2 * Copyright (c) 2014 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>
22 #include <dali/public-api/common/dali-common.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/render-tasks/render-task.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/owner-pointer.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
36 #include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/renderers/scene-graph-image-renderer.h>
39 #include <dali/internal/render/renderers/scene-graph-renderer.h>
40 #include <dali/internal/render/renderers/render-geometry.h>
41 #include <dali/internal/render/shaders/program-controller.h>
43 // Uncomment the next line to enable frame snapshot logging
44 //#define FRAME_SNAPSHOT_LOGGING
46 #ifdef FRAME_SNAPSHOT_LOGGING
48 using namespace Dali::Internal::Render;
50 namespace // unnamed namespace
52 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
53 } // unnamed namespace
55 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
56 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
58 #else // FRAME_SNAPSHOT_LOGGING
60 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
62 #endif // FRAME_SNAPSHOT_LOGGING
73 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
74 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
76 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
77 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
79 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
80 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
81 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
84 * Structure to contain internal data
86 struct RenderManager::Impl
88 Impl( Dali::Integration::GlAbstraction& glAbstraction,
89 ResourcePostProcessList& resourcePostProcessQ,
90 PostProcessResourceDispatcher& postProcessDispatcher )
91 : context( glAbstraction ),
93 textureCache( renderQueue, postProcessDispatcher, context ),
94 resourcePostProcessQueue( resourcePostProcessQ ),
96 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
98 lastFrameTime( 0.0f ),
100 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
101 defaultSurfaceRect(),
103 renderersAdded( false ),
104 firstRenderCompleted( false ),
105 defaultShader( NULL ),
106 programController( glAbstraction )
114 void AddRenderTracker( RenderTracker* renderTracker )
116 DALI_ASSERT_DEBUG( renderTracker != NULL );
117 mRenderTrackers.PushBack( renderTracker );
120 void RemoveRenderTracker( RenderTracker* renderTracker )
122 DALI_ASSERT_DEBUG( renderTracker != NULL );
123 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
125 if( *iter == renderTracker )
127 mRenderTrackers.Erase( iter );
133 void UpdateTrackers()
135 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
137 (*iter)->PollSyncObject();
141 // the order is important for destruction,
142 // programs are owned by context at the moment.
143 Context context; ///< holds the GL state
144 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
145 TextureCache textureCache; ///< Cache for all GL textures
146 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
148 // Render instructions describe what should be rendered during RenderManager::Render()
149 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
150 RenderInstructionContainer instructions;
152 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
154 volatile float frameTime; ///< The elapsed time since the previous frame
155 float lastFrameTime; ///< Last frame delta.
157 unsigned int frameCount; ///< The current frame count
158 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
160 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
162 RendererOwnerContainer rendererContainer; ///< List of owned renderers
163 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
167 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
169 bool firstRenderCompleted; ///< False until the first render is done
170 Shader* defaultShader; ///< Default shader to use
171 ProgramController programController; ///< Owner of the GL programs
174 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
176 RenderManager* manager = new RenderManager;
177 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
181 RenderManager::RenderManager()
186 RenderManager::~RenderManager()
191 RenderQueue& RenderManager::GetRenderQueue()
193 return mImpl->renderQueue;
196 TextureCache& RenderManager::GetTextureCache()
198 return mImpl->textureCache;
201 void RenderManager::ContextCreated()
203 mImpl->context.GlContextCreated();
204 mImpl->programController.GlContextCreated();
206 // renderers, textures and gpu buffers cannot reinitialize themselves
207 // so they rely on someone reloading the data for them
210 void RenderManager::ContextDestroyed()
212 // @todo Set an atomic value to prevent render manager rendering again until
213 // ContextCreated has been called.
215 mImpl->context.GlContextDestroyed();
216 mImpl->programController.GlContextDestroyed();
218 // inform texture cache
219 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
222 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
223 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
224 for( ; iter != end; ++iter )
226 GlResourceOwner* renderer = *iter;
227 renderer->GlContextDestroyed(); // Clear up vertex buffers
231 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
233 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
236 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
238 mImpl->programController.SetShaderSaver( upstream );
241 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
243 return mImpl->instructions;
246 void RenderManager::SetBackgroundColor( const Vector4& color )
248 mImpl->backgroundColor = color;
251 void RenderManager::SetFrameDeltaTime( float deltaTime )
253 Dali::Mutex::ScopedLock lock( mMutex );
254 mImpl->frameTime = deltaTime;
257 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
259 mImpl->defaultSurfaceRect = rect;
262 void RenderManager::AddRenderer( Renderer* renderer )
264 // Initialize the renderer as we are now in render thread
265 renderer->Initialize( mImpl->context, mImpl->textureCache );
267 mImpl->rendererContainer.PushBack( renderer );
269 if( !mImpl->renderersAdded )
271 mImpl->renderersAdded = true;
275 void RenderManager::RemoveRenderer( Renderer* renderer )
277 DALI_ASSERT_DEBUG( NULL != renderer );
279 RendererOwnerContainer& renderers = mImpl->rendererContainer;
282 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
284 if ( *iter == renderer )
286 renderers.Erase( iter ); // Renderer found; now destroy it
292 void RenderManager::AddImageRenderer( ImageRenderer* renderer, NodeDataProvider* dataProvider )
294 // Initialize the renderer as we are now in render thread
295 renderer->Initialize( mImpl->context, mImpl->textureCache );
296 renderer->SetDataProvider( dataProvider );
298 if( !mImpl->renderersAdded )
300 mImpl->renderersAdded = true;
303 // Note - ImageRenderers are not owned by RenderManager
306 void RenderManager::RemoveImageRenderer( ImageRenderer* renderer )
308 DALI_ASSERT_DEBUG( NULL != renderer );
311 renderer->OnRemove();
313 // Note - ImageRenderers are not owned by RenderManager
316 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
318 mImpl->renderGeometryContainer.PushBack( renderGeometry );
321 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
323 DALI_ASSERT_DEBUG( NULL != renderGeometry );
