2 * Copyright (c) 2020 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-manager.h>
25 #include <dali/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/event/common/scene-impl.h>
35 #include <dali/internal/render/common/render-algorithms.h>
36 #include <dali/internal/render/common/render-debug.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/common/render-instruction-container.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/gl-resources/context.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/render-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-geometry.h>
44 #include <dali/internal/render/renderers/render-renderer.h>
45 #include <dali/internal/render/renderers/render-sampler.h>
46 #include <dali/internal/render/shaders/program-controller.h>
47 #include <dali/internal/update/common/scene-graph-scene.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
66 * Structure to contain internal data
68 struct RenderManager::Impl
70 Impl( Integration::GlAbstraction& glAbstraction,
71 Integration::GlSyncAbstraction& glSyncAbstraction,
72 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73 Integration::DepthBufferAvailable depthBufferAvailableParam,
74 Integration::StencilBufferAvailable stencilBufferAvailableParam )
75 : context( glAbstraction, &sceneContextContainer ),
76 currentContext( &context ),
77 glAbstraction( glAbstraction ),
78 glSyncAbstraction( glSyncAbstraction ),
79 glContextHelperAbstraction( glContextHelperAbstraction ),
83 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
88 frameBufferContainer(),
89 lastFrameWasRendered( false ),
90 programController( glAbstraction ),
91 depthBufferAvailable( depthBufferAvailableParam ),
92 stencilBufferAvailable( stencilBufferAvailableParam ),
93 defaultSurfaceOrientation( 0 )
95 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
96 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
97 threadPool->Initialize( 1u );
102 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
105 void AddRenderTracker( Render::RenderTracker* renderTracker )
107 DALI_ASSERT_DEBUG( renderTracker != NULL );
108 mRenderTrackers.PushBack( renderTracker );
111 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
113 mRenderTrackers.EraseObject( renderTracker );
116 Context* CreateSceneContext()
118 sceneContextContainer.push_back( new Context( glAbstraction ) );
119 return sceneContextContainer[ sceneContextContainer.size() - 1 ];
122 void DestroySceneContext( Context* sceneContext )
124 auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
125 if( iter != sceneContextContainer.end() )
127 sceneContextContainer.erase( iter );
131 Context* ReplaceSceneContext( Context* oldSceneContext )
133 Context* newContext = new Context( glAbstraction );
134 std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
138 void UpdateTrackers()
140 for( auto&& iter : mRenderTrackers )
142 iter->PollSyncObject();
146 // the order is important for destruction,
147 // programs are owned by context at the moment.
148 Context context; ///< Holds the GL state of the share resource context
149 Context* currentContext; ///< Holds the GL state of the current context for rendering
150 std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
151 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
152 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
153 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
154 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
156 std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes
158 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
160 uint32_t frameCount; ///< The current frame count
161 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
163 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
165 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
166 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
167 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
168 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
169 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
170 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
172 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
174 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
176 ProgramController programController; ///< Owner of the GL programs
178 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
179 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
181 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
182 Vector<GLuint> boundTextures; ///< The textures bound for rendering
183 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
184 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
188 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
189 Integration::GlSyncAbstraction& glSyncAbstraction,
190 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
191 Integration::DepthBufferAvailable depthBufferAvailable,
192 Integration::StencilBufferAvailable stencilBufferAvailable )
194 RenderManager* manager = new RenderManager;
195 manager->mImpl = new Impl( glAbstraction,
197 glContextHelperAbstraction,
198 depthBufferAvailable,
199 stencilBufferAvailable );
203 RenderManager::RenderManager()
208 RenderManager::~RenderManager()
213 RenderQueue& RenderManager::GetRenderQueue()
215 return mImpl->renderQueue;
218 void RenderManager::ContextCreated()
220 mImpl->context.GlContextCreated();
221 mImpl->programController.GlContextCreated();
223 // renderers, textures and gpu buffers cannot reinitialize themselves
224 // so they rely on someone reloading the data for them
227 void RenderManager::ContextDestroyed()
229 mImpl->context.GlContextDestroyed();
230 mImpl->programController.GlContextDestroyed();
233 for( auto&& texture : mImpl->textureContainer )
235 texture->GlContextDestroyed();
238 //Inform framebuffers
239 for( auto&& framebuffer : mImpl->frameBufferContainer )
241 framebuffer->GlContextDestroyed();
245 for( auto&& renderer : mImpl->rendererContainer )
247 renderer->GlContextDestroyed();
251 for( auto&& scene : mImpl->sceneContainer )
253 scene->GlContextDestroyed();
257 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
259 mImpl->programController.SetShaderSaver( upstream );
262 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
264 mImpl->defaultSurfaceRect = rect;
267 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
269 mImpl->defaultSurfaceOrientation = orientation;
272 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
274 // Initialize the renderer as we are now in render thread
275 renderer->Initialize( mImpl->context );
277 mImpl->rendererContainer.PushBack( renderer.Release() );
280 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
282 mImpl->rendererContainer.EraseObject( renderer );
