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<Type*>& container, Type* object, DiscardQueue<Type*, OwnerContainer<Type*>>& 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 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 renderController(renderController),
167 sceneController(nullptr),
168 renderManager(renderManager),
169 renderQueue(renderQueue),
170 renderTaskProcessor(renderTaskProcessor),
171 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
175 panGestureProcessor(nullptr),
176 messageQueue(renderController, sceneGraphBuffers),
177 frameCallbackProcessor(nullptr),
178 keepRenderingSeconds(0.0f),
179 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
181 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
182 animationFinishedDuringUpdate(false),
183 previousUpdateScene(false),
184 renderTaskWaiting(false),
185 renderersAdded(false),
186 renderingRequired(false)
188 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue);
190 // create first 'dummy' node
191 nodes.PushBack(nullptr);
196 // Disconnect render tasks from nodes, before destroying the nodes
197 for(auto&& scene : scenes)
199 if(scene && scene->taskList)
201 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
202 for(auto&& task : tasks)
204 task->SetSourceNode(nullptr);
209 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
210 // like custom properties, which get released here
211 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
212 Vector<Node*>::Iterator endIter = nodes.End();
213 for(; iter != endIter; ++iter)
215 (*iter)->OnDestroy();
219 for(auto&& scene : scenes)
221 if(scene && scene->root)
223 scene->root->OnDestroy();
224 Node::Delete(scene->root);
229 delete sceneController;
231 // Ensure to clear renderers
237 * Lazy init for FrameCallbackProcessor.
238 * @param[in] updateManager A reference to the update-manager
240 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
242 if(!frameCallbackProcessor)
244 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
246 return *frameCallbackProcessor;
249 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
250 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
251 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
252 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
253 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
254 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
255 ShaderSaver* shaderSaver; ///< Saves shader binaries.
256 RenderController& renderController; ///< render controller
257 SceneControllerImpl* sceneController; ///< scene controller
258 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
259 RenderQueue& renderQueue; ///< Used to queue messages for the next render
260 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
262 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
264 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
265 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
267 Vector<Node*> nodes; ///< A container of all instantiated nodes
269 Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
271 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
273 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
274 OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
275 OwnerContainer<Animation*> animations; ///< A container of owned animations
276 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
277 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
278 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
279 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
281 DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
282 DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
283 DiscardQueue<Renderer*, OwnerContainer<Renderer*>> rendererDiscardQueue;
284 DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
286 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
288 MessageQueue messageQueue; ///< The messages queued from the event-thread
289 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
290 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
291 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
293 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
295 std::atomic<std::size_t> renderInstructionCapacity{0u};
296 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
297 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
298 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
299 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
301 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
302 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
303 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
304 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
305 bool renderingRequired; ///< True if required to render the current frame
308 Impl(const Impl&); ///< Undefined
309 Impl& operator=(const Impl&); ///< Undefined
312 UpdateManager::UpdateManager(NotificationManager& notificationManager,
313 CompleteNotificationInterface& animationFinishedNotifier,
314 PropertyNotifier& propertyNotifier,
315 RenderController& controller,
316 RenderManager& renderManager,
317 RenderQueue& renderQueue,
318 RenderTaskProcessor& renderTaskProcessor)
321 mImpl = new Impl(notificationManager,
322 animationFinishedNotifier,
328 renderTaskProcessor);
331 UpdateManager::~UpdateManager()
336 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
338 DALI_ASSERT_DEBUG(layer->IsLayer());
339 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
341 Layer* rootLayer = layer.Release();
343 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene)
344 { return scene && scene->root == rootLayer; }) == mImpl->scenes.end() &&
345 "Root Node already installed");
347 rootLayer->CreateTransform(&mImpl->transformManager);
348 rootLayer->SetRoot(true);
350 AddNodeResetter(*rootLayer);
352 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
355 void UpdateManager::UninstallRoot(Layer* layer)
357 DALI_ASSERT_DEBUG(layer->IsLayer());
358 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
360 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
362 if((*iter) && (*iter)->root == layer)
364 mImpl->scenes.erase(iter);
369 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
371 // Notify the layer about impending destruction
375 void UpdateManager::AddNode(OwnerPointer<Node>& node)
377 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
379 Node* rawNode = node.Release();
380 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
382 // Add camera nodes occured rarely.
