2 * Copyright (c) 2018 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/public-api/common/stage.h>
23 #include <dali/devel-api/common/owner-container.h>
24 #include <dali/devel-api/threading/mutex.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/render-controller.h>
28 #include <dali/internal/common/shader-data.h>
29 #include <dali/integration-api/debug.h>
31 #include <dali/internal/common/core-impl.h>
32 #include <dali/internal/common/message.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-notification-impl.h>
36 #include <dali/internal/event/common/property-notifier.h>
37 #include <dali/internal/event/effects/shader-factory.h>
38 #include <dali/internal/event/animation/animation-playlist.h>
40 #include <dali/internal/update/animation/scene-graph-animator.h>
41 #include <dali/internal/update/animation/scene-graph-animation.h>
42 #include <dali/internal/update/common/discard-queue.h>
43 #include <dali/internal/update/common/scene-graph-buffers.h>
44 #include <dali/internal/update/controllers/render-message-dispatcher.h>
45 #include <dali/internal/update/controllers/scene-controller-impl.h>
46 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
47 #include <dali/internal/update/manager/frame-callback-processor.h>
48 #include <dali/internal/update/manager/render-task-processor.h>
49 #include <dali/internal/update/manager/sorted-layers.h>
50 #include <dali/internal/update/manager/scene-graph-frame-callback.h>
51 #include <dali/internal/update/manager/update-algorithms.h>
52 #include <dali/internal/update/manager/update-manager-debug.h>
53 #include <dali/internal/update/manager/transform-manager.h>
54 #include <dali/internal/update/nodes/node.h>
55 #include <dali/internal/update/nodes/scene-graph-layer.h>
56 #include <dali/internal/update/queue/update-message-queue.h>
57 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
58 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
59 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
61 #include <dali/internal/render/common/render-instruction-container.h>
62 #include <dali/internal/render/common/render-manager.h>
63 #include <dali/internal/render/queue/render-queue.h>
64 #include <dali/internal/render/shaders/scene-graph-shader.h>
66 // Un-comment to enable node tree debug logging
67 //#define NODE_TREE_LOGGING 1
69 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
70 #define SNAPSHOT_NODE_LOGGING \
71 const uint32_t FRAME_COUNT_TRIGGER = 16;\
72 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
74 for( auto root : mImpl->roots )
78 mImpl->frameCounter = 0;\
79 PrintNodeTree( *root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
83 mImpl->frameCounter++;
85 #define SNAPSHOT_NODE_LOGGING
88 #if defined(DEBUG_ENABLED)
89 extern Debug::Filter* gRenderTaskLogFilter;
93 using namespace Dali::Integration;
94 using Dali::Internal::Update::MessageQueue;
108 * Helper to Erase an object from OwnerContainer using discard queue
109 * @param container to remove from
110 * @param object to remove
111 * @param discardQueue to put the object to
112 * @param updateBufferIndex to use
115 inline void EraseUsingDiscardQueue( OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex )
117 DALI_ASSERT_DEBUG( object && "NULL object not allowed" );
119 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
120 for( auto&& iter : container )
122 if ( iter == object )
124 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
125 discardQueue.Add( updateBufferIndex, container.Release( &iter ) ); // take the address of the reference to a pointer (iter)
126 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
132 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
133 * @param[in] node The node whose hierarchy to descend
135 void SortSiblingNodesRecursively( Node& node )
137 NodeContainer& container = node.GetChildren();
138 std::sort( container.Begin(), container.End(),
