2 * Copyright (c) 2022 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/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/event/animation/animation-playlist.h>
25 #include <dali/internal/event/common/notification-manager.h>
26 #include <dali/internal/event/common/property-notifier.h>
27 #include <dali/internal/event/effects/shader-factory.h>
29 #include <dali/internal/update/common/discard-queue.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller-impl.h>
32 #include <dali/internal/update/manager/frame-callback-processor.h>
33 #include <dali/internal/update/manager/render-task-processor.h>
34 #include <dali/internal/update/manager/transform-manager.h>
35 #include <dali/internal/update/manager/update-algorithms.h>
36 #include <dali/internal/update/manager/update-manager-debug.h>
37 #include <dali/internal/update/nodes/node.h>
38 #include <dali/internal/update/queue/update-message-queue.h>
40 #include <dali/internal/render/common/render-manager.h>
41 #include <dali/internal/render/queue/render-queue.h>
43 // Un-comment to enable node tree debug logging
44 //#define NODE_TREE_LOGGING 1
46 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
47 #define SNAPSHOT_NODE_LOGGING \
48 const uint32_t FRAME_COUNT_TRIGGER = 16; \
49 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
51 for(auto&& scene : mImpl->scenes) \
53 if(scene && scene->root) \
55 mImpl->frameCounter = 0; \
56 PrintNodes(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), 0); \
60 mImpl->frameCounter++;
62 #define SNAPSHOT_NODE_LOGGING
65 #if defined(DEBUG_ENABLED)
66 extern Debug::Filter* gRenderTaskLogFilter;
69 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
70 } // unnamed namespace
73 using namespace Dali::Integration;
74 using Dali::Internal::Update::MessageQueue;
85 * Helper to Erase an object from OwnerContainer using discard queue
86 * @param container to remove from
87 * @param object to remove
88 * @param discardQueue to put the object to
89 * @param updateBufferIndex to use
92 inline void EraseUsingDiscardQueue(OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex)
94 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
96 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
97 for(auto&& iter : container)
101 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
102 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
103 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
109 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
110 * @param[in] node The node whose hierarchy to descend
112 void SortSiblingNodesRecursively(Node& node)
114 NodeContainer& container = node.GetChildren();
115 std::sort(container.Begin(), container.End(), [](Node* a, Node* b)
116 { return a->GetDepthIndex() < b->GetDepthIndex(); });
118 // Descend tree and sort as well
119 for(auto&& iter : container)
121 SortSiblingNodesRecursively(*iter);
125 } // unnamed namespace
128 * Structure to contain UpdateManager internal data
130 struct UpdateManager::Impl
132 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
135 SceneInfo(Layer* root) ///< Constructor
140 ~SceneInfo() = default; ///< Default non-virtual destructor
141 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
142 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
143 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
144 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
146 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
147 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
148 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
149 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
152 Impl(NotificationManager& notificationManager,
153 CompleteNotificationInterface& animationPlaylist,
154 PropertyNotifier& propertyNotifier,
155 DiscardQueue& discardQueue,
156 RenderController& renderController,
157 RenderManager& renderManager,
158 RenderQueue& renderQueue,
159 SceneGraphBuffers& sceneGraphBuffers,
160 RenderTaskProcessor& renderTaskProcessor)
161 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
162 notificationManager(notificationManager),
164 animationPlaylist(animationPlaylist),
165 propertyNotifier(propertyNotifier),
166 shaderSaver(nullptr),
167 discardQueue(discardQueue),
168 renderController(renderController),
169 sceneController(nullptr),
170 renderManager(renderManager),
171 renderQueue(renderQueue),
172 renderTaskProcessor(renderTaskProcessor),
173 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
177 panGestureProcessor(nullptr),
178 messageQueue(renderController, sceneGraphBuffers),
179 frameCallbackProcessor(nullptr),
180 keepRenderingSeconds(0.0f),
181 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
183 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
184 animationFinishedDuringUpdate(false),
185 previousUpdateScene(false),
186 renderTaskWaiting(false),
187 renderersAdded(false),
188 renderingRequired(false)
190 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
192 // create first 'dummy' node
193 nodes.PushBack(nullptr);
198 // Disconnect render tasks from nodes, before destroying the nodes
199 for(auto&& scene : scenes)
201 if(scene && scene->taskList)
203 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
204 for(auto&& task : tasks)
206 task->SetSourceNode(nullptr);
211 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
212 // like custom properties, which get released here
213 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
214 Vector<Node*>::Iterator endIter = nodes.End();
215 for(; iter != endIter; ++iter)
217 (*iter)->OnDestroy();
221 for(auto&& scene : scenes)
223 if(scene && scene->root)
225 scene->root->OnDestroy();
226 Node::Delete(scene->root);
231 delete sceneController;
233 // Ensure to clear renderers
239 * Lazy init for FrameCallbackProcessor.
