2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/common/discard-queue.h>
22 #include <dali/internal/render/gl-resources/gl-resource-owner.h>
23 #include <dali/internal/common/message.h>
24 #include <dali/internal/update/nodes/node.h>
25 #include <dali/internal/render/queue/render-queue.h>
26 #include <dali/internal/render/renderers/render-renderer.h>
27 #include <dali/internal/render/shaders/scene-graph-shader.h>
28 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
29 #include <dali/internal/update/common/scene-graph-scene.h>
40 DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
41 : mRenderQueue( renderQueue ),
50 DiscardQueue::~DiscardQueue()
54 void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
56 DALI_ASSERT_DEBUG( NULL != node );
58 // The GL resources will now be freed in frame N
59 // The Update for frame N+1 may occur in parallel with the rendering of frame N
60 // Queue the node for destruction in frame N+2
61 mNodeQueue[ updateBufferIndex ].PushBack( node );
64 void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
66 DALI_ASSERT_DEBUG( NULL != shader );
68 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
70 // The GL resources will now be freed in frame N
71 // The Update for frame N+1 may occur in parallel with the rendering of frame N
72 // Queue the node for destruction in frame N+2
73 mShaderQueue[ updateBufferIndex ].PushBack( shader );
76 void DiscardQueue::Add( BufferIndex updateBufferIndex, Renderer* renderer )
78 DALI_ASSERT_DEBUG( NULL != renderer );
80 // The GL resources will now be freed in frame N
81 // The Update for frame N+1 may occur in parallel with the rendering of frame N
82 // Queue the node for destruction in frame N+2
83 mRendererQueue[ updateBufferIndex ].PushBack( renderer );
86 void DiscardQueue::Add( BufferIndex updateBufferIndex, Camera* camera )
88 DALI_ASSERT_DEBUG( NULL != camera );
90 mCameraQueue[ updateBufferIndex ].PushBack( camera );
93 void DiscardQueue::Add( BufferIndex updateBufferIndex, Scene* scene )
95 DALI_ASSERT_DEBUG( NULL != scene );
97 mSceneQueue[ updateBufferIndex ].PushBack( scene );
100 void DiscardQueue::Clear( BufferIndex updateBufferIndex )
102 // Destroy some discarded objects; these should no longer own any GL resources
103 mNodeQueue[ updateBufferIndex ].Clear();
104 mShaderQueue[ updateBufferIndex ].Clear();
105 mRendererQueue[ updateBufferIndex ].Clear();
106 mCameraQueue[ updateBufferIndex ].Clear();
107 mSceneQueue[ updateBufferIndex ].Clear();
110 } // namespace SceneGraph
112 } // namespace Internal