285 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
287 mImpl->samplerContainer.PushBack( sampler.Release() );
290 void RenderManager::RemoveSampler( Render::Sampler* sampler )
292 mImpl->samplerContainer.EraseObject( sampler );
295 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
297 texture->Initialize( mImpl->context );
298 mImpl->textureContainer.PushBack( texture.Release() );
301 void RenderManager::RemoveTexture( Render::Texture* texture )
303 DALI_ASSERT_DEBUG( NULL != texture );
305 // Find the texture, use reference to pointer so we can do the erase safely
306 for ( auto&& iter : mImpl->textureContainer )
308 if ( iter == texture )
310 texture->Destroy( mImpl->context );
311 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
317 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
319 texture->Upload( mImpl->context, pixelData, params );
322 void RenderManager::GenerateMipmaps( Render::Texture* texture )
324 texture->GenerateMipmaps( mImpl->context );
327 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
329 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
330 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
333 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
335 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
336 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
337 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
340 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
342 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
343 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
344 frameBufferPtr->Initialize( mImpl->context );
347 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
349 DALI_ASSERT_DEBUG( NULL != frameBuffer );
351 // Find the sampler, use reference so we can safely do the erase
352 for ( auto&& iter : mImpl->frameBufferContainer )
354 if ( iter == frameBuffer )
356 frameBuffer->Destroy( mImpl->context );
357 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
363 void RenderManager::InitializeScene( SceneGraph::Scene* scene )
365 scene->Initialize( *mImpl->CreateSceneContext() );
366 mImpl->sceneContainer.push_back( scene );
369 void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
371 mImpl->DestroySceneContext( scene->GetContext() );
373 auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
374 if( iter != mImpl->sceneContainer.end() )
376 mImpl->sceneContainer.erase( iter );
380 void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
382 Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
383 scene->Initialize( *newContext );
386 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
388 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
391 void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
393 frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
396 void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
398 frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
401 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
403 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
406 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
408 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
411 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
413 propertyBuffer->SetFormat( format.Release() );
416 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
418 propertyBuffer->SetData( data.Release(), size );
421 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
423 geometry->SetIndexBuffer( indices );
426 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
428 mImpl->geometryContainer.PushBack( geometry.Release() );
431 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
433 mImpl->geometryContainer.EraseObject( geometry );
436 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
438 DALI_ASSERT_DEBUG( NULL != geometry );
441 for ( auto&& iter : mImpl->geometryContainer )
443 if ( iter == geometry )
445 iter->AddPropertyBuffer( propertyBuffer );
451 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
453 DALI_ASSERT_DEBUG( NULL != geometry );
456 for ( auto&& iter : mImpl->geometryContainer )
458 if ( iter == geometry )
460 iter->RemovePropertyBuffer( propertyBuffer );
466 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
468 geometry->SetType( Render::Geometry::Type(geometryType) );
471 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
473 mImpl->AddRenderTracker(renderTracker);
476 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
478 mImpl->RemoveRenderTracker(renderTracker);
481 ProgramCache* RenderManager::GetProgramCache()
483 return &(mImpl->programController);
486 void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
488 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
490 // Core::Render documents that GL context must be current before calling Render
491 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
493 // Increment the frame count at the beginning of each frame
496 // Process messages queued during previous update
497 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
500 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
502 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
505 const bool haveInstructions = count > 0u;
507 DALI_LOG_INFO( gLogFilter, Debug::General,
508 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
509 haveInstructions ? "true" : "false",
510 mImpl->lastFrameWasRendered ? "true" : "false",
511 forceClear ? "true" : "false" );
513 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
514 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
516 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
520 // Mark that we will require a post-render step to be performed (includes swap-buffers).
521 status.SetNeedsPostRender( true );
524 // Switch to the shared context
525 if ( mImpl->currentContext != &mImpl->context )
527 mImpl->currentContext = &mImpl->context;
529 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
531 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
534 // Clear the current cached program when the context is switched
535 mImpl->programController.ClearCurrentProgram();
538 // Upload the geometries
539 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
541 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
542 for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
544 RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
546 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
547 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
549 DALI_ASSERT_DEBUG( viewMatrix );
550 DALI_ASSERT_DEBUG( projectionMatrix );
552 if( viewMatrix && projectionMatrix )
554 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
556 // Iterate through each render list.