240 * @param[in] updateManager A reference to the update-manager
242 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
244 if(!frameCallbackProcessor)
246 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
248 return *frameCallbackProcessor;
251 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
252 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
253 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
254 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
255 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
256 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
257 ShaderSaver* shaderSaver; ///< Saves shader binaries.
258 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
259 RenderController& renderController; ///< render controller
260 SceneControllerImpl* sceneController; ///< scene controller
261 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
262 RenderQueue& renderQueue; ///< Used to queue messages for the next render
263 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
265 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
267 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
268 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
270 Vector<Node*> nodes; ///< A container of all instantiated nodes
272 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
274 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
276 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
277 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
278 OwnerContainer<Animation*> animations; ///< A container of owned animations
279 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
280 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
281 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
282 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
283 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
285 MessageQueue messageQueue; ///< The messages queued from the event-thread
286 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
287 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
288 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
290 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
292 std::atomic<std::size_t> renderInstructionCapacity{0u};
293 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
294 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
295 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
296 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
298 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
299 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
300 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
301 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
302 bool renderingRequired; ///< True if required to render the current frame
305 Impl(const Impl&); ///< Undefined
306 Impl& operator=(const Impl&); ///< Undefined
309 UpdateManager::UpdateManager(NotificationManager& notificationManager,
310 CompleteNotificationInterface& animationFinishedNotifier,
311 PropertyNotifier& propertyNotifier,
312 DiscardQueue& discardQueue,
313 RenderController& controller,
314 RenderManager& renderManager,
315 RenderQueue& renderQueue,
316 RenderTaskProcessor& renderTaskProcessor)
319 mImpl = new Impl(notificationManager,
320 animationFinishedNotifier,
327 renderTaskProcessor);
330 UpdateManager::~UpdateManager()
335 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
337 DALI_ASSERT_DEBUG(layer->IsLayer());
338 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
340 Layer* rootLayer = layer.Release();
342 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene)
343 { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
344 "Root Node already installed");
346 rootLayer->CreateTransform(&mImpl->transformManager);
347 rootLayer->SetRoot(true);
349 AddNodeResetter(*rootLayer);
351 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
354 void UpdateManager::UninstallRoot(Layer* layer)
356 DALI_ASSERT_DEBUG(layer->IsLayer());
357 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
359 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
361 if((*iter) && (*iter)->root == layer)
363 mImpl->scenes.erase(iter);
368 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
370 // Notify the layer about impending destruction
374 void UpdateManager::AddNode(OwnerPointer<Node>& node)
376 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
378 Node* rawNode = node.Release();
379 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
381 // Add camera nodes occured rarely.
382 if(DALI_UNLIKELY(rawNode->IsCamera()))
384 AddCamera(static_cast<Camera*>(rawNode));
387 mImpl->nodes.PushBack(rawNode);
388 rawNode->CreateTransform(&mImpl->transformManager);
391 void UpdateManager::ConnectNode(Node* parent, Node* node)
393 DALI_ASSERT_ALWAYS(nullptr != parent);
394 DALI_ASSERT_ALWAYS(nullptr != node);
395 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
397 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
399 parent->ConnectChild(node);
401 AddNodeResetter(*node);
403 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
404 if(mImpl->frameCallbackProcessor)
406 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
410 void UpdateManager::DisconnectNode(Node* node)
412 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
414 Node* parent = node->GetParent();
415 DALI_ASSERT_ALWAYS(nullptr != parent);
416 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
418 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
420 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
421 if(mImpl->frameCallbackProcessor)
423 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
427 void UpdateManager::DestroyNode(Node* node)
429 DALI_ASSERT_ALWAYS(nullptr != node);
430 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
432 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
434 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
435 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
436 for(; iter != endIter; ++iter)
440 mImpl->nodes.Erase(iter);
445 // Remove camera nodes occured rarely.
