2 * Copyright (c) 2015 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/set-wrapper.h>
24 #include <dali/devel-api/common/owner-container.h>
25 #include <dali/devel-api/threading/mutex.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/integration-api/render-controller.h>
29 #include <dali/internal/common/shader-data.h>
30 #include <dali/integration-api/debug.h>
32 #include <dali/internal/common/core-impl.h>
33 #include <dali/internal/common/message.h>
35 #include <dali/internal/event/common/notification-manager.h>
36 #include <dali/internal/event/common/property-notification-impl.h>
37 #include <dali/internal/event/common/property-notifier.h>
38 #include <dali/internal/event/effects/shader-factory.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/object-owner-container.h>
48 #include <dali/internal/update/manager/process-render-tasks.h>
49 #include <dali/internal/update/manager/sorted-layers.h>
50 #include <dali/internal/update/manager/update-algorithms.h>
51 #include <dali/internal/update/manager/update-manager-debug.h>
52 #include <dali/internal/update/manager/transform-manager.h>
53 #include <dali/internal/update/node-attachments/scene-graph-camera-attachment.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/rendering/scene-graph-texture-set.h>
60 #include <dali/internal/update/rendering/scene-graph-geometry.h>
61 #include <dali/internal/update/resources/resource-manager.h>
62 #include <dali/internal/update/touch/touch-resampler.h>
64 #include <dali/internal/render/common/render-instruction-container.h>
65 #include <dali/internal/render/common/render-manager.h>
66 #include <dali/internal/render/queue/render-queue.h>
67 #include <dali/internal/render/gl-resources/texture-cache.h>
68 #include <dali/internal/render/shaders/scene-graph-shader.h>
69 #include <dali/internal/render/renderers/render-sampler.h>
71 // Un-comment to enable node tree debug logging
72 //#define NODE_TREE_LOGGING 1
74 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
75 #define SNAPSHOT_NODE_LOGGING \
76 const int FRAME_COUNT_TRIGGER = 16;\
77 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
79 if ( NULL != mImpl->root )\
81 mImpl->frameCounter = 0;\
82 PrintNodeTree( *mImpl->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
85 mImpl->frameCounter++;
87 #define SNAPSHOT_NODE_LOGGING
90 #if defined(DEBUG_ENABLED)
91 extern Debug::Filter* gRenderTaskLogFilter;
95 using namespace Dali::Integration;
96 using Dali::Internal::Update::MessageQueue;
107 typedef OwnerContainer< Shader* > ShaderContainer;
108 typedef ShaderContainer::Iterator ShaderIter;
109 typedef ShaderContainer::ConstIterator ShaderConstIter;
111 typedef std::vector<Internal::ShaderDataPtr> ShaderDataBinaryQueue;
113 typedef OwnerContainer<PanGesture*> GestureContainer;
114 typedef GestureContainer::Iterator GestureIter;
115 typedef GestureContainer::ConstIterator GestureConstIter;
119 * Structure to contain UpdateManager internal data
121 struct UpdateManager::Impl
123 Impl( NotificationManager& notificationManager,
124 CompleteNotificationInterface& animationFinishedNotifier,
125 PropertyNotifier& propertyNotifier,
126 ResourceManager& resourceManager,
127 DiscardQueue& discardQueue,
128 RenderController& renderController,
129 RenderManager& renderManager,
130 RenderQueue& renderQueue,
131 TextureCache& textureCache,
132 TouchResampler& touchResampler,
133 SceneGraphBuffers& sceneGraphBuffers )
134 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
135 notificationManager( notificationManager ),
137 animationFinishedNotifier( animationFinishedNotifier ),
138 propertyNotifier( propertyNotifier ),
140 resourceManager( resourceManager ),
141 discardQueue( discardQueue ),
142 renderController( renderController ),
143 sceneController( NULL ),
144 renderManager( renderManager ),
145 renderQueue( renderQueue ),
146 renderInstructions( renderManager.GetRenderInstructionContainer() ),
147 touchResampler( touchResampler ),
148 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
149 taskList( renderMessageDispatcher, resourceManager ),
150 systemLevelTaskList( renderMessageDispatcher, resourceManager ),
152 systemLevelRoot( NULL ),
153 renderers( sceneGraphBuffers, discardQueue ),
154 geometries( sceneGraphBuffers, discardQueue ),
155 textureSets( sceneGraphBuffers, discardQueue ),
156 messageQueue( renderController, sceneGraphBuffers ),
157 keepRenderingSeconds( 0.0f ),
158 animationFinishedDuringUpdate( false ),
159 nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update()
160 previousUpdateScene( false ),
162 renderSortingHelper(),
