48464b0de990ee0f212afce5a81cb7c2627ba6c6
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2023 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/render/common/render-manager.h>
20
21 // EXTERNAL INCLUDES
22 #include <memory.h>
23
24 // INTERNAL INCLUDES
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/ordered-set.h>
28
29 #include <dali/internal/event/common/scene-impl.h>
30
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/nodes/scene-graph-layer.h>
33 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
34
35 #include <dali/internal/common/owner-key-container.h>
36
37 #include <dali/internal/render/common/render-algorithms.h>
38 #include <dali/internal/render/common/render-debug.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/common/render-tracker.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/pipeline-cache.h>
43 #include <dali/internal/render/renderers/render-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-texture.h>
45 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
46 #include <dali/internal/render/renderers/uniform-buffer.h>
47 #include <dali/internal/render/shaders/program-controller.h>
48
49 #include <memory>
50
51 namespace Dali
52 {
53 namespace Internal
54 {
55 namespace SceneGraph
56 {
57 #if defined(DEBUG_ENABLED)
58 namespace
59 {
60 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
61 } // unnamed namespace
62 #endif
63
64 namespace
65 {
66 // TODO : Cache clean logic have some problem now. Just block it until bug resolved
67 //constexpr uint32_t CACHE_CLEAN_FRAME_COUNT = 600u; // 60fps * 10sec
68
69 inline Graphics::Rect2D RecalculateScissorArea(const Graphics::Rect2D& scissorArea, int orientation, const Rect<int32_t>& viewportRect)
70 {
71   Graphics::Rect2D newScissorArea;
72
73   if(orientation == 90)
74   {
75     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
76     newScissorArea.y      = scissorArea.x;
77     newScissorArea.width  = scissorArea.height;
78     newScissorArea.height = scissorArea.width;
79   }
80   else if(orientation == 180)
81   {
82     newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
83     newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
84     newScissorArea.width  = scissorArea.width;
85     newScissorArea.height = scissorArea.height;
86   }
87   else if(orientation == 270)
88   {
89     newScissorArea.x      = scissorArea.y;
90     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
91     newScissorArea.width  = scissorArea.height;
92     newScissorArea.height = scissorArea.width;
93   }
94   else
95   {
96     newScissorArea.x      = scissorArea.x;
97     newScissorArea.y      = scissorArea.y;
98     newScissorArea.width  = scissorArea.width;
99     newScissorArea.height = scissorArea.height;
100   }
101   return newScissorArea;
102 }
103
104 inline Rect<int32_t> CalculateUpdateArea(RenderItem& item, BufferIndex renderBufferIndex, const Rect<int32_t>& viewportRect)
105 {
106   Vector4 updateArea;
107   if(item.mNode && item.mNode->IsTextureUpdateAreaUsed() && item.mRenderer)
108   {
109     updateArea = item.mRenderer->GetTextureUpdateArea();
110   }
111   else
112   {
113     updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
114   }
115
116   return RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
117 }
118
119 inline void AlignDamagedRect(Rect<int32_t>& rect)
120 {
121   const int left   = rect.x;
122   const int top    = rect.y;
123   const int right  = rect.x + rect.width;
124   const int bottom = rect.y + rect.height;
125   rect.x           = (left / 16) * 16;
126   rect.y           = (top / 16) * 16;
127   rect.width       = ((right + 16) / 16) * 16 - rect.x;
128   rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
129 }
130 } // namespace
131
132 /**
133  * Structure to contain internal data
134  */
135 struct RenderManager::Impl
136 {
137   Impl(Graphics::Controller&               graphicsController,
138        Integration::DepthBufferAvailable   depthBufferAvailableParam,
139        Integration::StencilBufferAvailable stencilBufferAvailableParam,
140        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
141   : graphicsController(graphicsController),
142     renderAlgorithms(graphicsController),
143     programController(graphicsController),
144     depthBufferAvailable(depthBufferAvailableParam),
145     stencilBufferAvailable(stencilBufferAvailableParam),
146     partialUpdateAvailable(partialUpdateAvailableParam)
147   {
148     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
149     threadPool = std::make_unique<Dali::ThreadPool>();
150     threadPool->Initialize(1u);
151
152     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
153     pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
154   }
155
156   ~Impl()
157   {
158     threadPool.reset(nullptr); // reset now to maintain correct destruction order
159     rendererContainer.Clear(); // clear now before the pipeline cache is deleted
160   }
161
162   void AddRenderTracker(Render::RenderTracker* renderTracker)
163   {
164     DALI_ASSERT_DEBUG(renderTracker != nullptr);
165     mRenderTrackers.PushBack(renderTracker);
166   }
167
168   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
169   {
170     mRenderTrackers.EraseObject(renderTracker);
171   }
172
173   void UpdateTrackers()
174   {
175     for(auto&& iter : mRenderTrackers)
176     {
177       iter->PollSyncObject();
178     }
179   }
180
181   // the order is important for destruction,
182   Graphics::Controller&           graphicsController;
183   RenderQueue                     renderQueue;      ///< A message queue for receiving messages from the update-thread.