139 []( Node* a, Node* b ) { return a->GetDepthIndex() < b->GetDepthIndex(); } );
141 // Descend tree and sort as well
142 for( auto&& iter : container )
144 SortSiblingNodesRecursively( *iter );
148 } // unnamed namespace
151 * Structure to contain UpdateManager internal data
153 struct UpdateManager::Impl
155 Impl( NotificationManager& notificationManager,
156 CompleteNotificationInterface& animationPlaylist,
157 PropertyNotifier& propertyNotifier,
158 DiscardQueue& discardQueue,
159 RenderController& renderController,
160 RenderManager& renderManager,
161 RenderQueue& renderQueue,
162 SceneGraphBuffers& sceneGraphBuffers,
163 RenderTaskProcessor& renderTaskProcessor )
164 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
165 notificationManager( notificationManager ),
167 animationPlaylist( animationPlaylist ),
168 propertyNotifier( propertyNotifier ),
170 discardQueue( discardQueue ),
171 renderController( renderController ),
172 sceneController( NULL ),
173 renderManager( renderManager ),
174 renderQueue( renderQueue ),
175 renderInstructions( renderManager.GetRenderInstructionContainer() ),
176 renderTaskProcessor( renderTaskProcessor ),
177 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
181 panGestureProcessor( NULL ),
182 messageQueue( renderController, sceneGraphBuffers ),
183 frameCallbackProcessor( NULL ),
184 keepRenderingSeconds( 0.0f ),
185 nodeDirtyFlags( NodePropertyFlags::TRANSFORM ), // set to TransformFlag to ensure full update the first time through Update()
187 renderingBehavior( DevelStage::Rendering::IF_REQUIRED ),
188 animationFinishedDuringUpdate( false ),
189 previousUpdateScene( false ),
190 renderTaskWaiting( false ),
191 renderersAdded( false ),
192 surfaceRectChanged( false )
194 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
196 // create first 'dummy' node
202 // Disconnect render tasks from nodes, before destroying the nodes
203 for( auto taskList : taskLists )
205 RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks();
206 for ( auto&& task : tasks )
208 task->SetSourceNode( NULL );
212 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
213 // like custom properties, which get released here
214 Vector<Node*>::Iterator iter = nodes.Begin()+1;
215 Vector<Node*>::Iterator endIter = nodes.End();
216 for(;iter!=endIter;++iter)
218 (*iter)->OnDestroy();
222 for( auto root : roots )
227 delete sceneController;
231 * Lazy init for FrameCallbackProcessor.
232 * @param[in] updateManager A reference to the update-manager
234 FrameCallbackProcessor& GetFrameCallbackProcessor( UpdateManager& updateManager )
236 if( ! frameCallbackProcessor )
238 frameCallbackProcessor = new FrameCallbackProcessor( updateManager, transformManager );
240 return *frameCallbackProcessor;
243 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
244 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
245 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
246 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
247 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
248 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
249 ShaderSaver* shaderSaver; ///< Saves shader binaries.
250 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
251 RenderController& renderController; ///< render controller
252 SceneControllerImpl* sceneController; ///< scene controller
253 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
254 RenderQueue& renderQueue; ///< Used to queue messages for the next render
255 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
256 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
258 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
260 OwnerContainer<RenderTaskList*> taskLists; ///< A container of scene graph render task lists
262 OwnerContainer<Layer*> roots; ///< A container of root nodes (root is a layer). The layers are not stored in the node memory pool.