163 renderTaskWaiting( false )
165 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue, textureCache );
167 renderers.SetSceneController( *sceneController );
168 geometries.SetSceneController( *sceneController );
169 textureSets.SetSceneController( *sceneController );
171 // create first 'dummy' node
177 // Disconnect render tasks from nodes, before destroying the nodes
178 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
179 for (RenderTaskList::RenderTaskContainer::Iterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
181 (*iter)->SetSourceNode( NULL );
183 // ..repeat for system level RenderTasks
184 RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks();
185 for (RenderTaskList::RenderTaskContainer::Iterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
187 (*iter)->SetSourceNode( NULL );
190 // UpdateManager owns the Nodes
191 Vector<Node*>::Iterator iter = nodes.Begin()+1;
192 Vector<Node*>::Iterator endIter = nodes.End();
193 for(;iter!=endIter;++iter)
195 (*iter)->OnDestroy();
199 // If there is root, reset it, otherwise do nothing as rendering was never started
208 if( systemLevelRoot )
210 systemLevelRoot->OnDestroy();
212 delete systemLevelRoot;
213 systemLevelRoot = NULL;
216 sceneController->GetTextureCache().SetBufferIndices(NULL); // TODO - Remove
217 delete sceneController;
220 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
221 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
222 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
223 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
224 CompleteNotificationInterface& animationFinishedNotifier; ///< Provides notification to applications when animations are finished.
225 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
226 ShaderSaver* shaderSaver; ///< Saves shader binaries.
227 ResourceManager& resourceManager; ///< resource manager
228 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
229 RenderController& renderController; ///< render controller
230 SceneControllerImpl* sceneController; ///< scene controller
231 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
232 RenderQueue& renderQueue; ///< Used to queue messages for the next render
233 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
234 TouchResampler& touchResampler; ///< Used to resample touch events on every update.
236 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
238 RenderTaskList taskList; ///< The list of scene graph render-tasks
239 RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
241 Layer* root; ///< The root node (root is a layer)
242 Layer* systemLevelRoot; ///< A separate root-node for system-level content
244 Vector<Node*> nodes; ///< A container of all instantiated nodes
246 SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
247 SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
249 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
251 AnimationContainer animations; ///< A container of owned animations
252 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
254 ObjectOwnerContainer<Renderer> renderers;
255 ObjectOwnerContainer<Geometry> geometries; ///< A container of geometries
256 ObjectOwnerContainer<TextureSet> textureSets; ///< A container of texture sets
258 ShaderContainer shaders; ///< A container of owned shaders
260 MessageQueue messageQueue; ///< The messages queued from the event-thread
261 ShaderDataBinaryQueue renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
262 ShaderDataBinaryQueue updateCompiledShaders; ///< Shaders to be sent from Update to Event
263 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
265 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
266 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
268 int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
269 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
271 int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
272 RendererSortingHelper renderSortingHelper; ///< helper used to sort transparent renderers
274 GestureContainer gestures; ///< A container of owned gesture detectors
275 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
278 UpdateManager::UpdateManager( NotificationManager& notificationManager,
279 CompleteNotificationInterface& animationFinishedNotifier,
280 PropertyNotifier& propertyNotifier,
281 ResourceManager& resourceManager,
282 DiscardQueue& discardQueue,
283 RenderController& controller,
284 RenderManager& renderManager,
285 RenderQueue& renderQueue,
286 TextureCache& textureCache,
287 TouchResampler& touchResampler )
290 mImpl = new Impl( notificationManager,