184   std::vector<SceneGraph::Scene*> sceneContainer;   ///< List of pointers to the scene graph objects of the scenes
185   Render::RenderAlgorithms        renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
186
187   OrderedSet<Render::Sampler>         samplerContainer;      ///< List of owned samplers
188   OrderedSet<Render::FrameBuffer>     frameBufferContainer;  ///< List of owned framebuffers
189   OrderedSet<Render::VertexBuffer>    vertexBufferContainer; ///< List of owned vertex buffers
190   OrderedSet<Render::Geometry>        geometryContainer;     ///< List of owned Geometries
191   OwnerKeyContainer<Render::Renderer> rendererContainer;     ///< List of owned renderers
192   OwnerKeyContainer<Render::Texture>  textureContainer;      ///< List of owned textures
193
194   OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
195
196   OwnerKeyContainer<Render::Texture> textureDiscardQueue; ///< Discarded textures
197
198   ProgramController programController; ///< Owner of the programs
199
200   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
201   std::unique_ptr<Render::PipelineCache>        pipelineCache;
202
203   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
204   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
205   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
206
207   std::unique_ptr<Dali::ThreadPool> threadPool;        ///< The thread pool
208   Vector<Render::TextureKey>        updatedTextures{}; ///< The updated texture list
209
210   uint32_t    frameCount{0u};                                                    ///< The current frame count
211   BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from;
212
213   bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
214   bool commandBufferSubmitted{false};
215 };
216
217 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
218                                   Integration::DepthBufferAvailable   depthBufferAvailable,
219                                   Integration::StencilBufferAvailable stencilBufferAvailable,
220                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
221 {
222   auto* manager  = new RenderManager;
223   manager->mImpl = new Impl(graphicsController,
224                             depthBufferAvailable,
225                             stencilBufferAvailable,
226                             partialUpdateAvailable);
227   return manager;
228 }
229
230 RenderManager::RenderManager()
231 : mImpl(nullptr)
232 {
233 }
234
235 RenderManager::~RenderManager()
236 {
237   delete mImpl;
238 }
239
240 RenderQueue& RenderManager::GetRenderQueue()
241 {
242   return mImpl->renderQueue;
243 }
244
245 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
246 {
247 }
248
249 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
250 {
251   // Initialize the renderer as we are now in render thread
252   renderer->Initialize(mImpl->graphicsController, mImpl->programController, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
253
254   mImpl->rendererContainer.PushBack(renderer);
255 }
256
257 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
258 {
259   mImpl->rendererContainer.EraseKey(renderer);
260 }
261
262 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
263 {
264   sampler->Initialize(mImpl->graphicsController);
265   mImpl->samplerContainer.PushBack(sampler.Release());
266 }
267
268 void RenderManager::RemoveSampler(Render::Sampler* sampler)
269 {
270   mImpl->samplerContainer.EraseObject(sampler);
271 }
272
273 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
274 {
275   DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
276
277   textureKey->Initialize(mImpl->graphicsController, *this);
278   mImpl->textureContainer.PushBack(textureKey);
279   mImpl->updatedTextures.PushBack(textureKey);
280 }
281
282 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
283 {
284   DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
285
286   // Find the texture, use std::find so we can do the erase by iterator safely
287   auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
288
289   if(iter != mImpl->textureContainer.End())
290   {
291     // Destroy texture.
