2 * Copyright (c) 2016 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/nodes/node.h>
54 #include <dali/internal/update/nodes/scene-graph-layer.h>
55 #include <dali/internal/update/queue/update-message-queue.h>
56 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
57 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
58 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
59 #include <dali/internal/update/resources/resource-manager.h>
60 #include <dali/internal/update/touch/touch-resampler.h>
62 #include <dali/internal/render/common/render-instruction-container.h>
63 #include <dali/internal/render/common/render-manager.h>
64 #include <dali/internal/render/queue/render-queue.h>
65 #include <dali/internal/render/gl-resources/texture-cache.h>
66 #include <dali/internal/render/shaders/scene-graph-shader.h>
67 #include <dali/internal/render/renderers/render-sampler.h>
68 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
70 // Un-comment to enable node tree debug logging
71 //#define NODE_TREE_LOGGING 1
73 #if ( defined( DEBUG_ENABLED ) && defined( NODE_TREE_LOGGING ) )
74 #define SNAPSHOT_NODE_LOGGING \
75 const int FRAME_COUNT_TRIGGER = 16;\
76 if( mImpl->frameCounter >= FRAME_COUNT_TRIGGER )\
78 if ( NULL != mImpl->root )\
80 mImpl->frameCounter = 0;\
81 PrintNodeTree( *mImpl->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "" );\
84 mImpl->frameCounter++;
86 #define SNAPSHOT_NODE_LOGGING
89 #if defined(DEBUG_ENABLED)
90 extern Debug::Filter* gRenderTaskLogFilter;
94 using namespace Dali::Integration;
95 using Dali::Internal::Update::MessageQueue;
106 typedef OwnerContainer< Shader* > ShaderContainer;
107 typedef ShaderContainer::Iterator ShaderIter;
108 typedef ShaderContainer::ConstIterator ShaderConstIter;
110 typedef std::vector<Internal::ShaderDataPtr> ShaderDataBinaryQueue;
112 typedef OwnerContainer<PanGesture*> GestureContainer;
113 typedef GestureContainer::Iterator GestureIter;
114 typedef GestureContainer::ConstIterator GestureConstIter;
116 typedef OwnerContainer< TextureSet* > TextureSetContainer;
117 typedef TextureSetContainer::Iterator TextureSetIter;
118 typedef TextureSetContainer::ConstIterator TextureSetConstIter;
121 * Structure to contain UpdateManager internal data
123 struct UpdateManager::Impl
125 Impl( NotificationManager& notificationManager,
126 CompleteNotificationInterface& animationFinishedNotifier,
127 PropertyNotifier& propertyNotifier,
128 ResourceManager& resourceManager,
129 DiscardQueue& discardQueue,
130 RenderController& renderController,
131 RenderManager& renderManager,
132 RenderQueue& renderQueue,
133 TextureCache& textureCache,
134 TouchResampler& touchResampler,
135 SceneGraphBuffers& sceneGraphBuffers )
136 : renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
137 notificationManager( notificationManager ),
139 animationFinishedNotifier( animationFinishedNotifier ),
140 propertyNotifier( propertyNotifier ),
142 resourceManager( resourceManager ),
143 discardQueue( discardQueue ),
144 renderController( renderController ),
145 sceneController( NULL ),
146 renderManager( renderManager ),
147 renderQueue( renderQueue ),
148 renderInstructions( renderManager.GetRenderInstructionContainer() ),
149 touchResampler( touchResampler ),
150 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
151 taskList( renderMessageDispatcher, resourceManager ),
152 systemLevelTaskList( renderMessageDispatcher, resourceManager ),
154 systemLevelRoot( NULL ),
155 renderers( sceneGraphBuffers, discardQueue ),
157 messageQueue( renderController, sceneGraphBuffers ),
158 keepRenderingSeconds( 0.0f ),
159 animationFinishedDuringUpdate( false ),
160 nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update()
161 previousUpdateScene( false ),
163 renderSortingHelper(),
164 renderTaskWaiting( false )
166 sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
168 renderers.SetSceneController( *sceneController );
170 // create first 'dummy' node
176 // Disconnect render tasks from nodes, before destroying the nodes
177 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
178 for (RenderTaskList::RenderTaskContainer::Iterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
180 (*iter)->SetSourceNode( NULL );
182 // ..repeat for system level RenderTasks
183 RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks();
184 for (RenderTaskList::RenderTaskContainer::Iterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
186 (*iter)->SetSourceNode( NULL );
189 // UpdateManager owns the Nodes
190 Vector<Node*>::Iterator iter = nodes.Begin()+1;
191 Vector<Node*>::Iterator endIter = nodes.End();
192 for(;iter!=endIter;++iter)
194 (*iter)->OnDestroy();
198 // If there is root, reset it, otherwise do nothing as rendering was never started
207 if( systemLevelRoot )
209 systemLevelRoot->OnDestroy();
211 delete systemLevelRoot;
212 systemLevelRoot = NULL;
215 delete sceneController;
218 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
219 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
220 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
221 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
222 CompleteNotificationInterface& animationFinishedNotifier; ///< Provides notification to applications when animations are finished.
