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/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) { return a->GetDepthIndex() < b->GetDepthIndex(); });
117 // Descend tree and sort as well
118 for(auto&& iter : container)
120 SortSiblingNodesRecursively(*iter);
124 } // unnamed namespace
127 * Structure to contain UpdateManager internal data
129 struct UpdateManager::Impl
131 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
134 SceneInfo(Layer* root) ///< Constructor
139 ~SceneInfo() = default; ///< Default non-virtual destructor
140 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
141 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
142 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
143 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
145 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
146 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
147 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
148 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
151 Impl(NotificationManager& notificationManager,
152 CompleteNotificationInterface& animationPlaylist,
153 PropertyNotifier& propertyNotifier,
154 DiscardQueue& discardQueue,
155 RenderController& renderController,
156 RenderManager& renderManager,
157 RenderQueue& renderQueue,
158 SceneGraphBuffers& sceneGraphBuffers,
159 RenderTaskProcessor& renderTaskProcessor)
160 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
161 notificationManager(notificationManager),
163 animationPlaylist(animationPlaylist),
164 propertyNotifier(propertyNotifier),
165 shaderSaver(nullptr),
166 discardQueue(discardQueue),
167 renderController(renderController),
168 sceneController(nullptr),
169 renderManager(renderManager),
170 renderQueue(renderQueue),
171 renderTaskProcessor(renderTaskProcessor),
172 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
176 panGestureProcessor(nullptr),
177 messageQueue(renderController, sceneGraphBuffers),
178 frameCallbackProcessor(nullptr),
179 keepRenderingSeconds(0.0f),
180 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
182 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
183 animationFinishedDuringUpdate(false),
184 previousUpdateScene(false),
185 renderTaskWaiting(false),
186 renderersAdded(false),
187 renderingRequired(false)
189 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
191 // create first 'dummy' node
192 nodes.PushBack(nullptr);
197 // Disconnect render tasks from nodes, before destroying the nodes
198 for(auto&& scene : scenes)
200 if(scene && scene->taskList)
202 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
203 for(auto&& task : tasks)
205 task->SetSourceNode(nullptr);
210 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
211 // like custom properties, which get released here
212 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
213 Vector<Node*>::Iterator endIter = nodes.End();
214 for(; iter != endIter; ++iter)
216 (*iter)->OnDestroy();
220 for(auto&& scene : scenes)
222 if(scene && scene->root)
224 scene->root->OnDestroy();
225 Node::Delete(scene->root);
230 delete sceneController;
234 * Lazy init for FrameCallbackProcessor.
235 * @param[in] updateManager A reference to the update-manager
237 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
239 if(!frameCallbackProcessor)
241 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
243 return *frameCallbackProcessor;
246 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
247 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
248 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
249 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
250 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
251 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
252 ShaderSaver* shaderSaver; ///< Saves shader binaries.
253 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
254 RenderController& renderController; ///< render controller
255 SceneControllerImpl* sceneController; ///< scene controller
256 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
257 RenderQueue& renderQueue; ///< Used to queue messages for the next render
258 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
260 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
262 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
263 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
265 Vector<Node*> nodes; ///< A container of all instantiated nodes
267 OwnerContainer<Camera*> cameras; ///< A container of cameras
268 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
270 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
271 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
272 OwnerContainer<Animation*> animations; ///< A container of owned animations
273 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
274 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
275 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
276 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
277 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
279 MessageQueue messageQueue; ///< The messages queued from the event-thread
280 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
281 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
282 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
284 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
286 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
287 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
288 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
290 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
292 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