292     textureKey->Destroy();
293
294     // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
295     mImpl->textureDiscardQueue.PushBack(mImpl->textureContainer.Release(iter));
296   }
297 }
298
299 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Graphics::UploadParams& params)
300 {
301   DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
302   textureKey->Upload(pixelData, params);
303
304   mImpl->updatedTextures.PushBack(textureKey);
305 }
306
307 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
308 {
309   DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
310   textureKey->GenerateMipmaps();
311
312   mImpl->updatedTextures.PushBack(textureKey);
313 }
314
315 void RenderManager::SetTextureSize(const Render::TextureKey& textureKey, const Dali::ImageDimensions& size)
316 {
317   DALI_ASSERT_DEBUG(textureKey && "Trying to set size on empty texture key");
318   textureKey->SetWidth(size.GetWidth());
319   textureKey->SetHeight(size.GetHeight());
320 }
321
322 void RenderManager::SetTextureFormat(const Render::TextureKey& textureKey, Dali::Pixel::Format pixelFormat)
323 {
324   DALI_ASSERT_DEBUG(textureKey && "Trying to set pixel format on empty texture key");
325   textureKey->SetPixelFormat(pixelFormat);
326 }
327
328 void RenderManager::SetTextureUpdated(const Render::TextureKey& textureKey)
329 {
330   DALI_ASSERT_DEBUG(textureKey && "Trying to set updated on empty texture key");
331   textureKey->SetUpdated(true);
332
333   mImpl->updatedTextures.PushBack(textureKey);
334 }
335
336 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
337 {
338   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
339                          static_cast<Dali::FilterMode::Type>(magFilterMode));
340 }
341
342 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
343 {
344   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
345                        static_cast<Dali::WrapMode::Type>(sWrapMode),
346                        static_cast<Dali::WrapMode::Type>(tWrapMode));
347 }
348
349 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
350 {
351   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
352   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
353   frameBufferPtr->Initialize(mImpl->graphicsController);
354 }
355
356 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
357 {
358   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
359
360   // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
361   auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
362
363   if(iter != mImpl->frameBufferContainer.End())
364   {
365     frameBuffer->Destroy();
366     mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
367   }
368 }
369
370 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
371 {
372   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
373   mImpl->sceneContainer.push_back(scene);
374   mImpl->uniformBufferManager->RegisterScene(scene);
375 }
376
377 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
378 {
379   mImpl->uniformBufferManager->UnregisterScene(scene);
380   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
381   if(iter != mImpl->sceneContainer.end())
382   {
383     mImpl->sceneContainer.erase(iter);
384   }
385 }
386
387 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
388 {
389   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
390 }
391
392 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
393 {
394   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
395 }
396
397 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
398 {
399   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
400 }
401
402 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
403 {
404   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
405 }
406
407 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
408 {
409   frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
410 }
411
412 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
413 {
414   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
415 }
416
417 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
418 {
419   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
420 }
421
422 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
423 {
424   vertexBuffer->SetFormat(format.Release());
425 }
426
427 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
428 {
429   vertexBuffer->SetData(data.Release(), size);
430 }
431
432 void RenderManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
433 {