383 if(DALI_UNLIKELY(rawNode->IsCamera()))
385 AddCamera(static_cast<Camera*>(rawNode));
388 mImpl->nodes.PushBack(rawNode);
389 rawNode->CreateTransform(&mImpl->transformManager);
392 void UpdateManager::ConnectNode(Node* parent, Node* node)
394 DALI_ASSERT_ALWAYS(nullptr != parent);
395 DALI_ASSERT_ALWAYS(nullptr != node);
396 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
398 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
400 parent->ConnectChild(node);
402 AddNodeResetter(*node);
404 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
405 if(mImpl->frameCallbackProcessor)
407 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
411 void UpdateManager::DisconnectNode(Node* node)
413 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
415 Node* parent = node->GetParent();
416 DALI_ASSERT_ALWAYS(nullptr != parent);
417 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
419 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
421 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
422 if(mImpl->frameCallbackProcessor)
424 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
428 void UpdateManager::DestroyNode(Node* node)
430 DALI_ASSERT_ALWAYS(nullptr != node);
431 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
433 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
435 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
436 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
437 for(; iter != endIter; ++iter)
441 mImpl->nodes.Erase(iter);
446 // Remove camera nodes occured rarely.
447 if(DALI_UNLIKELY(node->IsCamera()))
449 RemoveCamera(static_cast<Camera*>(node));
452 mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
454 // Notify the Node about impending destruction
458 void UpdateManager::AddCamera(Camera* camera)
460 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddCamera\n", camera);
462 mImpl->cameras.PushBack(camera);
465 void UpdateManager::RemoveCamera(Camera* camera)
467 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveCamera\n", camera);
469 // Find the camera and remove it from list of cameras
470 Vector<Camera*>::Iterator iter = mImpl->cameras.Begin();
471 Vector<Camera*>::Iterator endIter = mImpl->cameras.End();
472 for(; iter != endIter; ++iter)
474 if((*iter) == camera)
476 mImpl->cameras.Erase(iter);
482 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
484 mImpl->customObjects.PushBack(object.Release());
487 void UpdateManager::RemoveObject(PropertyOwner* object)
489 mImpl->customObjects.EraseObject(object);
492 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
494 RenderTaskList* taskListPointer = taskList.Release();
495 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
497 mImpl->scenes.back()->taskList = taskListPointer;
500 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
502 for(auto&& scene : mImpl->scenes)
504 if(scene && scene->taskList == taskList)
506 scene->taskList.Reset();
512 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
514 auto& sceneInfo = mImpl->scenes.back();
515 sceneInfo->scene = scene.Release();
517 // Set root to the Scene
518 sceneInfo->scene->SetRoot(sceneInfo->root);
520 // Initialize the context from render manager
521 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
523 // Reserve some memory inside the render queue
524 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
526 // Construct message in the render queue memory; note that delete should not be called on the return value
527 SceneGraph::Scene& sceneObject = *sceneInfo->scene;
528 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
531 void UpdateManager::RemoveScene(Scene* scene)
533 // Initialize the context from render manager
534 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
536 // Reserve some memory inside the render queue
537 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
539 // Construct message in the render queue memory; note that delete should not be called on the return value
540 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
542 for(auto&& sceneInfo : mImpl->scenes)
544 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
546 mImpl->sceneDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
552 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
554 mImpl->animations.PushBack(animation.Release());
557 void UpdateManager::StopAnimation(Animation* animation)
559 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
561 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
563 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
566 void UpdateManager::RemoveAnimation(Animation* animation)
568 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
570 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