557 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
559 const RenderList* renderList = instruction.GetRenderList( index );
561 if( renderList && !renderList->IsEmpty() )
563 const std::size_t itemCount = renderList->Count();
564 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
566 const RenderItem& item = renderList->GetItem( itemIndex );
567 if( DALI_LIKELY( item.mRenderer ) )
569 item.mRenderer->Upload( *mImpl->currentContext );
581 void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo )
583 Internal::Scene& sceneInternal = GetImplementation( scene );
584 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
586 uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
588 for( uint32_t i = 0; i < count; ++i )
590 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
592 if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
597 Rect<int32_t> viewportRect;
600 if ( instruction.mIsClearColorSet )
602 clearColor = instruction.mClearColor;
606 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
609 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
610 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
611 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
612 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
614 if ( instruction.mFrameBuffer )
617 if ( mImpl->currentContext != &mImpl->context )
619 // Switch to shared context for off-screen buffer
620 mImpl->currentContext = &mImpl->context;
622 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
624 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
627 // Clear the current cached program when the context is switched
628 mImpl->programController.ClearCurrentProgram();
633 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
635 if ( mImpl->currentContext != sceneObject->GetContext() )
637 // Switch the correct context if rendering to a surface
638 mImpl->currentContext = sceneObject->GetContext();
640 // Clear the current cached program when the context is switched
641 mImpl->programController.ClearCurrentProgram();
645 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
648 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
650 // reset the program matrices for all programs once per frame
651 // this ensures we will set view and projection matrix once per program per camera
652 mImpl->programController.ResetProgramMatrices();
654 if( instruction.mFrameBuffer )
656 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
658 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
659 for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
661 mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
666 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
669 if ( !instruction.mFrameBuffer )
671 mImpl->currentContext->Viewport( surfaceRect.x,
674 surfaceRect.height );
677 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
678 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
679 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
680 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
681 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
683 mImpl->currentContext->ColorMask( true );
685 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
687 mImpl->currentContext->DepthMask( true );
688 clearMask |= GL_DEPTH_BUFFER_BIT;
691 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
693 mImpl->currentContext->ClearStencil( 0 );
694 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
695 clearMask |= GL_STENCIL_BUFFER_BIT;
698 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
700 // Offscreen buffer rendering
701 if ( instruction.mIsViewportSet )
703 // For glViewport the lower-left corner is (0,0)
704 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
705 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
709 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
711 surfaceOrientation = 0;
713 else // No Offscreen frame buffer rendering
715 // Check whether a viewport is specified, otherwise the full surface size is used
716 if ( instruction.mIsViewportSet )
718 // For glViewport the lower-left corner is (0,0)
719 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
720 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
724 viewportRect = surfaceRect;
728 if( surfaceOrientation == 90 || surfaceOrientation == 270 )
730 int temp = viewportRect.width;
731 viewportRect.width = viewportRect.height;
732 viewportRect.height = temp;
735 bool clearFullFrameRect = true;
736 if( instruction.mFrameBuffer != 0 )
738 Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
739 clearFullFrameRect = ( frameRect == viewportRect );
743 clearFullFrameRect = ( surfaceRect == viewportRect );
746 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
748 if( instruction.mIsClearColorSet )
750 mImpl->currentContext->ClearColor( clearColor.r,
755 if( !clearFullFrameRect )
757 mImpl->currentContext->SetScissorTest( true );
758 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
759 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
760 mImpl->currentContext->SetScissorTest( false );
764 mImpl->currentContext->SetScissorTest( false );
765 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
769 // Clear the list of bound textures
770 mImpl->boundTextures.Clear();
772 mImpl->renderAlgorithms.ProcessRenderInstruction(
774 *mImpl->currentContext,
775 mImpl->renderBufferIndex,
776 depthBufferAvailable,
777 stencilBufferAvailable,
778 mImpl->boundTextures,
779 surfaceOrientation );
781 // Synchronise the FBO/Texture access when there are multiple contexts
782 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
784 // Check whether any binded texture is in the dependency list
785 bool textureFound = false;
787 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
789 for ( auto textureId : mImpl->textureDependencyList )
792 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
793 [textureId]( GLuint id )
795 return textureId == id;
796 } ) != mImpl->boundTextures.End();
802 if ( instruction.mFrameBuffer )
804 // For off-screen buffer
806 // Wait until all rendering calls for the currently context are executed
807 mImpl->glContextHelperAbstraction.WaitClient();
809 // Clear the dependency list
810 mImpl->textureDependencyList.Clear();
814 // Worker thread lambda function
815 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
816 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
818 // Switch to the shared context in the worker thread
819 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
821 // Wait until all rendering calls for the shared context are executed
822 glContextHelperAbstraction.WaitClient();
824 // Must clear the context in the worker thread
825 // Otherwise the shared context cannot be switched to from the render thread
826 glContextHelperAbstraction.MakeContextNull();
829 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
832 mImpl->threadPool->Wait();
834 // Clear the dependency list
835 mImpl->textureDependencyList.Clear();
841 if( instruction.mRenderTracker && instruction.mFrameBuffer )
843 // This will create a sync object every frame this render tracker
844 // is alive (though it should be now be created only for
845 // render-once render tasks)
846 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
847 instruction.mRenderTracker = nullptr; // Only create once.
852 mImpl->currentContext->Flush();
856 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
857 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
860 void RenderManager::PostRender( bool uploadOnly )
864 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
866 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
869 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
870 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
873 //Notify RenderGeometries that rendering has finished
874 for ( auto&& iter : mImpl->geometryContainer )
876 iter->OnRenderFinished();
879 mImpl->UpdateTrackers();
883 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
885 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
888 const bool haveInstructions = count > 0u;
890 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
891 mImpl->lastFrameWasRendered = haveInstructions;
894 * The rendering has finished; swap to the next buffer.
895 * Ideally the update has just finished using this buffer; otherwise the render thread
896 * should block until the update has finished.
898 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
900 DALI_PRINT_RENDER_END();
903 } // namespace SceneGraph
905 } // namespace Internal