434   vertexBuffer->SetVertexBufferUpdateCallback(callback);
435 }
436
437 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
438 {
439   geometry->SetIndexBuffer(indices);
440 }
441
442 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
443 {
444   geometry->SetIndexBuffer(indices);
445 }
446
447 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
448 {
449   mImpl->geometryContainer.PushBack(geometry.Release());
450 }
451
452 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
453 {
454   mImpl->geometryContainer.EraseObject(geometry);
455 }
456
457 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
458 {
459   geometry->AddVertexBuffer(vertexBuffer);
460 }
461
462 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
463 {
464   geometry->RemoveVertexBuffer(vertexBuffer);
465 }
466
467 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
468 {
469   geometry->SetType(Render::Geometry::Type(geometryType));
470 }
471
472 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
473 {
474   mImpl->AddRenderTracker(renderTracker);
475 }
476
477 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
478 {
479   mImpl->RemoveRenderTracker(renderTracker);
480 }
481
482 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
483 {
484   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
485   DALI_LOG_INFO(gLogFilter, Debug::Verbose, "\n\nNewFrame %d\n", mImpl->frameCount);
486
487   // Increment the frame count at the beginning of each frame
488   ++mImpl->frameCount;
489
490   // Process messages queued during previous update
491   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
492
493   uint32_t totalInstructionCount = 0u;
494   for(auto& i : mImpl->sceneContainer)
495   {
496     totalInstructionCount += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
497   }
498
499   const bool haveInstructions = totalInstructionCount > 0u;
500
501   DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
502
503   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
504   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
505   {
506     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
507
508     // Upload the geometries
509     for(auto&& geom : mImpl->geometryContainer)
510     {
511       geom->Upload(mImpl->graphicsController);
512     }
513   }
514
515   // Reset pipeline cache before rendering
516   mImpl->pipelineCache->PreRender();
517
518   // Let we collect reference counts during CACHE_CLEAN_FRAME_COUNT frames.
519   // TODO : Cache clean logic have some problem now. Just block it until bug resolved
520   /*
521   if(mImpl->frameCount % CACHE_CLEAN_FRAME_COUNT == 1)
522   {
523     mImpl->programController.ResetReferenceCount();
524   }
525   */
526
527   mImpl->commandBufferSubmitted = false;
528 }
529
530 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
531 {
532   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
533   {
534     return;
535   }
536
537   Internal::Scene&   sceneInternal = GetImplementation(scene);
538   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
539
540   if(!sceneObject || sceneObject->IsRenderingSkipped())
541   {
542     // We don't need to calculate dirty rects
543     return;
544   }
545
546   class DamagedRectsCleaner
547   {
548   public:
549     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
550     : mDamagedRects(damagedRects),
551       mSurfaceRect(surfaceRect),
552       mCleanOnReturn(true)
553     {
554     }
555
556     void SetCleanOnReturn(bool cleanOnReturn)
557     {
558       mCleanOnReturn = cleanOnReturn;
559     }
560
561     ~DamagedRectsCleaner()
562     {
563       if(mCleanOnReturn)
564       {
565         mDamagedRects.clear();
566         mDamagedRects.push_back(mSurfaceRect);
567       }
568     }
569
570   private:
571     std::vector<Rect<int>>& mDamagedRects;
572     Rect<int>               mSurfaceRect;
573     bool                    mCleanOnReturn;
574   };
575
576   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
577
578   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
579   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
580   bool                cleanDamagedRect = false;
581
582   Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
583
584   if(!sceneObject->IsPartialUpdateEnabled())
585   {
586     // Clear all dirty rects
587     // The rects will be added when partial updated is enabled again
588     itemsDirtyRects.clear();
589     return;
590   }
591
592   // Mark previous dirty rects in the std::unordered_map.
