2 * Copyright (c) 2021 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/common/message.h>
23 #include <dali/internal/render/gl-resources/gl-resource-owner.h>
24 #include <dali/internal/render/queue/render-queue.h>
25 #include <dali/internal/render/renderers/render-renderer.h>
26 #include <dali/internal/render/shaders/scene-graph-shader.h>
27 #include <dali/internal/update/common/scene-graph-scene.h>
28 #include <dali/internal/update/nodes/node.h>
29 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
37 DiscardQueue::DiscardQueue(RenderQueue& renderQueue)
38 : mRenderQueue(renderQueue),
47 DiscardQueue::~DiscardQueue() = default;
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);
59 void DiscardQueue::Add(BufferIndex updateBufferIndex, Shader* shader)
61 DALI_ASSERT_DEBUG(NULL != shader);
63 // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
65 // The GL resources will now be freed in frame N
66 // The Update for frame N+1 may occur in parallel with the rendering of frame N
67 // Queue the node for destruction in frame N+2
68 mShaderQueue[updateBufferIndex].PushBack(shader);
71 void DiscardQueue::Add(BufferIndex updateBufferIndex, Renderer* renderer)
73 DALI_ASSERT_DEBUG(NULL != renderer);
75 // The GL resources will now be freed in frame N
76 // The Update for frame N+1 may occur in parallel with the rendering of frame N
77 // Queue the node for destruction in frame N+2
78 mRendererQueue[updateBufferIndex].PushBack(renderer);
81 void DiscardQueue::Add(BufferIndex updateBufferIndex, Camera* camera)
83 DALI_ASSERT_DEBUG(NULL != camera);
85 mCameraQueue[updateBufferIndex].PushBack(camera);
88 void DiscardQueue::Add(BufferIndex updateBufferIndex, Scene* scene)
90 DALI_ASSERT_DEBUG(NULL != scene);
92 mSceneQueue[updateBufferIndex].PushBack(scene);
95 void DiscardQueue::Clear(BufferIndex updateBufferIndex)
97 // Destroy some discarded objects; these should no longer own any GL resources
98 mNodeQueue[updateBufferIndex].Clear();
99 mShaderQueue[updateBufferIndex].Clear();
100 mRendererQueue[updateBufferIndex].Clear();
101 mCameraQueue[updateBufferIndex].Clear();
102 mSceneQueue[updateBufferIndex].Clear();
105 } // namespace SceneGraph
107 } // namespace Internal