2 * Copyright (c) 2016 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/render/common/render-algorithms.h>
22 #include <dali/internal/render/common/render-debug.h>
23 #include <dali/internal/render/common/render-list.h>
24 #include <dali/internal/render/common/render-instruction.h>
25 #include <dali/internal/render/gl-resources/context.h>
26 #include <dali/internal/render/renderers/render-renderer.h>
27 #include <dali/internal/update/nodes/scene-graph-layer.h>
28 #include <dali/internal/update/manager/geometry-batcher.h>
30 using Dali::Internal::SceneGraph::RenderItem;
31 using Dali::Internal::SceneGraph::RenderList;
32 using Dali::Internal::SceneGraph::RenderListContainer;
33 using Dali::Internal::SceneGraph::RenderInstruction;
34 using Dali::Internal::SceneGraph::GeometryBatcher;
48 // Table for fast look-up of Dali::DepthFunction enum to a GL depth function.
49 // Note: These MUST be in the same order as Dali::DepthFunction enum.
50 const int DaliDepthToGLDepthTable[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL };
52 // Table for fast look-up of Dali::StencilFunction enum to a GL stencil function.
53 // Note: These MUST be in the same order as Dali::StencilFunction enum.
54 const int DaliStencilFunctionToGL[] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS };
56 // Table for fast look-up of Dali::StencilOperation enum to a GL stencil operation.
57 // Note: These MUST be in the same order as Dali::StencilOperation enum.
58 const int DaliStencilOperationToGL[] = { GL_ZERO, GL_KEEP, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP };
60 } // Unnamed namespace
63 * Sets up the scissor test if required.
64 * @param[in] renderList The render list from which to get the clipping flag
65 * @param[in] context The context
67 inline void SetScissorTest( const RenderList& renderList, Context& context )
70 if( renderList.IsClipping() )
72 context.SetScissorTest( true );
74 const Dali::ClippingBox& clip = renderList.GetClippingBox();
75 context.Scissor(clip.x, clip.y, clip.width, clip.height);
79 context.SetScissorTest( false );
84 * Sets the render flags for the stencil buffer and clears all required buffers (depth and stencil if required).
85 * @param[in] renderList The render list from which to get the render flags
86 * @param[in] context The context
87 * @param[in] depthTestEnabled True if depth test is enabled for the layer
88 * @param[in] isLayer3D True if the layer is a 3D layer
90 inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled, bool isLayer3D )
92 const unsigned int renderFlags = renderList.GetFlags();
93 GLbitfield clearMask = 0u;
95 // Stencil enabled, writing, and clearing...
96 const bool enableStencilBuffer( renderFlags & RenderList::STENCIL_BUFFER_ENABLED );
97 const bool enableStencilWrite( renderFlags & RenderList::STENCIL_WRITE );
98 context.EnableStencilBuffer( enableStencilBuffer );
99 if( enableStencilBuffer )
101 context.StencilFunc( ( enableStencilWrite ? GL_ALWAYS : GL_EQUAL ), 1, 0xFF );
102 context.StencilOp( GL_KEEP, GL_REPLACE, GL_REPLACE );
104 // Write to stencil buffer or color buffer, but not both.
105 // These should only be set if the Actor::DrawMode is managing the stencil (and color) buffer.
106 context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
107 context.ColorMask( !enableStencilWrite );
109 clearMask |= ( renderFlags & RenderList::STENCIL_CLEAR ) ? GL_STENCIL_BUFFER_BIT : 0u;
112 // Enable and Clear the depth buffer if required.
113 // DepthTest must be enabled for the layer, else testing is turned off.
114 if( !depthTestEnabled )
116 context.EnableDepthBuffer( false );
118 else if( renderList.HasColorRenderItems() || isLayer3D ) // Also, within the context of this if(), depth test is enabled.
121 clearMask |= GL_DEPTH_BUFFER_BIT;
122 // We need to enable the depth buffer to clear it.
123 // Subsequently it is enabled and disabled on a per-RenderItem basis.