593   for(auto& dirtyRectPair : itemsDirtyRects)
594   {
595     dirtyRectPair.second.visited = false;
596   }
597
598   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
599   for(uint32_t i = 0; i < instructionCount; ++i)
600   {
601     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
602
603     if(instruction.mFrameBuffer)
604     {
605       cleanDamagedRect = true;
606       continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
607     }
608
609     const Camera* camera = instruction.GetCamera();
610     if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
611     {
612       Vector3    position;
613       Vector3    scale;
614       Quaternion orientation;
615       camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
616
617       Vector3 orientationAxis;
618       Radian  orientationAngle;
619       orientation.ToAxisAngle(orientationAxis, orientationAngle);
620
621       if(position.x > Math::MACHINE_EPSILON_10000 ||
622          position.y > Math::MACHINE_EPSILON_10000 ||
623          orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
624          orientationAngle != ANGLE_180 ||
625          scale != Vector3(1.0f, 1.0f, 1.0f))
626       {
627         cleanDamagedRect = true;
628         continue;
629       }
630     }
631     else
632     {
633       cleanDamagedRect = true;
634       continue;
635     }
636
637     Rect<int32_t> viewportRect;
638     if(instruction.mIsViewportSet)
639     {
640       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
641       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
642       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
643       {
644         cleanDamagedRect = true;
645         continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
646       }
647     }
648     else
649     {
650       viewportRect = surfaceRect;
651     }
652
653     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
654     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
655     if(viewMatrix && projectionMatrix)
656     {
657       const RenderListContainer::SizeType count = instruction.RenderListCount();
658       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
659       {
660         const RenderList* renderList = instruction.GetRenderList(index);
661         if(renderList)
662         {
663           if(!renderList->IsEmpty())
664           {
665             const std::size_t listCount = renderList->Count();
666             for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
667             {
668               RenderItem& item = renderList->GetItem(listIndex);
669               // If the item does 3D transformation, make full update
670               if(item.mUpdateArea == Vector4::ZERO)
671               {
672                 cleanDamagedRect = true;
673
674                 // Save the full rect in the damaged list. We need it when this item is removed
675                 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
676                 auto         dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
677                 if(dirtyRectPos != itemsDirtyRects.end())
678                 {
679                   // Replace the rect
680                   dirtyRectPos->second.visited = true;
681                   dirtyRectPos->second.rect    = surfaceRect;
682                 }
683                 else
684                 {
685                   // Else, just insert the new dirtyrect
686                   itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
687                 }
688                 continue;
689               }
690
691               Rect<int>    rect;
692               DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
693               // If the item refers to updated node or renderer.
694               if(item.mIsUpdated ||
695                  (item.mNode &&
696                   (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated()))))
697               {
698                 item.mIsUpdated = false;
699
700                 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
701                 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
702                 {
703                   AlignDamagedRect(rect);
704
705                   // Found valid dirty rect.
706                   auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
707                   if(dirtyRectPos != itemsDirtyRects.end())
708                   {
709                     Rect<int> currentRect = rect;
710
711                     // Same item, merge it with the previous rect
712                     rect.Merge(dirtyRectPos->second.rect);
713
714                     // Replace the rect as current
715                     dirtyRectPos->second.visited = true;
716                     dirtyRectPos->second.rect    = currentRect;
717                   }
718                   else
719                   {
720                     // Else, just insert the new dirtyrect
721                     itemsDirtyRects.insert({dirtyRectKey, rect});
722                   }
723
724                   damagedRects.push_back(rect);
725                 }
726               }
727               else
728               {
729                 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
730                 // 2. Mark the related dirty rects as visited so they will not be removed below.
731                 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
732                 if(dirtyRectPos != itemsDirtyRects.end())
733                 {
734                   dirtyRectPos->second.visited = true;
735                 }
736                 else
737                 {
738                   // The item is not in the list for some reason. Add the current rect!
739                   rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
740                   if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
741                   {
742                     AlignDamagedRect(rect);
743
744                     itemsDirtyRects.insert({dirtyRectKey, rect});
745                   }
746                   cleanDamagedRect = true; // And make full update at this frame
747                 }
748               }
749             }
750           }
751         }
752       }
753     }
754   }
755
756   // Check removed nodes or removed renderers dirty rects
757   // Note, std::unordered_map end iterator is validate if we call erase.
