Fix svace issue (initialize render task list membervalue)
[platform/core/uifw/dali-core.git] / dali / internal / update / render-tasks / scene-graph-render-task-list.cpp
index 71f5ada..255b1b0 100644 (file)
-//
-// 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;
@@ -73,6 +117,21 @@ const RenderTaskList::RenderTaskContainer& RenderTaskList::GetTasks() const
   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