2 * Copyright (c) 2023 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/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/ordered-set.h>
29 #include <dali/internal/event/common/scene-impl.h>
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>
35 #include <dali/internal/common/owner-key-container.h>
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/shader-cache.h>
46 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
47 #include <dali/internal/render/renderers/uniform-buffer.h>
48 #include <dali/internal/render/shaders/program-controller.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
62 } // unnamed namespace
67 inline Graphics::Rect2D RecalculateScissorArea(const Graphics::Rect2D& scissorArea, int orientation, const Rect<int32_t>& viewportRect)
69 Graphics::Rect2D newScissorArea;
73 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
74 newScissorArea.y = scissorArea.x;
75 newScissorArea.width = scissorArea.height;
76 newScissorArea.height = scissorArea.width;
78 else if(orientation == 180)
80 newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
81 newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
82 newScissorArea.width = scissorArea.width;
83 newScissorArea.height = scissorArea.height;
85 else if(orientation == 270)
87 newScissorArea.x = scissorArea.y;
88 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
89 newScissorArea.width = scissorArea.height;
90 newScissorArea.height = scissorArea.width;
94 newScissorArea.x = scissorArea.x;
95 newScissorArea.y = scissorArea.y;
96 newScissorArea.width = scissorArea.width;
97 newScissorArea.height = scissorArea.height;
99 return newScissorArea;
102 inline Rect<int32_t> CalculateUpdateArea(RenderItem& item, BufferIndex renderBufferIndex, const Rect<int32_t>& viewportRect)
105 if(item.mNode && item.mNode->IsTextureUpdateAreaUsed() && item.mRenderer)
107 updateArea = item.mRenderer->GetTextureUpdateArea();
111 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
114 return RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
117 inline void AlignDamagedRect(Rect<int32_t>& rect)
119 const int left = rect.x;
120 const int top = rect.y;
121 const int right = rect.x + rect.width;
122 const int bottom = rect.y + rect.height;
123 rect.x = (left / 16) * 16;
124 rect.y = (top / 16) * 16;
125 rect.width = ((right + 16) / 16) * 16 - rect.x;
126 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
131 * Structure to contain internal data
133 struct RenderManager::Impl
135 Impl(Graphics::Controller& graphicsController,
136 Integration::DepthBufferAvailable depthBufferAvailableParam,
137 Integration::StencilBufferAvailable stencilBufferAvailableParam,
138 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
139 : graphicsController(graphicsController),
140 renderAlgorithms(graphicsController),
141 programController(graphicsController),
142 shaderCache(graphicsController),
143 depthBufferAvailable(depthBufferAvailableParam),
144 stencilBufferAvailable(stencilBufferAvailableParam),
145 partialUpdateAvailable(partialUpdateAvailableParam)
147 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
148 threadPool = std::make_unique<Dali::ThreadPool>();
149 threadPool->Initialize(1u);
151 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
152 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
157 threadPool.reset(nullptr); // reset now to maintain correct destruction order
158 rendererContainer.Clear(); // clear now before the pipeline cache is deleted
161 void AddRenderTracker(Render::RenderTracker* renderTracker)
163 DALI_ASSERT_DEBUG(renderTracker != nullptr);
164 mRenderTrackers.PushBack(renderTracker);
167 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
169 mRenderTrackers.EraseObject(renderTracker);
172 void UpdateTrackers()
174 for(auto&& iter : mRenderTrackers)
176 iter->PollSyncObject();
180 // the order is important for destruction,
181 Graphics::Controller& graphicsController;
182 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
183 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
184 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
186 OrderedSet<Render::Sampler> samplerContainer; ///< List of owned samplers
187 OrderedSet<Render::FrameBuffer> frameBufferContainer; ///< List of owned framebuffers
188 OrderedSet<Render::VertexBuffer> vertexBufferContainer; ///< List of owned vertex buffers
189 OrderedSet<Render::Geometry> geometryContainer; ///< List of owned Geometries
190 OwnerKeyContainer<Render::Renderer> rendererContainer; ///< List of owned renderers
191 OwnerKeyContainer<Render::Texture> textureContainer; ///< List of owned textures
193 OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
195 ProgramController programController; ///< Owner of the programs