758   for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
759   {
760     if(!iter->second.visited)
761     {
762       damagedRects.push_back(iter->second.rect);
763       iter = itemsDirtyRects.erase(iter);
764     }
765     else
766     {
767       ++iter;
768     }
769   }
770
771   if(sceneObject->IsNeededFullUpdate())
772   {
773     cleanDamagedRect = true; // And make full update at this frame
774   }
775
776   if(!cleanDamagedRect)
777   {
778     damagedRectCleaner.SetCleanOnReturn(false);
779   }
780 }
781
782 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
783 {
784   SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
785   if(!sceneObject)
786   {
787     return;
788   }
789
790   Rect<int> clippingRect = sceneObject->GetSurfaceRect();
791   RenderScene(status, scene, renderToFbo, clippingRect);
792 }
793
794 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
795 {
796   if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
797   {
798     // ClippingRect is empty. Skip rendering
799     return;
800   }
801
802   // Reset main algorithms command buffer
803   mImpl->renderAlgorithms.ResetCommandBuffer();
804
805   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
806
807   Internal::Scene&   sceneInternal = GetImplementation(scene);
808   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
809   if(!sceneObject)
810   {
811     return;
812   }
813
814   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
815
816   std::vector<Graphics::RenderTarget*> targetstoPresent;
817
818   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
819   if(clippingRect == surfaceRect)
820   {
821     // Full rendering case
822     // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
823     // To reduce side effects, keep this logic now.
824     clippingRect = Rect<int>();
825   }
826
827   // Prefetch programs before we start rendering so reflection is
828   // ready, and we can pull exact size of UBO needed (no need to resize during drawing)
829   auto totalSizeCPU = 0u;
830   auto totalSizeGPU = 0u;
831
832   for(uint32_t i = 0; i < instructionCount; ++i)
833   {
834     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
835
836     if((instruction.mFrameBuffer != nullptr && renderToFbo) ||
837        (instruction.mFrameBuffer == nullptr && !renderToFbo))
838     {
839       for(auto j = 0u; j < instruction.RenderListCount(); ++j)
840       {
841         const auto& renderList = instruction.GetRenderList(j);
842         for(auto k = 0u; k < renderList->Count(); ++k)
843         {
844           auto& item = renderList->GetItem(k);
845           if(item.mRenderer && item.mRenderer->NeedsProgram())
846           {
847             // Prepare and store used programs for further processing
848             auto program = item.mRenderer->PrepareProgram(instruction);
849             if(program)
850             {
851               auto memoryRequirements = program->GetUniformBlocksMemoryRequirements();
852
853               totalSizeCPU += memoryRequirements.totalCpuSizeRequired;
854               totalSizeGPU += memoryRequirements.totalGpuSizeRequired;
855             }
856           }
857         }
858       }
859     }
860   }
861
862   DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Render scene (%s), CPU:%d GPU:%d\n", renderToFbo ? "Offscreen" : "Onscreen", totalSizeCPU, totalSizeGPU);
863
864   auto& uboManager = mImpl->uniformBufferManager;
865
866   uboManager->SetCurrentSceneRenderInfo(sceneObject, renderToFbo);
867   uboManager->Rollback(sceneObject, renderToFbo);
868
869   // Respec UBOs for this frame (orphan buffers or double buffer in the GPU)
870   if(instructionCount)
871   {
872     uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true)->ReSpecify(totalSizeCPU);
873     uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false)->ReSpecify(totalSizeGPU);
874   }
875
876 #if defined(DEBUG_ENABLED)
877   auto uniformBuffer1 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true);
878   auto uniformBuffer2 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false);
879   if(uniformBuffer1)
880   {
881     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer1->GetCurrentOffset(), uniformBuffer1->GetCurrentCapacity());
882   }
883   else
884   {
885     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: nil\n");
886   }
887   if(uniformBuffer2)
888   {
889     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer2->GetCurrentOffset(), uniformBuffer2->GetCurrentCapacity());
890   }
891   else
892   {
893     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: nil\n");
894   }
895 #endif
896
897   for(uint32_t i = 0; i < instructionCount; ++i)
898   {
899     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
900
901     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
902     {
903       continue; // skip
904     }
905
906     // Mark that we will require a post-render step to be performed (includes swap-buffers).
