/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * 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.
#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/scene-graph-shader.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
{
-
-DiscardQueue::DiscardQueue( RenderQueue& renderQueue )
-: mRenderQueue( renderQueue )
+DiscardQueue::DiscardQueue(RenderQueue& renderQueue)
+: mRenderQueue(renderQueue),
+ mNodeQueue(),
+ mShaderQueue(),
+ mRendererQueue(),
+ mCameraQueue(),
+ mSceneQueue()
{
}
-DiscardQueue::~DiscardQueue()
-{
-}
+DiscardQueue::~DiscardQueue() = default;
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Node* node )
+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, Geometry* geometry )
-{
- DALI_ASSERT_DEBUG( NULL != geometry );
+ // 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 )
- {
- mGeometryQueue0.PushBack( geometry );
- }
- else
- {
- mGeometryQueue1.PushBack( geometry );
- }
+ mShaderQueue[updateBufferIndex].PushBack(shader);
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Material* material )
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Renderer* renderer)
{
- DALI_ASSERT_DEBUG( NULL != material );
+ 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 )
- {
- mMaterialQueue0.PushBack( material );
- }
- else
- {
- mMaterialQueue1.PushBack( material );
- }
+ 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);
- // 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 )
- {
- mShaderQueue0.PushBack( shader );
- }
- else
- {
- mShaderQueue1.PushBack( shader );
- }
+ mCameraQueue[updateBufferIndex].PushBack(camera);
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, Sampler* sampler )
+void DiscardQueue::Add(BufferIndex updateBufferIndex, Scene* scene)
{
- DALI_ASSERT_DEBUG( NULL != sampler );
-
- if ( 0u == updateBufferIndex )
- {
- mSamplerQueue0.PushBack( sampler );
- }
- else
- {
- mSamplerQueue1.PushBack( sampler );
- }
-}
+ DALI_ASSERT_DEBUG(NULL != scene);
-void DiscardQueue::Add( BufferIndex updateBufferIndex, PropertyBuffer* propertyBuffer )
-{
- DALI_ASSERT_DEBUG( NULL != propertyBuffer );
-
- if ( 0u == updateBufferIndex )
- {
- mPropertyBufferQueue0.PushBack( propertyBuffer );
- }
- else
- {
- mPropertyBufferQueue1.PushBack( propertyBuffer );
- }
+ 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();
- mShaderQueue0.Clear();
- mGeometryQueue0.Clear();
- mMaterialQueue0.Clear();
- mSamplerQueue0.Clear();
- mPropertyBufferQueue0.Clear();
- }
- else
- {
- mNodeQueue1.Clear();
- mAttachmentQueue1.Clear();
- mShaderQueue1.Clear();
- mGeometryQueue1.Clear();
- mMaterialQueue1.Clear();
- mSamplerQueue1.Clear();
- mPropertyBufferQueue1.Clear();
- }
+ mNodeQueue[updateBufferIndex].Clear();
+ mRendererQueue[updateBufferIndex].Clear();
+ mShaderQueue[updateBufferIndex].Clear();
+ mCameraQueue[updateBufferIndex].Clear();
+ mSceneQueue[updateBufferIndex].Clear();
}
} // namespace SceneGraph