572 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
575 bool UpdateManager::IsAnimationRunning() const
577 // Find any animation that isn't stopped or paused
578 for(auto&& iter : mImpl->animations)
580 const Animation::State state = iter->GetState();
582 if(state != Animation::Stopped &&
583 state != Animation::Paused)
585 return true; // stop iteration as soon as first one is found
592 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
594 propertyResetter->Initialize();
595 mImpl->propertyResetters.PushBack(propertyResetter.Release());
598 void UpdateManager::AddNodeResetter(const Node& node)
600 OwnerPointer<SceneGraph::NodeResetter> nodeResetter = SceneGraph::NodeResetter::New(node);
601 nodeResetter->Initialize();
602 mImpl->nodeResetters.PushBack(nodeResetter.Release());
605 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
607 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
610 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
612 mImpl->propertyNotifications.EraseObject(propertyNotification);
615 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
617 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
618 propertyNotification->SetNotifyMode(notifyMode);
621 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
623 mImpl->shaders.PushBack(shader.Release());
626 void UpdateManager::RemoveShader(Shader* shader)
628 // Find the shader and destroy it
629 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->shaderDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
632 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
634 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
635 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
637 // lock as update might be sending previously compiled shaders to event thread
638 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
639 mImpl->renderCompiledShaders.push_back(shaderData);
643 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
645 mImpl->shaderSaver = &upstream;
648 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
650 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
652 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
653 mImpl->renderers.PushBack(renderer.Release());
656 void UpdateManager::RemoveRenderer(Renderer* renderer)
658 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
660 // Find the renderer and destroy it
661 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->rendererDiscardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
662 // Need to remove the render object as well
663 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
666 void UpdateManager::AttachRenderer(Node* node, Renderer* renderer)
668 node->AddRenderer(renderer);
669 mImpl->renderersAdded = true;
672 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
674 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
676 mImpl->panGestureProcessor = panGestureProcessor;
679 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
681 mImpl->textureSets.PushBack(textureSet.Release());
684 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
686 mImpl->textureSets.EraseObject(textureSet);
689 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
691 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
694 std::size_t UpdateManager::GetUpdateMessageQueueCapacity() const
696 return mImpl->messageQueue.GetCapacity();
699 std::size_t UpdateManager::GetRenderMessageQueueCapacity() const
701 return mImpl->renderQueue.GetCapacity();
704 std::size_t UpdateManager::GetRenderInstructionCapacity() const
706 return mImpl->renderInstructionCapacity;
709 void UpdateManager::EventProcessingStarted()
711 mImpl->messageQueue.EventProcessingStarted();
714 bool UpdateManager::FlushQueue()
716 return mImpl->messageQueue.FlushQueue();
719 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
721 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
722 mImpl->animationFinishedDuringUpdate = false;
724 // Reset node properties
725 std::vector<NodeResetter*> nodeResetterToDelete;
726 for(auto&& element : mImpl->nodeResetters)
728 element->ResetToBaseValue(bufferIndex);
729 if(element->IsFinished())
731 nodeResetterToDelete.push_back(element);
735 // If a node resetter is no longer required, delete it.
736 for(auto&& elementPtr : nodeResetterToDelete)
738 mImpl->nodeResetters.EraseObject(elementPtr);
741 // Reset all animating / constrained properties
742 std::vector<PropertyResetterBase*> propertyResettertoDelete;
743 for(auto&& element : mImpl->propertyResetters)
745 element->ResetToBaseValue(bufferIndex);
746 if(element->IsFinished())
748 propertyResettertoDelete.push_back(element);
752 // If a property resetter is no longer required (the animator or constraint has been removed), delete it.