291 animationFinishedNotifier,
300 mSceneGraphBuffers );
302 textureCache.SetBufferIndices( &mSceneGraphBuffers );
305 UpdateManager::~UpdateManager()
310 void UpdateManager::InstallRoot( SceneGraph::Layer* layer, bool systemLevel )
312 DALI_ASSERT_DEBUG( layer->IsLayer() );
313 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
317 DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" );
319 mImpl->root->CreateTransform( &mImpl->transformManager);
323 DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" );
324 mImpl->systemLevelRoot = layer;
325 mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager);
328 layer->SetRoot(true);
331 void UpdateManager::AddNode( Node* node )
333 DALI_ASSERT_ALWAYS( NULL != node );
334 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
336 // Nodes must be sorted by pointer
337 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
338 for(Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter)
342 mImpl->nodes.Insert((iter+1), node);
343 node->CreateTransform( &mImpl->transformManager);
349 void UpdateManager::ConnectNode( Node* parent, Node* node )
351 DALI_ASSERT_ALWAYS( NULL != parent );
352 DALI_ASSERT_ALWAYS( NULL != node );
353 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
355 parent->ConnectChild( node );
358 void UpdateManager::DisconnectNode( Node* node )
360 Node* parent = node->GetParent();
361 DALI_ASSERT_ALWAYS( NULL != parent );
362 parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused
364 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
367 void UpdateManager::DestroyNode( Node* node )
369 DALI_ASSERT_ALWAYS( NULL != node );
370 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
372 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
373 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
374 for(;iter!=endIter;++iter)
378 mImpl->nodes.Erase(iter);
383 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
385 // Notify the Node about impending destruction
389 //@todo MESH_REWORK Extend to allow arbitrary scene objects to connect to each other
390 void UpdateManager::AttachToNode( Node* node, NodeAttachment* attachment )
392 DALI_ASSERT_DEBUG( node != NULL );
393 DALI_ASSERT_DEBUG( attachment != NULL );
395 // attach node to attachment first so that parent is known by the time attachment is connected
396 node->Attach( *attachment ); // node takes ownership
399 void UpdateManager::AddObject( PropertyOwner* object )
401 DALI_ASSERT_DEBUG( NULL != object );
403 mImpl->customObjects.PushBack( object );
406 void UpdateManager::RemoveObject( PropertyOwner* object )
408 DALI_ASSERT_DEBUG( NULL != object );
410 OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
412 // Find the object and destroy it
413 for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); iter != customObjects.End(); ++iter )
415 PropertyOwner* current = *iter;
416 if ( current == object )
418 customObjects.Erase( iter );
423 // Should not reach here
424 DALI_ASSERT_DEBUG(false);
427 void UpdateManager::AddAnimation( Animation* animation )
429 mImpl->animations.PushBack( animation );
432 void UpdateManager::StopAnimation( Animation* animation )
434 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
436 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
438 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
441 void UpdateManager::RemoveAnimation( Animation* animation )
443 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
445 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
447 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
450 bool UpdateManager::IsAnimationRunning() const
452 bool isRunning(false);
453 AnimationContainer& animations = mImpl->animations;
455 // Find any animation that isn't stopped or paused
457 const AnimationIter endIter = animations.End();
458 for ( AnimationIter iter = animations.Begin(); !isRunning && iter != endIter; ++iter )
460 const Animation::State state = (*iter)->GetState();
462 if (state != Animation::Stopped &&
463 state != Animation::Paused)
472 void UpdateManager::AddPropertyNotification( PropertyNotification* propertyNotification )
474 mImpl->propertyNotifications.PushBack( propertyNotification );
477 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
479 PropertyNotificationContainer &propertyNotifications = mImpl->propertyNotifications;
480 PropertyNotificationIter iter = propertyNotifications.Begin();
482 while ( iter != propertyNotifications.End() )
484 if( *iter == propertyNotification )
486 propertyNotifications.Erase(iter);
493 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