907     status.SetNeedsPostRender(true);
908
909     Rect<int32_t> viewportRect;
910
911     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
912     if(surfaceOrientation >= 360)
913     {
914       surfaceOrientation -= 360;
915     }
916
917     // @todo Should these be part of scene?
918     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
919     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
920
921     Graphics::RenderTarget*           currentRenderTarget = nullptr;
922     Graphics::RenderPass*             currentRenderPass   = nullptr;
923     std::vector<Graphics::ClearValue> currentClearValues{};
924
925     if(instruction.mFrameBuffer)
926     {
927       // Ensure graphics framebuffer is created, bind attachments and create render passes
928       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
929       // then don't render to this framebuffer.
930       if(!instruction.mFrameBuffer->GetGraphicsObject())
931       {
932         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
933         if(!created)
934         {
935           continue;
936         }
937       }
938
939       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
940
941       // Set the clear color for first color attachment
942       if(instruction.mIsClearColorSet && !clearValues.empty())
943       {
944         clearValues[0].color = {
945           instruction.mClearColor.r,
946           instruction.mClearColor.g,
947           instruction.mClearColor.b,
948           instruction.mClearColor.a};
949       }
950
951       currentClearValues = clearValues;
952
953       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
954
955       // offscreen buffer
956       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
957       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
958     }
959     else // no framebuffer
960     {
961       // surface
962       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
963
964       if(instruction.mIsClearColorSet)
965       {
966         clearValues[0].color = {
967           instruction.mClearColor.r,
968           instruction.mClearColor.g,
969           instruction.mClearColor.b,
970           instruction.mClearColor.a};
971       }
972
973       currentClearValues = clearValues;
974
975       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
976       // if the window has a depth/stencil buffer.
977       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
978           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
979          (currentClearValues.size() <= 1))
980       {
981         currentClearValues.emplace_back();
982         currentClearValues.back().depthStencil.depth   = 0;
983         currentClearValues.back().depthStencil.stencil = 0;
984       }
985
986       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
987
988       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
989       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
990     }
991
992     targetstoPresent.emplace_back(currentRenderTarget);
993
994     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
995     {
996       // Offscreen buffer rendering
997       if(instruction.mIsViewportSet)
998       {
999         // For Viewport the lower-left corner is (0,0)
1000         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
1001         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1002       }
1003       else
1004       {
1005         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1006       }
1007       surfaceOrientation = 0;
1008     }
1009     else // No Offscreen frame buffer rendering
1010     {
1011       // Check whether a viewport is specified, otherwise the full surface size is used
1012       if(instruction.mIsViewportSet)
1013       {
1014         // For Viewport the lower-left corner is (0,0)
1015         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
1016         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1017       }
1018       else
1019       {
1020         viewportRect = surfaceRect;
1021       }
1022     }
1023
1024     // Set surface orientation
1025     // @todo Inform graphics impl by another route.
1026     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
1027
1028     /*** Clear region of framebuffer or surface before drawing ***/
1029     bool clearFullFrameRect = (surfaceRect == viewportRect);
1030     if(instruction.mFrameBuffer != nullptr)
1031     {
1032       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1033       clearFullFrameRect = (frameRect == viewportRect);
1034     }
1035
1036     if(!clippingRect.IsEmpty())
1037     {
1038       if(!clippingRect.Intersect(viewportRect))
1039       {
1040         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1041         clippingRect = Rect<int>();
1042       }
1043       clearFullFrameRect = false;
1044     }
1045
1046     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
1047     if(instruction.mIsClearColorSet)
1048     {
1049       if(!clearFullFrameRect)
1050       {
1051         if(!clippingRect.IsEmpty())
1052         {
1053           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
1054         }
1055       }
1056     }
1057
1058     // Scissor's value should be set based on the default system coordinates.
1059     // When the surface is rotated, the input values already were set with the rotated angle.
1060     // So, re-calculation is needed.