196 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
198 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
199 std::unique_ptr<Render::PipelineCache> pipelineCache;
201 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
202 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
203 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
205 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
206 Vector<Render::TextureKey> updatedTextures{}; ///< The updated texture list
208 uint32_t frameCount{0u}; ///< The current frame count
209 BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from;
211 bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
212 bool commandBufferSubmitted{false};
215 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
216 Integration::DepthBufferAvailable depthBufferAvailable,
217 Integration::StencilBufferAvailable stencilBufferAvailable,
218 Integration::PartialUpdateAvailable partialUpdateAvailable)
220 auto* manager = new RenderManager;
221 manager->mImpl = new Impl(graphicsController,
222 depthBufferAvailable,
223 stencilBufferAvailable,
224 partialUpdateAvailable);
228 RenderManager::RenderManager()
233 RenderManager::~RenderManager()
238 RenderQueue& RenderManager::GetRenderQueue()
240 return mImpl->renderQueue;
243 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
247 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
249 // Initialize the renderer as we are now in render thread
250 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
252 mImpl->rendererContainer.PushBack(renderer);
255 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
257 mImpl->rendererContainer.EraseKey(renderer);
260 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
262 sampler->Initialize(mImpl->graphicsController);
263 mImpl->samplerContainer.PushBack(sampler.Release());
266 void RenderManager::RemoveSampler(Render::Sampler* sampler)
268 mImpl->samplerContainer.EraseObject(sampler);
271 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
273 DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
275 textureKey->Initialize(mImpl->graphicsController, *this);
276 mImpl->textureContainer.PushBack(textureKey);
277 mImpl->updatedTextures.PushBack(textureKey);
280 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
282 DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
284 // Find the texture, use std::find so we can do the erase by iterator safely
285 auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
287 if(iter != mImpl->textureContainer.End())
289 textureKey->Destroy();
290 mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
294 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Graphics::UploadParams& params)
296 DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
297 textureKey->Upload(pixelData, params);
299 mImpl->updatedTextures.PushBack(textureKey);
302 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
304 DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
305 textureKey->GenerateMipmaps();
307 mImpl->updatedTextures.PushBack(textureKey);
310 void RenderManager::SetTextureSize(const Render::TextureKey& textureKey, const Dali::ImageDimensions& size)
312 DALI_ASSERT_DEBUG(textureKey && "Trying to set size on empty texture key");
313 textureKey->SetWidth(size.GetWidth());
314 textureKey->SetHeight(size.GetHeight());
316 mImpl->updatedTextures.PushBack(textureKey);
319 void RenderManager::SetTextureFormat(const Render::TextureKey& textureKey, Dali::Pixel::Format pixelFormat)
321 DALI_ASSERT_DEBUG(textureKey && "Trying to set pixel format on empty texture key");
322 textureKey->SetPixelFormat(pixelFormat);
324 mImpl->updatedTextures.PushBack(textureKey);
327 void RenderManager::SetTextureUpdated(const Render::TextureKey& textureKey)
329 DALI_ASSERT_DEBUG(textureKey && "Trying to set updated on empty texture key");
330 textureKey->SetUpdated(true);
332 mImpl->updatedTextures.PushBack(textureKey);
335 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
337 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
338 static_cast<Dali::FilterMode::Type>(magFilterMode));
341 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
343 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
344 static_cast<Dali::WrapMode::Type>(sWrapMode),
345 static_cast<Dali::WrapMode::Type>(tWrapMode));
348 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
350 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
351 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
352 frameBufferPtr->Initialize(mImpl->graphicsController);
355 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
357 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
359 // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
360 auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
