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;
45 // Table for fast look-up of Dali::DepthFunction enum to a GL depth function.
46 // Note: These MUST be in the same order as Dali::DepthFunction enum.
47 const short DaliDepthToGLDepthTable[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL };
48 } // Unnamed namespace
51 * Sets up the scissor test if required.
52 * @param[in] renderList The render list from which to get the clipping flag
53 * @param[in] context The context
55 inline void SetScissorTest( const RenderList& renderList, Context& context )
58 if( renderList.IsClipping() )
60 context.SetScissorTest( true );
62 const Dali::ClippingBox& clip = renderList.GetClippingBox();
63 context.Scissor(clip.x, clip.y, clip.width, clip.height);
67 context.SetScissorTest( false );
72 * Sets the render flags for the stencil buffer and clears all required buffers (depth and stencil if required).
73 * @param[in] renderList The render list from which to get the render flags
74 * @param[in] context The context
75 * @param[in] depthTestEnabled True if depth test is enabled for the layer
76 * @param[in] isLayer3D True if the layer is a 3D layer
78 inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled, bool isLayer3D )
80 const unsigned int renderFlags = renderList.GetFlags();
81 GLbitfield clearMask = 0u;
83 // Stencil enabled, writing, and clearing...
84 const bool enableStencilBuffer( renderFlags & RenderList::STENCIL_BUFFER_ENABLED );
85 const bool enableStencilWrite( renderFlags & RenderList::STENCIL_WRITE );
86 context.EnableStencilBuffer( enableStencilBuffer );
87 if( enableStencilBuffer )
89 context.StencilFunc( ( enableStencilWrite ? GL_ALWAYS : GL_EQUAL ), 1, 0xFF );
90 context.StencilOp( GL_KEEP, GL_REPLACE, GL_REPLACE );
92 clearMask |= ( renderFlags & RenderList::STENCIL_CLEAR ) ? GL_STENCIL_BUFFER_BIT : 0u;
95 // Write to stencil buffer or color buffer, but not both
96 context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
97 context.ColorMask( !enableStencilWrite );
99 // Enable and Clear the depth buffer if required.
100 // DepthTest must be enabled for the layer, else testing is turned off.
101 if( !depthTestEnabled )
103 context.EnableDepthBuffer( false );
105 else if( renderList.HasColorRenderItems() || isLayer3D ) // Also, within the context of this if(), depth test is enabled.
108 clearMask |= GL_DEPTH_BUFFER_BIT;
109 // We need to enable the depth buffer to clear it.
110 // Subsequently it is enabled and disabled on a per-RenderItem basis.
111 // If we do not have color renderers, this is only done for 3D layers.
112 context.EnableDepthBuffer( true );
115 // Clear Depth and/or stencil buffers as required.
116 // Note: The buffers will only be cleared if written to since a previous clear.
117 context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
121 * Sets up the depth buffer for reading and writing based on the current render item.
122 * The items read and write mode are used if specified.
123 * If AUTO is selected for reading, the decision will be based on the Layer Behavior.
124 * If AUTO is selected for writing, the decision will be based on the items opacity.
125 * @param item The RenderItem to set up the depth buffer for
126 * @param context The context used to execute GL commands.
127 * @param isLayer3D True if the layer behavior is set to LAYER_3D
129 inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool isLayer3D )
131 // Set up whether or not to write to the depth buffer.
132 const DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
133 // Most common mode (AUTO) is tested first.
134 bool enableDepthWrite = ( ( depthWriteMode == DepthWriteMode::AUTO ) && item.mIsOpaque ) ||
135 ( depthWriteMode == DepthWriteMode::ON );
136 context.DepthMask( enableDepthWrite );
138 // Set up whether or not to read from (test) the depth buffer.
139 const DepthTestMode::Type depthTestMode = item.mRenderer->GetDepthTestMode();
140 // Most common mode (AUTO) is tested first.
141 bool enableDepthTest = ( ( depthTestMode == DepthTestMode::AUTO ) && isLayer3D ) ||
142 ( depthTestMode == DepthTestMode::ON );
143 // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
144 context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
146 // The depth buffer must be enabled if either reading or writing.
147 context.EnableDepthBuffer( enableDepthWrite || enableDepthTest );
151 * Process a render-list.
152 * @param[in] renderList The render-list to process.
153 * @param[in] context The GL context.
154 * @param[in] defaultShader The default shader to use.
155 * @param[in] buffer The current render buffer index (previous update buffer)
156 * @param[in] viewMatrix The view matrix from the appropriate camera.
157 * @param[in] projectionMatrix The projection matrix from the appropriate camera.
159 inline void ProcessRenderList(
160 const RenderList& renderList,
162 SceneGraph::TextureCache& textureCache,
163 SceneGraph::Shader& defaultShader,
164 BufferIndex bufferIndex,
165 const Matrix& viewMatrix,
166 const Matrix& projectionMatrix )
168 DALI_PRINT_RENDER_LIST( renderList );
170 bool depthTestEnabled = !( renderList.GetSourceLayer()->IsDepthTestDisabled() );
171 bool isLayer3D = renderList.GetSourceLayer()->GetBehavior() == Dali::Layer::LAYER_3D;
173 SetScissorTest( renderList, context );
174 SetRenderFlags( renderList, context, depthTestEnabled, isLayer3D );
176 // The Layers depth enabled flag overrides the per-renderer depth flags.
177 // So if depth test is disabled at the layer level, we ignore per-render flags.
178 // Note: Overlay renderers will not read or write from the depth buffer.
179 if( DALI_LIKELY( !renderList.HasColorRenderItems() || !depthTestEnabled ) )
181 size_t count = renderList.Count();
182 for ( size_t index = 0; index < count; ++index )
184 const RenderItem& item = renderList.GetItem( index );
185 DALI_PRINT_RENDER_ITEM( item );
187 item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
188 item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
193 size_t count = renderList.Count();
194 for ( size_t index = 0; index < count; ++index )
196 const RenderItem& item = renderList.GetItem( index );
197 DALI_PRINT_RENDER_ITEM( item );
199 // Set up the depth buffer based on per-renderer flags.
200 SetupDepthBuffer( item, context, isLayer3D );
202 item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
203 item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
208 void ProcessRenderInstruction( const RenderInstruction& instruction,
210 SceneGraph::TextureCache& textureCache,
211 SceneGraph::Shader& defaultShader,
212 BufferIndex bufferIndex )
214 DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
216 const Matrix* viewMatrix = instruction.GetViewMatrix( bufferIndex );
217 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( bufferIndex );
219 DALI_ASSERT_DEBUG( NULL != viewMatrix );
220 DALI_ASSERT_DEBUG( NULL != projectionMatrix );
222 if( NULL != viewMatrix &&
223 NULL != projectionMatrix )
225 const RenderListContainer::SizeType count = instruction.RenderListCount();
227 // Iterate through each render list in order. If a pair of render lists
228 // are marked as interleaved, then process them together.
229 for( RenderListContainer::SizeType index = 0; index < count; ++index )
231 const RenderList* renderList = instruction.GetRenderList( index );
234 !renderList->IsEmpty() )
236 ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix );
242 } // namespace Render
244 } // namespace Internal