124 // If we do not have color renderers, this is only done for 3D layers.
125 context.EnableDepthBuffer( true );
128 // Clear Depth and/or stencil buffers as required.
129 // Note: The buffers will only be cleared if written to since a previous clear.
130 context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
134 * @brief This method sets up the stencil and color buffer based on the current Renderers flags.
135 * @param[in] item The current RenderItem about to be rendered
136 * @param[in] context The context
137 * @param[in/out] usedStencilBuffer True if the stencil buffer has been used so far within this RenderList
138 * @param[in] stencilManagedByDrawMode True if the stencil and color buffer is being managed by DrawMode::STENCIL
140 inline void SetupPerRendererFlags( const RenderItem& item, Context& context, bool& usedStencilBuffer, bool stencilManagedByDrawMode )
142 // DrawMode::STENCIL is deprecated, however to support it we must not set
143 // flags based on the renderer properties if it is in use.
144 if( stencilManagedByDrawMode )
149 // Setup the color buffer based on the renderers properties.
150 Renderer *renderer = item.mRenderer;
151 context.ColorMask( renderer->GetWriteToColorBuffer() );
153 // If the stencil buffer is disabled for this renderer, exit now to save unnecessary value setting.
154 if( renderer->GetStencilMode() != StencilMode::ON )
156 // No per-renderer stencil setup, exit.
157 context.EnableStencilBuffer( false );
161 // At this point, the stencil buffer is enabled.
162 context.EnableStencilBuffer( true );
164 // If this is the first use of the stencil buffer within this RenderList, clear it now.
165 // This avoids unnecessary clears.
166 if( !usedStencilBuffer )
168 context.Clear( GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES );
169 usedStencilBuffer = true;
172 // Setup the stencil buffer based on the renderers properties.
173 context.StencilFunc( DaliStencilFunctionToGL[ renderer->GetStencilFunction() ],
174 renderer->GetStencilFunctionReference(),
175 renderer->GetStencilFunctionMask() );
176 context.StencilOp( DaliStencilOperationToGL[ renderer->GetStencilOperationOnFail() ],
177 DaliStencilOperationToGL[ renderer->GetStencilOperationOnZFail() ],
178 DaliStencilOperationToGL[ renderer->GetStencilOperationOnZPass() ] );
179 context.StencilMask( renderer->GetStencilMask() );
183 * Sets up the depth buffer for reading and writing based on the current render item.
184 * The items read and write mode are used if specified.
185 * If AUTO is selected for reading, the decision will be based on the Layer Behavior.
186 * If AUTO is selected for writing, the decision will be based on the items opacity.
187 * @param item The RenderItem to set up the depth buffer for
188 * @param context The context used to execute GL commands.
189 * @param isLayer3D True if the layer behavior is set to LAYER_3D
191 inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool isLayer3D )
193 // Set up whether or not to write to the depth buffer.
194 const DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
195 // Most common mode (AUTO) is tested first.
196 bool enableDepthWrite = ( ( depthWriteMode == DepthWriteMode::AUTO ) && item.mIsOpaque ) ||
197 ( depthWriteMode == DepthWriteMode::ON );
198 context.DepthMask( enableDepthWrite );
200 // Set up whether or not to read from (test) the depth buffer.
201 const DepthTestMode::Type depthTestMode = item.mRenderer->GetDepthTestMode();
202 // Most common mode (AUTO) is tested first.
203 bool enableDepthTest = ( ( depthTestMode == DepthTestMode::AUTO ) && isLayer3D ) ||
204 ( depthTestMode == DepthTestMode::ON );
205 // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
206 context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
208 // The depth buffer must be enabled if either reading or writing.
209 context.EnableDepthBuffer( enableDepthWrite || enableDepthTest );
213 * Process a render-list.
214 * @param[in] renderList The render-list to process.
215 * @param[in] context The GL context.
216 * @param[in] defaultShader The default shader to use.