293 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
294 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
295 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
296 bool renderingRequired; ///< True if required to render the current frame
299 Impl(const Impl&); ///< Undefined
300 Impl& operator=(const Impl&); ///< Undefined
303 UpdateManager::UpdateManager(NotificationManager& notificationManager,
304 CompleteNotificationInterface& animationFinishedNotifier,
305 PropertyNotifier& propertyNotifier,
306 DiscardQueue& discardQueue,
307 RenderController& controller,
308 RenderManager& renderManager,
309 RenderQueue& renderQueue,
310 RenderTaskProcessor& renderTaskProcessor)
313 mImpl = new Impl(notificationManager,
314 animationFinishedNotifier,
321 renderTaskProcessor);
324 UpdateManager::~UpdateManager()
329 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
331 DALI_ASSERT_DEBUG(layer->IsLayer());
332 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
334 Layer* rootLayer = layer.Release();
336 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) {
337 return scene && scene->root == rootLayer;
338 }) == mImpl->scenes.end() &&
339 "Root Node already installed");
341 rootLayer->CreateTransform(&mImpl->transformManager);
342 rootLayer->SetRoot(true);
344 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(*rootLayer);
345 AddNodeResetter(nodeResetter);
347 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
350 void UpdateManager::UninstallRoot(Layer* layer)
352 DALI_ASSERT_DEBUG(layer->IsLayer());
353 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
355 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
357 if((*iter) && (*iter)->root == layer)
359 mImpl->scenes.erase(iter);
364 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
366 // Notify the layer about impending destruction
370 void UpdateManager::AddNode(OwnerPointer<Node>& node)
372 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
374 Node* rawNode = node.Release();
375 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
377 mImpl->nodes.PushBack(rawNode);
378 rawNode->CreateTransform(&mImpl->transformManager);
381 void UpdateManager::ConnectNode(Node* parent, Node* node)
383 DALI_ASSERT_ALWAYS(nullptr != parent);
384 DALI_ASSERT_ALWAYS(nullptr != node);
385 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
387 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
389 parent->ConnectChild(node);
391 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(*node);
392 AddNodeResetter(nodeResetter);
394 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
395 if(mImpl->frameCallbackProcessor)
397 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
401 void UpdateManager::DisconnectNode(Node* node)
403 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
405 Node* parent = node->GetParent();
406 DALI_ASSERT_ALWAYS(nullptr != parent);
407 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
409 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
411 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
412 if(mImpl->frameCallbackProcessor)
414 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
418 void UpdateManager::DestroyNode(Node* node)
420 DALI_ASSERT_ALWAYS(nullptr != node);
421 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
423 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
425 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
426 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
427 for(; iter != endIter; ++iter)
431 mImpl->nodes.Erase(iter);
436 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
438 // Notify the Node about impending destruction
442 void UpdateManager::AddCamera(OwnerPointer<Camera>& camera)
444 mImpl->cameras.PushBack(camera.Release()); // takes ownership
447 void UpdateManager::RemoveCamera(Camera* camera)
449 // Find the camera and destroy it
450 EraseUsingDiscardQueue(mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
453 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
455 mImpl->customObjects.PushBack(object.Release());
458 void UpdateManager::RemoveObject(PropertyOwner* object)
460 mImpl->customObjects.EraseObject(object);
463 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
465 RenderTaskList* taskListPointer = taskList.Release();
466 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
468 mImpl->scenes.back()->taskList = taskListPointer;
471 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
473 for(auto&& scene : mImpl->scenes)
475 if(scene && scene->taskList == taskList)
477 scene->taskList.Reset();
483 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
485 mImpl->scenes.back()->scene = scene.Release();
487 // Initialize the context from render manager
488 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
490 // Reserve some memory inside the render queue
491 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
493 // Construct message in the render queue memory; note that delete should not be called on the return value
494 SceneGraph::Scene& sceneObject = *mImpl->scenes.back()->scene;
495 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
498 void UpdateManager::RemoveScene(Scene* scene)
500 // Initialize the context from render manager
501 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
503 // Reserve some memory inside the render queue
504 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
506 // Construct message in the render queue memory; note that delete should not be called on the return value
507 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
509 for(auto&& sceneInfo : mImpl->scenes)