264 Vector<Node*> nodes; ///< A container of all instantiated nodes
266 std::vector<SortedLayerPointers> sortedLayerLists; ///< A container of lists of Layer pointers sorted by depth (one list of sorted layers per root)
268 OwnerContainer< Camera* > cameras; ///< A container of cameras
269 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
271 OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property 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 surfaceRectChanged; ///< True if the default surface rect is changed
300 Impl( const Impl& ); ///< Undefined
301 Impl& operator=( const Impl& ); ///< Undefined
304 UpdateManager::UpdateManager( NotificationManager& notificationManager,
305 CompleteNotificationInterface& animationFinishedNotifier,
306 PropertyNotifier& propertyNotifier,
307 DiscardQueue& discardQueue,
308 RenderController& controller,
309 RenderManager& renderManager,
310 RenderQueue& renderQueue,
311 RenderTaskProcessor& renderTaskProcessor )
314 mImpl = new Impl( notificationManager,
315 animationFinishedNotifier,
322 renderTaskProcessor );
326 UpdateManager::~UpdateManager()
331 void UpdateManager::InstallRoot( OwnerPointer<Layer>& layer )
333 DALI_ASSERT_DEBUG( layer->IsLayer() );
334 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
336 Layer* rootLayer = layer.Release();
338 DALI_ASSERT_DEBUG( std::find( mImpl->roots.begin(), mImpl->roots.end(), rootLayer ) == mImpl->roots.end() && "Root Node already installed" );
340 rootLayer->CreateTransform( &mImpl->transformManager );
341 rootLayer->SetRoot(true);
342 mImpl->roots.PushBack( rootLayer );
345 void UpdateManager::AddNode( OwnerPointer<Node>& node )
347 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
349 // Nodes must be sorted by pointer
350 Node* rawNode = node.Release();
351 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
352 for( Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter )
354 if( rawNode > (*iter) )
356 mImpl->nodes.Insert((iter+1), rawNode );
357 rawNode->CreateTransform( &mImpl->transformManager );
363 void UpdateManager::ConnectNode( Node* parent, Node* node )
365 DALI_ASSERT_ALWAYS( NULL != parent );
366 DALI_ASSERT_ALWAYS( NULL != node );
367 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
369 parent->ConnectChild( node );
371 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
372 if( mImpl->frameCallbackProcessor )
374 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
378 void UpdateManager::DisconnectNode( Node* node )
380 Node* parent = node->GetParent();
381 DALI_ASSERT_ALWAYS( NULL != parent );
382 parent->SetDirtyFlag( NodePropertyFlags::CHILD_DELETED ); // make parent dirty so that render items dont get reused
384 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
386 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
387 if( mImpl->frameCallbackProcessor )
389 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
393 void UpdateManager::DestroyNode( Node* node )
395 DALI_ASSERT_ALWAYS( NULL != node );
396 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
398 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
399 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
400 for(;iter!=endIter;++iter)
404 mImpl->nodes.Erase(iter);
409 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
411 // Notify the Node about impending destruction
415 void UpdateManager::AddCamera( OwnerPointer< Camera >& camera )
417 mImpl->cameras.PushBack( camera.Release() ); // takes ownership
420 void UpdateManager::RemoveCamera( Camera* camera )
422 // Find the camera and destroy it
423 EraseUsingDiscardQueue( mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
426 void UpdateManager::AddObject( OwnerPointer<PropertyOwner>& object )
428 mImpl->customObjects.PushBack( object.Release() );
431 void UpdateManager::RemoveObject( PropertyOwner* object )
433 mImpl->customObjects.EraseObject( object );
436 void UpdateManager::AddRenderTaskList( OwnerPointer<RenderTaskList>& taskList )
438 RenderTaskList* taskListPointer = taskList.Release();
439 taskListPointer->SetRenderMessageDispatcher( &mImpl->renderMessageDispatcher );
440 mImpl->taskLists.PushBack( taskListPointer );
443 void UpdateManager::RemoveRenderTaskList( RenderTaskList* taskList )
445 mImpl->taskLists.EraseObject( taskList );
448 void UpdateManager::AddAnimation( OwnerPointer< SceneGraph::Animation >& animation )
450 mImpl->animations.PushBack( animation.Release() );
453 void UpdateManager::StopAnimation( Animation* animation )
