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>
29 using Dali::Internal::SceneGraph::RenderItem;
30 using Dali::Internal::SceneGraph::RenderList;
31 using Dali::Internal::SceneGraph::RenderListContainer;
32 using Dali::Internal::SceneGraph::RenderInstruction;
46 // Table for fast look-up of Dali::DepthFunction enum to a GL depth function.
47 // Note: These MUST be in the same order as Dali::DepthFunction enum.
48 const int DaliDepthToGLDepthTable[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL };
50 // Table for fast look-up of Dali::StencilFunction enum to a GL stencil function.
51 // Note: These MUST be in the same order as Dali::StencilFunction enum.
52 const int DaliStencilFunctionToGL[] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS };
54 // Table for fast look-up of Dali::StencilOperation enum to a GL stencil operation.
55 // Note: These MUST be in the same order as Dali::StencilOperation enum.
56 const int DaliStencilOperationToGL[] = { GL_ZERO, GL_KEEP, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP };
58 } // Unnamed namespace
61 * Sets up the scissor test if required.
62 * @param[in] renderList The render list from which to get the clipping flag
63 * @param[in] context The context
65 inline void SetScissorTest( const RenderList& renderList, Context& context )
68 if( renderList.IsClipping() )
70 context.SetScissorTest( true );
72 const Dali::ClippingBox& clip = renderList.GetClippingBox();
73 context.Scissor(clip.x, clip.y, clip.width, clip.height);
77 context.SetScissorTest( false );
82 * Sets the render flags for the stencil buffer and clears all required buffers (depth and stencil if required).
83 * @param[in] renderList The render list from which to get the render flags
84 * @param[in] context The context
85 * @param[in] depthTestEnabled True if depth test is enabled for the layer
86 * @param[in] isLayer3D True if the layer is a 3D layer
88 inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled )
90 const unsigned int renderFlags = renderList.GetFlags();
91 GLbitfield clearMask = 0u;
93 // Stencil enabled, writing, and clearing...
94 const bool enableStencilBuffer( renderFlags & RenderList::STENCIL_BUFFER_ENABLED );
95 const bool enableStencilWrite( renderFlags & RenderList::STENCIL_WRITE );
96 context.EnableStencilBuffer( enableStencilBuffer );
97 if( enableStencilBuffer )
99 context.StencilFunc( ( enableStencilWrite ? GL_ALWAYS : GL_EQUAL ), 1, 0xFF );
100 context.StencilOp( GL_KEEP, GL_REPLACE, GL_REPLACE );
102 // Write to stencil buffer or color buffer, but not both.
103 // These should only be set if the Actor::DrawMode is managing the stencil (and color) buffer.
104 context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
105 context.ColorMask( !enableStencilWrite );
107 clearMask |= ( renderFlags & RenderList::STENCIL_CLEAR ) ? GL_STENCIL_BUFFER_BIT : 0u;
110 // Enable and Clear the depth buffer if required.
111 if( depthTestEnabled )
113 clearMask |= GL_DEPTH_BUFFER_BIT;
115 // We need to enable the depth buffer to clear it.
116 // Subsequently it is enabled and disabled on a per-RenderItem basis.
117 context.EnableDepthBuffer( true );
121 context.EnableDepthBuffer( false );
124 // Clear Depth and/or stencil buffers as required.
125 // Note: The buffers will only be cleared if written to since a previous clear.
126 context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
130 * @brief This method sets up the stencil and color buffer based on the current Renderers flags.
131 * @param[in] item The current RenderItem about to be rendered
132 * @param[in] context The context
133 * @param[in/out] usedStencilBuffer True if the stencil buffer has been used so far within this RenderList
134 * @param[in] stencilManagedByDrawMode True if the stencil and color buffer is being managed by DrawMode::STENCIL
136 inline void SetupPerRendererFlags( const RenderItem& item, Context& context, bool& usedStencilBuffer, bool stencilManagedByDrawMode )
138 // DrawMode::STENCIL is deprecated, however to support it we must not set
139 // flags based on the renderer properties if it is in use.
140 if( stencilManagedByDrawMode )
145 // Setup the color buffer based on the renderers properties.
146 Renderer *renderer = item.mRenderer;
147 context.ColorMask( renderer->GetWriteToColorBuffer() );
149 // If the stencil buffer is disabled for this renderer, exit now to save unnecessary value setting.
150 if( renderer->GetStencilMode() != StencilMode::ON )
152 // No per-renderer stencil setup, exit.
153 context.EnableStencilBuffer( false );
157 // At this point, the stencil buffer is enabled.
158 context.EnableStencilBuffer( true );
160 // If this is the first use of the stencil buffer within this RenderList, clear it now.
161 // This avoids unnecessary clears.