446 if(DALI_UNLIKELY(node->IsCamera()))
448 RemoveCamera(static_cast<Camera*>(node));
451 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
453 // Notify the Node about impending destruction
457 void UpdateManager::AddCamera(Camera* camera)
459 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
461 mImpl->cameras.PushBack(camera);
464 void UpdateManager::RemoveCamera(Camera* camera)
466 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
468 // Find the camera and remove it from list of cameras
469 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
470 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
471 for(; iter != endIter; ++iter)
473 if((*iter) == camera)
475 mImpl->cameras.Erase(iter);
481 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
483 mImpl->customObjects.PushBack(object.Release());
486 void UpdateManager::RemoveObject(PropertyOwner* object)
488 mImpl->customObjects.EraseObject(object);
491 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
493 RenderTaskList* taskListPointer = taskList.Release();
494 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
496 mImpl->scenes.back()->taskList = taskListPointer;
499 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
501 for(auto&& scene : mImpl->scenes)
503 if(scene && scene->taskList == taskList)
505 scene->taskList.Reset();
511 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
513 auto& sceneInfo = mImpl->scenes.back();
514 sceneInfo->scene = scene.Release();
516 // Set root to the Scene
517 sceneInfo->scene->SetRoot(sceneInfo->root);
519 // Initialize the context from render manager
520 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
522 // Reserve some memory inside the render queue
523 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
525 // Construct message in the render queue memory; note that delete should not be called on the return value
526 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
527 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
530 void UpdateManager::RemoveScene(Scene* scene)
532 // Initialize the context from render manager
533 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
535 // Reserve some memory inside the render queue
536 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
538 // Construct message in the render queue memory; note that delete should not be called on the return value
539 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
541 for(auto&& sceneInfo : mImpl->scenes)
543 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
545 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
551 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
553 mImpl->animations.PushBack(animation.Release());
556 void UpdateManager::StopAnimation(Animation* animation)
558 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
560 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
562 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
565 void UpdateManager::RemoveAnimation(Animation* animation)
567 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
569 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
571 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
574 bool UpdateManager::IsAnimationRunning() const
576 // Find any animation that isn't stopped or paused
577 for(auto&& iter : mImpl->animations)
579 const Animation::State state = iter->GetState();
581 if(state != Animation::Stopped &&
582 state != Animation::Paused)
584 return true; // stop iteration as soon as first one is found
591 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
593 propertyResetter->Initialize();
594 mImpl->propertyResetters.PushBack(propertyResetter.Release());
597 void UpdateManager::AddNodeResetter(const Node& node)
599 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
600 nodeResetter->Initialize();
601 mImpl->nodeResetters.PushBack(nodeResetter.Release());
604 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
606 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
609 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
611 mImpl->propertyNotifications.EraseObject(propertyNotification);
614 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
616 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
617 propertyNotification->SetNotifyMode(notifyMode);
620 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
622 mImpl->shaders.PushBack(shader.Release());
625 void UpdateManager::RemoveShader(Shader* shader)
627 // Find the shader and destroy it
628 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
631 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
633 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
634 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
636 // lock as update might be sending previously compiled shaders to event thread
637 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
638 mImpl->renderCompiledShaders.push_back(shaderData);
642 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
644 mImpl->shaderSaver = &upstream;
647 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
649 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
651 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
652 mImpl->renderers.PushBack(renderer.Release());
655 void UpdateManager::RemoveRenderer(Renderer* renderer)
657 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
659 // Find the renderer and destroy it
660 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
661 // Need to remove the render object as well
662 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
665 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
667 node->AddRenderer(renderer);