362 if(iter != mImpl->frameBufferContainer.End())
364 frameBuffer->Destroy();
365 mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
369 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
371 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
372 mImpl->sceneContainer.push_back(scene);
373 mImpl->uniformBufferManager->RegisterScene(scene);
376 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
378 mImpl->uniformBufferManager->UnregisterScene(scene);
379 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
380 if(iter != mImpl->sceneContainer.end())
382 mImpl->sceneContainer.erase(iter);
386 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
388 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
391 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
393 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
396 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
398 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
401 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
403 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
406 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
408 frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
411 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
413 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
416 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
418 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
421 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
423 vertexBuffer->SetFormat(format.Release());
426 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
428 vertexBuffer->SetData(data.Release(), size);
431 void RenderManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
433 vertexBuffer->SetVertexBufferUpdateCallback(callback);
436 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
438 geometry->SetIndexBuffer(indices);
441 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
443 geometry->SetIndexBuffer(indices);
446 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
448 mImpl->geometryContainer.PushBack(geometry.Release());
451 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
453 mImpl->geometryContainer.EraseObject(geometry);
456 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
458 geometry->AddVertexBuffer(vertexBuffer);
461 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
463 geometry->RemoveVertexBuffer(vertexBuffer);
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 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
483 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
484 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "\n\nNewFrame %d\n", mImpl->frameCount);
486 // Increment the frame count at the beginning of each frame
489 // Process messages queued during previous update
490 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
492 uint32_t totalInstructionCount = 0u;
493 for(auto& i : mImpl->sceneContainer)
495 totalInstructionCount += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
498 const bool haveInstructions = totalInstructionCount > 0u;
500 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 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
503 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
505 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
507 // Upload the geometries
508 for(auto&& geom : mImpl->geometryContainer)
510 geom->Upload(mImpl->graphicsController);
514 // Reset pipeline cache before rendering
515 mImpl->pipelineCache->PreRender();
517 mImpl->commandBufferSubmitted = false;
520 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
522 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
527 Internal::Scene& sceneInternal = GetImplementation(scene);
528 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
530 if(!sceneObject || sceneObject->IsRenderingSkipped())
532 // We don't need to calculate dirty rects
536 class DamagedRectsCleaner
539 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
540 : mDamagedRects(damagedRects),
541 mSurfaceRect(surfaceRect),
546 void SetCleanOnReturn(bool cleanOnReturn)
548 mCleanOnReturn = cleanOnReturn;
551 ~DamagedRectsCleaner()
555 mDamagedRects.clear();
556 mDamagedRects.push_back(mSurfaceRect);
561 std::vector<Rect<int>>& mDamagedRects;
562 Rect<int> mSurfaceRect;
566 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
568 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
569 DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
570 bool cleanDamagedRect = false;
572 Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
574 if(!sceneObject->IsPartialUpdateEnabled())
576 // Clear all dirty rects
577 // The rects will be added when partial updated is enabled again
578 itemsDirtyRects.clear();
582 // Mark previous dirty rects in the std::unordered_map.