217 * @param[in] buffer The current render buffer index (previous update buffer)
218 * @param[in] viewMatrix The view matrix from the appropriate camera.
219 * @param[in] projectionMatrix The projection matrix from the appropriate camera.
220 * @param[in] geometryBatcher The instance of the geometry batcher
222 inline void ProcessRenderList(
223 const RenderList& renderList,
225 SceneGraph::TextureCache& textureCache,
226 SceneGraph::Shader& defaultShader,
227 BufferIndex bufferIndex,
228 const Matrix& viewMatrix,
229 const Matrix& projectionMatrix,
230 GeometryBatcher* geometryBatcher )
232 DALI_PRINT_RENDER_LIST( renderList );
234 bool depthTestEnabled = !( renderList.GetSourceLayer()->IsDepthTestDisabled() );
235 bool isLayer3D = renderList.GetSourceLayer()->GetBehavior() == Dali::Layer::LAYER_3D;
236 bool usedStencilBuffer = false;
237 bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
239 SetScissorTest( renderList, context );
240 SetRenderFlags( renderList, context, depthTestEnabled, isLayer3D );
242 // The Layers depth enabled flag overrides the per-renderer depth flags.
243 // So if depth test is disabled at the layer level, we ignore per-render flags.
244 // Note: Overlay renderers will not read or write from the depth buffer.
245 if( DALI_LIKELY( !renderList.HasColorRenderItems() || !depthTestEnabled ) )
247 size_t count = renderList.Count();
249 for ( size_t index = 0; index < count; ++index )
251 const RenderItem& item = renderList.GetItem( index );
252 DALI_PRINT_RENDER_ITEM( item );
254 SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
256 // Check if the node has a valid batch index value ( set previously by
257 // GeometryBatcher ). If so, then it queries the geometry object for this particular batch.
258 // If not, it still checks if the batch parent is set as it is possible, batching may
259 // fail ( for example if vertex format or buffers are not set ). In that case we need
260 // to skip rendering, otherwise unwanted GPU buffers will get uploaded. This is very rare case.
261 uint32_t batchIndex = item.mNode->mBatchIndex;
262 if( batchIndex != BATCH_NULL_HANDLE )
264 item.mBatchRenderGeometry = geometryBatcher->GetGeometry( batchIndex );
268 skip = item.mNode->GetBatchParent();
269 item.mBatchRenderGeometry = NULL;
273 item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
274 item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, item.mBatchRenderGeometry, !item.mIsOpaque );
280 size_t count = renderList.Count();
281 for ( size_t index = 0; index < count; ++index )
283 const RenderItem& item = renderList.GetItem( index );
284 DALI_PRINT_RENDER_ITEM( item );
286 // Set up the depth buffer based on per-renderer flags.
287 SetupDepthBuffer( item, context, isLayer3D );
288 SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
290 item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
291 item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, item.mBatchRenderGeometry, !item.mIsOpaque );
296 void ProcessRenderInstruction( const RenderInstruction& instruction,
298 SceneGraph::TextureCache& textureCache,
299 SceneGraph::Shader& defaultShader,
300 GeometryBatcher& geometryBatcher,
301 BufferIndex bufferIndex )
303 DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
305 const Matrix* viewMatrix = instruction.GetViewMatrix( bufferIndex );
306 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( bufferIndex );
308 DALI_ASSERT_DEBUG( NULL != viewMatrix );
309 DALI_ASSERT_DEBUG( NULL != projectionMatrix );
311 if( NULL != viewMatrix &&
312 NULL != projectionMatrix )
314 const RenderListContainer::SizeType count = instruction.RenderListCount();
316 // Iterate through each render list in order. If a pair of render lists
317 // are marked as interleaved, then process them together.
318 for( RenderListContainer::SizeType index = 0; index < count; ++index )
320 const RenderList* renderList = instruction.GetRenderList( index );
323 !renderList->IsEmpty() )
325 ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix, &geometryBatcher );
331 } // namespace Render
333 } // namespace Internal