753 for(auto&& elementPtr : propertyResettertoDelete)
755 mImpl->propertyResetters.EraseObject(elementPtr);
758 // Clear all root nodes dirty flags
759 for(auto& scene : mImpl->scenes)
761 auto root = scene->root;
762 root->ResetDirtyFlags(bufferIndex);
765 // Clear node dirty flags
766 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
767 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
768 for(; iter != endIter; ++iter)
770 (*iter)->ResetDirtyFlags(bufferIndex);
774 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
776 bool gestureUpdated(false);
778 if(mImpl->panGestureProcessor)
780 // gesture processor only supports default properties
781 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
782 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
785 return gestureUpdated;
788 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
790 bool animationActive = false;
792 auto&& iter = mImpl->animations.Begin();
793 bool animationLooped = false;
795 while(iter != mImpl->animations.End())
797 Animation* animation = *iter;
798 bool finished = false;
800 bool progressMarkerReached = false;
801 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
803 animationActive = animationActive || animation->IsActive();
805 if(progressMarkerReached)
807 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
810 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
811 animationLooped = animationLooped || looped;
813 // Remove animations that had been destroyed but were still waiting for an update
814 if(animation->GetState() == Animation::Destroyed)
816 iter = mImpl->animations.Erase(iter);
824 // queue the notification on finished or looped (to update loop count)
825 if(mImpl->animationFinishedDuringUpdate || animationLooped)
827 // The application should be notified by NotificationManager, in another thread
828 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
831 return animationActive;
834 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
836 // Constrain custom objects (in construction order)
837 for(auto&& object : mImpl->customObjects)
839 ConstrainPropertyOwner(*object, bufferIndex);
843 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
845 // Constrain render-tasks
846 for(auto&& scene : mImpl->scenes)
848 if(scene && scene->taskList)
850 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
851 for(auto&& task : tasks)
853 ConstrainPropertyOwner(*task, bufferIndex);
859 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
861 // constrain shaders... (in construction order)
862 for(auto&& shader : mImpl->shaders)
864 ConstrainPropertyOwner(*shader, bufferIndex);
868 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
870 for(auto&& notification : mImpl->propertyNotifications)
872 bool valid = notification->Check(bufferIndex);
875 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
880 void UpdateManager::ForwardCompiledShadersToEventThread()
882 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
883 if(mImpl->shaderSaver)
885 // lock and swap the queues
887 // render might be attempting to send us more binaries at the same time
888 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
889 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
892 if(mImpl->updateCompiledShaders.size() > 0)
894 ShaderSaver& factory = *mImpl->shaderSaver;
895 for(auto&& shader : mImpl->updateCompiledShaders)
897 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
899 // we don't need them in update anymore
900 mImpl->updateCompiledShaders.clear();
905 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
907 for(auto&& renderer : mImpl->renderers)
910 ConstrainPropertyOwner(*renderer, bufferIndex);
912 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
916 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
918 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
920 for(auto&& scene : mImpl->scenes)
922 if(scene && scene->root)
924 // Prepare resources, update shaders, for each node
925 // And add the renderers to the sorted layers. Start from root, which is also a layer
926 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
933 void UpdateManager::UpdateLayers(BufferIndex bufferIndex)
935 for(auto&& scene : mImpl->scenes)
937 if(scene && scene->root)
939 SceneGraph::UpdateLayerTree(*scene->root, bufferIndex);
944 uint32_t UpdateManager::Update(float elapsedSeconds,
945 uint32_t lastVSyncTimeMilliseconds,
946 uint32_t nextVSyncTimeMilliseconds,
947 bool renderToFboEnabled,
948 bool isRenderingToFbo,
951 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
953 // Clear nodes/resources which were previously discarded
954 mImpl->nodeDiscardQueue.Clear(bufferIndex);
955 mImpl->shaderDiscardQueue.Clear(bufferIndex);
956 mImpl->rendererDiscardQueue.Clear(bufferIndex);
957 mImpl->sceneDiscardQueue.Clear(bufferIndex);
959 bool isAnimationRunning = IsAnimationRunning();
961 // Process Touches & Gestures
962 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
964 bool updateScene = // The scene-graph requires an update if..