162 if( !usedStencilBuffer )
164 context.Clear( GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES );
165 usedStencilBuffer = true;
168 // Setup the stencil buffer based on the renderers properties.
169 context.StencilFunc( DaliStencilFunctionToGL[ renderer->GetStencilFunction() ],
170 renderer->GetStencilFunctionReference(),
171 renderer->GetStencilFunctionMask() );
172 context.StencilOp( DaliStencilOperationToGL[ renderer->GetStencilOperationOnFail() ],
173 DaliStencilOperationToGL[ renderer->GetStencilOperationOnZFail() ],
174 DaliStencilOperationToGL[ renderer->GetStencilOperationOnZPass() ] );
175 context.StencilMask( renderer->GetStencilMask() );
179 * Sets up the depth buffer for reading and writing based on the current render item.
180 * The items read and write mode are used if specified.
181 * If AUTO is selected for reading, the decision will be based on the Layer Behavior.
182 * If AUTO is selected for writing, the decision will be based on the items opacity.
183 * @param item The RenderItem to set up the depth buffer for
184 * @param context The context used to execute GL commands.
185 * @param depthTestEnabled True if depth testing has been enabled.
187 inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool depthTestEnabled )
189 // Set up whether or not to write to the depth buffer.
190 const DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
191 // Most common mode (AUTO) is tested first.
192 bool enableDepthWrite = ( ( depthWriteMode == DepthWriteMode::AUTO ) && depthTestEnabled && item.mIsOpaque ) ||
193 ( depthWriteMode == DepthWriteMode::ON );
194 context.DepthMask( enableDepthWrite );
196 // Set up whether or not to read from (test) the depth buffer.
197 const DepthTestMode::Type depthTestMode = item.mRenderer->GetDepthTestMode();
198 // Most common mode (AUTO) is tested first.
199 bool enableDepthTest = ( ( depthTestMode == DepthTestMode::AUTO ) && depthTestEnabled ) ||
200 ( depthTestMode == DepthTestMode::ON );
201 // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
202 context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
204 // The depth buffer must be enabled if either reading or writing.
205 context.EnableDepthBuffer( enableDepthWrite || enableDepthTest );
209 * Process a render-list.
210 * @param[in] renderList The render-list to process.
211 * @param[in] context The GL context.
212 * @param[in] defaultShader The default shader to use.
213 * @param[in] buffer The current render buffer index (previous update buffer)
214 * @param[in] viewMatrix The view matrix from the appropriate camera.
215 * @param[in] projectionMatrix The projection matrix from the appropriate camera.
217 inline void ProcessRenderList(
218 const RenderList& renderList,
220 SceneGraph::TextureCache& textureCache,
221 SceneGraph::Shader& defaultShader,
222 BufferIndex bufferIndex,
223 const Matrix& viewMatrix,
224 const Matrix& projectionMatrix )
226 DALI_PRINT_RENDER_LIST( renderList );
228 bool autoDepthTestMode = !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && renderList.HasColorRenderItems();
229 bool usedStencilBuffer = false;
230 bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
232 SetScissorTest( renderList, context );
233 SetRenderFlags( renderList, context, autoDepthTestMode );
235 const size_t count = renderList.Count();
236 for ( size_t index = 0; index < count; ++index )
238 const RenderItem& item = renderList.GetItem( index );
239 DALI_PRINT_RENDER_ITEM( item );
241 // Set up the depth buffer based on per-renderer flags.
242 // If the per renderer flags are set to "ON" or "OFF", they will always override any Layer depth mode or
243 // draw-mode state, such as Overlays.
244 // If the flags are set to "AUTO", the behaviour then depends on the type of renderer. Overlay Renderers will always
245 // disable depth testing and writing. Color Renderers will enable them if the Layer does.
246 SetupDepthBuffer( item, context, autoDepthTestMode );
247 SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
249 item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
250 item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
254 void ProcessRenderInstruction( const RenderInstruction& instruction,
256 SceneGraph::TextureCache& textureCache,
257 SceneGraph::Shader& defaultShader,
258 BufferIndex bufferIndex )
260 DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
262 const Matrix* viewMatrix = instruction.GetViewMatrix( bufferIndex );
263 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( bufferIndex );
265 DALI_ASSERT_DEBUG( NULL != viewMatrix );
266 DALI_ASSERT_DEBUG( NULL != projectionMatrix );
268 if( NULL != viewMatrix &&
269 NULL != projectionMatrix )
271 const RenderListContainer::SizeType count = instruction.RenderListCount();
273 // Iterate through each render list in order. If a pair of render lists
274 // are marked as interleaved, then process them together.
275 for( RenderListContainer::SizeType index = 0; index < count; ++index )
277 const RenderList* renderList = instruction.GetRenderList( index );
280 !renderList->IsEmpty() )
282 ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix );
288 } // namespace Render
290 } // namespace Internal