455 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
457 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
459 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
462 void UpdateManager::RemoveAnimation( Animation* animation )
464 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
466 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
468 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
471 bool UpdateManager::IsAnimationRunning() const
473 // Find any animation that isn't stopped or paused
474 for ( auto&& iter : mImpl->animations )
476 const Animation::State state = iter->GetState();
478 if (state != Animation::Stopped &&
479 state != Animation::Paused)
481 return true; // stop iteration as soon as first one is found
488 void UpdateManager::AddPropertyResetter( OwnerPointer<PropertyResetterBase>& propertyResetter )
490 propertyResetter->Initialize();
491 mImpl->propertyResetters.PushBack( propertyResetter.Release() );
494 void UpdateManager::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification )
496 mImpl->propertyNotifications.PushBack( propertyNotification.Release() );
499 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
501 mImpl->propertyNotifications.EraseObject( propertyNotification );
504 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
506 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
507 propertyNotification->SetNotifyMode( notifyMode );
510 void UpdateManager::AddShader( OwnerPointer< Shader >& shader )
512 mImpl->shaders.PushBack( shader.Release() );
515 void UpdateManager::RemoveShader( Shader* shader )
517 // Find the shader and destroy it
518 EraseUsingDiscardQueue( mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
521 void UpdateManager::SetShaderProgram( Shader* shader,
522 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
527 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
529 // Reserve some memory inside the render queue
530 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
532 // Construct message in the render queue memory; note that delete should not be called on the return value
533 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
537 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
539 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
540 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
542 // lock as update might be sending previously compiled shaders to event thread
543 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
544 mImpl->renderCompiledShaders.push_back( shaderData );
548 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
550 mImpl->shaderSaver = &upstream;
553 void UpdateManager::AddRenderer( OwnerPointer< Renderer >& renderer )
555 renderer->ConnectToSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
556 mImpl->renderers.PushBack( renderer.Release() );
557 mImpl->renderersAdded = true;
560 void UpdateManager::RemoveRenderer( Renderer* renderer )
562 // Find the renderer and destroy it
563 EraseUsingDiscardQueue( mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex() );
564 // Need to remove the render object as well
565 renderer->DisconnectFromSceneGraph( *mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex() );
568 void UpdateManager::SetPanGestureProcessor( PanGesture* panGestureProcessor )
570 DALI_ASSERT_DEBUG( NULL != panGestureProcessor );
572 mImpl->panGestureProcessor = panGestureProcessor;
575 void UpdateManager::AddTextureSet( OwnerPointer< TextureSet >& textureSet )
577 mImpl->textureSets.PushBack( textureSet.Release() );
580 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
582 mImpl->textureSets.EraseObject( textureSet );
585 uint32_t* UpdateManager::ReserveMessageSlot( uint32_t size, bool updateScene )
587 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
590 void UpdateManager::EventProcessingStarted()
592 mImpl->messageQueue.EventProcessingStarted();
595 bool UpdateManager::FlushQueue()
597 return mImpl->messageQueue.FlushQueue();
600 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
602 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
603 mImpl->animationFinishedDuringUpdate = false;
605 // Reset all animating / constrained properties
606 std::vector<PropertyResetterBase*>toDelete;
607 for( auto&& element : mImpl->propertyResetters )
609 element->ResetToBaseValue( bufferIndex );
610 if( element->IsFinished() )
612 toDelete.push_back( element );
616 // If a resetter is no longer required (the animator or constraint has been removed), delete it.