668 mImpl->renderersAdded = true;
671 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
673 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
675 mImpl->panGestureProcessor = panGestureProcessor;
678 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
680 mImpl->textureSets.PushBack(textureSet.Release());
683 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
685 mImpl->textureSets.EraseObject(textureSet);
688 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
690 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
693 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
695 return mImpl->messageQueue.GetCapacity();
698 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
700 return mImpl->renderQueue.GetCapacity();
703 std::size_t UpdateManager::GetRenderInstructionCapacity() const
705 return mImpl->renderInstructionCapacity;
708 void UpdateManager::EventProcessingStarted()
710 mImpl->messageQueue.EventProcessingStarted();
713 bool UpdateManager::FlushQueue()
715 return mImpl->messageQueue.FlushQueue();
718 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
720 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
721 mImpl->animationFinishedDuringUpdate = false;
723 // Reset node properties
724 std::vector<NodeResetter*> nodeResetterToDelete;
725 for(auto&& element : mImpl->nodeResetters)
727 element->ResetToBaseValue(bufferIndex);
728 if(element->IsFinished())
730 nodeResetterToDelete.push_back(element);
734 // If a node resetter is no longer required, delete it.
735 for(auto&& elementPtr : nodeResetterToDelete)
737 mImpl->nodeResetters.EraseObject(elementPtr);
740 // Reset all animating / constrained properties
741 std::vector<PropertyResetterBase*> propertyResettertoDelete;
742 for(auto&& element : mImpl->propertyResetters)
744 element->ResetToBaseValue(bufferIndex);
745 if(element->IsFinished())
747 propertyResettertoDelete.push_back(element);
751 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
752 for(auto&& elementPtr : propertyResettertoDelete)
754 mImpl->propertyResetters.EraseObject(elementPtr);
757 // Clear all root nodes dirty flags
758 for(auto& scene : mImpl->scenes)
760 auto root = scene->root;
761 root->ResetDirtyFlags(bufferIndex);
764 // Clear node dirty flags
765 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
766 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
767 for(; iter != endIter; ++iter)
769 (*iter)->ResetDirtyFlags(bufferIndex);
773 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
775 bool gestureUpdated(false);
777 if(mImpl->panGestureProcessor)
779 // gesture processor only supports default properties
780 mImpl->panGestureProcessor->ResetDefaultProperties(bufferIndex); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message
781 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
784 return gestureUpdated;
787 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
789 bool animationActive = false;
791 auto&& iter = mImpl->animations.Begin();
792 bool animationLooped = false;
794 while(iter != mImpl->animations.End())
796 Animation* animation = *iter;
797 bool finished = false;
799 bool progressMarkerReached = false;
800 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
802 animationActive = animationActive || animation->IsActive();
804 if(progressMarkerReached)
806 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
809 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
810 animationLooped = animationLooped || looped;
812 // Remove animations that had been destroyed but were still waiting for an update
813 if(animation->GetState() == Animation::Destroyed)
815 iter = mImpl->animations.Erase(iter);
823 // queue the notification on finished or looped (to update loop count)
824 if(mImpl->animationFinishedDuringUpdate || animationLooped)
826 // The application should be notified by NotificationManager, in another thread
827 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
830 return animationActive;
833 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
835 // Constrain custom objects (in construction order)
836 for(auto&& object : mImpl->customObjects)
838 ConstrainPropertyOwner(*object, bufferIndex);
842 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
844 // Constrain render-tasks
845 for(auto&& scene : mImpl->scenes)
847 if(scene && scene->taskList)
849 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
850 for(auto&& task : tasks)
852 ConstrainPropertyOwner(*task, bufferIndex);
858 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
860 // constrain shaders... (in construction order)
861 for(auto&& shader : mImpl->shaders)
863 ConstrainPropertyOwner(*shader, bufferIndex);
867 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
869 for(auto&& notification : mImpl->propertyNotifications)
871 bool valid = notification->Check(bufferIndex);
874 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
879 void UpdateManager::ForwardCompiledShadersToEventThread()
881 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
882 if(mImpl->shaderSaver)
884 // lock and swap the queues
886 // render might be attempting to send us more binaries at the same time
887 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
888 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
891 if(mImpl->updateCompiledShaders.size() > 0)
893 ShaderSaver& factory = *mImpl->shaderSaver;
894 for(auto&& shader : mImpl->updateCompiledShaders)
896 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
898 // we don't need them in update anymore
899 mImpl->updateCompiledShaders.clear();
904 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
906 for(auto&& renderer : mImpl->renderers)