583 for(auto& dirtyRectPair : itemsDirtyRects)
585 dirtyRectPair.second.visited = false;
588 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
589 for(uint32_t i = 0; i < instructionCount; ++i)
591 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
593 if(instruction.mFrameBuffer)
595 cleanDamagedRect = true;
596 continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
599 const Camera* camera = instruction.GetCamera();
600 if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
604 Quaternion orientation;
605 camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
607 Vector3 orientationAxis;
608 Radian orientationAngle;
609 orientation.ToAxisAngle(orientationAxis, orientationAngle);
611 if(position.x > Math::MACHINE_EPSILON_10000 ||
612 position.y > Math::MACHINE_EPSILON_10000 ||
613 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
614 orientationAngle != ANGLE_180 ||
615 scale != Vector3(1.0f, 1.0f, 1.0f))
617 cleanDamagedRect = true;
623 cleanDamagedRect = true;
627 Rect<int32_t> viewportRect;
628 if(instruction.mIsViewportSet)
630 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
631 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
632 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
634 cleanDamagedRect = true;
635 continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
640 viewportRect = surfaceRect;
643 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
644 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
645 if(viewMatrix && projectionMatrix)
647 const RenderListContainer::SizeType count = instruction.RenderListCount();
648 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
650 const RenderList* renderList = instruction.GetRenderList(index);
653 if(!renderList->IsEmpty())
655 const std::size_t listCount = renderList->Count();
656 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
658 RenderItem& item = renderList->GetItem(listIndex);
659 // If the item does 3D transformation, make full update
660 if(item.mUpdateArea == Vector4::ZERO)
662 cleanDamagedRect = true;
664 // Save the full rect in the damaged list. We need it when this item is removed
665 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
666 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
667 if(dirtyRectPos != itemsDirtyRects.end())
670 dirtyRectPos->second.visited = true;
671 dirtyRectPos->second.rect = surfaceRect;
675 // Else, just insert the new dirtyrect
676 itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
682 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
683 // If the item refers to updated node or renderer.
684 if(item.mIsUpdated ||
686 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated()))))
688 item.mIsUpdated = false;
690 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
691 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
693 AlignDamagedRect(rect);
695 // Found valid dirty rect.
696 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
697 if(dirtyRectPos != itemsDirtyRects.end())
699 Rect<int> currentRect = rect;
701 // Same item, merge it with the previous rect
702 rect.Merge(dirtyRectPos->second.rect);
704 // Replace the rect as current
705 dirtyRectPos->second.visited = true;
706 dirtyRectPos->second.rect = currentRect;
710 // Else, just insert the new dirtyrect
711 itemsDirtyRects.insert({dirtyRectKey, rect});
714 damagedRects.push_back(rect);
719 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
720 // 2. Mark the related dirty rects as visited so they will not be removed below.
721 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
722 if(dirtyRectPos != itemsDirtyRects.end())
724 dirtyRectPos->second.visited = true;
728 // The item is not in the list for some reason. Add the current rect!
729 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
730 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
732 AlignDamagedRect(rect);
734 itemsDirtyRects.insert({dirtyRectKey, rect});
736 cleanDamagedRect = true; // And make full update at this frame
746 // Check removed nodes or removed renderers dirty rects
747 // Note, std::unordered_map end iterator is validate if we call erase.
748 for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
750 if(!iter->second.visited)
752 damagedRects.push_back(iter->second.rect);
753 iter = itemsDirtyRects.erase(iter);
761 if(sceneObject->IsNeededFullUpdate())
763 cleanDamagedRect = true; // And make full update at this frame
766 if(!cleanDamagedRect)
768 damagedRectCleaner.SetCleanOnReturn(false);
772 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
774 SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
780 Rect<int> clippingRect = sceneObject->GetSurfaceRect();
781 RenderScene(status, scene, renderToFbo, clippingRect);
784 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
786 if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
788 // ClippingRect is empty. Skip rendering
792 // Reset main algorithms command buffer
793 mImpl->renderAlgorithms.ResetCommandBuffer();
795 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
797 Internal::Scene& sceneInternal = GetImplementation(scene);
798 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
804 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
806 std::vector<Graphics::RenderTarget*> targetstoPresent;
808 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
809 if(clippingRect == surfaceRect)
811 // Full rendering case
812 // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
813 // To reduce side effects, keep this logic now.