617 for( auto&& elementPtr : toDelete )
619 mImpl->propertyResetters.EraseObject( elementPtr );
622 // Clear node dirty flags
623 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
624 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
625 for( ;iter != endIter; ++iter )
627 (*iter)->ResetDirtyFlags( bufferIndex );
631 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds )
633 bool gestureUpdated( false );
635 if( mImpl->panGestureProcessor )
637 // gesture processor only supports default properties
638 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
639 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
642 return gestureUpdated;
645 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
647 auto&& iter = mImpl->animations.Begin();
648 bool animationLooped = false;
650 while ( iter != mImpl->animations.End() )
652 Animation* animation = *iter;
653 bool finished = false;
655 bool progressMarkerReached = false;
656 animation->Update( bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached );
658 if ( progressMarkerReached )
660 mImpl->notificationManager.QueueMessage( Internal::NotifyProgressReachedMessage( mImpl->animationPlaylist, animation ) );
663 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
664 animationLooped = animationLooped || looped;
666 // Remove animations that had been destroyed but were still waiting for an update
667 if (animation->GetState() == Animation::Destroyed)
669 iter = mImpl->animations.Erase(iter);
677 // queue the notification on finished or looped (to update loop count)
678 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
680 // The application should be notified by NotificationManager, in another thread
681 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationPlaylist );
685 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
687 //Constrain custom objects (in construction order)
688 for ( auto&& object : mImpl->customObjects )
690 ConstrainPropertyOwner( *object, bufferIndex );
694 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
696 // Constrain render-tasks
697 for( auto taskList : mImpl->taskLists )
699 RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks();
700 for ( auto&& task : tasks )
702 ConstrainPropertyOwner( *task, bufferIndex );
707 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
709 // constrain shaders... (in construction order)
710 for ( auto&& shader : mImpl->shaders )
712 ConstrainPropertyOwner( *shader, bufferIndex );
716 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
718 for( auto&& notification : mImpl->propertyNotifications )
720 bool valid = notification->Check( bufferIndex );
723 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
728 void UpdateManager::ForwardCompiledShadersToEventThread()
730 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
731 if( mImpl->shaderSaver )
733 // lock and swap the queues
735 // render might be attempting to send us more binaries at the same time
736 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
737 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
740 if( mImpl->updateCompiledShaders.size() > 0 )
742 ShaderSaver& factory = *mImpl->shaderSaver;
743 for( auto&& shader : mImpl->updateCompiledShaders )
745 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) );
747 // we don't need them in update anymore
748 mImpl->updateCompiledShaders.clear();
753 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
755 for( auto&& renderer : mImpl->renderers )
758 ConstrainPropertyOwner( *renderer, bufferIndex );
760 renderer->PrepareRender( bufferIndex );
764 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
766 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
768 for( auto&& rootLayer : mImpl->roots )
770 // Prepare resources, update shaders, for each node
771 // And add the renderers to the sorted layers. Start from root, which is also a layer
772 mImpl->nodeDirtyFlags |= UpdateNodeTree( *rootLayer,
774 mImpl->renderQueue );
778 uint32_t UpdateManager::Update( float elapsedSeconds,
779 uint32_t lastVSyncTimeMilliseconds,
780 uint32_t nextVSyncTimeMilliseconds,
781 bool renderToFboEnabled,
782 bool isRenderingToFbo )
784 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
786 //Clear nodes/resources which were previously discarded
787 mImpl->discardQueue.Clear( bufferIndex );
789 //Process Touches & Gestures
790 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
792 bool updateScene = // The scene-graph requires an update if..
793 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
794 IsAnimationRunning() || // ..at least one animation is running OR
795 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
796 gestureUpdated; // ..a gesture property was updated
799 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
800 // values if the scene was updated in the previous frame.
801 if( updateScene || mImpl->previousUpdateScene )
803 //Reset properties from the previous update
804 ResetProperties( bufferIndex );
805 mImpl->transformManager.ResetToBaseValue();
808 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
809 // between calling IsSceneUpdateRequired() above and here, so updateScene should
811 updateScene |= mImpl->messageQueue.ProcessMessages( bufferIndex );
813 //Forward compiled shader programs to event thread for saving
814 ForwardCompiledShadersToEventThread();
816 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
817 // renderer lists if the scene was updated in the previous frame.
818 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
819 if( updateScene || mImpl->previousUpdateScene )
822 Animate( bufferIndex, elapsedSeconds );
824 //Constraint custom objects
825 ConstrainCustomObjects( bufferIndex );
827 //Clear the lists of renderers from the previous update
828 for( auto sortedLayers : mImpl->sortedLayerLists )
830 for( auto&& layer : sortedLayers )
832 layer->ClearRenderables();
836 // Call the frame-callback-processor if set
837 if( mImpl->frameCallbackProcessor )
839 mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds );
842 //Update node hierarchy, apply constraints and perform sorting / culling.