909 ConstrainPropertyOwner(*renderer, bufferIndex);
911 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
915 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
917 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
919 for(auto&& scene : mImpl->scenes)
921 if(scene && scene->root)
923 // Prepare resources, update shaders, for each node
924 // And add the renderers to the sorted layers. Start from root, which is also a layer
925 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
932 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
934 for(auto&& scene : mImpl->scenes)
936 if(scene && scene->root)
938 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
943 uint32_t UpdateManager::Update(float elapsedSeconds,
944 uint32_t lastVSyncTimeMilliseconds,
945 uint32_t nextVSyncTimeMilliseconds,
946 bool renderToFboEnabled,
947 bool isRenderingToFbo,
950 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
952 // Clear nodes/resources which were previously discarded
953 mImpl->discardQueue.Clear(bufferIndex);
955 bool isAnimationRunning = IsAnimationRunning();
957 // Process Touches & Gestures
958 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
960 bool updateScene = // The scene-graph requires an update if..
961 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
962 isAnimationRunning || // ..at least one animation is running OR
963 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
964 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
965 gestureUpdated; // ..a gesture property was updated
967 bool keepRendererRendering = false;
968 mImpl->renderingRequired = false;
970 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
971 // values if the scene was updated in the previous frame.
972 if(updateScene || mImpl->previousUpdateScene)
974 // Reset properties from the previous update
975 ResetProperties(bufferIndex);
976 mImpl->transformManager.ResetToBaseValue();
979 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
980 // between calling IsSceneUpdateRequired() above and here, so updateScene should
982 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
984 // Forward compiled shader programs to event thread for saving
985 ForwardCompiledShadersToEventThread();
987 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
988 // renderer lists if the scene was updated in the previous frame.
989 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
990 if(updateScene || mImpl->previousUpdateScene)
993 bool animationActive = Animate(bufferIndex, elapsedSeconds);
995 // Constraint custom objects
996 ConstrainCustomObjects(bufferIndex);
998 // Clear the lists of renderers from the previous update
999 for(auto&& scene : mImpl->scenes)
1003 for(auto&& layer : scene->sortedLayerList)
1007 layer->ClearRenderables();
1013 // Call the frame-callback-processor if set
1014 if(mImpl->frameCallbackProcessor)
1016 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1019 // Update node hierarchy, apply constraints,
1020 UpdateNodes(bufferIndex);
1022 // Apply constraints to RenderTasks, shaders
1023 ConstrainRenderTasks(bufferIndex);
1024 ConstrainShaders(bufferIndex);
1026 // Update renderers and apply constraints
1027 UpdateRenderers(bufferIndex);
1029 // Update the transformations of all the nodes
1030 if(mImpl->transformManager.Update())
1032 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1035 // Initialise layer renderable reuse
1036 UpdateLayers(bufferIndex);
1038 // Process Property Notifications
1039 ProcessPropertyNotifications(bufferIndex);
1042 for(auto&& cameraIterator : mImpl->cameras)
1044 cameraIterator->Update(bufferIndex);
1047 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1048 // reset the update buffer index and make sure there is enough room in the instruction container
1049 if(mImpl->renderersAdded)
1051 // Calculate how many render tasks we have in total
1052 std::size_t numberOfRenderTasks = 0;
1053 for(auto&& scene : mImpl->scenes)
1055 if(scene && scene->taskList)
1057 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1061 std::size_t numberOfRenderInstructions = 0;
1062 mImpl->renderInstructionCapacity = 0u;
1063 for(auto&& scene : mImpl->scenes)
1065 if(scene && scene->root && scene->taskList && scene->scene)
1067 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1068 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1070 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1071 // or the nodes are dirty
1072 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1074 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1077 scene->sortedLayerList,
1078 scene->scene->GetRenderInstructions(),
1082 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1083 scene->scene->SetSkipRendering(false);
1087 scene->scene->SetSkipRendering(true);
1090 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1094 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1100 for(auto&& scene : mImpl->scenes)
1102 if(scene && scene->root && scene->taskList)
1104 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1106 // check the countdown and notify
1107 bool doRenderOnceNotify = false;
1108 mImpl->renderTaskWaiting = false;
1109 for(auto&& renderTask : tasks)
1111 renderTask->UpdateState();
1113 if(renderTask->IsWaitingToRender() &&
1114 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1116 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1119 if(renderTask->HasRendered())
1121 doRenderOnceNotify = true;
1125 if(doRenderOnceNotify)
1127 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1128 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1134 // Macro is undefined in release build.