965 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
966 isAnimationRunning || // ..at least one animation is running OR
967 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
968 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
969 gestureUpdated; // ..a gesture property was updated
971 bool keepRendererRendering = false;
972 mImpl->renderingRequired = false;
974 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
975 // values if the scene was updated in the previous frame.
976 if(updateScene || mImpl->previousUpdateScene)
978 // Reset properties from the previous update
979 ResetProperties(bufferIndex);
980 mImpl->transformManager.ResetToBaseValue();
983 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
984 // between calling IsSceneUpdateRequired() above and here, so updateScene should
986 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
988 // Forward compiled shader programs to event thread for saving
989 ForwardCompiledShadersToEventThread();
991 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
992 // renderer lists if the scene was updated in the previous frame.
993 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
994 if(updateScene || mImpl->previousUpdateScene)
997 bool animationActive = Animate(bufferIndex, elapsedSeconds);
999 // Constraint custom objects
1000 ConstrainCustomObjects(bufferIndex);
1002 // Clear the lists of renderers from the previous update
1003 for(auto&& scene : mImpl->scenes)
1007 for(auto&& layer : scene->sortedLayerList)
1011 layer->ClearRenderables();
1017 // Call the frame-callback-processor if set
1018 if(mImpl->frameCallbackProcessor)
1020 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
1023 // Update node hierarchy, apply constraints,
1024 UpdateNodes(bufferIndex);
1026 // Apply constraints to RenderTasks, shaders
1027 ConstrainRenderTasks(bufferIndex);
1028 ConstrainShaders(bufferIndex);
1030 // Update renderers and apply constraints
1031 UpdateRenderers(bufferIndex);
1033 // Update the transformations of all the nodes
1034 if(mImpl->transformManager.Update())
1036 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
1039 // Initialise layer renderable reuse
1040 UpdateLayers(bufferIndex);
1042 // Process Property Notifications
1043 ProcessPropertyNotifications(bufferIndex);
1046 for(auto&& cameraIterator : mImpl->cameras)
1048 cameraIterator->Update(bufferIndex);
1051 // Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
1052 // reset the update buffer index and make sure there is enough room in the instruction container
1053 if(mImpl->renderersAdded)
1055 // Calculate how many render tasks we have in total
1056 std::size_t numberOfRenderTasks = 0;
1057 for(auto&& scene : mImpl->scenes)
1059 if(scene && scene->taskList)
1061 numberOfRenderTasks += scene->taskList->GetTasks().Count();
1065 std::size_t numberOfRenderInstructions = 0;
1066 mImpl->renderInstructionCapacity = 0u;
1067 for(auto&& scene : mImpl->scenes)
1069 if(scene && scene->root && scene->taskList && scene->scene)
1071 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
1072 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
1074 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
1075 // or the nodes are dirty
1076 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
1078 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
1081 scene->sortedLayerList,
1082 scene->scene->GetRenderInstructions(),
1086 mImpl->renderInstructionCapacity += scene->scene->GetRenderInstructions().GetCapacity();
1087 scene->scene->SetSkipRendering(false);
1091 scene->scene->SetSkipRendering(true);
1094 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
1098 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
1104 for(auto&& scene : mImpl->scenes)
1106 if(scene && scene->root && scene->taskList)
1108 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1110 // check the countdown and notify
1111 bool doRenderOnceNotify = false;
1112 mImpl->renderTaskWaiting = false;
1113 for(auto&& renderTask : tasks)
1115 renderTask->UpdateState();
1117 if(renderTask->IsWaitingToRender() &&
1118 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1120 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1123 if(renderTask->HasRendered())
1125 doRenderOnceNotify = true;
1129 if(doRenderOnceNotify)
1131 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1132 mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
1138 // Macro is undefined in release build.