223 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
224 ShaderSaver* shaderSaver; ///< Saves shader binaries.
225 ResourceManager& resourceManager; ///< resource manager
226 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
227 RenderController& renderController; ///< render controller
228 SceneControllerImpl* sceneController; ///< scene controller
229 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
230 RenderQueue& renderQueue; ///< Used to queue messages for the next render
231 RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
232 TouchResampler& touchResampler; ///< Used to resample touch events on every update.
234 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
236 RenderTaskList taskList; ///< The list of scene graph render-tasks
237 RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
239 Layer* root; ///< The root node (root is a layer)
240 Layer* systemLevelRoot; ///< A separate root-node for system-level content
242 Vector<Node*> nodes; ///< A container of all instantiated nodes
244 SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
245 SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
247 OwnerContainer< Camera* > cameras; ///< A container of cameras
248 OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
250 AnimationContainer animations; ///< A container of owned animations
251 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
253 ObjectOwnerContainer<Renderer> renderers;
254 TextureSetContainer textureSets; ///< A container of texture sets
256 ShaderContainer shaders; ///< A container of owned shaders
258 MessageQueue messageQueue; ///< The messages queued from the event-thread
259 ShaderDataBinaryQueue renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
260 ShaderDataBinaryQueue updateCompiledShaders; ///< Shaders to be sent from Update to Event
261 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
263 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
264 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
266 int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
267 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
269 int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
270 RendererSortingHelper renderSortingHelper; ///< helper used to sort transparent renderers
272 GestureContainer gestures; ///< A container of owned gesture detectors
273 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
276 UpdateManager::UpdateManager( NotificationManager& notificationManager,
277 CompleteNotificationInterface& animationFinishedNotifier,
278 PropertyNotifier& propertyNotifier,
279 ResourceManager& resourceManager,
280 DiscardQueue& discardQueue,
281 RenderController& controller,
282 RenderManager& renderManager,
283 RenderQueue& renderQueue,
284 TextureCache& textureCache,
285 TouchResampler& touchResampler )
288 mImpl = new Impl( notificationManager,
289 animationFinishedNotifier,
298 mSceneGraphBuffers );
300 textureCache.SetBufferIndices( &mSceneGraphBuffers );
303 UpdateManager::~UpdateManager()
308 void UpdateManager::InstallRoot( SceneGraph::Layer* layer, bool systemLevel )
310 DALI_ASSERT_DEBUG( layer->IsLayer() );
311 DALI_ASSERT_DEBUG( layer->GetParent() == NULL);
315 DALI_ASSERT_DEBUG( mImpl->root == NULL && "Root Node already installed" );
317 mImpl->root->CreateTransform( &mImpl->transformManager);
321 DALI_ASSERT_DEBUG( mImpl->systemLevelRoot == NULL && "System-level Root Node already installed" );
322 mImpl->systemLevelRoot = layer;
323 mImpl->systemLevelRoot->CreateTransform( &mImpl->transformManager);
326 layer->SetRoot(true);
329 void UpdateManager::AddNode( Node* node )
331 DALI_ASSERT_ALWAYS( NULL != node );
332 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
334 // Nodes must be sorted by pointer
335 Vector<Node*>::Iterator begin = mImpl->nodes.Begin();
336 for(Vector<Node*>::Iterator iter = mImpl->nodes.End()-1; iter >= begin; --iter)
340 mImpl->nodes.Insert((iter+1), node);
341 node->CreateTransform( &mImpl->transformManager);
347 void UpdateManager::ConnectNode( Node* parent, Node* node )
349 DALI_ASSERT_ALWAYS( NULL != parent );
350 DALI_ASSERT_ALWAYS( NULL != node );
351 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
353 parent->ConnectChild( node );
356 void UpdateManager::DisconnectNode( Node* node )
358 Node* parent = node->GetParent();
359 DALI_ASSERT_ALWAYS( NULL != parent );
