2 * Copyright (c) 2019 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-tracker.h>
37 #include <dali/internal/render/common/render-instruction-container.h>
38 #include <dali/internal/render/common/render-instruction.h>
39 #include <dali/internal/render/gl-resources/context.h>
40 #include <dali/internal/render/queue/render-queue.h>
41 #include <dali/internal/render/renderers/render-frame-buffer.h>
42 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-geometry.h>
45 #include <dali/internal/render/renderers/render-renderer.h>
46 #include <dali/internal/render/renderers/render-sampler.h>
47 #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
66 * Structure to contain internal data
68 struct RenderManager::Impl
70 Impl( Integration::GlAbstraction& glAbstraction,
71 Integration::GlSyncAbstraction& glSyncAbstraction,
72 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73 Integration::DepthBufferAvailable depthBufferAvailableParam,
74 Integration::StencilBufferAvailable stencilBufferAvailableParam )
75 : context( glAbstraction, &surfaceContextContainer ),
76 currentContext( &context ),
77 glAbstraction( glAbstraction ),
78 glSyncAbstraction( glSyncAbstraction ),
79 glContextHelperAbstraction( glContextHelperAbstraction ),
83 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
85 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
90 frameBufferContainer(),
91 lastFrameWasRendered( false ),
92 programController( glAbstraction ),
93 depthBufferAvailable( depthBufferAvailableParam ),
94 stencilBufferAvailable( stencilBufferAvailableParam ),
95 defaultSurfaceOrientation( 0 )
97 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
98 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
99 threadPool->Initialize( 1u );
104 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
107 void AddRenderTracker( Render::RenderTracker* renderTracker )
109 DALI_ASSERT_DEBUG( renderTracker != NULL );
110 mRenderTrackers.PushBack( renderTracker );
113 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
115 mRenderTrackers.EraseObject( renderTracker );
118 Context* CreateSurfaceContext()
120 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
121 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
124 void DestroySurfaceContext( Context* surfaceContext )
126 surfaceContextContainer.EraseObject( surfaceContext );
129 void UpdateTrackers()
131 for( auto&& iter : mRenderTrackers )
133 iter->PollSyncObject();
137 // the order is important for destruction,
138 // programs are owned by context at the moment.
139 Context context; ///< Holds the GL state of the share resource context
140 Context* currentContext; ///< Holds the GL state of the current context for rendering
141 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
142 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
143 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
144 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
145 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
147 // Render instructions describe what should be rendered during RenderManager::Render()
148 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
149 RenderInstructionContainer instructions;
150 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
152 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
154 uint32_t frameCount; ///< The current frame count
155 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
157 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
159 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
160 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
161 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
162 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
163 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
164 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
166 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
168 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
170 ProgramController programController; ///< Owner of the GL programs
172 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
173 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
175 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
176 Vector<GLuint> boundTextures; ///< The textures bound for rendering
177 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
178 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
182 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
183 Integration::GlSyncAbstraction& glSyncAbstraction,
184 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
185 Integration::DepthBufferAvailable depthBufferAvailable,
186 Integration::StencilBufferAvailable stencilBufferAvailable )
188 RenderManager* manager = new RenderManager;
189 manager->mImpl = new Impl( glAbstraction,
191 glContextHelperAbstraction,
192 depthBufferAvailable,
193 stencilBufferAvailable );
197 RenderManager::RenderManager()
202 RenderManager::~RenderManager()
207 RenderQueue& RenderManager::GetRenderQueue()
209 return mImpl->renderQueue;
212 void RenderManager::ContextCreated()
214 mImpl->context.GlContextCreated();
215 mImpl->programController.GlContextCreated();
217 // renderers, textures and gpu buffers cannot reinitialize themselves
218 // so they rely on someone reloading the data for them
221 void RenderManager::ContextDestroyed()
223 mImpl->context.GlContextDestroyed();
224 mImpl->programController.GlContextDestroyed();
227 for( auto&& texture : mImpl->textureContainer )
229 texture->GlContextDestroyed();
232 //Inform framebuffers
233 for( auto&& framebuffer : mImpl->frameBufferContainer )
235 framebuffer->GlContextDestroyed();
239 for( auto&& renderer : mImpl->rendererContainer )
241 renderer->GlContextDestroyed();
245 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
247 mImpl->programController.SetShaderSaver( upstream );
250 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
252 return mImpl->instructions;
255 void RenderManager::SetBackgroundColor( const Vector4& color )
257 mImpl->backgroundColor = color;
260 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
262 mImpl->defaultSurfaceRect = rect;
265 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
267 mImpl->defaultSurfaceOrientation = orientation;
270 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
272 // Initialize the renderer as we are now in render thread
273 renderer->Initialize( mImpl->context );
275 mImpl->rendererContainer.PushBack( renderer.Release() );
278 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
280 mImpl->rendererContainer.EraseObject( renderer );
283 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
285 mImpl->samplerContainer.PushBack( sampler.Release() );
288 void RenderManager::RemoveSampler( Render::Sampler* sampler )
290 mImpl->samplerContainer.EraseObject( sampler );
293 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
295 texture->Initialize( mImpl->context );
296 mImpl->textureContainer.PushBack( texture.Release() );
299 void RenderManager::RemoveTexture( Render::Texture* texture )