495 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
496 propertyNotification->SetNotifyMode( notifyMode );
499 ObjectOwnerContainer<Geometry>& UpdateManager::GetGeometryOwner()
501 return mImpl->geometries;
504 ObjectOwnerContainer<Renderer>& UpdateManager::GetRendererOwner()
506 return mImpl->renderers;
510 ObjectOwnerContainer<TextureSet>& UpdateManager::GetTexturesOwner()
512 return mImpl->textureSets;
515 void UpdateManager::AddShader( Shader* shader )
517 DALI_ASSERT_DEBUG( NULL != shader );
519 if( mImpl->shaders.Count() == 0 )
521 // the first added shader becomes our default shader
522 // Construct message in the render queue memory; note that delete should not be called on the return value
523 typedef MessageValue1< RenderManager, Shader* > DerivedType;
525 // Reserve some memory inside the render queue
526 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
528 // Construct message in the render queue memory; note that delete should not be called on the return value
529 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultShader, shader );
532 mImpl->shaders.PushBack( shader );
535 void UpdateManager::RemoveShader( Shader* shader )
537 DALI_ASSERT_DEBUG(shader != NULL);
539 ShaderContainer& shaders = mImpl->shaders;
541 // Find the shader and destroy it
542 for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
544 Shader& current = **iter;
545 if ( ¤t == shader )
547 // Transfer ownership to the discard queue
548 // This keeps the shader alive, until the render-thread has finished with it
549 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), shaders.Release( iter ) );
554 // Should not reach here
555 DALI_ASSERT_DEBUG(false);
558 void UpdateManager::SetShaderProgram( Shader* shader,
559 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
564 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
566 // Reserve some memory inside the render queue
567 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
569 // Construct message in the render queue memory; note that delete should not be called on the return value
570 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
574 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
576 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
577 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
579 // lock as update might be sending previously compiled shaders to event thread
580 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
581 mImpl->renderCompiledShaders.push_back( shaderData );
585 RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel )
589 // copy the list, this is only likely to happen once in application life cycle
590 return &(mImpl->taskList);
594 // copy the list, this is only likely to happen once in application life cycle
595 return &(mImpl->systemLevelTaskList);
599 void UpdateManager::AddGesture( PanGesture* gesture )
601 DALI_ASSERT_DEBUG( NULL != gesture );
603 mImpl->gestures.PushBack( gesture );
606 void UpdateManager::RemoveGesture( PanGesture* gesture )
608 DALI_ASSERT_DEBUG( gesture != NULL );
610 GestureContainer& gestures = mImpl->gestures;
612 // Find the gesture and destroy it
613 for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter )
615 PanGesture& current = **iter;
616 if ( ¤t == gesture )
618 mImpl->gestures.Erase( iter );
622 // Should not reach here
623 DALI_ASSERT_DEBUG(false);
626 unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene )
628 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
631 void UpdateManager::EventProcessingStarted()
633 mImpl->messageQueue.EventProcessingStarted();
636 bool UpdateManager::FlushQueue()
638 return mImpl->messageQueue.FlushQueue();
641 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
643 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
644 mImpl->animationFinishedDuringUpdate = false;
646 // Animated properties have to be reset to their original value each frame
648 // Reset root properties
651 mImpl->root->ResetToBaseValues( bufferIndex );
653 if ( mImpl->systemLevelRoot )
655 mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex );
658 // Reset all the nodes
659 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
660 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
661 for(;iter != endIter; ++iter)
663 (*iter)->ResetToBaseValues( bufferIndex );
666 // Reset system-level render-task list properties to base values
667 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
669 for (RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
671 (*iter)->ResetToBaseValues( bufferIndex );
674 // Reset render-task list properties to base values.