360 parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused
362 parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
365 void UpdateManager::DestroyNode( Node* node )
367 DALI_ASSERT_ALWAYS( NULL != node );
368 DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should have been disconnected
370 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
371 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
372 for(;iter!=endIter;++iter)
376 mImpl->nodes.Erase(iter);
381 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), node );
383 // Notify the Node about impending destruction
387 void UpdateManager::AddCamera( Camera* camera )
389 DALI_ASSERT_DEBUG( camera != NULL );
391 mImpl->cameras.PushBack( camera ); // takes ownership
394 void UpdateManager::RemoveCamera( const Camera* camera )
397 OwnerContainer<Camera*>::Iterator iter = mImpl->cameras.Begin();
398 OwnerContainer<Camera*>::ConstIterator end = mImpl->cameras.End();
399 for ( ; iter != end; ++iter )
401 Camera* value = *iter;
402 if ( camera == value )
404 // Transfer ownership to the discard queue
405 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), mImpl->cameras.Release( iter ) );
413 void UpdateManager::AddObject( PropertyOwner* object )
415 DALI_ASSERT_DEBUG( NULL != object );
417 mImpl->customObjects.PushBack( object );
420 void UpdateManager::RemoveObject( PropertyOwner* object )
422 DALI_ASSERT_DEBUG( NULL != object );
424 OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
426 // Find the object and destroy it
427 for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); iter != customObjects.End(); ++iter )
429 PropertyOwner* current = *iter;
430 if ( current == object )
432 customObjects.Erase( iter );
437 // Should not reach here
438 DALI_ASSERT_DEBUG(false);
441 void UpdateManager::AddAnimation( Animation* animation )
443 mImpl->animations.PushBack( animation );
446 void UpdateManager::StopAnimation( Animation* animation )
448 DALI_ASSERT_DEBUG( animation && "NULL animation called to stop" );
450 bool animationFinished = animation->Stop( mSceneGraphBuffers.GetUpdateBufferIndex() );
452 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
455 void UpdateManager::RemoveAnimation( Animation* animation )
457 DALI_ASSERT_DEBUG( animation && "NULL animation called to remove" );
459 animation->OnDestroy( mSceneGraphBuffers.GetUpdateBufferIndex() );
461 DALI_ASSERT_DEBUG( animation->GetState() == Animation::Destroyed );
464 bool UpdateManager::IsAnimationRunning() const
466 bool isRunning(false);
467 AnimationContainer& animations = mImpl->animations;
469 // Find any animation that isn't stopped or paused
471 const AnimationIter endIter = animations.End();
472 for ( AnimationIter iter = animations.Begin(); !isRunning && iter != endIter; ++iter )
474 const Animation::State state = (*iter)->GetState();
476 if (state != Animation::Stopped &&
477 state != Animation::Paused)
486 void UpdateManager::AddPropertyNotification( PropertyNotification* propertyNotification )
488 mImpl->propertyNotifications.PushBack( propertyNotification );
491 void UpdateManager::RemovePropertyNotification( PropertyNotification* propertyNotification )
493 PropertyNotificationContainer &propertyNotifications = mImpl->propertyNotifications;
494 PropertyNotificationIter iter = propertyNotifications.Begin();
496 while ( iter != propertyNotifications.End() )
498 if( *iter == propertyNotification )
500 propertyNotifications.Erase(iter);
507 void UpdateManager::PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode )
509 DALI_ASSERT_DEBUG( propertyNotification && "propertyNotification scene graph object missing" );
510 propertyNotification->SetNotifyMode( notifyMode );
513 ObjectOwnerContainer<Renderer>& UpdateManager::GetRendererOwner()
515 return mImpl->renderers;
518 void UpdateManager::AddShader( Shader* shader )
520 DALI_ASSERT_DEBUG( NULL != shader );
522 if( mImpl->shaders.Count() == 0 )
524 // the first added shader becomes our default shader
525 // Construct message in the render queue memory; note that delete should not be called on the return value
526 typedef MessageValue1< RenderManager, Shader* > DerivedType;
528 // Reserve some memory inside the render queue
529 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
531 // Construct message in the render queue memory; note that delete should not be called on the return value
532 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultShader, shader );
535 mImpl->shaders.PushBack( shader );
538 void UpdateManager::RemoveShader( Shader* shader )
540 DALI_ASSERT_DEBUG(shader != NULL);
542 ShaderContainer& shaders = mImpl->shaders;
544 // Find the shader and destroy it
545 for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
547 Shader& current = **iter;
548 if ( ¤t == shader )
550 // Transfer ownership to the discard queue
551 // This keeps the shader alive, until the render-thread has finished with it
552 mImpl->discardQueue.Add( mSceneGraphBuffers.GetUpdateBufferIndex(), shaders.Release( iter ) );
557 // Should not reach here
558 DALI_ASSERT_DEBUG(false);
561 void UpdateManager::SetShaderProgram( Shader* shader,
562 Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
567 typedef MessageValue3< Shader, Internal::ShaderDataPtr, ProgramCache*, bool> DerivedType;
569 // Reserve some memory inside the render queue
570 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
572 // Construct message in the render queue memory; note that delete should not be called on the return value
573 new (slot) DerivedType( shader, &Shader::SetProgram, shaderData, mImpl->renderManager.GetProgramCache(), modifiesGeometry );
577 void UpdateManager::SaveBinary( Internal::ShaderDataPtr shaderData )
579 DALI_ASSERT_DEBUG( shaderData && "No NULL shader data pointers please." );
580 DALI_ASSERT_DEBUG( shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save." );
582 // lock as update might be sending previously compiled shaders to event thread
583 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
584 mImpl->renderCompiledShaders.push_back( shaderData );
588 RenderTaskList* UpdateManager::GetRenderTaskList( bool systemLevel )
592 // copy the list, this is only likely to happen once in application life cycle
593 return &(mImpl->taskList);
597 // copy the list, this is only likely to happen once in application life cycle
598 return &(mImpl->systemLevelTaskList);
602 void UpdateManager::AddGesture( PanGesture* gesture )
604 DALI_ASSERT_DEBUG( NULL != gesture );
606 mImpl->gestures.PushBack( gesture );
609 void UpdateManager::RemoveGesture( PanGesture* gesture )
611 DALI_ASSERT_DEBUG( gesture != NULL );
613 GestureContainer& gestures = mImpl->gestures;
615 // Find the gesture and destroy it
616 for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter )
618 PanGesture& current = **iter;
619 if ( ¤t == gesture )
621 mImpl->gestures.Erase( iter );
625 // Should not reach here
626 DALI_ASSERT_DEBUG(false);
629 void UpdateManager::AddTextureSet( TextureSet* textureSet )
631 DALI_ASSERT_DEBUG( NULL != textureSet );
632 mImpl->textureSets.PushBack( textureSet );
635 void UpdateManager::RemoveTextureSet( TextureSet* textureSet )
637 DALI_ASSERT_DEBUG(textureSet != NULL);
638 size_t textureSetCount( mImpl->textureSets.Size() );
639 for( size_t i(0); i<textureSetCount; ++i )
641 if( textureSet == mImpl->textureSets[i] )
643 mImpl->textureSets.Remove( mImpl->textureSets.Begin() + i );
649 unsigned int* UpdateManager::ReserveMessageSlot( std::size_t size, bool updateScene )
651 return mImpl->messageQueue.ReserveMessageSlot( size, updateScene );
654 void UpdateManager::EventProcessingStarted()
656 mImpl->messageQueue.EventProcessingStarted();
659 bool UpdateManager::FlushQueue()
661 return mImpl->messageQueue.FlushQueue();
664 void UpdateManager::ResetProperties( BufferIndex bufferIndex )
666 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
667 mImpl->animationFinishedDuringUpdate = false;
669 // Animated properties have to be reset to their original value each frame
671 // Reset root properties
674 mImpl->root->ResetToBaseValues( bufferIndex );
676 if ( mImpl->systemLevelRoot )
678 mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex );
681 // Reset all the nodes
682 Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
683 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
684 for(;iter != endIter; ++iter)
686 (*iter)->ResetToBaseValues( bufferIndex );
689 // Reset system-level render-task list properties to base values
690 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
692 for (RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
694 (*iter)->ResetToBaseValues( bufferIndex );
697 // Reset render-task list properties to base values.
698 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
700 for (RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
702 (*iter)->ResetToBaseValues( bufferIndex );
705 // Reset custom object properties to base values
706 for (OwnerContainer<PropertyOwner*>::Iterator iter = mImpl->customObjects.Begin(); iter != mImpl->customObjects.End(); ++iter)
708 (*iter)->ResetToBaseValues( bufferIndex );
711 mImpl->renderers.ResetToBaseValues( bufferIndex );
713 // Reset animatable shader properties to base values
714 for (ShaderIter iter = mImpl->shaders.Begin(); iter != mImpl->shaders.End(); ++iter)
716 (*iter)->ResetToBaseValues( bufferIndex );
720 bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds )
722 bool gestureUpdated( false );
724 // constrain gestures... (in construction order)
725 GestureContainer& gestures = mImpl->gestures;
727 for ( GestureIter iter = gestures.Begin(), endIter = gestures.End(); iter != endIter; ++iter )
729 PanGesture& gesture = **iter;
730 gesture.ResetToBaseValues( bufferIndex ); // Needs to be done every time as gesture data is written directly to an update-buffer rather than via a message
731 gestureUpdated |= gesture.UpdateProperties( lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
734 return gestureUpdated;
737 void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
739 AnimationContainer &animations = mImpl->animations;
740 AnimationIter iter = animations.Begin();
741 bool animationLooped = false;
742 while ( iter != animations.End() )
744 Animation* animation = *iter;
745 bool finished = false;
747 animation->Update( bufferIndex, elapsedSeconds, looped, finished );
749 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
750 animationLooped = animationLooped || looped;
752 // Remove animations that had been destroyed but were still waiting for an update
753 if (animation->GetState() == Animation::Destroyed)
755 iter = animations.Erase(iter);
763 // queue the notification on finished or looped (to update loop count)
764 if ( mImpl->animationFinishedDuringUpdate || animationLooped )
766 // The application should be notified by NotificationManager, in another thread
767 mImpl->notificationManager.QueueCompleteNotification( &mImpl->animationFinishedNotifier );
771 void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
773 //Constrain custom objects (in construction order)
774 OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
775 const OwnerContainer< PropertyOwner* >::Iterator endIter = customObjects.End();
776 for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); endIter != iter; ++iter )
778 PropertyOwner& object = **iter;
779 ConstrainPropertyOwner( object, bufferIndex );
783 void UpdateManager::ConstrainRenderTasks( BufferIndex bufferIndex )
785 // Constrain system-level render-tasks
786 const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
787 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter )
789 RenderTask& task = **iter;
790 ConstrainPropertyOwner( task, bufferIndex );
793 // Constrain render-tasks
794 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
795 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter )
797 RenderTask& task = **iter;
798 ConstrainPropertyOwner( task, bufferIndex );
802 void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
804 // constrain shaders... (in construction order)
805 ShaderContainer& shaders = mImpl->shaders;
806 for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
808 Shader& shader = **iter;
809 ConstrainPropertyOwner( shader, bufferIndex );
813 void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
815 PropertyNotificationContainer ¬ifications = mImpl->propertyNotifications;
816 PropertyNotificationIter iter = notifications.Begin();
818 while ( iter != notifications.End() )
820 PropertyNotification* notification = *iter;
821 bool valid = notification->Check( bufferIndex );
824 mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
830 void UpdateManager::PrepareTextureSets( BufferIndex bufferIndex )
832 size_t textureSetCount( mImpl->textureSets.Size() );
833 for( size_t i(0); i<textureSetCount; ++i )
835 //Prepare texture set
836 mImpl->textureSets[i]->Prepare( mImpl->resourceManager );
840 void UpdateManager::ForwardCompiledShadersToEventThread()
842 DALI_ASSERT_DEBUG( (mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup." );
843 if( mImpl->shaderSaver )
845 // lock and swap the queues
847 // render might be attempting to send us more binaries at the same time
848 Mutex::ScopedLock lock( mImpl->compiledShaderMutex );
849 mImpl->renderCompiledShaders.swap( mImpl->updateCompiledShaders );
852 if( mImpl->updateCompiledShaders.size() > 0 )
854 ShaderSaver& factory = *mImpl->shaderSaver;
855 ShaderDataBinaryQueue::iterator i = mImpl->updateCompiledShaders.begin();
856 ShaderDataBinaryQueue::iterator end = mImpl->updateCompiledShaders.end();
857 for( ; i != end; ++i )
859 mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, *i ) );
861 // we don't need them in update anymore
862 mImpl->updateCompiledShaders.clear();
867 void UpdateManager::UpdateRenderers( BufferIndex bufferIndex )
869 const OwnerContainer<Renderer*>& rendererContainer( mImpl->renderers.GetObjectContainer() );
870 unsigned int rendererCount( rendererContainer.Size() );
871 for( unsigned int i(0); i<rendererCount; ++i )
874 ConstrainPropertyOwner( *rendererContainer[i], bufferIndex );
876 if( rendererContainer[i]->IsReferenced() )
878 rendererContainer[i]->PrepareRender( bufferIndex );
883 void UpdateManager::UpdateNodes( BufferIndex bufferIndex )
885 mImpl->nodeDirtyFlags = NothingFlag;
892 // Prepare resources, update shaders, for each node
893 // And add the renderers to the sorted layers. Start from root, which is also a layer
894 mImpl->nodeDirtyFlags = UpdateNodeTree( *( mImpl->root ),
896 mImpl->resourceManager,
897 mImpl->renderQueue );
899 if ( mImpl->systemLevelRoot )
901 mImpl->nodeDirtyFlags |= UpdateNodeTree( *( mImpl->systemLevelRoot ),
903 mImpl->resourceManager,
904 mImpl->renderQueue );
908 unsigned int UpdateManager::Update( float elapsedSeconds,
909 unsigned int lastVSyncTimeMilliseconds,
910 unsigned int nextVSyncTimeMilliseconds )
912 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
914 //Clear nodes/resources which were previously discarded
915 mImpl->discardQueue.Clear( bufferIndex );
917 //Grab any loaded resources
918 bool resourceChanged = mImpl->resourceManager.UpdateCache( bufferIndex );
920 //Process Touches & Gestures
921 mImpl->touchResampler.Update();
922 const bool gestureUpdated = ProcessGestures( bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds );
924 const bool updateScene = // The scene-graph requires an update if..
925 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
926 IsAnimationRunning() || // ..at least one animation is running OR
927 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
928 resourceChanged || // ..one or more resources were updated/changed OR
929 gestureUpdated; // ..a gesture property was updated
932 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
933 // values if the scene was updated in the previous frame.
934 if( updateScene || mImpl->previousUpdateScene )
936 //Reset properties from the previous update
937 ResetProperties( bufferIndex );
938 mImpl->transformManager.ResetToBaseValue();
941 //Process the queued scene messages
942 mImpl->messageQueue.ProcessMessages( bufferIndex );
944 //Post Process Ids of resources updated by renderer
945 mImpl->resourceManager.PostProcessResources( bufferIndex );
947 //Forward compiled shader programs to event thread for saving
948 ForwardCompiledShadersToEventThread();
950 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
951 // renderer lists if the scene was updated in the previous frame.
952 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
953 if( updateScene || mImpl->previousUpdateScene )
956 Animate( bufferIndex, elapsedSeconds );
958 //Constraint custom objects
959 ConstrainCustomObjects( bufferIndex );
961 //Prepare texture sets and apply constraints to them
962 PrepareTextureSets( bufferIndex );
964 //Clear the lists of renderers from the previous update
965 for( size_t i(0); i<mImpl->sortedLayers.size(); ++i )
967 mImpl->sortedLayers[i]->ClearRenderables();
970 for( size_t i(0); i<mImpl->systemLevelSortedLayers.size(); ++i )
972 mImpl->systemLevelSortedLayers[i]->ClearRenderables();
975 //Update node hierarchy, apply constraints and perform sorting / culling.
976 //This will populate each Layer with a list of renderers which are ready.
977 UpdateNodes( bufferIndex );
979 //Apply constraints to RenderTasks, shaders
980 ConstrainRenderTasks( bufferIndex );
981 ConstrainShaders( bufferIndex );
983 //Update renderers and apply constraints
984 UpdateRenderers( bufferIndex );
986 //Update the trnasformations of all the nodes
987 mImpl->transformManager.Update();
989 //Process Property Notifications
990 ProcessPropertyNotifications( bufferIndex );
992 //Process the RenderTasks; this creates the instructions for rendering the next frame.
993 //reset the update buffer index and make sure there is enough room in the instruction container
994 mImpl->renderInstructions.ResetAndReserve( bufferIndex,
995 mImpl->taskList.GetTasks().Count() + mImpl->systemLevelTaskList.GetTasks().Count() );
997 if ( NULL != mImpl->root )
999 ProcessRenderTasks( bufferIndex,
1002 mImpl->sortedLayers,
1003 mImpl->renderSortingHelper,
1004 mImpl->renderInstructions );
1006 // Process the system-level RenderTasks last
1007 if ( NULL != mImpl->systemLevelRoot )
1009 ProcessRenderTasks( bufferIndex,
1010 mImpl->systemLevelTaskList,
1011 *mImpl->systemLevelRoot,
1012 mImpl->systemLevelSortedLayers,
1013 mImpl->renderSortingHelper,
1014 mImpl->renderInstructions );
1019 // check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
1020 bool doRenderOnceNotify = false;
1021 mImpl->renderTaskWaiting = false;
1022 const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
1023 for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(), endIter = tasks.End();
1024 endIter != iter; ++iter )
1026 RenderTask& renderTask(*(*iter));
1028 renderTask.UpdateState();
1030 if( renderTask.IsWaitingToRender() &&
1031 renderTask.ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
1033 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1036 if( renderTask.HasRendered() )
1038 doRenderOnceNotify = true;
1042 if( doRenderOnceNotify )
1044 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1045 mImpl->notificationManager.QueueCompleteNotification( mImpl->taskList.GetCompleteNotificationInterface() );
1048 // Macro is undefined in release build.
1049 SNAPSHOT_NODE_LOGGING;
1051 // A ResetProperties() may be required in the next frame
1052 mImpl->previousUpdateScene = updateScene;
1054 // Check whether further updates are required
1055 unsigned int keepUpdating = KeepUpdatingCheck( elapsedSeconds );
1057 // tell the update manager that we're done so the queue can be given to event thread
1058 mImpl->notificationManager.UpdateCompleted();
1060 // The update has finished; swap the double-buffering indices
1061 mSceneGraphBuffers.Swap();
1063 return keepUpdating;
1066 unsigned int UpdateManager::KeepUpdatingCheck( float elapsedSeconds ) const
1068 // Update the duration set via Stage::KeepRendering()
1069 if ( mImpl->keepRenderingSeconds > 0.0f )
1071 mImpl->keepRenderingSeconds -= elapsedSeconds;
1074 unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1076 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1077 // Keep updating until no messages are received and no animations are running.
1078 // If an animation has just finished, update at least once more for Discard end-actions.
1079 // No need to check for renderQueue as there is always a render after update and if that
1080 // render needs another update it will tell the adaptor to call update again
1082 if ( mImpl->keepRenderingSeconds > 0.0f )
1084 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1087 if ( IsAnimationRunning() ||
1088 mImpl->animationFinishedDuringUpdate )
1090 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1093 if ( mImpl->renderTaskWaiting )
1095 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1098 return keepUpdatingRequest;
1101 void UpdateManager::SetBackgroundColor( const Vector4& color )
1103 typedef MessageValue1< RenderManager, Vector4 > DerivedType;
1105 // Reserve some memory inside the render queue
1106 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1108 // Construct message in the render queue memory; note that delete should not be called on the return value
1109 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetBackgroundColor, color );
1112 void UpdateManager::SetDefaultSurfaceRect( const Rect<int>& rect )
1114 typedef MessageValue1< RenderManager, Rect<int> > DerivedType;
1116 // Reserve some memory inside the render queue
1117 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1119 // Construct message in the render queue memory; note that delete should not be called on the return value
1120 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceRect, rect );
1123 void UpdateManager::KeepRendering( float durationSeconds )
1125 mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
1128 void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
1132 // just copy the vector of pointers
1133 mImpl->sortedLayers = layers;
1137 mImpl->systemLevelSortedLayers = layers;
1141 void UpdateManager::SetShaderSaver( ShaderSaver& upstream )
1143 mImpl->shaderSaver = &upstream;
1146 void UpdateManager::AddSampler( Render::Sampler* sampler )
1148 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1150 // Reserve some memory inside the render queue
1151 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1153 // Construct message in the render queue memory; note that delete should not be called on the return value
1154 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddSampler, sampler );
1157 void UpdateManager::RemoveSampler( Render::Sampler* sampler )
1159 typedef MessageValue1< RenderManager, Render::Sampler* > DerivedType;
1161 // Reserve some memory inside the render queue
1162 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1164 // Construct message in the render queue memory; note that delete should not be called on the return value
1165 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveSampler, sampler );
1168 void UpdateManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
1170 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1172 // Reserve some memory inside the render queue