325 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
328 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
330 if ( *iter == renderGeometry )
332 geometries.Erase( iter ); // Geometry found; now destroy it
338 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer, const GpuBuffer::Target& target, const GpuBuffer::Usage& usage )
340 DALI_ASSERT_DEBUG( NULL != renderGeometry );
342 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
345 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
347 if ( *iter == renderGeometry )
349 (*iter)->AddPropertyBuffer( propertyBuffer, target, usage );
355 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer )
357 DALI_ASSERT_DEBUG( NULL != renderGeometry );
359 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
362 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
364 if ( *iter == renderGeometry )
366 (*iter)->RemovePropertyBuffer( propertyBuffer );
373 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
375 mImpl->AddRenderTracker(renderTracker);
378 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
380 mImpl->RemoveRenderTracker(renderTracker);
383 void RenderManager::SetDefaultShader( Shader* shader )
385 mImpl->defaultShader = shader;
388 ProgramCache* RenderManager::GetProgramCache()
390 return &(mImpl->programController);
393 bool RenderManager::Render( Integration::RenderStatus& status )
395 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
397 // Core::Render documents that GL context must be current before calling Render
398 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
400 status.SetHasRendered( false );
402 // Increment the frame count at the beginning of each frame
403 ++(mImpl->frameCount);
404 mImpl->context.SetFrameCount(mImpl->frameCount);
405 mImpl->context.ClearRendererCount();
406 mImpl->context.ClearCulledCount();
408 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
410 SET_SNAPSHOT_FRAME_LOG_LEVEL;
412 // Process messages queued during previous update
413 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
415 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
416 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
418 // switch rendering to adaptor provided (default) buffer
419 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
421 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
422 mImpl->defaultSurfaceRect.y,
423 mImpl->defaultSurfaceRect.width,
424 mImpl->defaultSurfaceRect.height );
426 mImpl->context.ClearColor( mImpl->backgroundColor.r,
427 mImpl->backgroundColor.g,
428 mImpl->backgroundColor.b,
429 mImpl->backgroundColor.a );
431 mImpl->context.ClearStencil( 0 );
433 // Clear the entire color, depth and stencil buffers for the default framebuffer.
434 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
435 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
436 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
437 mImpl->context.SetScissorTest( false );
438 mImpl->context.ColorMask( true );
439 mImpl->context.DepthMask( true );
440 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
441 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
443 // reset the program matrices for all programs once per frame
444 // this ensures we will set view and projection matrix once per program per camera
445 // @todo move programs out of context onto a program controller and let that handle this
446 mImpl->programController.ResetProgramMatrices();
448 // if we don't have default shader, no point doing the render calls
449 if( mImpl->defaultShader )
451 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
452 for ( size_t i = 0; i < count; ++i )
454 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
456 DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
458 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
459 if ( countRenderList > 0 )
461 status.SetHasRendered( true );
464 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
465 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
467 mImpl->UpdateTrackers();
469 mImpl->firstRenderCompleted = true;
473 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
477 // check if anything has been posted to the update thread
478 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
480 //Notify RenderGeometries that rendering has finished
481 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
483 (*iter)->OnRenderFinished();
487 * The rendering has finished; swap to the next buffer.
488 * Ideally the update has just finished using this buffer; otherwise the render thread
489 * should block until the update has finished.
491 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
493 DALI_PRINT_RENDER_END();
495 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
496 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
498 return updateRequired;
501 void RenderManager::SetLastFrameTime()
503 Dali::Mutex::ScopedLock lock(mMutex);
504 mImpl->lastFrameTime = mImpl->frameTime;
507 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
509 Rect<int> viewportRect;
512 if ( instruction.mIsClearColorSet )
514 clearColor = instruction.mClearColor;
518 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
521 FrameBufferTexture* offscreen = NULL;
523 if ( instruction.mOffscreenTextureId != 0 )
525 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
526 DALI_ASSERT_DEBUG( NULL != offscreen );
528 if( NULL != offscreen &&
529 offscreen->Prepare() )
531 // Check whether a viewport is specified, otherwise the full surface size is used
532 if ( instruction.mIsViewportSet )
534 // For glViewport the lower-left corner is (0,0)
535 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
536 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
540 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
545 // Offscreen is NULL or could not be prepared.
549 else // !(instruction.mOffscreenTexture)
551 // switch rendering to adaptor provided (default) buffer
552 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
554 // Check whether a viewport is specified, otherwise the full surface size is used
555 if ( instruction.mIsViewportSet )
557 // For glViewport the lower-left corner is (0,0)
558 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
559 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
563 viewportRect = mImpl->defaultSurfaceRect;
567 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
569 if ( instruction.mIsClearColorSet )
571 mImpl->context.ClearColor( clearColor.r,
576 // Clear the viewport area only
577 mImpl->context.SetScissorTest( true );
578 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
579 mImpl->context.ColorMask( true );
580 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
581 mImpl->context.SetScissorTest( false );
584 Render::ProcessRenderInstruction( instruction,
588 mImpl->renderBufferIndex,
591 if(instruction.mOffscreenTextureId != 0)
593 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
594 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
597 if( instruction.mRenderTracker && offscreen != NULL )
599 instruction.mRenderTracker->CreateSyncObject();
600 instruction.mRenderTracker = NULL; // Only create once.
604 void RenderManager::SetPixmapYInverted( bool yInverted )
606 mImpl->context.SetPixmapYInverted( yInverted );
609 } // namespace SceneGraph
611 } // namespace Internal