675 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
677 for (RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
679 (*iter)->ResetToBaseValues( bufferIndex );
682 // Reset custom object properties to base values
683 for (OwnerContainer<PropertyOwner*>::Iterator iter = mImpl->customObjects.Begin(); iter != mImpl->customObjects.End(); ++iter)
685 (*iter)->ResetToBaseValues( bufferIndex );
688 mImpl->textureSets.ResetToBaseValues( bufferIndex );
689 mImpl->geometries.ResetToBaseValues( bufferIndex );
690 mImpl->renderers.ResetToBaseValues( bufferIndex );
692 // Reset animatable shader properties to base values
693 for (ShaderIter iter = mImpl->shaders.Begin(); iter != mImpl->shaders.End(); ++iter)
695 (*iter)->ResetToBaseValues( bufferIndex );
699 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds )
701 bool gestureUpdated( false );
703 // constrain gestures... (in construction order)
704 GestureContainer& gestures = mImpl->gestures;
706 for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter )
708 PanGesture& gesture = **iter;
709 gesture.ResetToBaseValues( bufferIndex ); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message
710 gestureUpdated |= gesture.UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
713 return gestureUpdated;
716 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
718 AnimationContainer &animations = mImpl->animations;
719 AnimationIter iter = animations.Begin();
720 bool animationLooped = false;
721 while ( iter != animations.End() )
723 Animation* animation = *iter;
724 bool finished = false;
726 animation->Update( bufferIndex, elapsedSeconds, looped, finished );
728 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
729 animationLooped = animationLooped || looped;
731 // Remove animations that had been destroyed but were still waiting for an update
732 if (animation->GetState() == Animation::Destroyed)
734 iter = animations.Erase(iter);
742 // queue the notification on finished or looped (to update loop count)
743 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
745 // The application should be notified by NotificationManager, in another thread
746 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationFinishedNotifier );
750 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
752 //Constrain custom objects (in construction order)
753 OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
754 const OwnerContainer< PropertyOwner* >::Iterator endIter = customObjects.End();
755 for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); endIter != iter; ++iter )
757 PropertyOwner& object = **iter;
758 ConstrainPropertyOwner( object, bufferIndex );
762 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
764 // Constrain system-level render-tasks
765 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
766 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter )
768 RenderTask& task = **iter;
769 ConstrainPropertyOwner( task, bufferIndex );
772 // Constrain render-tasks
773 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
774 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter )
776 RenderTask& task = **iter;
777 ConstrainPropertyOwner( task, bufferIndex );
781 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
783 // constrain shaders... (in construction order)
784 ShaderContainer& shaders = mImpl->shaders;
785 for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
787 Shader& shader = **iter;
788 ConstrainPropertyOwner( shader, bufferIndex );
792 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
794 PropertyNotificationContainer ¬ifications = mImpl->propertyNotifications;
795 PropertyNotificationIter iter = notifications.Begin();
797 while ( iter != notifications.End() )
799 PropertyNotification* notification = *iter;
800 bool valid = notification->Check( bufferIndex );
803 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
809 void UpdateManager::PrepareTextureSets( BufferIndex bufferIndex )
811 ObjectOwnerContainer<TextureSet>::Iterator iter = mImpl->textureSets.GetObjectContainer().Begin();
812 const ObjectOwnerContainer<TextureSet>::Iterator end = mImpl->textureSets.GetObjectContainer().End();
813 for( ; iter != end; ++iter )
816 ConstrainPropertyOwner( *(*iter), bufferIndex );
818 //Prepare texture set
819 (*iter)->Prepare( mImpl->resourceManager );
823 void UpdateManager::ForwardCompiledShadersToEventThread()
825 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
826 if( mImpl->shaderSaver )
828 // lock and swap the queues
830 // render might be attempting to send us more binaries at the same time
831 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
832 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
835 if( mImpl->updateCompiledShaders.size() > 0 )
837 ShaderSaver& factory = *mImpl->shaderSaver;
838 ShaderDataBinaryQueue::iterator i = mImpl->updateCompiledShaders.begin();
839 ShaderDataBinaryQueue::iterator end = mImpl->updateCompiledShaders.end();
840 for( ; i != end; ++i )
842 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, *i ) );
844 // we don't need them in update anymore
845 mImpl->updateCompiledShaders.clear();
850 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
852 const OwnerContainer<Renderer*>& rendererContainer( mImpl->renderers.GetObjectContainer() );
853 unsigned int rendererCount( rendererContainer.Size() );
854 for( unsigned int i(0); i<rendererCount; ++i )
857 ConstrainPropertyOwner( *rendererContainer[i], bufferIndex );
859 if( rendererContainer[i]->IsReferenced() )
861 rendererContainer[i]->PrepareRender( bufferIndex );
866 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
868 mImpl->nodeDirtyFlags = NothingFlag;
875 // Prepare resources, update shaders, update attachments, for each node
876 // And add the renderers to the sorted layers. Start from root, which is also a layer
877 mImpl->nodeDirtyFlags = UpdateNodesAndAttachments( *( mImpl->root ),
879 mImpl->resourceManager,
880 mImpl->renderQueue );
882 if ( mImpl->systemLevelRoot )
884 mImpl->nodeDirtyFlags |= UpdateNodesAndAttachments( *( mImpl->systemLevelRoot ),
886 mImpl->resourceManager,
887 mImpl->renderQueue );
891 unsigned int UpdateManager::Update( float elapsedSeconds,
892 unsigned int lastVSyncTimeMilliseconds,
893 unsigned int nextVSyncTimeMilliseconds )
895 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
897 //Clear nodes/resources which were previously discarded
898 mImpl->discardQueue.Clear( bufferIndex );
900 //Grab any loaded resources
901 bool resourceChanged = mImpl->resourceManager.UpdateCache( bufferIndex );
903 //Process Touches & Gestures
904 mImpl->touchResampler.Update();
905 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
907 const bool updateScene = // The scene-graph requires an update if..
