-//
-// 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) 2023 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/render-tasks/scene-graph-render-task-list.h>
// INTERNAL INCLUDES
-#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
-#include <dali/internal/update/resources/complete-status-manager.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
+#include <dali/internal/update/common/resetter-manager.h> ///< For AddInitializeResetter
-namespace Dali
+namespace //Unnamed namespace
+{
+//Memory pool used to allocate new RenderTaskLists. Memory used by this pool will be released when shutting down DALi
+Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderTaskList>& GetRenderTaskListMemoryPool()
{
+ static Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderTaskList> gRenderTaskListMemoryPool;
+ return gRenderTaskListMemoryPool;
+}
+} // unnamed namespace
+namespace Dali
+{
namespace Internal
{
-
namespace SceneGraph
{
+RenderTaskList* RenderTaskList::New()
+{
+ return new(GetRenderTaskListMemoryPool().AllocateRawThreadSafe()) RenderTaskList();
+}
+
+RenderTaskList::RenderTaskList()
+: mNotificationObject(nullptr),
+ mResetterManager(nullptr),
+ mRenderMessageDispatcher(nullptr),
+ mOverlayRenderTask(nullptr)
+{
+}
+
+RenderTaskList::~RenderTaskList() = default;
-RenderTaskList::RenderTaskList(CompleteStatusManager& completeStatusManager)
-: mCompleteStatusManager( completeStatusManager )
+void RenderTaskList::operator delete(void* ptr)
{
+ GetRenderTaskListMemoryPool().FreeThreadSafe(static_cast<RenderTaskList*>(ptr));
}
-RenderTaskList::~RenderTaskList()
+void RenderTaskList::Initialize(ResetterManager& resetterManager, RenderMessageDispatcher& renderMessageDispatcher)
{
+ mResetterManager = &resetterManager;
+ mRenderMessageDispatcher = &renderMessageDispatcher;
}
-void RenderTaskList::AddTask( RenderTask* newTask )
+void RenderTaskList::AddTask(OwnerPointer<RenderTask>& newTask)
{
- DALI_ASSERT_DEBUG( newTask != NULL && "SceneGraph RenderTask is null");
+ DALI_ASSERT_DEBUG(newTask && "SceneGraph RenderTask is null");
+ DALI_ASSERT_DEBUG(mRenderMessageDispatcher != NULL && "RenderMessageDispatcher is null");
+
+ newTask->Initialize(*mResetterManager, *mRenderMessageDispatcher);
+
+ if(mOverlayRenderTask && mRenderTasks[mRenderTasks.Size() - 1] == mOverlayRenderTask)
+ {
+ mRenderTasks.Insert(mRenderTasks.End() - 1, newTask.Release());
+ }
+ else
+ {
+ mRenderTasks.PushBack(newTask.Release());
+ }
+}
- // mRenderTasks container takes ownership
- mRenderTasks.PushBack( newTask );
- newTask->SetCompleteStatusManager( &mCompleteStatusManager );
+void RenderTaskList::AddOverlayTask(OwnerPointer<RenderTask>& newTask)
+{
+ AddTask(newTask);
+ mOverlayRenderTask = mRenderTasks[mRenderTasks.Size() - 1];
}
-void RenderTaskList::RemoveTask( RenderTask* task )
+void RenderTaskList::RemoveTask(RenderTask* task)
{
RenderTaskContainer::ConstIterator end = mRenderTasks.End();
- for ( RenderTaskContainer::Iterator iter = mRenderTasks.Begin(); iter != end; ++iter )
+ for(RenderTaskContainer::Iterator iter = mRenderTasks.Begin(); iter != end; ++iter)
{
- if ( *iter == task )
+ if(*iter == task)
{
// Destroy the task
- mRenderTasks.Erase( iter );
+ mRenderTasks.Erase(iter);
break; // we're finished
}
}
}
+uint32_t RenderTaskList::GetTaskCount()
+{
+ return static_cast<uint32_t>(mRenderTasks.Count());
+}
+
RenderTaskList::RenderTaskContainer& RenderTaskList::GetTasks()
{
return mRenderTasks;
return mRenderTasks;
}
+void RenderTaskList::SetCompleteNotificationInterface(CompleteNotificationInterface* object)
+{
+ mNotificationObject = object;
+}
+
+CompleteNotificationInterface* RenderTaskList::GetCompleteNotificationInterface()
+{
+ return mNotificationObject;
+}
+
+uint32_t RenderTaskList::GetMemoryPoolCapacity()
+{
+ return GetRenderTaskListMemoryPool().GetCapacity();
+}
+
} // namespace SceneGraph
} // namespace Internal