1139 SNAPSHOT_NODE_LOGGING;
1141 // A ResetProperties() may be required in the next frame
1142 mImpl->previousUpdateScene = updateScene;
1144 // Check whether further updates are required
1145 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1147 if(keepRendererRendering)
1149 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1151 // Set dirty flags for next frame to continue rendering
1152 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1155 // tell the update manager that we're done so the queue can be given to event thread
1156 mImpl->notificationManager.UpdateCompleted();
1158 // The update has finished; swap the double-buffering indices
1159 mSceneGraphBuffers.Swap();
1161 return keepUpdating;
1164 void UpdateManager::PostRender()
1167 for(auto&& renderer : mImpl->renderers)
1169 renderer->ResetDirtyFlag();
1172 for(auto&& scene : mImpl->scenes)
1174 scene->root->SetUpdatedTree(false);
1178 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1180 // Update the duration set via Stage::KeepRendering()
1181 if(mImpl->keepRenderingSeconds > 0.0f)
1183 mImpl->keepRenderingSeconds -= elapsedSeconds;
1186 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1188 // If the rendering behavior is set to continuously render, then continue to render.
1189 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1190 // Keep updating until no messages are received and no animations are running.
1191 // If an animation has just finished, update at least once more for Discard end-actions.
1192 // No need to check for renderQueue as there is always a render after update and if that
1193 // render needs another update it will tell the adaptor to call update again
1195 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1196 (mImpl->keepRenderingSeconds > 0.0f))
1198 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1201 if(IsAnimationRunning() ||
1202 mImpl->animationFinishedDuringUpdate)
1204 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1207 if(mImpl->renderTaskWaiting)
1209 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1212 return keepUpdatingRequest;
1215 void UpdateManager::SurfaceReplaced(Scene* scene)
1217 using DerivedType = MessageValue1<RenderManager, Scene*>;
1219 // Reserve some memory inside the render queue
1220 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1222 // Construct message in the render queue memory; note that delete should not be called on the return value
1223 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1226 void UpdateManager::KeepRendering(float durationSeconds)
1228 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1231 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1233 mImpl->renderingBehavior = renderingBehavior;
1236 void UpdateManager::RequestRendering()
1238 mImpl->renderingRequired = true;
1241 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1243 for(auto&& scene : mImpl->scenes)
1245 if(scene && scene->root == rootLayer)
1247 scene->sortedLayerList = layers;
1253 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1255 // note,this vector is already in depth order. It could be used as-is to
1256 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1257 for(auto&& iter : nodeDepths->nodeDepths)
1259 iter.node->SetDepthIndex(iter.sortedDepth);
1262 for(auto&& scene : mImpl->scenes)
1266 // Go through node hierarchy and rearrange siblings according to depth-index
1267 SortSiblingNodesRecursively(*scene->root);
1272 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1274 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1277 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1279 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1282 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1284 // Message has ownership of Sampler while in transit from update to render
1285 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler>>;
1287 // Reserve some memory inside the render queue
1288 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1290 // Construct message in the render queue memory; note that delete should not be called on the return value
1291 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddSampler, sampler);
1294 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1296 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1298 // Reserve some memory inside the render queue
1299 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1301 // Construct message in the render queue memory; note that delete should not be called on the return value
1302 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveSampler, sampler);
1305 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1307 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1309 // Reserve some memory inside the render queue
1310 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1312 // Construct message in the render queue memory; note that delete should not be called on the return value
1313 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode);
1316 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1318 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1320 // Reserve some memory inside the render queue
1321 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1323 // Construct message in the render queue memory; note that delete should not be called on the return value
1324 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1327 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1329 // Message has ownership of format while in transit from update -> render
1330 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer>>;
1332 // Reserve some memory inside the render queue
1333 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1335 // Construct message in the render queue memory; note that delete should not be called on the return value
1336 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddVertexBuffer, vertexBuffer);
1339 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1341 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
1343 // Reserve some memory inside the render queue
1344 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1346 // Construct message in the render queue memory; note that delete should not be called on the return value
1347 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, vertexBuffer);
1350 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1352 // Message has ownership of format while in transit from update -> render
1353 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format>>;
1355 // Reserve some memory inside the render queue
1356 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1358 // Construct message in the render queue memory; note that delete should not be called on the return value
1359 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferFormat, vertexBuffer, format);
1362 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
1364 // Message has ownership of format while in transit from update -> render
