-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include <dali/internal/update/common/discard-queue.h>
// INTERNAL INCLUDES
-#include <dali/internal/render/gl-resources/gl-resource-owner.h>
#include <dali/internal/common/message.h>
-#include <dali/internal/update/nodes/node.h>
#include <dali/internal/render/queue/render-queue.h>
-#include <dali/internal/update/node-attachments/scene-graph-renderable-attachment.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
-#include <dali/internal/render/shaders/shader.h>
-#include <dali/internal/update/modeling/scene-graph-mesh.h>
+#include <dali/internal/render/renderers/render-renderer.h>
+#include <dali/internal/render/shaders/render-shader.h>
+#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/nodes/node.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
-
-namespace // unnamed namespace
-{
-
-static void DoGlCleanup( BufferIndex updateBufferIndex, GlResourceOwner& owner, RenderQueue& renderQueue )
+DiscardQueue::DiscardQueue(RenderQueue& renderQueue)
+: mRenderQueue(renderQueue),
+ mNodeQueue(),
+ mShaderQueue(),
+ mRendererQueue(),
+ mCameraQueue(),
+ mSceneQueue()
{
- typedef Message< GlResourceOwner > DerivedType;
-
- // Reserve some memory inside the render queue
- unsigned int* slot = renderQueue.ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
- // Construct message in the render queue memory; note that delete should not be called on the return value
- new (slot) DerivedType( &owner, &GlResourceOwner::GlCleanup );
}
-} // unnamed namespace
+DiscardQueue::~DiscardQueue() = default;
-DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
-: mRenderQueue( renderQueue )
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Node* node)
{
-}
-
-DiscardQueue::~DiscardQueue()
-{
-}
-
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
-{
- DALI_ASSERT_DEBUG( NULL != node );
+ DALI_ASSERT_DEBUG(NULL != node);
// The GL resources will now be freed in frame N
// The Update for frame N+1 may occur in parallel with the rendering of frame N
// Queue the node for destruction in frame N+2
- if ( 0u == updateBufferIndex )
- {
- mNodeQueue0.PushBack( node );
- }
- else
- {
- mNodeQueue1.PushBack( node );
- }
+ mNodeQueue[updateBufferIndex].PushBack(node);
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, NodeAttachment* attachment )
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Shader* shader)
{
- DALI_ASSERT_DEBUG( NULL != attachment );
+ DALI_ASSERT_DEBUG(NULL != shader);
- // The GL resources will now be freed in Render frame N
- // The Update for frame N+1 may occur in parallel with the rendering of frame N
- // Queue the attachment for destruction in Update frame N+2
- if ( 0u == updateBufferIndex )
- {
- mAttachmentQueue0.PushBack( attachment );
- }
- else
- {
- mAttachmentQueue1.PushBack( attachment );
- }
-}
-
-void DiscardQueue::Add( BufferIndex updateBufferIndex, RefObject& resource )
-{
- // Check whether resource has GL data
- GlResourceOwner* glResource = dynamic_cast<GlResourceOwner*>( &resource );
- if ( glResource )
- {
- // Send message to clean-up GL resources in the next Render
- DoGlCleanup( updateBufferIndex, *glResource, mRenderQueue );
- }
+ // Programs are cached for the lifetime of DALi so no need for GL cleanup for shader for now.
// The GL resources will now be freed in frame N
// The Update for frame N+1 may occur in parallel with the rendering of frame N
// Queue the node for destruction in frame N+2
- if ( 0u == updateBufferIndex )
- {
- mResourceQueue0.push_back( DiscardQueue::ResourcePointer(&resource) );
- }
- else
- {
- mResourceQueue1.push_back( DiscardQueue::ResourcePointer(&resource) );
- }
+ mShaderQueue[updateBufferIndex].PushBack(shader);
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Mesh* mesh )
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Renderer* renderer)
{
- DALI_ASSERT_DEBUG( mesh );
-
- // Send message to clean-up GL resources in the next Render
- DoGlCleanup( updateBufferIndex, *mesh, mRenderQueue );
+ DALI_ASSERT_DEBUG(NULL != renderer);
// The GL resources will now be freed in frame N
// The Update for frame N+1 may occur in parallel with the rendering of frame N
// Queue the node for destruction in frame N+2
- if ( 0u == updateBufferIndex )
- {
- mMeshQueue0.PushBack( mesh );
- }
- else
- {
- mMeshQueue1.PushBack( mesh );
- }
+ mRendererQueue[updateBufferIndex].PushBack(renderer);
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Camera* camera)
{
- DALI_ASSERT_DEBUG( NULL != shader );
+ DALI_ASSERT_DEBUG(NULL != camera);
- // Send message to clean-up GL resources in the next Render
- DoGlCleanup( updateBufferIndex, *shader, mRenderQueue );
+ mCameraQueue[updateBufferIndex].PushBack(camera);
+}
- // The GL resources will now be freed in frame N
- // The Update for frame N+1 may occur in parallel with the rendering of frame N
- // Queue the node for destruction in frame N+2
- if ( 0u == updateBufferIndex )
- {
- mShaderQueue0.PushBack( shader );
- }
- else
- {
- mShaderQueue1.PushBack( shader );
- }
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Scene* scene)
+{
+ DALI_ASSERT_DEBUG(NULL != scene);
+
+ mSceneQueue[updateBufferIndex].PushBack(scene);
}
-void DiscardQueue::Clear( BufferIndex updateBufferIndex )
+void DiscardQueue::Clear(BufferIndex updateBufferIndex)
{
// Destroy some discarded objects; these should no longer own any GL resources
-
- if ( 0u == updateBufferIndex )
- {
- mNodeQueue0.Clear();
- mAttachmentQueue0.Clear();
- mResourceQueue0.clear();
- mMeshQueue0.Clear();
- mShaderQueue0.Clear();
- }
- else
- {
- mNodeQueue1.Clear();
- mAttachmentQueue1.Clear();
- mResourceQueue1.clear();
- mMeshQueue1.Clear();
- mShaderQueue1.Clear();
- }
+ mNodeQueue[updateBufferIndex].Clear();
+ mRendererQueue[updateBufferIndex].Clear();
+ mShaderQueue[updateBufferIndex].Clear();
+ mCameraQueue[updateBufferIndex].Clear();
+ mSceneQueue[updateBufferIndex].Clear();
}
} // namespace SceneGraph