2 * Copyright (c) 2014 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>
38 DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
39 : mRenderQueue( renderQueue )
43 DiscardQueue::~DiscardQueue()
47 void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
49 DALI_ASSERT_DEBUG( NULL != node );
51 // The GL resources will now be freed in frame N
52 // The Update for frame N+1 may occur in parallel with the rendering of frame N
53 // Queue the node for destruction in frame N+2
54 if ( 0u == updateBufferIndex )
56 mNodeQueue0.PushBack( node );
60 mNodeQueue1.PushBack( node );
64 void DiscardQueue::Add( BufferIndex updateBufferIndex, Renderer* renderer )
66 DALI_ASSERT_DEBUG( NULL != renderer );
68 // The GL resources will now be freed in frame N
69 // The Update for frame N+1 may occur in parallel with the rendering of frame N
70 // Queue the node for destruction in frame N+2
71 if ( 0u == updateBufferIndex )
73 mRendererQueue0.PushBack( renderer );
77 mRendererQueue1.PushBack( renderer );
81 void DiscardQueue::Add( BufferIndex updateBufferIndex, Geometry* geometry )
83 DALI_ASSERT_DEBUG( NULL != geometry );
85 // The GL resources will now be freed in frame N
86 // The Update for frame N+1 may occur in parallel with the rendering of frame N
87 // Queue the node for destruction in frame N+2
88 if ( 0u == updateBufferIndex )
90 mGeometryQueue0.PushBack( geometry );
94 mGeometryQueue1.PushBack( geometry );
98 void DiscardQueue::Add( BufferIndex updateBufferIndex, TextureSet* textureSet )
100 DALI_ASSERT_DEBUG( NULL != textureSet );
102 // The GL resources will now be freed in frame N
103 // The Update for frame N+1 may occur in parallel with the rendering of frame N
104 // Queue the node for destruction in frame N+2
105 if ( 0u == updateBufferIndex )
107 mTextureSetQueue0.PushBack( textureSet );
111 mTextureSetQueue1.PushBack( textureSet );
116 void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
118 DALI_ASSERT_DEBUG( NULL != shader );
120 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
122 // The GL resources will now be freed in frame N
123 // The Update for frame N+1 may occur in parallel with the rendering of frame N
124 // Queue the node for destruction in frame N+2
125 if ( 0u == updateBufferIndex )
127 mShaderQueue0.PushBack( shader );
131 mShaderQueue1.PushBack( shader );
135 void DiscardQueue::Clear( BufferIndex updateBufferIndex )
137 // Destroy some discarded objects; these should no longer own any GL resources
139 if ( 0u == updateBufferIndex )
142 mShaderQueue0.Clear();
143 mGeometryQueue0.Clear();
144 mTextureSetQueue0.Clear();
145 mRendererQueue0.Clear();
150 mShaderQueue1.Clear();
151 mGeometryQueue1.Clear();
152 mTextureSetQueue1.Clear();
153 mRendererQueue1.Clear();
157 } // namespace SceneGraph
159 } // namespace Internal