1365 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t>>, uint32_t>;
1367 // Reserve some memory inside the render queue
1368 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1370 // Construct message in the render queue memory; note that delete should not be called on the return value
1371 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1374 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1376 // Message has ownership of format while in transit from update -> render
1377 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry>>;
1379 // Reserve some memory inside the render queue
1380 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1382 // Construct message in the render queue memory; note that delete should not be called on the return value
1383 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1386 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1388 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1390 // Reserve some memory inside the render queue
1391 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1393 // Construct message in the render queue memory; note that delete should not be called on the return value
1394 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1397 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1399 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1401 // Reserve some memory inside the render queue
1402 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1404 // Construct message in the render queue memory; note that delete should not be called on the return value
1405 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1408 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1410 using DerivedType = IndexBufferMessage<RenderManager>;
1412 // Reserve some memory inside the render queue
1413 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1415 // Construct message in the render queue memory; note that delete should not be called on the return value
1416 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1419 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1421 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1423 // Reserve some memory inside the render queue
1424 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1426 // Construct message in the render queue memory; note that delete should not be called on the return value
1427 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1430 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1432 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1434 // Reserve some memory inside the render queue
1435 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1437 // Construct message in the render queue memory; note that delete should not be called on the return value
1438 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1441 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1443 // Message has ownership of Texture while in transit from update -> render
1444 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture>>;
1446 // Reserve some memory inside the render queue
1447 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1449 // Construct message in the render queue memory; note that delete should not be called on the return value
1450 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1453 void UpdateManager::RemoveTexture(Render::Texture* texture)
1455 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1457 // Reserve some memory inside the render queue
1458 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1460 // Construct message in the render queue memory; note that delete should not be called on the return value
1461 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1464 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1466 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1468 // Reserve some memory inside the message queue
1469 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1471 // Construct message in the message queue memory; note that delete should not be called on the return value
1472 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1475 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1477 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1479 // Reserve some memory inside the render queue
1480 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1482 // Construct message in the render queue memory; note that delete should not be called on the return value
1483 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1486 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1488 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;
1490 // Reserve some memory inside the render queue
1491 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1493 // Construct message in the render queue memory; note that delete should not be called on the return value
1494 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1497 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1499 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1501 // Reserve some memory inside the render queue
1502 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1504 // Construct message in the render queue memory; note that delete should not be called on the return value
1505 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1508 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1510 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1512 // Reserve some memory inside the render queue
1513 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1515 // Construct message in the render queue memory; note that delete should not be called on the return value
1516 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1519 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1521 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1523 // Reserve some memory inside the render queue
1524 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1526 // Construct message in the render queue memory; note that delete should not be called on the return value
1527 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1530 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1532 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1534 // Reserve some memory inside the render queue
1535 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1537 // Construct message in the render queue memory; note that delete should not be called on the return value
1538 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1541 void UpdateManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
1543 using DerivedType = MessageValue2<RenderManager, Render::FrameBuffer*, uint8_t>;
1545 // Reserve some memory inside the render queue
1546 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1548 // Construct message in the render queue memory; note that delete should not be called on the return value
1549 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetMultiSamplingLevelToFrameBuffer, frameBuffer, multiSamplingLevel);
1552 } // namespace SceneGraph
1554 } // namespace Internal