511 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
513 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
519 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
521 mImpl->animations.PushBack(animation.Release());
524 void UpdateManager::StopAnimation(Animation* animation)
526 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
528 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
530 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
533 void UpdateManager::RemoveAnimation(Animation* animation)
535 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
537 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
539 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
542 bool UpdateManager::IsAnimationRunning() const
544 // Find any animation that isn't stopped or paused
545 for(auto&& iter : mImpl->animations)
547 const Animation::State state = iter->GetState();
549 if(state != Animation::Stopped &&
550 state != Animation::Paused)
552 return true; // stop iteration as soon as first one is found
559 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
561 propertyResetter->Initialize();
562 mImpl->propertyResetters.PushBack(propertyResetter.Release());
565 void UpdateManager::AddNodeResetter(OwnerPointer<NodeResetter>& nodeResetter)
567 nodeResetter->Initialize();
568 mImpl->nodeResetters.PushBack(nodeResetter.Release());
571 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
573 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
576 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
578 mImpl->propertyNotifications.EraseObject(propertyNotification);
581 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
583 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
584 propertyNotification->SetNotifyMode(notifyMode);
587 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
589 mImpl->shaders.PushBack(shader.Release());
592 void UpdateManager::RemoveShader(Shader* shader)
594 // Find the shader and destroy it
595 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
598 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
600 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
601 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
603 // lock as update might be sending previously compiled shaders to event thread
604 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
605 mImpl->renderCompiledShaders.push_back(shaderData);
609 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
611 mImpl->shaderSaver = &upstream;
614 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
616 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
618 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
619 mImpl->renderers.PushBack(renderer.Release());
622 void UpdateManager::RemoveRenderer(Renderer* renderer)
624 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
626 // Find the renderer and destroy it
627 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
628 // Need to remove the render object as well
629 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
632 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
634 node->AddRenderer(renderer);
635 mImpl->renderersAdded = true;
638 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
640 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
642 mImpl->panGestureProcessor = panGestureProcessor;
645 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
647 mImpl->textureSets.PushBack(textureSet.Release());
650 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
652 mImpl->textureSets.EraseObject(textureSet);
655 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
657 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
660 void UpdateManager::EventProcessingStarted()
662 mImpl->messageQueue.EventProcessingStarted();
665 bool UpdateManager::FlushQueue()
667 return mImpl->messageQueue.FlushQueue();
670 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
672 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
673 mImpl->animationFinishedDuringUpdate = false;
675 // Reset node properties
676 std::vector<NodeResetter*> nodeResetterToDelete;
677 for(auto&& element : mImpl->nodeResetters)
679 element->ResetToBaseValue(bufferIndex);
680 if(element->IsFinished())
682 nodeResetterToDelete.push_back(element);
686 // If a node resetter is no longer required, delete it.
687 for(auto&& elementPtr : nodeResetterToDelete)
689 mImpl->nodeResetters.EraseObject(elementPtr);
692 // Reset all animating / constrained properties
693 std::vector<PropertyResetterBase*> propertyResettertoDelete;
694 for(auto&& element : mImpl->propertyResetters)
696 element->ResetToBaseValue(bufferIndex);
697 if(element->IsFinished())
699 propertyResettertoDelete.push_back(element);
703 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
704 for(auto&& elementPtr : propertyResettertoDelete)
706 mImpl->propertyResetters.EraseObject(elementPtr);
709 // Clear all root nodes dirty flags
710 for(auto& scene : mImpl->scenes)
712 auto root = scene->root;
713 root->ResetDirtyFlags(bufferIndex);
716 // Clear node dirty flags
717 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
718 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
719 for(; iter != endIter; ++iter)
721 (*iter)->ResetDirtyFlags(bufferIndex);
725 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
727 bool gestureUpdated(false);
729 if(mImpl->panGestureProcessor)
731 // gesture processor only supports default properties
732 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
733 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
736 return gestureUpdated;
739 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
741 bool animationActive = false;
