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/manager/geometry-batcher.h>
40 DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
41 : mRenderQueue( renderQueue )
45 DiscardQueue::~DiscardQueue()
49 void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
51 DALI_ASSERT_DEBUG( NULL != node );
53 // The GL resources will now be freed in frame N
54 // The Update for frame N+1 may occur in parallel with the rendering of frame N
55 // Queue the node for destruction in frame N+2
56 mNodeQueue[ updateBufferIndex ].PushBack( node );
58 // If batching, then mark corresponding batch to be destroyed too
59 if( node->GetIsBatchParent() )
61 mGeometryBatcher->RemoveBatchParent( node );
63 else if( node->GetBatchParent() )
65 if( node->mBatchIndex != BATCH_NULL_HANDLE )
67 mGeometryBatcher->RemoveNode( node );
73 void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
75 DALI_ASSERT_DEBUG( NULL != shader );
77 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
79 // The GL resources will now be freed in frame N
80 // The Update for frame N+1 may occur in parallel with the rendering of frame N
81 // Queue the node for destruction in frame N+2
82 mShaderQueue[ updateBufferIndex ].PushBack( shader );
85 void DiscardQueue::Add( BufferIndex updateBufferIndex, Renderer* renderer )
87 DALI_ASSERT_DEBUG( NULL != renderer );
89 // The GL resources will now be freed in frame N
90 // The Update for frame N+1 may occur in parallel with the rendering of frame N
91 // Queue the node for destruction in frame N+2
92 mRendererQueue[ updateBufferIndex ].PushBack( renderer );
95 void DiscardQueue::Add( BufferIndex updateBufferIndex, Camera* camera )
97 DALI_ASSERT_DEBUG( NULL != camera );
99 mCameraQueue[ updateBufferIndex ].PushBack( camera );
102 void DiscardQueue::Clear( BufferIndex updateBufferIndex )
104 // Destroy some discarded objects; these should no longer own any GL resources
105 mNodeQueue[ updateBufferIndex ].Clear();
106 mShaderQueue[ updateBufferIndex ].Clear();
107 mRendererQueue[ updateBufferIndex ].Clear();
108 mCameraQueue[ updateBufferIndex ].Clear();
111 void DiscardQueue::SetGeometryBatcher( GeometryBatcher* geometryBatcher )
113 mGeometryBatcher = geometryBatcher;
116 } // namespace SceneGraph
118 } // namespace Internal