908 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
909 IsAnimationRunning() || // ..at least one animation is running OR
910 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
911 resourceChanged || // ..one or more resources were updated/changed OR
912 gestureUpdated; // ..a gesture property was updated
915 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
916 // values if the scene was updated in the previous frame.
917 if( updateScene || mImpl->previousUpdateScene )
919 //Reset properties from the previous update
920 ResetProperties( bufferIndex );
921 mImpl->transformManager.ResetToBaseValue();
924 //Process the queued scene messages
925 mImpl->messageQueue.ProcessMessages( bufferIndex );
927 //Post Process Ids of resources updated by renderer
928 mImpl->resourceManager.PostProcessResources( bufferIndex );
930 //Forward compiled shader programs to event thread for saving
931 ForwardCompiledShadersToEventThread();
933 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
934 // renderer lists if the scene was updated in the previous frame.
935 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
936 if( updateScene || mImpl->previousUpdateScene )
939 Animate( bufferIndex, elapsedSeconds );
941 //Constraint custom objects
942 ConstrainCustomObjects( bufferIndex );
944 //Prepare texture sets and apply constraints to them
945 PrepareTextureSets( bufferIndex );
947 //Clear the lists of renderable-attachments from the previous update
948 for( size_t i(0); i<mImpl->sortedLayers.size(); ++i )
950 mImpl->sortedLayers[i]->ClearRenderables();
953 for( size_t i(0); i<mImpl->systemLevelSortedLayers.size(); ++i )
955 mImpl->systemLevelSortedLayers[i]->ClearRenderables();
958 //Update node hierarchy, apply constraints and perform sorting / culling.
959 //This will populate each Layer with a list of renderers which are ready.
960 UpdateNodes( bufferIndex );
962 //Apply constraints to RenderTasks, shaders and geometries
963 ConstrainRenderTasks( bufferIndex );
964 ConstrainShaders( bufferIndex );
965 mImpl->geometries.ConstrainObjects( bufferIndex );
967 //Update renderers and apply constraints
968 UpdateRenderers( bufferIndex );
970 //Update the trnasformations of all the nodes
971 mImpl->transformManager.Update();
973 //Process Property Notifications
974 ProcessPropertyNotifications( bufferIndex );
976 //Process the RenderTasks; this creates the instructions for rendering the next frame.
977 //reset the update buffer index and make sure there is enough room in the instruction container
978 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
979 mImpl->taskList.GetTasks().Count() + mImpl->systemLevelTaskList.GetTasks().Count() );
981 if ( NULL != mImpl->root )
983 ProcessRenderTasks( bufferIndex,
987 mImpl->renderSortingHelper,
988 mImpl->renderInstructions );
990 // Process the system-level RenderTasks last
991 if ( NULL != mImpl->systemLevelRoot )
993 ProcessRenderTasks( bufferIndex,
994 mImpl->systemLevelTaskList,
995 *mImpl->systemLevelRoot,
996 mImpl->systemLevelSortedLayers,
997 mImpl->renderSortingHelper,
998 mImpl->renderInstructions );
1003 // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
1004 bool doRenderOnceNotify = false;
1005 mImpl->renderTaskWaiting = false;
1006 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
1007 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(), endIter = tasks.End();
1008 endIter != iter; ++iter )
1010 RenderTask& renderTask(*(*iter));
1012 renderTask.UpdateState();
1014 if( renderTask.IsWaitingToRender() &&
1015 renderTask.ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
1017 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1020 if( renderTask.HasRendered() )
1022 doRenderOnceNotify = true;
1026 if( doRenderOnceNotify )
1028 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1029 mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() );
1032 // Macro is undefined in release build.