743 auto&& iter = mImpl->animations.Begin();
744 bool animationLooped = false;
746 while(iter != mImpl->animations.End())
748 Animation* animation = *iter;
749 bool finished = false;
751 bool progressMarkerReached = false;
752 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
754 animationActive = animationActive || animation->IsActive();
756 if(progressMarkerReached)
758 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
761 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
762 animationLooped = animationLooped || looped;
764 // Remove animations that had been destroyed but were still waiting for an update
765 if(animation->GetState() == Animation::Destroyed)
767 iter = mImpl->animations.Erase(iter);
775 // queue the notification on finished or looped (to update loop count)
776 if(mImpl->animationFinishedDuringUpdate || animationLooped)
778 // The application should be notified by NotificationManager, in another thread
779 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
782 return animationActive;
785 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
787 //Constrain custom objects (in construction order)
788 for(auto&& object : mImpl->customObjects)
790 ConstrainPropertyOwner(*object, bufferIndex);
794 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
796 // Constrain render-tasks
797 for(auto&& scene : mImpl->scenes)
799 if(scene && scene->taskList)
801 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
802 for(auto&& task : tasks)
804 ConstrainPropertyOwner(*task, bufferIndex);
810 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
812 // constrain shaders... (in construction order)
813 for(auto&& shader : mImpl->shaders)
815 ConstrainPropertyOwner(*shader, bufferIndex);
819 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
821 for(auto&& notification : mImpl->propertyNotifications)
823 bool valid = notification->Check(bufferIndex);
826 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
831 void UpdateManager::ForwardCompiledShadersToEventThread()
833 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
834 if(mImpl->shaderSaver)
836 // lock and swap the queues
838 // render might be attempting to send us more binaries at the same time
839 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
840 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
843 if(mImpl->updateCompiledShaders.size() > 0)
845 ShaderSaver& factory = *mImpl->shaderSaver;
846 for(auto&& shader : mImpl->updateCompiledShaders)
848 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
850 // we don't need them in update anymore
851 mImpl->updateCompiledShaders.clear();
856 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
858 for(auto&& renderer : mImpl->renderers)
861 ConstrainPropertyOwner(*renderer, bufferIndex);
863 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
867 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
869 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
871 for(auto&& scene : mImpl->scenes)
873 if(scene && scene->root)
875 // Prepare resources, update shaders, for each node
876 // And add the renderers to the sorted layers. Start from root, which is also a layer
877 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
884 uint32_t UpdateManager::Update(float elapsedSeconds,
885 uint32_t lastVSyncTimeMilliseconds,
886 uint32_t nextVSyncTimeMilliseconds,
887 bool renderToFboEnabled,
888 bool isRenderingToFbo)
890 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
892 //Clear nodes/resources which were previously discarded
893 mImpl->discardQueue.Clear(bufferIndex);
895 bool isAnimationRunning = IsAnimationRunning();
897 //Process Touches & Gestures
898 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
900 bool updateScene = // The scene-graph requires an update if..
901 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
902 isAnimationRunning || // ..at least one animation is running OR
903 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
904 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
905 gestureUpdated; // ..a gesture property was updated
907 bool keepRendererRendering = false;
908 mImpl->renderingRequired = false;
910 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
911 // values if the scene was updated in the previous frame.
912 if(updateScene || mImpl->previousUpdateScene)
914 //Reset properties from the previous update
915 ResetProperties(bufferIndex);
916 mImpl->transformManager.ResetToBaseValue();
919 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
920 // between calling IsSceneUpdateRequired() above and here, so updateScene should
922 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
924 //Forward compiled shader programs to event thread for saving
925 ForwardCompiledShadersToEventThread();
927 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
928 // renderer lists if the scene was updated in the previous frame.
929 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
930 if(updateScene || mImpl->previousUpdateScene)
933 bool animationActive = Animate(bufferIndex, elapsedSeconds);
935 //Constraint custom objects
936 ConstrainCustomObjects(bufferIndex);
938 //Clear the lists of renderers from the previous update
939 for(auto&& scene : mImpl->scenes)
943 for(auto&& layer : scene->sortedLayerList)
947 layer->ClearRenderables();
953 // Call the frame-callback-processor if set
954 if(mImpl->frameCallbackProcessor)
956 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
959 //Update node hierarchy, apply constraints and perform sorting / culling.
960 //This will populate each Layer with a list of renderers which are ready.