301 DALI_ASSERT_DEBUG( NULL != texture );
303 // Find the texture, use reference to pointer so we can do the erase safely
304 for ( auto&& iter : mImpl->textureContainer )
306 if ( iter == texture )
308 texture->Destroy( mImpl->context );
309 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
315 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
317 texture->Upload( mImpl->context, pixelData, params );
320 void RenderManager::GenerateMipmaps( Render::Texture* texture )
322 texture->GenerateMipmaps( mImpl->context );
325 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
327 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
328 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
331 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
333 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
334 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
335 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
338 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
340 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
341 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
342 if ( frameBufferPtr->IsSurfaceBacked() )
344 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
348 frameBufferPtr->Initialize( mImpl->context );
352 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
354 DALI_ASSERT_DEBUG( NULL != frameBuffer );
356 // Find the sampler, use reference so we can safely do the erase
357 for ( auto&& iter : mImpl->frameBufferContainer )
359 if ( iter == frameBuffer )
361 frameBuffer->Destroy( mImpl->context );
363 if ( frameBuffer->IsSurfaceBacked() )
365 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
366 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
369 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
376 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
378 if ( !frameBuffer->IsSurfaceBacked() )
380 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
381 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
385 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
387 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
390 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
392 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
395 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
397 propertyBuffer->SetFormat( format.Release() );
400 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
402 propertyBuffer->SetData( data.Release(), size );
405 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
407 geometry->SetIndexBuffer( indices );
410 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
412 mImpl->geometryContainer.PushBack( geometry.Release() );
415 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
417 mImpl->geometryContainer.EraseObject( geometry );
420 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
422 DALI_ASSERT_DEBUG( NULL != geometry );
425 for ( auto&& iter : mImpl->geometryContainer )
427 if ( iter == geometry )
429 iter->AddPropertyBuffer( propertyBuffer );
435 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
437 DALI_ASSERT_DEBUG( NULL != geometry );
440 for ( auto&& iter : mImpl->geometryContainer )
442 if ( iter == geometry )
444 iter->RemovePropertyBuffer( propertyBuffer );
450 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
452 geometry->SetType( Render::Geometry::Type(geometryType) );
455 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
457 mImpl->AddRenderTracker(renderTracker);
460 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
462 mImpl->RemoveRenderTracker(renderTracker);
465 ProgramCache* RenderManager::GetProgramCache()
467 return &(mImpl->programController);
470 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
472 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
474 // Core::Render documents that GL context must be current before calling Render
475 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
477 // Increment the frame count at the beginning of each frame
480 // Process messages queued during previous update
481 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
483 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
484 const bool haveInstructions = count > 0u;
486 DALI_LOG_INFO( gLogFilter, Debug::General,
487 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
488 haveInstructions ? "true" : "false",
489 mImpl->lastFrameWasRendered ? "true" : "false",
490 forceClear ? "true" : "false" );
492 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
493 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
495 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
497 // Mark that we will require a post-render step to be performed (includes swap-buffers).
498 status.SetNeedsPostRender( true );
500 // Switch to the shared context
501 if ( mImpl->currentContext != &mImpl->context )
503 mImpl->currentContext = &mImpl->context;
505 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
507 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
510 // Clear the current cached program when the context is switched
511 mImpl->programController.ClearCurrentProgram();
514 // Upload the geometries
515 for( uint32_t i = 0; i < count; ++i )
517 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
519 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
520 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
522 DALI_ASSERT_DEBUG( viewMatrix );
523 DALI_ASSERT_DEBUG( projectionMatrix );
525 if( viewMatrix && projectionMatrix )
527 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
529 // Iterate through each render list.
530 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
532 const RenderList* renderList = instruction.GetRenderList( index );
534 if( renderList && !renderList->IsEmpty() )
536 const std::size_t itemCount = renderList->Count();
537 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
539 const RenderItem& item = renderList->GetItem( itemIndex );
540 if( DALI_LIKELY( item.mRenderer ) )
542 item.mRenderer->Upload( *mImpl->currentContext );
550 for( uint32_t i = 0; i < count; ++i )
552 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
554 DoRender( instruction );
557 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
559 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
562 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
563 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
564 for ( auto&& context : mImpl->surfaceContextContainer )
566 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
569 //Notify RenderGeometries that rendering has finished
570 for ( auto&& iter : mImpl->geometryContainer )
572 iter->OnRenderFinished();
577 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
580 mImpl->UpdateTrackers();
582 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
583 mImpl->lastFrameWasRendered = haveInstructions;
586 * The rendering has finished; swap to the next buffer.
587 * Ideally the update has just finished using this buffer; otherwise the render thread
588 * should block until the update has finished.