1061     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
1062
1063     // Begin render pass
1064     mainCommandBuffer->BeginRenderPass(
1065       currentRenderPass,
1066       currentRenderTarget,
1067       scissorArea,
1068       currentClearValues);
1069
1070     mainCommandBuffer->SetViewport({float(viewportRect.x),
1071                                     float(viewportRect.y),
1072                                     float(viewportRect.width),
1073                                     float(viewportRect.height)});
1074
1075     mImpl->renderAlgorithms.ProcessRenderInstruction(
1076       instruction,
1077       mImpl->renderBufferIndex,
1078       depthBufferAvailable,
1079       stencilBufferAvailable,
1080       viewportRect,
1081       clippingRect,
1082       surfaceOrientation,
1083       Uint16Pair(surfaceRect.width, surfaceRect.height));
1084
1085     Graphics::SyncObject* syncObject{nullptr};
1086     // If the render instruction has an associated render tracker (owned separately)
1087     // and framebuffer, create a one shot sync object, and use it to determine when
1088     // the render pass has finished executing on GPU.
1089     if(instruction.mRenderTracker && instruction.mFrameBuffer)
1090     {
1091       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
1092       instruction.mRenderTracker = nullptr;
1093     }
1094     mainCommandBuffer->EndRenderPass(syncObject);
1095   }
1096
1097   // Flush UBOs
1098   mImpl->uniformBufferManager->Flush(sceneObject, renderToFbo);
1099   mImpl->renderAlgorithms.SubmitCommandBuffer();
1100   mImpl->commandBufferSubmitted = true;
1101
1102   std::sort(targetstoPresent.begin(), targetstoPresent.end());
1103
1104   Graphics::RenderTarget* rt = nullptr;
1105   for(auto& target : targetstoPresent)
1106   {
1107     if(target != rt)
1108     {
1109       mImpl->graphicsController.PresentRenderTarget(target);
1110       rt = target;
1111     }
1112   }
1113 }
1114
1115 void RenderManager::PostRender()
1116 {
1117   if(!mImpl->commandBufferSubmitted)
1118   {
1119     // Rendering is skipped but there may be pending tasks. Flush them.
1120     Graphics::SubmitInfo submitInfo;
1121     submitInfo.cmdBuffer.clear(); // Only flush
1122     submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
1123     mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
1124
1125     mImpl->commandBufferSubmitted = true;
1126   }
1127
1128   // Notify RenderGeometries that rendering has finished
1129   for(auto&& iter : mImpl->geometryContainer)
1130   {
1131     iter->OnRenderFinished();
1132   }
1133
1134   // Notify updated RenderTexture that rendering has finished
1135   for(auto&& iter : mImpl->updatedTextures)
1136   {
1137     iter->OnRenderFinished();
1138   }
1139   mImpl->updatedTextures.Clear();
1140
1141   // Remove discarded textures after OnRenderFinished called
1142   mImpl->textureDiscardQueue.Clear();
1143
1144   mImpl->UpdateTrackers();
1145
1146   uint32_t count = 0u;
1147   for(auto& scene : mImpl->sceneContainer)
1148   {
1149     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1150   }
1151
1152   // Remove unused shader and programs during CACHE_CLEAN_FRAME_COUNT frames.
1153   // TODO : Cache clean logic have some problem now. Just block it until bug resolved
1154   /*
1155   if(mImpl->frameCount % CACHE_CLEAN_FRAME_COUNT == 0)
1156   {
1157     mImpl->programController.ClearUnusedCache();
1158   }
1159   */
1160
1161   const bool haveInstructions = count > 0u;
1162
1163   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1164   mImpl->lastFrameWasRendered = haveInstructions;
1165
1166   /**
1167    * The rendering has finished; swap to the next buffer.
1168    * Ideally the update has just finished using this buffer; otherwise the render thread
1169    * should block until the update has finished.
1170    */
1171   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1172
1173   DALI_PRINT_RENDER_END();
1174 }
1175
1176 } // namespace SceneGraph
1177
1178 } // namespace Internal
1179
1180 } // namespace Dali