961 UpdateNodes(bufferIndex);
963 //Apply constraints to RenderTasks, shaders
964 ConstrainRenderTasks(bufferIndex);
965 ConstrainShaders(bufferIndex);
967 //Update renderers and apply constraints
968 UpdateRenderers(bufferIndex);
970 //Update the transformations of all the nodes
971 if(mImpl->transformManager.Update())
973 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
976 //Process Property Notifications
977 ProcessPropertyNotifications(bufferIndex);
980 for(auto&& cameraIterator : mImpl->cameras)
982 cameraIterator->Update(bufferIndex);
985 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
986 //reset the update buffer index and make sure there is enough room in the instruction container
987 if(mImpl->renderersAdded)
989 // Calculate how many render tasks we have in total
990 std::size_t numberOfRenderTasks = 0;
991 for(auto&& scene : mImpl->scenes)
993 if(scene && scene->taskList)
995 numberOfRenderTasks += scene->taskList->GetTasks().Count();
999 std::size_t numberOfRenderInstructions = 0;
1000 for(auto&& scene : mImpl->scenes)
1002 if(scene && scene->root && scene->taskList && scene->scene)
1004 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1005 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1007 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1008 // or the nodes are dirty
1009 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1011 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1014 scene->sortedLayerList,
1015 scene->scene->GetRenderInstructions(),
1019 scene->scene->SetSkipRendering(false);
1023 scene->scene->SetSkipRendering(true);
1026 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1030 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1034 for(auto&& scene : mImpl->scenes)
1036 if(scene && scene->root && scene->taskList)
1038 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1040 // check the countdown and notify
1041 bool doRenderOnceNotify = false;
1042 mImpl->renderTaskWaiting = false;
1043 for(auto&& renderTask : tasks)
1045 renderTask->UpdateState();
1047 if(renderTask->IsWaitingToRender() &&
1048 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1050 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1053 if(renderTask->HasRendered())
1055 doRenderOnceNotify = true;
1059 if(doRenderOnceNotify)
1061 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1062 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1067 // Macro is undefined in release build.
1068 SNAPSHOT_NODE_LOGGING;
1070 // A ResetProperties() may be required in the next frame
1071 mImpl->previousUpdateScene = updateScene;
1073 // Check whether further updates are required
1074 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1076 if(keepRendererRendering)
1078 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1080 // Set dirty flags for next frame to continue rendering
1081 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1084 // tell the update manager that we're done so the queue can be given to event thread
1085 mImpl->notificationManager.UpdateCompleted();
1087 // The update has finished; swap the double-buffering indices
1088 mSceneGraphBuffers.Swap();
1090 return keepUpdating;
1093 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1095 // Update the duration set via Stage::KeepRendering()
1096 if(mImpl->keepRenderingSeconds > 0.0f)
1098 mImpl->keepRenderingSeconds -= elapsedSeconds;
1101 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1103 // If the rendering behavior is set to continuously render, then continue to render.
1104 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1105 // Keep updating until no messages are received and no animations are running.
1106 // If an animation has just finished, update at least once more for Discard end-actions.
1107 // No need to check for renderQueue as there is always a render after update and if that
1108 // render needs another update it will tell the adaptor to call update again
1110 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1111 (mImpl->keepRenderingSeconds > 0.0f))
1113 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1116 if(IsAnimationRunning() ||
1117 mImpl->animationFinishedDuringUpdate)
1119 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1122 if(mImpl->renderTaskWaiting)
1124 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1127 return keepUpdatingRequest;
1130 void UpdateManager::SurfaceReplaced(Scene* scene)
1132 using DerivedType = MessageValue1<RenderManager, Scene*>;
1134 // Reserve some memory inside the render queue
1135 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1137 // Construct message in the render queue memory; note that delete should not be called on the return value
1138 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1141 void UpdateManager::KeepRendering(float durationSeconds)
1143 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1146 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1148 mImpl->renderingBehavior = renderingBehavior;
1151 void UpdateManager::RequestRendering()
1153 mImpl->renderingRequired = true;
1156 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1158 for(auto&& scene : mImpl->scenes)
1160 if(scene && scene->root == rootLayer)
1162 scene->sortedLayerList = layers;
1168 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1170 // note,this vector is already in depth order. It could be used as-is to
1171 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1172 for(auto&& iter : nodeDepths->nodeDepths)
1174 iter.node->SetDepthIndex(iter.sortedDepth);
1177 for(auto&& scene : mImpl->scenes)
1181 // Go through node hierarchy and rearrange siblings according to depth-index
1182 SortSiblingNodesRecursively(*scene->root);
1187 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1189 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1192 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1194 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1197 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1199 // Message has ownership of Sampler while in transit from update to render
1200 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
1202 // Reserve some memory inside the render queue
1203 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1205 // Construct message in the render queue memory; note that delete should not be called on the return value
1206 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1209 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1211 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1213 // Reserve some memory inside the render queue
1214 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1216 // Construct message in the render queue memory; note that delete should not be called on the return value
1217 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1220 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1222 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1224 // Reserve some memory inside the render queue
1225 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1227 // Construct message in the render queue memory; note that delete should not be called on the return value
1228 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1231 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1233 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1235 // Reserve some memory inside the render queue
1236 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1238 // Construct message in the render queue memory; note that delete should not be called on the return value