590 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
592 DALI_PRINT_RENDER_END();
595 void RenderManager::DoRender( RenderInstruction& instruction )
597 Rect<int32_t> viewportRect;
600 if ( instruction.mIsClearColorSet )
602 clearColor = instruction.mClearColor;
606 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
609 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
610 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
611 Vector4 backgroundColor = mImpl->backgroundColor;
612 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
613 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
615 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
616 if ( instruction.mFrameBuffer != 0 )
618 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
620 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
622 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
624 Context* surfaceContext = surfaceFrameBuffer->GetContext();
625 if ( mImpl->currentContext != surfaceContext )
627 // Switch the correct context if rendering to a surface
628 mImpl->currentContext = surfaceContext;
629 surfaceFrameBuffer->MakeContextCurrent();
631 // Clear the current cached program when the context is switched
632 mImpl->programController.ClearCurrentProgram();
636 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
637 backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
641 // Switch to shared context for off-screen buffer
642 mImpl->currentContext = &mImpl->context;
644 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
646 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
651 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
653 // reset the program matrices for all programs once per frame
654 // this ensures we will set view and projection matrix once per program per camera
655 mImpl->programController.ResetProgramMatrices();
657 if( instruction.mFrameBuffer )
659 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
661 if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
663 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
664 Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
665 mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
670 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
673 if ( surfaceFrameBuffer )
675 mImpl->currentContext->Viewport( surfaceRect.x,
678 surfaceRect.height );
680 mImpl->currentContext->ClearColor( backgroundColor.r,
686 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
687 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
688 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
689 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
691 mImpl->currentContext->SetScissorTest( false );
693 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
695 mImpl->currentContext->ColorMask( true );
697 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
699 mImpl->currentContext->DepthMask( true );
700 clearMask |= GL_DEPTH_BUFFER_BIT;
703 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
705 mImpl->currentContext->ClearStencil( 0 );
706 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
707 clearMask |= GL_STENCIL_BUFFER_BIT;
710 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
712 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
714 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
716 if ( instruction.mIsViewportSet )
718 // For glViewport the lower-left corner is (0,0)
719 // For glViewport the lower-left corner is (0,0)
720 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
721 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
725 viewportRect = surfaceRect;
728 else // Offscreen buffer rendering
730 if ( instruction.mIsViewportSet )
732 // For glViewport the lower-left corner is (0,0)
733 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
734 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
738 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
740 surfaceOrientation = 0;
743 else // No Offscreen frame buffer rendering
745 // Check whether a viewport is specified, otherwise the full surface size is used
746 if ( instruction.mFrameBuffer != 0 )
748 if ( instruction.mIsViewportSet )
750 // For glViewport the lower-left corner is (0,0)
751 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
752 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
756 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
761 viewportRect = surfaceRect;
765 if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
767 int temp = viewportRect.width;
768 viewportRect.width = viewportRect.height;
769 viewportRect.height = temp;
772 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
774 if ( instruction.mIsClearColorSet )
776 mImpl->currentContext->ClearColor( clearColor.r,
781 // Clear the viewport area only
782 mImpl->currentContext->SetScissorTest( true );
783 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
784 mImpl->currentContext->ColorMask( true );
785 mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
786 mImpl->currentContext->SetScissorTest( false );
789 // Clear the list of bound textures
790 mImpl->boundTextures.Clear();
792 mImpl->renderAlgorithms.ProcessRenderInstruction(
794 *mImpl->currentContext,
795 mImpl->renderBufferIndex,
796 depthBufferAvailable,
797 stencilBufferAvailable,
798 mImpl->boundTextures,
799 surfaceOrientation );
801 // Synchronise the FBO/Texture access when there are multiple contexts
802 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
804 // Check whether any binded texture is in the dependency list
805 bool textureFound = false;
807 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
809 for ( auto textureId : mImpl->textureDependencyList )
812 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
813 [textureId]( GLuint id )
815 return textureId == id;
816 } ) != mImpl->boundTextures.End();
823 if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
825 // For off-screen buffer
827 // Wait until all rendering calls for the currently context are executed
828 mImpl->glContextHelperAbstraction.WaitClient();
830 // Clear the dependency list
831 mImpl->textureDependencyList.Clear();
835 // For surface-backed frame buffer
837 // Worker thread lambda function
838 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
839 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
841 // Switch to the shared context in the worker thread
842 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
844 // Wait until all rendering calls for the shared context are executed
845 glContextHelperAbstraction.WaitClient();
847 // Must clear the context in the worker thread
848 // Otherwise the shared context cannot be switched to from the render thread
849 glContextHelperAbstraction.MakeContextNull();
852 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
855 mImpl->threadPool->Wait();
857 // Clear the dependency list
858 mImpl->textureDependencyList.Clear();
864 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
866 // This will create a sync object every frame this render tracker
867 // is alive (though it should be now be created only for
868 // render-once render tasks)
869 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
870 instruction.mRenderTracker = NULL; // Only create once.
873 if ( surfaceFrameBuffer )
875 surfaceFrameBuffer->PostRender();
879 mImpl->currentContext->Flush();
883 } // namespace SceneGraph
885 } // namespace Internal