1033 SNAPSHOT_NODE_LOGGING;
1035 // A ResetProperties() may be required in the next frame
1036 mImpl->previousUpdateScene = updateScene;
1038 // Check whether further updates are required
1039 unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds );
1041 // tell the update manager that we're done so the queue can be given to event thread
1042 mImpl->notificationManager.UpdateCompleted();
1044 // The update has finished; swap the double-buffering indices
1045 mSceneGraphBuffers.Swap();
1047 return keepUpdating;
1050 unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
1052 // Update the duration set via Stage::KeepRendering()
1053 if ( mImpl->keepRenderingSeconds > 0.0f )
1055 mImpl->keepRenderingSeconds -= elapsedSeconds;
1058 unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1060 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1061 // Keep updating until no messages are received and no animations are running.
1062 // If an animation has just finished, update at least once more for Discard end-actions.
1063 // No need to check for renderQueue as there is always a render after update and if that
1064 // render needs another update it will tell the adaptor to call update again
1066 if ( mImpl->keepRenderingSeconds > 0.0f )
1068 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1071 if ( IsAnimationRunning() ||
1072 mImpl->animationFinishedDuringUpdate )
1074 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1077 if ( mImpl->renderTaskWaiting )
1079 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1082 return keepUpdatingRequest;
1085 void UpdateManager::SetBackgroundColor( const Vector4& color )
1087 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
1089 // Reserve some memory inside the render queue
1090 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1092 // Construct message in the render queue memory; note that delete should not be called on the return value
1093 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
1096 void UpdateManager::SetDefaultSurfaceRect( const Rect<int>& rect )
1098 typedef MessageValue1< RenderManager, Rect<int> > DerivedType;
1100 // Reserve some memory inside the render queue
1101 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1103 // Construct message in the render queue memory; note that delete should not be called on the return value
1104 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1107 void UpdateManager::KeepRendering( float durationSeconds )
1109 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1112 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
1116 // just copy the vector of pointers
1117 mImpl->sortedLayers = layers;
1121 mImpl->systemLevelSortedLayers = layers;
1125 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
1127 mImpl->shaderSaver = &upstream;
1130 void UpdateManager::AddSampler( Render::Sampler* sampler )
1132 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1134 // Reserve some memory inside the render queue
1135 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1137 // Construct message in the render queue memory; note that delete should not be called on the return value
1138 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1141 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1143 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1145 // Reserve some memory inside the render queue
1146 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1148 // Construct message in the render queue memory; note that delete should not be called on the return value
1149 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1152 void UpdateManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
1154 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1156 // Reserve some memory inside the render queue
1157 unsigned int* 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::SetFilterMode, sampler, minFilterMode, magFilterMode );
1163 void UpdateManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
1165 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1167 // Reserve some memory inside the render queue
1168 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1170 // Construct message in the render queue memory; note that delete should not be called on the return value
1171 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, uWrapMode, vWrapMode );
1174 void UpdateManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1176 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1178 // Reserve some memory inside the render queue
1179 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1181 // Construct message in the render queue memory; note that delete should not be called on the return value
1182 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1185 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1187 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1189 // Reserve some memory inside the render queue
1190 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1192 // Construct message in the render queue memory; note that delete should not be called on the return value
1193 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1196 void UpdateManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
1198 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, Render::PropertyBuffer::Format* > DerivedType;
1200 // Reserve some memory inside the render queue
1201 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1203 // Construct message in the render queue memory; note that delete should not be called on the return value
1204 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1207 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
1209 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, Dali::Vector<char>*, size_t > DerivedType;
1211 // Reserve some memory inside the render queue
1212 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1214 // Construct message in the render queue memory; note that delete should not be called on the return value
1215 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1218 } // namespace SceneGraph
1220 } // namespace Internal