843 //This will populate each Layer with a list of renderers which are ready.
844 UpdateNodes( bufferIndex );
846 //Apply constraints to RenderTasks, shaders
847 ConstrainRenderTasks( bufferIndex );
848 ConstrainShaders( bufferIndex );
850 //Update renderers and apply constraints
851 UpdateRenderers( bufferIndex );
853 //Update the transformations of all the nodes
854 mImpl->transformManager.Update();
856 //Process Property Notifications
857 ProcessPropertyNotifications( bufferIndex );
860 for( auto&& cameraIterator : mImpl->cameras )
862 cameraIterator->Update( bufferIndex );
865 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
866 //reset the update buffer index and make sure there is enough room in the instruction container
867 if( mImpl->renderersAdded )
869 // Calculate how many render tasks we have in total
870 VectorBase::SizeType numberOfRenderTasks = 0;
872 const VectorBase::SizeType taskListCount = mImpl->taskLists.Count();
873 for ( VectorBase::SizeType index = 0u; index < taskListCount; index++ )
875 numberOfRenderTasks += mImpl->taskLists[index]->GetTasks().Count();
878 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
879 static_cast<uint32_t>( numberOfRenderTasks ) );
881 for ( VectorBase::SizeType index = 0u; index < taskListCount; index++ )
883 if ( NULL != mImpl->roots[index] )
885 mImpl->renderTaskProcessor.Process( bufferIndex,
886 *mImpl->taskLists[index],
887 *mImpl->roots[index],
888 mImpl->sortedLayerLists[index],
889 mImpl->renderInstructions,
897 for( auto taskList : mImpl->taskLists )
899 RenderTaskList::RenderTaskContainer& tasks = taskList->GetTasks();
901 // check the countdown and notify
902 bool doRenderOnceNotify = false;
903 mImpl->renderTaskWaiting = false;
904 for ( auto&& renderTask : tasks )
906 renderTask->UpdateState();
908 if( renderTask->IsWaitingToRender() &&
909 renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
911 mImpl->renderTaskWaiting = true; // keep update/render threads alive
914 if( renderTask->HasRendered() )
916 doRenderOnceNotify = true;
920 if( doRenderOnceNotify )
922 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
923 mImpl->notificationManager.QueueCompleteNotification( taskList->GetCompleteNotificationInterface() );
927 // Macro is undefined in release build.
928 SNAPSHOT_NODE_LOGGING;
930 // A ResetProperties() may be required in the next frame
931 mImpl->previousUpdateScene = updateScene;
933 // Check whether further updates are required
934 uint32_t keepUpdating = KeepUpdatingCheck( elapsedSeconds );
936 // tell the update manager that we're done so the queue can be given to event thread
937 mImpl->notificationManager.UpdateCompleted();
939 // The update has finished; swap the double-buffering indices
940 mSceneGraphBuffers.Swap();
945 uint32_t UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
947 // Update the duration set via Stage::KeepRendering()
948 if ( mImpl->keepRenderingSeconds > 0.0f )
950 mImpl->keepRenderingSeconds -= elapsedSeconds;
953 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
955 // If the rendering behavior is set to continuously render, then continue to render.
956 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
957 // Keep updating until no messages are received and no animations are running.
958 // If an animation has just finished, update at least once more for Discard end-actions.