814 clippingRect = Rect<int>();
817 // Prefetch programs before we start rendering so reflection is
818 // ready, and we can pull exact size of UBO needed (no need to resize during drawing)
819 auto totalSizeCPU = 0u;
820 auto totalSizeGPU = 0u;
822 for(uint32_t i = 0; i < instructionCount; ++i)
824 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
826 if((instruction.mFrameBuffer != nullptr && renderToFbo) ||
827 (instruction.mFrameBuffer == nullptr && !renderToFbo))
829 for(auto j = 0u; j < instruction.RenderListCount(); ++j)
831 const auto& renderList = instruction.GetRenderList(j);
832 for(auto k = 0u; k < renderList->Count(); ++k)
834 auto& item = renderList->GetItem(k);
835 if(item.mRenderer && item.mRenderer->NeedsProgram())
837 // Prepare and store used programs for further processing
838 auto program = item.mRenderer->PrepareProgram(instruction);
841 auto memoryRequirements = program->GetUniformBlocksMemoryRequirements();
843 totalSizeCPU += memoryRequirements.totalCpuSizeRequired;
844 totalSizeGPU += memoryRequirements.totalGpuSizeRequired;
852 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Render scene (%s), CPU:%d GPU:%d\n", renderToFbo ? "Offscreen" : "Onscreen", totalSizeCPU, totalSizeGPU);
854 auto& uboManager = mImpl->uniformBufferManager;
856 uboManager->SetCurrentSceneRenderInfo(sceneObject, renderToFbo);
857 uboManager->Rollback(sceneObject, renderToFbo);
859 // Respec UBOs for this frame (orphan buffers or double buffer in the GPU)
862 uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true)->ReSpecify(totalSizeCPU);
863 uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false)->ReSpecify(totalSizeGPU);
866 #if defined(DEBUG_ENABLED)
867 auto uniformBuffer1 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true);
868 auto uniformBuffer2 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false);
871 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer1->GetCurrentOffset(), uniformBuffer1->GetCurrentCapacity());
875 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: nil\n");
879 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer2->GetCurrentOffset(), uniformBuffer2->GetCurrentCapacity());
883 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: nil\n");
887 for(uint32_t i = 0; i < instructionCount; ++i)
889 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
891 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
896 // Mark that we will require a post-render step to be performed (includes swap-buffers).
897 status.SetNeedsPostRender(true);
899 Rect<int32_t> viewportRect;
901 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
902 if(surfaceOrientation >= 360)
904 surfaceOrientation -= 360;
907 // @todo Should these be part of scene?
908 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
909 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
911 Graphics::RenderTarget* currentRenderTarget = nullptr;
912 Graphics::RenderPass* currentRenderPass = nullptr;
913 std::vector<Graphics::ClearValue> currentClearValues{};
915 if(instruction.mFrameBuffer)
917 // Ensure graphics framebuffer is created, bind attachments and create render passes
918 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
919 // then don't render to this framebuffer.
920 if(!instruction.mFrameBuffer->GetGraphicsObject())
922 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
929 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
931 // Set the clear color for first color attachment
932 if(instruction.mIsClearColorSet && !clearValues.empty())
934 clearValues[0].color = {
935 instruction.mClearColor.r,
936 instruction.mClearColor.g,
937 instruction.mClearColor.b,
938 instruction.mClearColor.a};
941 currentClearValues = clearValues;
943 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
946 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
947 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
949 else // no framebuffer
952 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
954 if(instruction.mIsClearColorSet)
956 clearValues[0].color = {
957 instruction.mClearColor.r,
958 instruction.mClearColor.g,
959 instruction.mClearColor.b,
960 instruction.mClearColor.a};
963 currentClearValues = clearValues;
965 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
966 // if the window has a depth/stencil buffer.
967 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
968 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
969 (currentClearValues.size() <= 1))
971 currentClearValues.emplace_back();
972 currentClearValues.back().depthStencil.depth = 0;
973 currentClearValues.back().depthStencil.stencil = 0;
976 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
978 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
979 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
982 targetstoPresent.emplace_back(currentRenderTarget);
984 // reset the program matrices for all programs once per frame
985 // this ensures we will set view and projection matrix once per program per camera
986 mImpl->programController.ResetProgramMatrices();
988 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
990 // Offscreen buffer rendering
991 if(instruction.mIsViewportSet)
993 // For Viewport the lower-left corner is (0,0)
994 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
995 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
999 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1001 surfaceOrientation = 0;
1003 else // No Offscreen frame buffer rendering
1005 // Check whether a viewport is specified, otherwise the full surface size is used
1006 if(instruction.mIsViewportSet)
1008 // For Viewport the lower-left corner is (0,0)
1009 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
1010 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1014 viewportRect = surfaceRect;
1018 // Set surface orientation
1019 // @todo Inform graphics impl by another route.
