderManager( renderManager ), renderQueue( renderQueue ), - renderInstructions( renderManager.GetRenderInstructionContainer() ), renderTaskProcessor( renderTaskProcessor ), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), - taskList( renderMessageDispatcher ), - systemLevelTaskList( renderMessageDispatcher ), - root( NULL ), - systemLevelRoot( NULL ), renderers(), textureSets(), shaders(), @@ -217,16 +223,16 @@ struct UpdateManager::Impl ~Impl() { // Disconnect render tasks from nodes, before destroying the nodes - RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks(); - for ( auto&& iter : tasks ) - { - iter->SetSourceNode( NULL ); - } - // ..repeat for system level RenderTasks - RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks(); - for ( auto&& iter : systemLevelTasks ) + for( auto&& scene : scenes ) { - 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 @@ -239,34 +245,28 @@ 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; } /** * Lazy init for FrameCallbackProcessor. + * @param[in] updateManager A reference to the update-manager */ - FrameCallbackProcessor& GetFrameCallbackProcessor() + FrameCallbackProcessor& GetFrameCallbackProcessor( UpdateManager& updateManager ) { if( ! frameCallbackProcessor ) { - frameCallbackProcessor = new FrameCallbackProcessor( transformManager ); + frameCallbackProcessor = new FrameCallbackProcessor( updateManager, transformManager ); } return *frameCallbackProcessor; } @@ -283,27 +283,20 @@ struct UpdateManager::Impl 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 + using SceneInfoPtr = std::unique_ptr< SceneInfo >; + std::vector< SceneInfoPtr > scenes; ///< A container of SceneInfo. 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< 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 - AnimationContainer animations; ///< A container of owned animations + 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 @@ -362,26 +355,44 @@ 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 ) @@ -390,6 +401,8 @@ 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 ) { @@ -408,6 +421,8 @@ 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 ); // Inform the frame-callback-processor, if set, about the node-hierarchy changing @@ -419,6 +434,8 @@ void UpdateManager::ConnectNode( Node* parent, Node* node ) 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( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused @@ -437,6 +454,8 @@ 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) @@ -459,10 +478,10 @@ 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 ) @@ -475,6 +494,62 @@ 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::AddScene( OwnerPointer< Scene >& scene ) +{ + mImpl->scenes.back()->scene = scene.Release(); + + // Initialize the context from render manager + typedef MessageValue1< RenderManager, SceneGraph::Scene* > DerivedType; + + // Reserve some memory inside the render queue + 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 + SceneGraph::Scene& sceneObject = *mImpl->scenes.back()->scene; + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject ); +} + +void UpdateManager::RemoveScene( Scene* scene ) +{ + // Initialize the context from render manager + typedef MessageValue1< RenderManager, SceneGraph::Scene* > DerivedType; + + // Reserve some memory inside the render queue + 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::UninitializeScene, scene ); + + for ( auto&& sceneInfo : mImpl->scenes ) + { + if ( sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene ) + { + sceneInfo->scene.Reset(); + break; + } + } +} + void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation ) { mImpl->animations.PushBack( animation.Release() ); @@ -582,6 +657,8 @@ 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; @@ -589,6 +666,8 @@ void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer ) void UpdateManager::RemoveRenderer( Renderer* renderer ) { + DALI_LOG_INFO( gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer ); + // Find the renderer and destroy it EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() ); // Need to remove the render object as well @@ -612,20 +691,6 @@ 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); - } -} - uint32_t* UpdateManager::ReserveMessageSlot( uint32_t size, bool updateScene ) { return mImpl->messageQueue.ReserveMessageSlot( size, updateScene ); @@ -663,6 +728,13 @@ void UpdateManager::ResetProperties( BufferIndex bufferIndex ) mImpl->propertyResetters.EraseObject( elementPtr ); } + // Clear all root nodes dirty flags + for( auto& scene : mImpl->scenes ) + { + auto root = scene->root; + root->ResetDirtyFlags( bufferIndex ); + } + // Clear node dirty flags Vector::Iterator iter = mImpl->nodes.Begin()+1; Vector::Iterator endIter = mImpl->nodes.End(); @@ -688,11 +760,10 @@ bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, uint32_t lastVSync 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; @@ -711,7 +782,7 @@ 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 { @@ -738,18 +809,17 @@ void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex ) void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex ) { - // Constrain system-level render-tasks - const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks(); - for ( auto&& task : systemLevelTasks ) - { - ConstrainPropertyOwner( *task, bufferIndex ); - } - // Constrain render-tasks - const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks(); - for ( auto&& task : tasks ) + for ( auto&& scene : mImpl->scenes ) { - ConstrainPropertyOwner( *task, bufferIndex ); + if ( scene && scene->taskList ) + { + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); + for ( auto&& task : tasks ) + { + ConstrainPropertyOwner( *task, bufferIndex ); + } + } } } @@ -814,22 +884,16 @@ void UpdateManager::UpdateNodes( BufferIndex bufferIndex ) { 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 ); + } } } @@ -853,6 +917,7 @@ uint32_t 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. @@ -883,14 +948,24 @@ uint32_t UpdateManager::Update( float elapsedSeconds, ConstrainCustomObjects( bufferIndex ); //Clear the lists of renderers from the previous update - for( auto&& layer : mImpl->sortedLayers ) + for( auto&& scene : mImpl->scenes ) { - layer->ClearRenderables(); + if ( scene ) + { + for( auto&& layer : scene->sortedLayerList ) + { + if ( layer ) + { + layer->ClearRenderables(); + } + } + } } - for( auto&& layer : mImpl->systemLevelSortedLayers ) + // Call the frame-callback-processor if set + if( mImpl->frameCallbackProcessor ) { - layer->ClearRenderables(); + mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds ); } //Update node hierarchy, apply constraints and perform sorting / culling. @@ -904,12 +979,6 @@ uint32_t UpdateManager::Update( float elapsedSeconds, //Update renderers and apply constraints UpdateRenderers( bufferIndex ); - // Call the frame-callback-processor if set - if( mImpl->frameCallbackProcessor ) - { - mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds ); - } - //Update the transformations of all the nodes mImpl->transformManager.Update(); @@ -926,56 +995,75 @@ uint32_t UpdateManager::Update( float elapsedSeconds, //reset the update buffer index and make sure there is enough room in the instruction container if( mImpl->renderersAdded ) { - mImpl->renderInstructions.ResetAndReserve( bufferIndex, mImpl->taskList.GetTaskCount() + mImpl->systemLevelTaskList.GetTaskCount() ); + // Calculate how many render tasks we have in total + std::size_t numberOfRenderTasks = 0; + for (auto&& scene : mImpl->scenes ) + { + if ( scene && scene->taskList ) + { + numberOfRenderTasks += scene->taskList->GetTasks().Count(); + } + } + - if ( NULL != mImpl->root ) + std::size_t numberOfRenderInstructions = 0; + for ( auto&& scene : mImpl->scenes ) { - mImpl->renderTaskProcessor.Process( bufferIndex, - mImpl->taskList, - *mImpl->root, - mImpl->sortedLayers, - mImpl->renderInstructions, - renderToFboEnabled, - isRenderingToFbo ); - - // Process the system-level RenderTasks last - if ( NULL != mImpl->systemLevelRoot ) + if ( scene && scene->root && scene->taskList && scene->scene ) { - mImpl->renderTaskProcessor.Process( bufferIndex, - mImpl->systemLevelTaskList, - *mImpl->systemLevelRoot, - mImpl->systemLevelSortedLayers, - mImpl->renderInstructions, + scene->scene->GetRenderInstructions().ResetAndReserve( bufferIndex, + static_cast( scene->taskList->GetTasks().Count() ) ); + + keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex, + *scene->taskList, + *scene->root, + scene->sortedLayerList, + *scene->scene->GetContext(), + scene->scene->GetRenderInstructions(), renderToFboEnabled, isRenderingToFbo ); + + numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count( bufferIndex ); } } + + DALI_LOG_INFO( gLogFilter, Debug::General, + "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", + numberOfRenderTasks, numberOfRenderInstructions ); } } - // 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; - for ( auto&& renderTask : mImpl->taskList.GetTasks() ) + for ( auto&& scene : mImpl->scenes ) { - renderTask->UpdateState(); - - if( renderTask->IsWaitingToRender() && - renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ ) + if ( scene && scene->root && scene->taskList ) { - mImpl->renderTaskWaiting = true; // keep update/render threads alive - } + RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks(); - if( renderTask->HasRendered() ) - { - doRenderOnceNotify = true; - } - } + // check the countdown and notify + bool doRenderOnceNotify = false; + mImpl->renderTaskWaiting = false; + for ( auto&& renderTask : tasks ) + { + renderTask->UpdateState(); - if( doRenderOnceNotify ) - { - DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n"); - mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() ); + 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. @@ -987,6 +1075,14 @@ uint32_t UpdateManager::Update( float elapsedSeconds, // Check whether further updates are required uint32_t keepUpdating = KeepUpdatingCheck( elapsedSeconds ); + if( keepRendererRendering ) + { + keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING; + + // Set dirty flags for next frame to continue rendering + mImpl->nodeDirtyFlags |= RenderableUpdateFlags; + } + // tell the update manager that we're done so the queue can be given to event thread mImpl->notificationManager.UpdateCompleted(); @@ -1033,28 +1129,28 @@ uint32_t UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const return keepUpdatingRequest; } -void UpdateManager::SetBackgroundColor( const Vector4& color ) +void UpdateManager::SetDefaultSurfaceRect( const Rect& rect ) { - typedef MessageValue1< RenderManager, Vector4 > DerivedType; + mImpl->surfaceRectChanged = true; + + typedef MessageValue1< RenderManager, Rect > DerivedType; // Reserve some memory inside the render queue 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 ); + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect ); } -void UpdateManager::SetDefaultSurfaceRect( const Rect& rect ) +void UpdateManager::SurfaceReplaced( Scene* scene ) { - mImpl->surfaceRectChanged = true; - - typedef MessageValue1< RenderManager, Rect > DerivedType; + typedef MessageValue1< RenderManager, Scene* > DerivedType; // Reserve some memory inside the render queue 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 ); + new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SurfaceReplaced, scene ); } void UpdateManager::KeepRendering( float durationSeconds ) @@ -1067,16 +1163,15 @@ void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavio mImpl->renderingBehavior = renderingBehavior; } -void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel ) +void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer ) { - if ( !systemLevel ) + for ( auto&& scene : mImpl->scenes ) { - // just copy the vector of pointers - mImpl->sortedLayers = layers; - } - else - { - mImpl->systemLevelSortedLayers = layers; + if ( scene && scene->root == rootLayer ) + { + scene->sortedLayerList = layers; + break; + } } } @@ -1089,8 +1184,14 @@ void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths ) iter.node->SetDepthIndex( iter.sortedDepth ); } - // Go through node hierarchy and rearrange siblings according to depth-index - SortSiblingNodesRecursively( *( mImpl->root ) ); + for ( auto&& scene : mImpl->scenes ) + { + if ( scene ) + { + // Go through node hierarchy and rearrange siblings according to depth-index + SortSiblingNodesRecursively( *scene->root ); + } + } } bool UpdateManager::IsDefaultSurfaceRectChanged() @@ -1105,12 +1206,12 @@ bool UpdateManager::IsDefaultSurfaceRectChanged() void UpdateManager::AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode ) { - mImpl->GetFrameCallbackProcessor().AddFrameCallback( frameCallback, rootNode ); + mImpl->GetFrameCallbackProcessor( *this ).AddFrameCallback( frameCallback, rootNode ); } void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback ) { - mImpl->GetFrameCallbackProcessor().RemoveFrameCallback( frameCallback ); + mImpl->GetFrameCallbackProcessor( *this ).RemoveFrameCallback( frameCallback ); } void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler ) @@ -1317,9 +1418,9 @@ void UpdateManager::GenerateMipmaps( Render::Texture* texture ) 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 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );