2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/manager/update-manager.h>
22 #include <dali/integration-api/core.h>
24 #include <dali/internal/event/animation/animation-playlist.h>
25 #include <dali/internal/event/common/notification-manager.h>
26 #include <dali/internal/event/common/property-notifier.h>
27 #include <dali/internal/event/effects/shader-factory.h>
29 #include <dali/internal/update/common/discard-queue.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller-impl.h>
32 #include <dali/internal/update/manager/frame-callback-processor.h>
33 #include <dali/internal/update/manager/render-task-processor.h>
34 #include <dali/internal/update/manager/transform-manager.h>
35 #include <dali/internal/update/manager/update-algorithms.h>
36 #include <dali/internal/update/manager/update-manager-debug.h>
37 #include <dali/internal/update/nodes/node.h>
38 #include <dali/internal/update/queue/update-message-queue.h>
40 #include <dali/internal/render/common/render-manager.h>
41 #include <dali/internal/render/queue/render-queue.h>
43 // Un-comment to enable node tree debug logging
44 //#define NODE_TREE_LOGGING 1
46 #if(defined(DEBUG_ENABLED) && defined(NODE_TREE_LOGGING))
47 #define SNAPSHOT_NODE_LOGGING \
48 const uint32_t FRAME_COUNT_TRIGGER = 16; \
49 if(mImpl->frameCounter >= FRAME_COUNT_TRIGGER) \
51 for(auto&& scene : mImpl->scenes)
53 if(scene && scene->root)
55 mImpl->frameCounter = 0;
56 PrintNodeTree(*scene->root, mSceneGraphBuffers.GetUpdateBufferIndex(), "");
60 mImpl->frameCounter++;
62 #define SNAPSHOT_NODE_LOGGING
65 #if defined(DEBUG_ENABLED)
66 extern Debug::Filter* gRenderTaskLogFilter;
69 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_UPDATE_MANAGER");
70 } // unnamed namespace
73 using namespace Dali::Integration;
74 using Dali::Internal::Update::MessageQueue;
85 * Helper to Erase an object from OwnerContainer using discard queue
86 * @param container to remove from
87 * @param object to remove
88 * @param discardQueue to put the object to
89 * @param updateBufferIndex to use
92 inline void EraseUsingDiscardQueue(OwnerContainer<T*>& container, T* object, DiscardQueue& discardQueue, BufferIndex updateBufferIndex)
94 DALI_ASSERT_DEBUG(object && "NULL object not allowed");
96 // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
97 for(auto&& iter : container)
101 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
102 discardQueue.Add(updateBufferIndex, container.Release(&iter)); // take the address of the reference to a pointer (iter)
103 return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
109 * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
110 * @param[in] node The node whose hierarchy to descend
112 void SortSiblingNodesRecursively(Node& node)
114 NodeContainer& container = node.GetChildren();
115 std::sort(container.Begin(), container.End(), [](Node* a, Node* b) { return a->GetDepthIndex() < b->GetDepthIndex(); });
117 // Descend tree and sort as well
118 for(auto&& iter : container)
120 SortSiblingNodesRecursively(*iter);
124 } // unnamed namespace
127 * Structure to contain UpdateManager internal data
129 struct UpdateManager::Impl
131 // SceneInfo keeps the root node of the Scene, its scene graph render task list, and the list of Layer pointers sorted by depth
134 SceneInfo(Layer* root) ///< Constructor
139 ~SceneInfo() = default; ///< Default non-virtual destructor
140 SceneInfo(SceneInfo&& rhs) = default; ///< Move constructor
141 SceneInfo& operator=(SceneInfo&& rhs) = default; ///< Move assignment operator
142 SceneInfo& operator=(const SceneInfo& rhs) = delete; ///< Assignment operator
143 SceneInfo(const SceneInfo& rhs) = delete; ///< Copy constructor
145 Layer* root{nullptr}; ///< Root node (root is a layer). The layer is not stored in the node memory pool.
146 OwnerPointer<RenderTaskList> taskList; ///< Scene graph render task list
147 SortedLayerPointers sortedLayerList; ///< List of Layer pointers sorted by depth (one list of sorted layers per root)
148 OwnerPointer<Scene> scene; ///< Scene graph object of the scene
151 Impl(NotificationManager& notificationManager,
152 CompleteNotificationInterface& animationPlaylist,
153 PropertyNotifier& propertyNotifier,
154 DiscardQueue& discardQueue,
155 RenderController& renderController,
156 RenderManager& renderManager,
157 RenderQueue& renderQueue,
158 SceneGraphBuffers& sceneGraphBuffers,
159 RenderTaskProcessor& renderTaskProcessor)
160 : renderMessageDispatcher(renderManager, renderQueue, sceneGraphBuffers),
161 notificationManager(notificationManager),
163 animationPlaylist(animationPlaylist),
164 propertyNotifier(propertyNotifier),
165 shaderSaver(nullptr),
166 discardQueue(discardQueue),
167 renderController(renderController),
168 sceneController(nullptr),
169 renderManager(renderManager),
170 renderQueue(renderQueue),
171 renderTaskProcessor(renderTaskProcessor),
172 backgroundColor(Dali::DEFAULT_BACKGROUND_COLOR),
176 panGestureProcessor(nullptr),
177 messageQueue(renderController, sceneGraphBuffers),
178 frameCallbackProcessor(nullptr),
179 keepRenderingSeconds(0.0f),
180 nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
182 renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
183 animationFinishedDuringUpdate(false),
184 previousUpdateScene(false),
185 renderTaskWaiting(false),
186 renderersAdded(false),
187 renderingRequired(false)
189 sceneController = new SceneControllerImpl(renderMessageDispatcher, renderQueue, discardQueue);
191 // create first 'dummy' node
192 nodes.PushBack(nullptr);
197 // Disconnect render tasks from nodes, before destroying the nodes
198 for(auto&& scene : scenes)
200 if(scene && scene->taskList)
202 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
203 for(auto&& task : tasks)
205 task->SetSourceNode(nullptr);
210 // UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
211 // like custom properties, which get released here
212 Vector<Node*>::Iterator iter = nodes.Begin() + 1;
213 Vector<Node*>::Iterator endIter = nodes.End();
214 for(; iter != endIter; ++iter)
216 (*iter)->OnDestroy();
220 for(auto&& scene : scenes)
222 if(scene && scene->root)
224 scene->root->OnDestroy();
225 Node::Delete(scene->root);
230 delete sceneController;
234 * Lazy init for FrameCallbackProcessor.
235 * @param[in] updateManager A reference to the update-manager
237 FrameCallbackProcessor& GetFrameCallbackProcessor(UpdateManager& updateManager)
239 if(!frameCallbackProcessor)
241 frameCallbackProcessor = new FrameCallbackProcessor(updateManager, transformManager);
243 return *frameCallbackProcessor;
246 SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
247 RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
248 NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
249 TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
250 CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
251 PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
252 ShaderSaver* shaderSaver; ///< Saves shader binaries.
253 DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
254 RenderController& renderController; ///< render controller
255 SceneControllerImpl* sceneController; ///< scene controller
256 RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
257 RenderQueue& renderQueue; ///< Used to queue messages for the next render
258 RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
260 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
262 using SceneInfoPtr = std::unique_ptr<SceneInfo>;
263 std::vector<SceneInfoPtr> scenes; ///< A container of SceneInfo.
265 Vector<Node*> nodes; ///< A container of all instantiated nodes
267 OwnerContainer<Camera*> cameras; ///< A container of cameras
268 OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
270 OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
271 OwnerContainer<Animation*> animations; ///< A container of owned animations
272 PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
273 OwnerContainer<Renderer*> renderers; ///< A container of owned renderers
274 OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
275 OwnerContainer<Shader*> shaders; ///< A container of owned shaders
276 OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
278 MessageQueue messageQueue; ///< The messages queued from the event-thread
279 std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
280 std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
281 Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
283 OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
285 float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
286 NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
287 uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
289 DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
291 bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
292 bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
293 bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
294 bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
295 bool renderingRequired; ///< True if required to render the current frame
298 Impl(const Impl&); ///< Undefined
299 Impl& operator=(const Impl&); ///< Undefined
302 UpdateManager::UpdateManager(NotificationManager& notificationManager,
303 CompleteNotificationInterface& animationFinishedNotifier,
304 PropertyNotifier& propertyNotifier,
305 DiscardQueue& discardQueue,
306 RenderController& controller,
307 RenderManager& renderManager,
308 RenderQueue& renderQueue,
309 RenderTaskProcessor& renderTaskProcessor)
312 mImpl = new Impl(notificationManager,
313 animationFinishedNotifier,
320 renderTaskProcessor);
323 UpdateManager::~UpdateManager()
328 void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
330 DALI_ASSERT_DEBUG(layer->IsLayer());
331 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
333 Layer* rootLayer = layer.Release();
335 DALI_ASSERT_DEBUG(std::find_if(mImpl->scenes.begin(), mImpl->scenes.end(), [rootLayer](Impl::SceneInfoPtr& scene) {
336 return scene && scene->root == rootLayer;
337 }) == mImpl->scenes.end() &&
338 "Root Node already installed");
340 rootLayer->CreateTransform(&mImpl->transformManager);
341 rootLayer->SetRoot(true);
343 mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
346 void UpdateManager::UninstallRoot(Layer* layer)
348 DALI_ASSERT_DEBUG(layer->IsLayer());
349 DALI_ASSERT_DEBUG(layer->GetParent() == NULL);
351 for(auto iter = mImpl->scenes.begin(); iter != mImpl->scenes.end(); ++iter)
353 if((*iter) && (*iter)->root == layer)
355 mImpl->scenes.erase(iter);
360 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
362 // Notify the layer about impending destruction
366 void UpdateManager::AddNode(OwnerPointer<Node>& node)
368 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
370 Node* rawNode = node.Release();
371 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddNode\n", rawNode);
373 mImpl->nodes.PushBack(rawNode);
374 rawNode->CreateTransform(&mImpl->transformManager);
377 void UpdateManager::ConnectNode(Node* parent, Node* node)
379 DALI_ASSERT_ALWAYS(nullptr != parent);
380 DALI_ASSERT_ALWAYS(nullptr != node);
381 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should not have a parent yet
383 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
385 parent->ConnectChild(node);
387 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
388 if(mImpl->frameCallbackProcessor)
390 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
394 void UpdateManager::DisconnectNode(Node* node)
396 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DisconnectNode\n", node);
398 Node* parent = node->GetParent();
399 DALI_ASSERT_ALWAYS(nullptr != parent);
400 parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
402 parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
404 // Inform the frame-callback-processor, if set, about the node-hierarchy changing
405 if(mImpl->frameCallbackProcessor)
407 mImpl->frameCallbackProcessor->NodeHierarchyChanged();
411 void UpdateManager::DestroyNode(Node* node)
413 DALI_ASSERT_ALWAYS(nullptr != node);
414 DALI_ASSERT_ALWAYS(nullptr == node->GetParent()); // Should have been disconnected
416 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] DestroyNode\n", node);
418 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
419 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
420 for(; iter != endIter; ++iter)
424 mImpl->nodes.Erase(iter);
429 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
431 // Notify the Node about impending destruction
435 void UpdateManager::AddCamera(OwnerPointer<Camera>& camera)
437 mImpl->cameras.PushBack(camera.Release()); // takes ownership
440 void UpdateManager::RemoveCamera(Camera* camera)
442 // Find the camera and destroy it
443 EraseUsingDiscardQueue(mImpl->cameras, camera, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
446 void UpdateManager::AddObject(OwnerPointer<PropertyOwner>& object)
448 mImpl->customObjects.PushBack(object.Release());
451 void UpdateManager::RemoveObject(PropertyOwner* object)
453 mImpl->customObjects.EraseObject(object);
456 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
458 RenderTaskList* taskListPointer = taskList.Release();
459 taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
461 mImpl->scenes.back()->taskList = taskListPointer;
464 void UpdateManager::RemoveRenderTaskList(RenderTaskList* taskList)
466 for(auto&& scene : mImpl->scenes)
468 if(scene && scene->taskList == taskList)
470 scene->taskList.Reset();
476 void UpdateManager::AddScene(OwnerPointer<Scene>& scene)
478 mImpl->scenes.back()->scene = scene.Release();
480 // Initialize the context from render manager
481 typedef MessageValue1<RenderManager, SceneGraph::Scene*> DerivedType;
483 // Reserve some memory inside the render queue
484 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
486 // Construct message in the render queue memory; note that delete should not be called on the return value
487 SceneGraph::Scene& sceneObject = *mImpl->scenes.back()->scene;
488 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::InitializeScene, &sceneObject);
491 void UpdateManager::RemoveScene(Scene* scene)
493 // Initialize the context from render manager
494 using DerivedType = MessageValue1<RenderManager, SceneGraph::Scene*>;
496 // Reserve some memory inside the render queue
497 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
499 // Construct message in the render queue memory; note that delete should not be called on the return value
500 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UninitializeScene, scene);
502 for(auto&& sceneInfo : mImpl->scenes)
504 if(sceneInfo && sceneInfo->scene && sceneInfo->scene.Get() == scene)
506 mImpl->discardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), sceneInfo->scene.Release()); // take the address of the reference to a pointer
512 void UpdateManager::AddAnimation(OwnerPointer<SceneGraph::Animation>& animation)
514 mImpl->animations.PushBack(animation.Release());
517 void UpdateManager::StopAnimation(Animation* animation)
519 DALI_ASSERT_DEBUG(animation && "NULL animation called to stop");
521 bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
523 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
526 void UpdateManager::RemoveAnimation(Animation* animation)
528 DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
530 animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
532 DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
535 bool UpdateManager::IsAnimationRunning() const
537 // Find any animation that isn't stopped or paused
538 for(auto&& iter : mImpl->animations)
540 const Animation::State state = iter->GetState();
542 if(state != Animation::Stopped &&
543 state != Animation::Paused)
545 return true; // stop iteration as soon as first one is found
552 void UpdateManager::AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter)
554 propertyResetter->Initialize();
555 mImpl->propertyResetters.PushBack(propertyResetter.Release());
558 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
560 mImpl->propertyNotifications.PushBack(propertyNotification.Release());
563 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
565 mImpl->propertyNotifications.EraseObject(propertyNotification);
568 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
570 DALI_ASSERT_DEBUG(propertyNotification && "propertyNotification scene graph object missing");
571 propertyNotification->SetNotifyMode(notifyMode);
574 void UpdateManager::AddShader(OwnerPointer<Shader>& shader)
576 mImpl->shaders.PushBack(shader.Release());
579 void UpdateManager::RemoveShader(Shader* shader)
581 // Find the shader and destroy it
582 EraseUsingDiscardQueue(mImpl->shaders, shader, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
585 void UpdateManager::SaveBinary(Internal::ShaderDataPtr shaderData)
587 DALI_ASSERT_DEBUG(shaderData && "No NULL shader data pointers please.");
588 DALI_ASSERT_DEBUG(shaderData->GetBufferSize() > 0 && "Shader binary empty so nothing to save.");
590 // lock as update might be sending previously compiled shaders to event thread
591 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
592 mImpl->renderCompiledShaders.push_back(shaderData);
596 void UpdateManager::SetShaderSaver(ShaderSaver& upstream)
598 mImpl->shaderSaver = &upstream;
601 void UpdateManager::AddRenderer(OwnerPointer<Renderer>& renderer)
603 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer.Get());
605 renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
606 mImpl->renderers.PushBack(renderer.Release());
607 mImpl->renderersAdded = true;
610 void UpdateManager::RemoveRenderer(Renderer* renderer)
612 DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] RemoveRenderer\n", renderer);
614 // Find the renderer and destroy it
615 EraseUsingDiscardQueue(mImpl->renderers, renderer, mImpl->discardQueue, mSceneGraphBuffers.GetUpdateBufferIndex());
616 // Need to remove the render object as well
617 renderer->DisconnectFromSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
620 void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
622 DALI_ASSERT_DEBUG(NULL != panGestureProcessor);
624 mImpl->panGestureProcessor = panGestureProcessor;
627 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
629 mImpl->textureSets.PushBack(textureSet.Release());
632 void UpdateManager::RemoveTextureSet(TextureSet* textureSet)
634 mImpl->textureSets.EraseObject(textureSet);
637 uint32_t* UpdateManager::ReserveMessageSlot(uint32_t size, bool updateScene)
639 return mImpl->messageQueue.ReserveMessageSlot(size, updateScene);
642 void UpdateManager::EventProcessingStarted()
644 mImpl->messageQueue.EventProcessingStarted();
647 bool UpdateManager::FlushQueue()
649 return mImpl->messageQueue.FlushQueue();
652 void UpdateManager::ResetProperties(BufferIndex bufferIndex)
654 // Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
655 mImpl->animationFinishedDuringUpdate = false;
657 // Reset all animating / constrained properties
658 std::vector<PropertyResetterBase*> toDelete;
659 for(auto&& element : mImpl->propertyResetters)
661 element->ResetToBaseValue(bufferIndex);
662 if(element->IsFinished())
664 toDelete.push_back(element);
668 // If a resetter is no longer required (the animator or constraint has been removed), delete it.
669 for(auto&& elementPtr : toDelete)
671 mImpl->propertyResetters.EraseObject(elementPtr);
674 // Clear all root nodes dirty flags
675 for(auto& scene : mImpl->scenes)
677 auto root = scene->root;
678 root->ResetDirtyFlags(bufferIndex);
681 // Clear node dirty flags
682 Vector<Node*>::Iterator iter = mImpl->nodes.Begin() + 1;
683 Vector<Node*>::Iterator endIter = mImpl->nodes.End();
684 for(; iter != endIter; ++iter)
686 (*iter)->ResetDirtyFlags(bufferIndex);
690 bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds)
692 bool gestureUpdated(false);
694 if(mImpl->panGestureProcessor)
696 // gesture processor only supports default properties
697 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
698 gestureUpdated |= mImpl->panGestureProcessor->UpdateProperties(lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
701 return gestureUpdated;
704 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
706 bool animationActive = false;
708 auto&& iter = mImpl->animations.Begin();
709 bool animationLooped = false;
711 while(iter != mImpl->animations.End())
713 Animation* animation = *iter;
714 bool finished = false;
716 bool progressMarkerReached = false;
717 animation->Update(bufferIndex, elapsedSeconds, looped, finished, progressMarkerReached);
719 animationActive = animationActive || animation->IsActive();
721 if(progressMarkerReached)
723 mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
726 mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
727 animationLooped = animationLooped || looped;
729 // Remove animations that had been destroyed but were still waiting for an update
730 if(animation->GetState() == Animation::Destroyed)
732 iter = mImpl->animations.Erase(iter);
740 // queue the notification on finished or looped (to update loop count)
741 if(mImpl->animationFinishedDuringUpdate || animationLooped)
743 // The application should be notified by NotificationManager, in another thread
744 mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
747 return animationActive;
750 void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
752 //Constrain custom objects (in construction order)
753 for(auto&& object : mImpl->customObjects)
755 ConstrainPropertyOwner(*object, bufferIndex);
759 void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
761 // Constrain render-tasks
762 for(auto&& scene : mImpl->scenes)
764 if(scene && scene->taskList)
766 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
767 for(auto&& task : tasks)
769 ConstrainPropertyOwner(*task, bufferIndex);
775 void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
777 // constrain shaders... (in construction order)
778 for(auto&& shader : mImpl->shaders)
780 ConstrainPropertyOwner(*shader, bufferIndex);
784 void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
786 for(auto&& notification : mImpl->propertyNotifications)
788 bool valid = notification->Check(bufferIndex);
791 mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
796 void UpdateManager::ForwardCompiledShadersToEventThread()
798 DALI_ASSERT_DEBUG((mImpl->shaderSaver != 0) && "shaderSaver should be wired-up during startup.");
799 if(mImpl->shaderSaver)
801 // lock and swap the queues
803 // render might be attempting to send us more binaries at the same time
804 Mutex::ScopedLock lock(mImpl->compiledShaderMutex);
805 mImpl->renderCompiledShaders.swap(mImpl->updateCompiledShaders);
808 if(mImpl->updateCompiledShaders.size() > 0)
810 ShaderSaver& factory = *mImpl->shaderSaver;
811 for(auto&& shader : mImpl->updateCompiledShaders)
813 mImpl->notificationManager.QueueMessage(ShaderCompiledMessage(factory, shader));
815 // we don't need them in update anymore
816 mImpl->updateCompiledShaders.clear();
821 void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
823 for(auto&& renderer : mImpl->renderers)
826 ConstrainPropertyOwner(*renderer, bufferIndex);
828 mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
832 void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
834 mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
836 for(auto&& scene : mImpl->scenes)
838 if(scene && scene->root)
840 // Prepare resources, update shaders, for each node
841 // And add the renderers to the sorted layers. Start from root, which is also a layer
842 mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
849 uint32_t UpdateManager::Update(float elapsedSeconds,
850 uint32_t lastVSyncTimeMilliseconds,
851 uint32_t nextVSyncTimeMilliseconds,
852 bool renderToFboEnabled,
853 bool isRenderingToFbo)
855 const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
857 //Clear nodes/resources which were previously discarded
858 mImpl->discardQueue.Clear(bufferIndex);
860 bool isAnimationRunning = IsAnimationRunning();
862 //Process Touches & Gestures
863 const bool gestureUpdated = ProcessGestures(bufferIndex, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds);
865 bool updateScene = // The scene-graph requires an update if..
866 (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || // ..nodes were dirty in previous frame OR
867 isAnimationRunning || // ..at least one animation is running OR
868 mImpl->messageQueue.IsSceneUpdateRequired() || // ..a message that modifies the scene graph node tree is queued OR
869 mImpl->frameCallbackProcessor || // ..a frame callback processor is existed OR
870 gestureUpdated; // ..a gesture property was updated
872 bool keepRendererRendering = false;
873 mImpl->renderingRequired = false;
875 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
876 // values if the scene was updated in the previous frame.
877 if(updateScene || mImpl->previousUpdateScene)
879 //Reset properties from the previous update
880 ResetProperties(bufferIndex);
881 mImpl->transformManager.ResetToBaseValue();
884 // Process the queued scene messages. Note, MessageQueue::FlushQueue may be called
885 // between calling IsSceneUpdateRequired() above and here, so updateScene should
887 updateScene |= mImpl->messageQueue.ProcessMessages(bufferIndex);
889 //Forward compiled shader programs to event thread for saving
890 ForwardCompiledShadersToEventThread();
892 // Although the scene-graph may not require an update, we still need to synchronize double-buffered
893 // renderer lists if the scene was updated in the previous frame.
894 // We should not start skipping update steps or reusing lists until there has been two frames where nothing changes
895 if(updateScene || mImpl->previousUpdateScene)
898 bool animationActive = Animate(bufferIndex, elapsedSeconds);
900 //Constraint custom objects
901 ConstrainCustomObjects(bufferIndex);
903 //Clear the lists of renderers from the previous update
904 for(auto&& scene : mImpl->scenes)
908 for(auto&& layer : scene->sortedLayerList)
912 layer->ClearRenderables();
918 // Call the frame-callback-processor if set
919 if(mImpl->frameCallbackProcessor)
921 mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
924 //Update node hierarchy, apply constraints and perform sorting / culling.
925 //This will populate each Layer with a list of renderers which are ready.
926 UpdateNodes(bufferIndex);
928 //Apply constraints to RenderTasks, shaders
929 ConstrainRenderTasks(bufferIndex);
930 ConstrainShaders(bufferIndex);
932 //Update renderers and apply constraints
933 UpdateRenderers(bufferIndex);
935 //Update the transformations of all the nodes
936 if(mImpl->transformManager.Update())
938 mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
941 //Process Property Notifications
942 ProcessPropertyNotifications(bufferIndex);
945 for(auto&& cameraIterator : mImpl->cameras)
947 cameraIterator->Update(bufferIndex);
950 //Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
951 //reset the update buffer index and make sure there is enough room in the instruction container
952 if(mImpl->renderersAdded)
954 // Calculate how many render tasks we have in total
955 std::size_t numberOfRenderTasks = 0;
956 for(auto&& scene : mImpl->scenes)
958 if(scene && scene->taskList)
960 numberOfRenderTasks += scene->taskList->GetTasks().Count();
964 std::size_t numberOfRenderInstructions = 0;
965 for(auto&& scene : mImpl->scenes)
967 if(scene && scene->root && scene->taskList && scene->scene)
969 scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
970 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
972 // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
973 // or the nodes are dirty
974 if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
976 keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
979 scene->sortedLayerList,
980 scene->scene->GetRenderInstructions(),
984 scene->scene->SetSkipRendering(false);
988 scene->scene->SetSkipRendering(true);
991 numberOfRenderInstructions += scene->scene->GetRenderInstructions().Count(bufferIndex);
995 DALI_LOG_INFO(gLogFilter, Debug::General, "Update: numberOfRenderTasks(%d), Render Instructions(%d)\n", numberOfRenderTasks, numberOfRenderInstructions);
999 for(auto&& scene : mImpl->scenes)
1001 if(scene && scene->root && scene->taskList)
1003 RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
1005 // check the countdown and notify
1006 bool doRenderOnceNotify = false;
1007 mImpl->renderTaskWaiting = false;
1008 for(auto&& renderTask : tasks)
1010 renderTask->UpdateState();
1012 if(renderTask->IsWaitingToRender() &&
1013 renderTask->ReadyToRender(bufferIndex) /*avoid updating forever when source actor is off-stage*/)
1015 mImpl->renderTaskWaiting = true; // keep update/render threads alive
1018 if(renderTask->HasRendered())
1020 doRenderOnceNotify = true;
1024 if(doRenderOnceNotify)
1026 DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
1027 mImpl->notificationManager.QueueCompleteNotification(scene->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 uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
1041 if(keepRendererRendering)
1043 keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
1045 // Set dirty flags for next frame to continue rendering
1046 mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
1049 // tell the update manager that we're done so the queue can be given to event thread
1050 mImpl->notificationManager.UpdateCompleted();
1052 // The update has finished; swap the double-buffering indices
1053 mSceneGraphBuffers.Swap();
1055 return keepUpdating;
1058 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
1060 // Update the duration set via Stage::KeepRendering()
1061 if(mImpl->keepRenderingSeconds > 0.0f)
1063 mImpl->keepRenderingSeconds -= elapsedSeconds;
1066 uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
1068 // If the rendering behavior is set to continuously render, then continue to render.
1069 // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
1070 // Keep updating until no messages are received and no animations are running.
1071 // If an animation has just finished, update at least once more for Discard end-actions.
1072 // No need to check for renderQueue as there is always a render after update and if that
1073 // render needs another update it will tell the adaptor to call update again
1075 if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
1076 (mImpl->keepRenderingSeconds > 0.0f))
1078 keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
1081 if(IsAnimationRunning() ||
1082 mImpl->animationFinishedDuringUpdate)
1084 keepUpdatingRequest |= KeepUpdating::ANIMATIONS_RUNNING;
1087 if(mImpl->renderTaskWaiting)
1089 keepUpdatingRequest |= KeepUpdating::RENDER_TASK_SYNC;
1092 return keepUpdatingRequest;
1095 void UpdateManager::SurfaceReplaced(Scene* scene)
1097 using DerivedType = MessageValue1<RenderManager, Scene*>;
1099 // Reserve some memory inside the render queue
1100 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1102 // Construct message in the render queue memory; note that delete should not be called on the return value
1103 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SurfaceReplaced, scene);
1106 void UpdateManager::KeepRendering(float durationSeconds)
1108 mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
1111 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
1113 mImpl->renderingBehavior = renderingBehavior;
1116 void UpdateManager::RequestRendering()
1118 mImpl->renderingRequired = true;
1121 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
1123 for(auto&& scene : mImpl->scenes)
1125 if(scene && scene->root == rootLayer)
1127 scene->sortedLayerList = layers;
1133 void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
1135 // note,this vector is already in depth order. It could be used as-is to
1136 // remove sorting in update algorithm. However, it lacks layer boundary markers.
1137 for(auto&& iter : nodeDepths->nodeDepths)
1139 iter.node->SetDepthIndex(iter.sortedDepth);
1142 for(auto&& scene : mImpl->scenes)
1146 // Go through node hierarchy and rearrange siblings according to depth-index
1147 SortSiblingNodesRecursively(*scene->root);
1152 void UpdateManager::AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode)
1154 mImpl->GetFrameCallbackProcessor(*this).AddFrameCallback(frameCallback, rootNode);
1157 void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
1159 mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
1162 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
1164 // Message has ownership of Sampler while in transit from update to render
1165 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Sampler> >;
1167 // Reserve some memory inside the render queue
1168 uint32_t* 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::AddSampler, sampler);
1174 void UpdateManager::RemoveSampler(Render::Sampler* sampler)
1176 using DerivedType = MessageValue1<RenderManager, Render::Sampler*>;
1178 // Reserve some memory inside the render queue
1179 uint32_t* 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::RemoveSampler, sampler);
1185 void UpdateManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
1187 using DerivedType = MessageValue3<RenderManager, Render::Sampler*, uint32_t, uint32_t>;
1189 // Reserve some memory inside the render queue
1190 uint32_t* 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::SetFilterMode, sampler, minFilterMode, magFilterMode);
1196 void UpdateManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
1198 using DerivedType = MessageValue4<RenderManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
1200 // Reserve some memory inside the render queue
1201 uint32_t* 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::SetWrapMode, sampler, rWrapMode, sWrapMode, tWrapMode);
1207 void UpdateManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
1209 // Message has ownership of format while in transit from update -> render
1210 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::VertexBuffer> >;
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::AddVertexBuffer, vertexBuffer);
1219 void UpdateManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
1221 using DerivedType = MessageValue1<RenderManager, Render::VertexBuffer*>;
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::RemoveVertexBuffer, vertexBuffer);
1230 void UpdateManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
1232 // Message has ownership of format while in transit from update -> render
1233 using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
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::SetVertexBufferFormat, vertexBuffer, format);
1242 void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
1244 // Message has ownership of format while in transit from update -> render
1245 using DerivedType = MessageValue3<RenderManager, Render::VertexBuffer*, OwnerPointer<Dali::Vector<uint8_t> >, uint32_t>;
1247 // Reserve some memory inside the render queue
1248 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1250 // Construct message in the render queue memory; note that delete should not be called on the return value
1251 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
1254 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
1256 // Message has ownership of format while in transit from update -> render
1257 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Geometry> >;
1259 // Reserve some memory inside the render queue
1260 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1262 // Construct message in the render queue memory; note that delete should not be called on the return value
1263 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddGeometry, geometry);
1266 void UpdateManager::RemoveGeometry(Render::Geometry* geometry)
1268 using DerivedType = MessageValue1<RenderManager, Render::Geometry*>;
1270 // Reserve some memory inside the render queue
1271 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1273 // Construct message in the render queue memory; note that delete should not be called on the return value