1020 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
1022 /*** Clear region of framebuffer or surface before drawing ***/
1023 bool clearFullFrameRect = (surfaceRect == viewportRect);
1024 if(instruction.mFrameBuffer != nullptr)
1026 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1027 clearFullFrameRect = (frameRect == viewportRect);
1030 if(!clippingRect.IsEmpty())
1032 if(!clippingRect.Intersect(viewportRect))
1034 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1035 clippingRect = Rect<int>();
1037 clearFullFrameRect = false;
1040 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
1041 if(instruction.mIsClearColorSet)
1043 if(!clearFullFrameRect)
1045 if(!clippingRect.IsEmpty())
1047 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
1052 // Scissor's value should be set based on the default system coordinates.
1053 // When the surface is rotated, the input values already were set with the rotated angle.
1054 // So, re-calculation is needed.
1055 scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
1057 // Begin render pass
1058 mainCommandBuffer->BeginRenderPass(
1060 currentRenderTarget,
1062 currentClearValues);
1064 mainCommandBuffer->SetViewport({float(viewportRect.x),
1065 float(viewportRect.y),
1066 float(viewportRect.width),
1067 float(viewportRect.height)});
1069 mImpl->renderAlgorithms.ProcessRenderInstruction(
1071 mImpl->renderBufferIndex,
1072 depthBufferAvailable,
1073 stencilBufferAvailable,
1077 Uint16Pair(surfaceRect.width, surfaceRect.height));
1079 Graphics::SyncObject* syncObject{nullptr};
1080 // If the render instruction has an associated render tracker (owned separately)
1081 // and framebuffer, create a one shot sync object, and use it to determine when
1082 // the render pass has finished executing on GPU.
1083 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1085 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
1086 instruction.mRenderTracker = nullptr;
1088 mainCommandBuffer->EndRenderPass(syncObject);
1092 mImpl->uniformBufferManager->Flush(sceneObject, renderToFbo);
1094 mImpl->renderAlgorithms.SubmitCommandBuffer();
1095 mImpl->commandBufferSubmitted = true;
1097 std::sort(targetstoPresent.begin(), targetstoPresent.end());
1099 Graphics::RenderTarget* rt = nullptr;
1100 for(auto& target : targetstoPresent)
1104 mImpl->graphicsController.PresentRenderTarget(target);
1110 void RenderManager::PostRender()
1112 if(!mImpl->commandBufferSubmitted)
1114 // Rendering is skipped but there may be pending tasks. Flush them.
1115 Graphics::SubmitInfo submitInfo;
1116 submitInfo.cmdBuffer.clear(); // Only flush
1117 submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
1118 mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
1120 mImpl->commandBufferSubmitted = true;
1123 // Notify RenderGeometries that rendering has finished
1124 for(auto&& iter : mImpl->geometryContainer)
1126 iter->OnRenderFinished();
1129 // Notify updated RenderTexture that rendering has finished
1130 for(auto&& iter : mImpl->updatedTextures)
1132 iter->OnRenderFinished();
1134 mImpl->updatedTextures.Clear();
1136 mImpl->UpdateTrackers();
1138 uint32_t count = 0u;
1139 for(auto& scene : mImpl->sceneContainer)
1141 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1144 const bool haveInstructions = count > 0u;
1146 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1147 mImpl->lastFrameWasRendered = haveInstructions;
1150 * The rendering has finished; swap to the next buffer.
1151 * Ideally the update has just finished using this buffer; otherwise the render thread
1152 * should block until the update has finished.
1154 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1156 DALI_PRINT_RENDER_END();
1159 } // namespace SceneGraph
1161 } // namespace Internal