959 // No need to check for renderQueue as there is always a render after update and if that
960 // render needs another update it will tell the adaptor to call update again
962 if ( ( mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY ) ||
963 ( mImpl->keepRenderingSeconds > 0.0f ) )
965 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
968 if ( IsAnimationRunning() ||
969 mImpl->animationFinishedDuringUpdate )
971 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
974 if ( mImpl->renderTaskWaiting )
976 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
979 return keepUpdatingRequest;
982 void UpdateManager::SetBackgroundColor( const Vector4& color )
984 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
986 // Reserve some memory inside the render queue
987 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
989 // Construct message in the render queue memory; note that delete should not be called on the return value
990 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
993 void UpdateManager::SetDefaultSurfaceRect( const Rect<int32_t>& rect )
995 mImpl->surfaceRectChanged = true;
997 typedef MessageValue1< RenderManager, Rect<int32_t> > DerivedType;
999 // Reserve some memory inside the render queue
1000 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1002 // Construct message in the render queue memory; note that delete should not be called on the return value
1003 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1006 void UpdateManager::KeepRendering( float durationSeconds )
1008 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1011 void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavior )
1013 mImpl->renderingBehavior = renderingBehavior;
1016 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, const Layer* rootLayer )
1018 const VectorBase::SizeType rootCount = mImpl->roots.Count();
1020 // Make sure we reserve the correct size for the container so that
1021 // we can save the sorted layers in the same order as the root layer
1022 mImpl->sortedLayerLists.resize( rootCount );
1024 for ( VectorBase::SizeType rootIndex = 0u; rootIndex < rootCount; rootIndex++ )
1026 Layer* root = mImpl->roots[rootIndex];
1027 if ( root == rootLayer )
1029 mImpl->sortedLayerLists[rootIndex] = layers;
1035 void UpdateManager::SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths )
1037 // note,this vector is already in depth order. It could be used as-is to
1038 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1039 for( auto&& iter : nodeDepths->nodeDepths )
1041 iter.node->SetDepthIndex( iter.sortedDepth );
1044 for( auto root : mImpl->roots )
1046 // Go through node hierarchy and rearrange siblings according to depth-index
1047 SortSiblingNodesRecursively( *root );
1051 bool UpdateManager::IsDefaultSurfaceRectChanged()
1053 bool surfaceRectChanged = mImpl->surfaceRectChanged;
1056 mImpl->surfaceRectChanged = false;
1058 return surfaceRectChanged;
1061 void UpdateManager::AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode )
1063 mImpl->GetFrameCallbackProcessor( *this ).AddFrameCallback( frameCallback, rootNode );
1066 void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback )
1068 mImpl->GetFrameCallbackProcessor( *this ).RemoveFrameCallback( frameCallback );
1071 void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
1073 // Message has ownership of Sampler while in transit from update to render
1074 typedef MessageValue1< RenderManager, OwnerPointer< Render::Sampler > > DerivedType;
1076 // Reserve some memory inside the render queue
1077 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1079 // Construct message in the render queue memory; note that delete should not be called on the return value
1080 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1083 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1085 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1087 // Reserve some memory inside the render queue
1088 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1090 // Construct message in the render queue memory; note that delete should not be called on the return value
1091 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1094 void UpdateManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
1096 typedef MessageValue3< RenderManager, Render::Sampler*, uint32_t, uint32_t > DerivedType;
1098 // Reserve some memory inside the render queue
1099 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1101 // Construct message in the render queue memory; note that delete should not be called on the return value
1102 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1105 void UpdateManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
1107 typedef MessageValue4< RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t > DerivedType;
1109 // Reserve some memory inside the render queue
1110 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1112 // Construct message in the render queue memory; note that delete should not be called on the return value
1113 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode );
1116 void UpdateManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
1118 // Message has ownership of format while in transit from update -> render
1119 typedef MessageValue1< RenderManager, OwnerPointer< Render::PropertyBuffer > > DerivedType;
1121 // Reserve some memory inside the render queue
1122 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1124 // Construct message in the render queue memory; note that delete should not be called on the return value
1125 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1128 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1130 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1132 // Reserve some memory inside the render queue
1133 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1135 // Construct message in the render queue memory; note that delete should not be called on the return value
1136 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1139 void UpdateManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
1141 // Message has ownership of format while in transit from update -> render
1142 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, OwnerPointer< Render::PropertyBuffer::Format > > DerivedType;
1144 // Reserve some memory inside the render queue
