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>
39 DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
40 : mRenderQueue( renderQueue )
44 DiscardQueue::~DiscardQueue()
48 void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
50 DALI_ASSERT_DEBUG( NULL != node );
52 // The GL resources will now be freed in frame N
53 // The Update for frame N+1 may occur in parallel with the rendering of frame N
54 // Queue the node for destruction in frame N+2
55 if ( 0u == updateBufferIndex )
57 mNodeQueue0.PushBack( node );
61 mNodeQueue1.PushBack( node );
65 void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
67 DALI_ASSERT_DEBUG( NULL != shader );
69 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
71 // The GL resources will now be freed in frame N
72 // The Update for frame N+1 may occur in parallel with the rendering of frame N
73 // Queue the node for destruction in frame N+2
74 if ( 0u == updateBufferIndex )
76 mShaderQueue0.PushBack( shader );
80 mShaderQueue1.PushBack( shader );
84 void DiscardQueue::Add( BufferIndex updateBufferIndex, Renderer* renderer )
86 DALI_ASSERT_DEBUG( NULL != renderer );
88 // The GL resources will now be freed in frame N
89 // The Update for frame N+1 may occur in parallel with the rendering of frame N
90 // Queue the node for destruction in frame N+2
91 if ( 0u == updateBufferIndex )
93 mRendererQueue0.PushBack( renderer );
97 mRendererQueue1.PushBack( renderer );
101 void DiscardQueue::Add( BufferIndex updateBufferIndex, Camera* camera )
103 DALI_ASSERT_DEBUG( NULL != camera );
105 if ( 0u == updateBufferIndex )
107 mCameraQueue0.PushBack( camera );
111 mCameraQueue1.PushBack( camera );
115 void DiscardQueue::Clear( BufferIndex updateBufferIndex )
117 // Destroy some discarded objects; these should no longer own any GL resources
119 if ( 0u == updateBufferIndex )
122 mShaderQueue0.Clear();
123 mRendererQueue0.Clear();
124 mCameraQueue0.Clear();
129 mShaderQueue1.Clear();
130 mRendererQueue1.Clear();
131 mCameraQueue1.Clear();
135 } // namespace SceneGraph
137 } // namespace Internal