1173 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1175 // Construct message in the render queue memory; note that delete should not be called on the return value
1176 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetFilterMode, sampler, minFilterMode, magFilterMode );
1179 void UpdateManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
1181 typedef MessageValue3< RenderManager, Render::Sampler*, unsigned int, unsigned int > DerivedType;
1183 // Reserve some memory inside the render queue
1184 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1186 // Construct message in the render queue memory; note that delete should not be called on the return value
1187 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetWrapMode, sampler, uWrapMode, vWrapMode );
1190 void UpdateManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1192 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1194 // Reserve some memory inside the render queue
1195 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1197 // Construct message in the render queue memory; note that delete should not be called on the return value
1198 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddPropertyBuffer, propertyBuffer );
1201 void UpdateManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
1203 typedef MessageValue1< RenderManager, Render::PropertyBuffer* > DerivedType;
1205 // Reserve some memory inside the render queue
1206 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1208 // Construct message in the render queue memory; note that delete should not be called on the return value
1209 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemovePropertyBuffer, propertyBuffer );
1212 void UpdateManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
1214 typedef MessageValue2< RenderManager, Render::PropertyBuffer*, Render::PropertyBuffer::Format* > DerivedType;
1216 // Reserve some memory inside the render queue
1217 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1219 // Construct message in the render queue memory; note that delete should not be called on the return value
1220 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferFormat, propertyBuffer, format );
1223 void UpdateManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
1225 typedef MessageValue3< RenderManager, Render::PropertyBuffer*, Dali::Vector<char>*, size_t > DerivedType;
1227 // Reserve some memory inside the render queue
1228 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1230 // Construct message in the render queue memory; note that delete should not be called on the return value
1231 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetPropertyBufferData, propertyBuffer, data, size );
1234 void UpdateManager::AddGeometry( Render::Geometry* geometry )
1236 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1238 // Reserve some memory inside the render queue
1239 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1241 // Construct message in the render queue memory; note that delete should not be called on the return value
1242 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddGeometry, geometry );
1245 void UpdateManager::RemoveGeometry( Render::Geometry* geometry )
1247 typedef MessageValue1< RenderManager, Render::Geometry* > DerivedType;
1249 // Reserve some memory inside the render queue
1250 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1252 // Construct message in the render queue memory; note that delete should not be called on the return value
1253 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveGeometry, geometry );
1256 void UpdateManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
1258 typedef MessageValue2< RenderManager, Render::Geometry*, unsigned int > DerivedType;
1260 // Reserve some memory inside the render queue
1261 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1263 // Construct message in the render queue memory; note that delete should not be called on the return value
1264 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType );
1267 void UpdateManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
1269 typedef IndexBufferMessage< RenderManager > DerivedType;
1271 // Reserve some memory inside the render queue
1272 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1274 // Construct message in the render queue memory; note that delete should not be called on the return value
1275 new (slot) DerivedType( &mImpl->renderManager, geometry, indices );
1278 void UpdateManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1280 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1282 // Reserve some memory inside the render queue
1283 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1285 // Construct message in the render queue memory; note that delete should not be called on the return value
1286 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, propertyBuffer );
1289 void UpdateManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
1291 typedef MessageValue2< RenderManager, Render::Geometry*, Render::PropertyBuffer* > DerivedType;
1293 // Reserve some memory inside the render queue
1294 unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
1296 // Construct message in the render queue memory; note that delete should not be called on the return value
1297 new (slot) DerivedType( &mImpl->renderManager, &RenderManager::AddVertexBuffer, geometry, propertyBuffer );
1301 } // namespace SceneGraph
1303 } // namespace Internal