1135 SNAPSHOT_NODE_LOGGING;
1137 // A ResetProperties() may be required in the next frame
1138 mImpl->previousUpdateScene = updateScene;
1140 // Check whether further updates are required
1141 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1143 if(keepRendererRendering)
1145 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1147 // Set dirty flags for next frame to continue rendering
1148 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1151 // tell the update manager that we're done so the queue can be given to event thread
1152 mImpl->notificationManager.UpdateCompleted();
1154 // The update has finished; swap the double-buffering indices
1155 mSceneGraphBuffers.Swap();
1157 return keepUpdating;
1160 void UpdateManager::PostRender()
1163 for(auto&& renderer : mImpl->renderers)
1165 renderer->ResetDirtyFlag();
1168 for(auto&& scene : mImpl->scenes)
1170 scene->root->SetUpdatedTree(false);
1174 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1176 // Update the duration set via Stage::KeepRendering()
1177 if(mImpl->keepRenderingSeconds > 0.0f)
1179 mImpl->keepRenderingSeconds -= elapsedSeconds;
1182 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1184 // If the rendering behavior is set to continuously render, then continue to render.
1185 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1186 // Keep updating until no messages are received and no animations are running.
1187 // If an animation has just finished, update at least once more for Discard end-actions.
1188 // No need to check for renderQueue as there is always a render after update and if that
1189 // render needs another update it will tell the adaptor to call update again
1191 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1192 (mImpl->keepRenderingSeconds > 0.0f))
1194 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1197 if(IsAnimationRunning() ||
1198 mImpl->animationFinishedDuringUpdate)
1200 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1203 if(mImpl->renderTaskWaiting)
1205 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1208 return keepUpdatingRequest;
1211 void UpdateManager::SurfaceReplaced(Scene* scene)
1213 using DerivedType = MessageValue1<RenderManager, Scene*>;
1215 // Reserve some memory inside the render queue
1216 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1218 // Construct message in the render queue memory; note that delete should not be called on the return value
1219 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1222 void UpdateManager::KeepRendering(float durationSeconds)
1224 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1227 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1229 mImpl->renderingBehavior = renderingBehavior;
1232 void UpdateManager::RequestRendering()
1234 mImpl->renderingRequired = true;
1237 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1239 for(auto&& scene : mImpl->scenes)
1241 if(scene && scene->root == rootLayer)
1243 scene->sortedLayerList = layers;
1249 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1251 // note,this vector is already in depth order. It could be used as-is to
1252 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1253 for(auto&& iter : nodeDepths->nodeDepths)
1255 iter.node->SetDepthIndex(iter.sortedDepth);
1258 for(auto&& scene : mImpl->scenes)
1262 // Go through node hierarchy and rearrange siblings according to depth-index
1263 SortSiblingNodesRecursively(*scene->root);
1268 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1270 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1273 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1275 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1278 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1280 // Message has ownership of Sampler while in transit from update to render
1281 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
1283 // Reserve some memory inside the render queue
1284 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1286 // Construct message in the render queue memory; note that delete should not be called on the return value
1287 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1290 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1292 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1294 // Reserve some memory inside the render queue
1295 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1297 // Construct message in the render queue memory; note that delete should not be called on the return value
1298 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1301 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1303 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1305 // Reserve some memory inside the render queue
1306 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1308 // Construct message in the render queue memory; note that delete should not be called on the return value
1309 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1312 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1314 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1316 // Reserve some memory inside the render queue
1317 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1319 // Construct message in the render queue memory; note that delete should not be called on the return value
1320 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1323 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1325 // Message has ownership of format while in transit from update -> render
1326 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
1328 // Reserve some memory inside the render queue
1329 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1331 // Construct message in the render queue memory; note that delete should not be called on the return value
1332 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1335 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1337 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1339 // Reserve some memory inside the render queue
1340 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1342 // Construct message in the render queue memory; note that delete should not be called on the return value
1343 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1346 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1348 // Message has ownership of format while in transit from update -> render
1349 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
1351 // Reserve some memory inside the render queue
1352 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1354 // Construct message in the render queue memory; note that delete should not be called on the return value
1355 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1358 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
1360 // Message has ownership of format while in transit from update -> render
1361 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