1239 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1242 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1244 // Message has ownership of format while in transit from update -> render
1245 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
1247 // Reserve some memory inside the render queue
1248 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1250 // Construct message in the render queue memory; note that delete should not be called on the return value
1251 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1254 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1256 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1258 // Reserve some memory inside the render queue
1259 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1261 // Construct message in the render queue memory; note that delete should not be called on the return value
1262 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1265 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1267 // Message has ownership of format while in transit from update -> render
1268 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
1270 // Reserve some memory inside the render queue
1271 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1273 // Construct message in the render queue memory; note that delete should not be called on the return value
1274 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1277 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
1279 // Message has ownership of format while in transit from update -> render
1280 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
1282 // Reserve some memory inside the render queue
1283 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1285 // Construct message in the render queue memory; note that delete should not be called on the return value
1286 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1289 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1291 // Message has ownership of format while in transit from update -> render
1292 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
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::AddGeometry, geometry);
1301 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1303 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
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::RemoveGeometry, geometry);
1312 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1314 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, 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::SetGeometryType, geometry, geometryType);
1323 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1325 using DerivedType = IndexBufferMessage<RenderManager>;
1327 // Reserve some memory inside the render queue
1328 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1330 // Construct message in the render queue memory; note that delete should not be called on the return value
1331 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1334 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1336 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1338 // Reserve some memory inside the render queue
1339 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1341 // Construct message in the render queue memory; note that delete should not be called on the return value
1342 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1345 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1347 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1349 // Reserve some memory inside the render queue
1350 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1352 // Construct message in the render queue memory; note that delete should not be called on the return value
1353 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1356 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1358 // Message has ownership of Texture while in transit from update -> render
1359 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
1361 // Reserve some memory inside the render queue
1362 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1364 // Construct message in the render queue memory; note that delete should not be called on the return value
1365 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1368 void UpdateManager::RemoveTexture(Render::Texture* texture)
1370 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1372 // Reserve some memory inside the render queue
1373 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1375 // Construct message in the render queue memory; note that delete should not be called on the return value
1376 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1379 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1381 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1383 // Reserve some memory inside the message queue
1384 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1386 // Construct message in the message queue memory; note that delete should not be called on the return value
1387 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1390 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1392 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1394 // Reserve some memory inside the render queue
1395 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1397 // Construct message in the render queue memory; note that delete should not be called on the return value
1398 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1401 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1403 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
1405 // Reserve some memory inside the render queue
1406 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1408 // Construct message in the render queue memory; note that delete should not be called on the return value
1409 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1412 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1414 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1416 // Reserve some memory inside the render queue
1417 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1419 // Construct message in the render queue memory; note that delete should not be called on the return value
1420 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1423 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1425 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1427 // Reserve some memory inside the render queue
1428 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1430 // Construct message in the render queue memory; note that delete should not be called on the return value
1431 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1434 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1436 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1438 // Reserve some memory inside the render queue
1439 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1441 // Construct message in the render queue memory; note that delete should not be called on the return value
1442 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1445 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1447 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1449 // Reserve some memory inside the render queue
1450 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1452 // Construct message in the render queue memory; note that delete should not be called on the return value
1453 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1456 } // namespace SceneGraph
1458 } // namespace Internal