1 #ifndef DALI_INTERNAL_DISCARD_QUEUE_H
2 #define DALI_INTERNAL_DISCARD_QUEUE_H
5 * Copyright (c) 2019 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/object/ref-object.h>
23 #include <dali/devel-api/common/owner-container.h>
24 #include <dali/internal/common/buffer-index.h>
25 #include <dali/internal/update/nodes/node-declarations.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/update/rendering/scene-graph-renderer.h>
45 * DiscardQueue is used to cleanup nodes & resources when no longer in use.
46 * Unwanted objects are added here during UpdateManager::Update().
47 * When added, messages will be sent to clean-up GL resources in the next Render.
48 * The Update for frame N+1 may occur in parallel with the rendering of frame N.
49 * Therefore objects queued for destruction in frame N, are destroyed frame N+2.
55 typedef OwnerContainer< Shader* > ShaderQueue;
56 typedef OwnerContainer< Renderer* > RendererQueue;
57 typedef OwnerContainer< Camera* > CameraQueue;
58 typedef OwnerContainer< Scene* > SceneQueue;
61 * Create a new DiscardQueue.
62 * @param[in] renderQueue Used to send GL clean-up messages for the next Render.
64 DiscardQueue( RenderQueue& renderQueue );
67 * Non-virtual destructor; DiscardQueue is not suitable as a base class.
72 * Adds an unwanted Node and its children to the discard queue.
73 * If necessary, a message will be sent to clean-up GL resources in the next Render.
74 * @pre This method is not thread-safe, and should only be called from the update-thread.
75 * @param[in] updateBufferIndex The current update buffer index.
76 * @param[in] node The discarded node; DiscardQueue takes ownership.
78 void Add( BufferIndex updateBufferIndex, Node* node );
81 * Adds an unwanted shader to the discard queue.
82 * A message will be sent to clean-up GL resources in the next Render.
83 * @pre This method is not thread-safe, and should only be called from the update-thread.
84 * @param[in] bufferIndex The current update buffer index.
85 * @param[in] shader The shader to queue; DiscardQueue takes ownership.
87 void Add( BufferIndex bufferIndex, Shader* shader );
90 * Adds an unwanted Renderer to the discard queue.
91 * A message will be sent to clean up GL resources in the next Render.
92 * @param[in] updateBufferIndex The current update buffer index.
93 * @param[in] renderer The discarded renderer; DiscardQueue takes ownership.
95 void Add( BufferIndex updateBufferIndex, Renderer* renderer );
98 * Adds an unwanted Camera to the discard queue.
99 * This is done because Render thread may use Matrices from the camera
100 * @param[in] updateBufferIndex The current update buffer index.
101 * @param[in] camera The discarded renderer; DiscardQueue takes ownership.
103 void Add( BufferIndex updateBufferIndex, Camera* camera );
106 * Adds an unwanted Scene to the discard queue.
107 * A message will be sent to clean up GL resources in the next Render.
108 * @param[in] updateBufferIndex The current update buffer index.
109 * @param[in] scene The discarded scene; DiscardQueue takes ownership.
111 void Add( BufferIndex updateBufferIndex, Scene* scene );
114 * Release the nodes which were queued in the frame N-2.
115 * @pre This method should be called (once) at the beginning of every Update.
116 * @param[in] updateBufferIndex The current update buffer index.
118 void Clear( BufferIndex updateBufferIndex );
123 DiscardQueue( const DiscardQueue& );
126 DiscardQueue& operator=( const DiscardQueue& rhs );
130 RenderQueue& mRenderQueue; ///< Used to send GL clean-up messages for the next Render.
132 // Messages are queued here following the current update buffer number
133 OwnerContainer< Node* > mNodeQueue[2];
134 ShaderQueue mShaderQueue[2];
135 RendererQueue mRendererQueue[2];
136 CameraQueue mCameraQueue[2];
137 SceneQueue mSceneQueue[2];
140 } // namespace SceneGraph
142 } // namespace Internal
146 #endif // DALI_INTERNAL_DISCARD_QUEUE_H