1363 // Reserve some memory inside the render queue
1364 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1366 // Construct message in the render queue memory; note that delete should not be called on the return value
1367 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1370 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1372 // Message has ownership of format while in transit from update -> render
1373 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
1375 // Reserve some memory inside the render queue
1376 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1378 // Construct message in the render queue memory; note that delete should not be called on the return value
1379 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1382 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1384 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1386 // Reserve some memory inside the render queue
1387 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1389 // Construct message in the render queue memory; note that delete should not be called on the return value
1390 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1393 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1395 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1397 // Reserve some memory inside the render queue
1398 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1400 // Construct message in the render queue memory; note that delete should not be called on the return value
1401 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1404 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1406 using DerivedType = IndexBufferMessage<RenderManager>;
1408 // Reserve some memory inside the render queue
1409 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1411 // Construct message in the render queue memory; note that delete should not be called on the return value
1412 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1415 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1417 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1419 // Reserve some memory inside the render queue
1420 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1422 // Construct message in the render queue memory; note that delete should not be called on the return value
1423 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1426 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1428 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1430 // Reserve some memory inside the render queue
1431 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1433 // Construct message in the render queue memory; note that delete should not be called on the return value
1434 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1437 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1439 // Message has ownership of Texture while in transit from update -> render
1440 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
1442 // Reserve some memory inside the render queue
1443 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1445 // Construct message in the render queue memory; note that delete should not be called on the return value
1446 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1449 void UpdateManager::RemoveTexture(Render::Texture* texture)
1451 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1453 // Reserve some memory inside the render queue
1454 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1456 // Construct message in the render queue memory; note that delete should not be called on the return value
1457 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1460 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1462 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1464 // Reserve some memory inside the message queue
1465 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1467 // Construct message in the message queue memory; note that delete should not be called on the return value
1468 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1471 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1473 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1475 // Reserve some memory inside the render queue
1476 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1478 // Construct message in the render queue memory; note that delete should not be called on the return value
1479 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1482 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1484 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
1486 // Reserve some memory inside the render queue
1487 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1489 // Construct message in the render queue memory; note that delete should not be called on the return value
1490 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1493 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1495 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1497 // Reserve some memory inside the render queue
1498 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1500 // Construct message in the render queue memory; note that delete should not be called on the return value
1501 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1504 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1506 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1508 // Reserve some memory inside the render queue
1509 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1511 // Construct message in the render queue memory; note that delete should not be called on the return value
1512 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1515 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1517 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1519 // Reserve some memory inside the render queue
1520 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1522 // Construct message in the render queue memory; note that delete should not be called on the return value
1523 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1526 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1528 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1530 // Reserve some memory inside the render queue
1531 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1533 // Construct message in the render queue memory; note that delete should not be called on the return value
1534 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1537 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1539 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1541 // Reserve some memory inside the render queue
1542 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1544 // Construct message in the render queue memory; note that delete should not be called on the return value
1545 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1548 } // namespace SceneGraph
1550 } // namespace Internal