1145 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1147 // Construct message in the render queue memory; note that delete should not be called on the return value
1148 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1151 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
1153 // Message has ownership of format while in transit from update -> render
1154 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, OwnerPointer< Dali::Vector<uint8_t> >, uint32_t > DerivedType;
1156 // Reserve some memory inside the render queue
1157 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1159 // Construct message in the render queue memory; note that delete should not be called on the return value
1160 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1163 void UpdateManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
1165 // Message has ownership of format while in transit from update -> render
1166 typedef MessageValue1< RenderManager, OwnerPointer< Render::Geometry > > DerivedType;
1168 // Reserve some memory inside the render queue
1169 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1171 // Construct message in the render queue memory; note that delete should not be called on the return value
1172 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1175 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1177 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1179 // Reserve some memory inside the render queue
1180 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1182 // Construct message in the render queue memory; note that delete should not be called on the return value
1183 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1186 void UpdateManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
1188 typedef MessageValue2< RenderManager, Render::Geometry*, uint32_t > DerivedType;
1190 // Reserve some memory inside the render queue
1191 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1193 // Construct message in the render queue memory; note that delete should not be called on the return value
1194 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1197 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
1199 typedef IndexBufferMessage< RenderManager > DerivedType;
1201 // Reserve some memory inside the render queue
1202 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1204 // Construct message in the render queue memory; note that delete should not be called on the return value
1205 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1208 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1210 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1212 // Reserve some memory inside the render queue
1213 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1215 // Construct message in the render queue memory; note that delete should not be called on the return value
1216 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1219 void UpdateManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1221 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1223 // Reserve some memory inside the render queue
1224 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1226 // Construct message in the render queue memory; note that delete should not be called on the return value
1227 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, propertyBuffer );
1230 void UpdateManager::AddTexture( OwnerPointer< Render::Texture >& texture )
1232 // Message has ownership of Texture while in transit from update -> render
1233 typedef MessageValue1< RenderManager, OwnerPointer< Render::Texture > > DerivedType;
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::AddTexture, texture );
1242 void UpdateManager::RemoveTexture( Render::Texture* texture)
1244 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1246 // Reserve some memory inside the render queue
1247 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1249 // Construct message in the render queue memory; note that delete should not be called on the return value
1250 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveTexture, texture );
1253 void UpdateManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
1255 typedef MessageValue3< RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams > DerivedType;
1257 // Reserve some memory inside the message queue
1258 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1260 // Construct message in the message queue memory; note that delete should not be called on the return value
1261 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params );
1264 void UpdateManager::GenerateMipmaps( Render::Texture* texture )
1266 typedef MessageValue1< RenderManager, Render::Texture* > DerivedType;
1268 // Reserve some memory inside the render queue
1269 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1271 // Construct message in the render queue memory; note that delete should not be called on the return value
1272 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::GenerateMipmaps, texture );
1275 void UpdateManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
1277 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1279 // Reserve some memory inside the render queue
1280 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1282 // Construct message in the render queue memory; note that delete should not be called on the return value
1283 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer );
1286 void UpdateManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer)
1288 typedef MessageValue1< RenderManager, Render::FrameBuffer* > DerivedType;
1290 // Reserve some memory inside the render queue
1291 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1293 // Construct message in the render queue memory; note that delete should not be called on the return value
1294 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer );
1297 void UpdateManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
1299 typedef MessageValue4< RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t > DerivedType;
1301 // Reserve some memory inside the render queue
1302 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1304 // Construct message in the render queue memory; note that delete should not be called on the return value
1305 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer );
1308 } // namespace SceneGraph
1310 } // namespace Internal