1274 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveGeometry, geometry);
1277 void UpdateManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
1279 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, uint32_t>;
1281 // Reserve some memory inside the render queue
1282 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1284 // Construct message in the render queue memory; note that delete should not be called on the return value
1285 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetGeometryType, geometry, geometryType);
1288 void UpdateManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
1290 using DerivedType = IndexBufferMessage<RenderManager>;
1292 // Reserve some memory inside the render queue
1293 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1295 // Construct message in the render queue memory; note that delete should not be called on the return value
1296 new(slot) DerivedType(&mImpl->renderManager, geometry, indices);
1299 void UpdateManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1301 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1303 // Reserve some memory inside the render queue
1304 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1306 // Construct message in the render queue memory; note that delete should not be called on the return value
1307 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveVertexBuffer, geometry, vertexBuffer);
1310 void UpdateManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
1312 using DerivedType = MessageValue2<RenderManager, Render::Geometry*, Render::VertexBuffer*>;
1314 // Reserve some memory inside the render queue
1315 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1317 // Construct message in the render queue memory; note that delete should not be called on the return value
1318 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachVertexBuffer, geometry, vertexBuffer);
1321 void UpdateManager::AddTexture(OwnerPointer<Render::Texture>& texture)
1323 // Message has ownership of Texture while in transit from update -> render
1324 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::Texture> >;
1326 // Reserve some memory inside the render queue
1327 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1329 // Construct message in the render queue memory; note that delete should not be called on the return value
1330 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddTexture, texture);
1333 void UpdateManager::RemoveTexture(Render::Texture* texture)
1335 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1337 // Reserve some memory inside the render queue
1338 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1340 // Construct message in the render queue memory; note that delete should not be called on the return value
1341 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
1344 void UpdateManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
1346 using DerivedType = MessageValue3<RenderManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
1348 // Reserve some memory inside the message queue
1349 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1351 // Construct message in the message queue memory; note that delete should not be called on the return value
1352 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::UploadTexture, texture, pixelData, params);
1355 void UpdateManager::GenerateMipmaps(Render::Texture* texture)
1357 using DerivedType = MessageValue1<RenderManager, Render::Texture*>;
1359 // Reserve some memory inside the render queue
1360 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1362 // Construct message in the render queue memory; note that delete should not be called on the return value
1363 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
1366 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
1368 using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer> >;
1370 // Reserve some memory inside the render queue
1371 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1373 // Construct message in the render queue memory; note that delete should not be called on the return value
1374 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AddFrameBuffer, frameBuffer);
1377 void UpdateManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
1379 using DerivedType = MessageValue1<RenderManager, Render::FrameBuffer*>;
1381 // Reserve some memory inside the render queue
1382 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1384 // Construct message in the render queue memory; note that delete should not be called on the return value
1385 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveFrameBuffer, frameBuffer);
1388 void UpdateManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
1390 using DerivedType = MessageValue4<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
1392 // Reserve some memory inside the render queue
1393 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1395 // Construct message in the render queue memory; note that delete should not be called on the return value
1396 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachColorTextureToFrameBuffer, frameBuffer, texture, mipmapLevel, layer);
1399 void UpdateManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1401 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1403 // Reserve some memory inside the render queue
1404 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1406 // Construct message in the render queue memory; note that delete should not be called on the return value
1407 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1410 void UpdateManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
1412 using DerivedType = MessageValue3<RenderManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
1414 // Reserve some memory inside the render queue
1415 uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
1417 // Construct message in the render queue memory; note that delete should not be called on the return value
1418 new(slot) DerivedType(&mImpl->renderManager, &RenderManager::AttachDepthStencilTextureToFrameBuffer, frameBuffer, texture, mipmapLevel);
1421 } // namespace SceneGraph
1423 } // namespace Internal