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/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/queue/render-queue.h>
30 #include <dali/internal/render/common/render-algorithms.h>
31 #include <dali/internal/render/common/render-debug.h>
32 #include <dali/internal/render/common/render-tracker.h>
33 #include <dali/internal/render/common/render-instruction-container.h>
34 #include <dali/internal/render/common/render-instruction.h>
35 #include <dali/internal/render/gl-resources/context.h>
36 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/renderers/render-geometry.h>
39 #include <dali/internal/render/renderers/render-renderer.h>
40 #include <dali/internal/render/renderers/render-sampler.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
49 namespace // unnamed namespace
51 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
52 } // unnamed namespace
54 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
55 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
57 #else // FRAME_SNAPSHOT_LOGGING
59 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
61 #endif // FRAME_SNAPSHOT_LOGGING
72 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
73 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
75 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
76 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
78 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
79 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
81 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
82 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
84 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
85 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
86 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
89 * Structure to contain internal data
91 struct RenderManager::Impl
93 Impl( Dali::Integration::GlAbstraction& glAbstraction,
94 ResourcePostProcessList& resourcePostProcessQ,
95 PostProcessResourceDispatcher& postProcessDispatcher )
96 : context( glAbstraction ),
98 textureCache( renderQueue, postProcessDispatcher, context ),
99 resourcePostProcessQueue( resourcePostProcessQ ),
101 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
103 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
104 defaultSurfaceRect(),
107 renderersAdded( false ),
108 firstRenderCompleted( false ),
109 defaultShader( NULL ),
110 programController( glAbstraction )
118 void AddRenderTracker( RenderTracker* renderTracker )
120 DALI_ASSERT_DEBUG( renderTracker != NULL );
121 mRenderTrackers.PushBack( renderTracker );
124 void RemoveRenderTracker( RenderTracker* renderTracker )
126 DALI_ASSERT_DEBUG( renderTracker != NULL );
127 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
129 if( *iter == renderTracker )
131 mRenderTrackers.Erase( iter );
137 void UpdateTrackers()
139 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
141 (*iter)->PollSyncObject();
145 // the order is important for destruction,
146 // programs are owned by context at the moment.
147 Context context; ///< holds the GL state
148 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
149 TextureCache textureCache; ///< Cache for all GL textures
150 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
152 // Render instructions describe what should be rendered during RenderManager::Render()
153 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
154 RenderInstructionContainer instructions;
156 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
158 unsigned int frameCount; ///< The current frame count
159 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
161 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
163 RendererOwnerContainer rendererContainer; ///< List of owned renderers
164 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
165 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
166 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
170 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
172 bool firstRenderCompleted; ///< False until the first render is done
173 Shader* defaultShader; ///< Default shader to use
174 ProgramController programController; ///< Owner of the GL programs
177 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
179 RenderManager* manager = new RenderManager;
180 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
184 RenderManager::RenderManager()
189 RenderManager::~RenderManager()
194 RenderQueue& RenderManager::GetRenderQueue()
196 return mImpl->renderQueue;
199 TextureCache& RenderManager::GetTextureCache()
201 return mImpl->textureCache;
204 void RenderManager::ContextCreated()
206 mImpl->context.GlContextCreated();
207 mImpl->programController.GlContextCreated();
209 // renderers, textures and gpu buffers cannot reinitialize themselves
210 // so they rely on someone reloading the data for them
213 void RenderManager::ContextDestroyed()
215 // @todo Set an atomic value to prevent render manager rendering again until
216 // ContextCreated has been called.
218 mImpl->context.GlContextDestroyed();
219 mImpl->programController.GlContextDestroyed();
221 // inform texture cache
222 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
225 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
226 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
227 for( ; iter != end; ++iter )
229 GlResourceOwner* renderer = *iter;
230 renderer->GlContextDestroyed(); // Clear up vertex buffers
234 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
236 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
239 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
241 mImpl->programController.SetShaderSaver( upstream );
244 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
246 return mImpl->instructions;
249 void RenderManager::SetBackgroundColor( const Vector4& color )
251 mImpl->backgroundColor = color;
254 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
256 mImpl->defaultSurfaceRect = rect;
259 void RenderManager::AddRenderer( Render::Renderer* renderer )
261 // Initialize the renderer as we are now in render thread
262 renderer->Initialize( mImpl->context, mImpl->textureCache );
264 mImpl->rendererContainer.PushBack( renderer );
266 if( !mImpl->renderersAdded )
268 mImpl->renderersAdded = true;
272 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
274 DALI_ASSERT_DEBUG( NULL != renderer );
276 RendererOwnerContainer& renderers = mImpl->rendererContainer;
279 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
281 if ( *iter == renderer )
283 renderers.Erase( iter ); // Renderer found; now destroy it
289 void RenderManager::AddSampler( Render::Sampler* sampler )
291 mImpl->samplerContainer.PushBack( sampler );
294 void RenderManager::RemoveSampler( Render::Sampler* sampler )
296 DALI_ASSERT_DEBUG( NULL != sampler );
298 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
301 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
303 if ( *iter == sampler )
305 samplers.Erase( iter ); // Sampler found; now destroy it
311 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
313 sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
316 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
318 sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
321 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
323 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
326 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
328 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
330 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
333 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
335 if ( *iter == propertyBuffer )
337 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
343 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
345 propertyBuffer->SetFormat( format );
348 void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
350 propertyBuffer->SetData( data );
353 void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
355 propertyBuffer->SetSize( size );
358 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
360 mImpl->renderGeometryContainer.PushBack( renderGeometry );
363 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
365 DALI_ASSERT_DEBUG( NULL != renderGeometry );
367 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
370 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
372 if ( *iter == renderGeometry )
374 geometries.Erase( iter ); // Geometry found; now destroy it
380 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
382 DALI_ASSERT_DEBUG( NULL != renderGeometry );
384 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
387 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
389 if ( *iter == renderGeometry )
391 (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
397 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
399 DALI_ASSERT_DEBUG( NULL != renderGeometry );
401 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
404 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
406 if ( *iter == renderGeometry )
408 (*iter)->RemovePropertyBuffer( propertyBuffer );
414 void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
416 geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
419 void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
421 geometry->SetRequiresDepthTest( requiresDepthTest );
424 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
426 mImpl->AddRenderTracker(renderTracker);
429 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
431 mImpl->RemoveRenderTracker(renderTracker);
434 void RenderManager::SetDefaultShader( Shader* shader )
436 mImpl->defaultShader = shader;
439 ProgramCache* RenderManager::GetProgramCache()
441 return &(mImpl->programController);
444 bool RenderManager::Render( Integration::RenderStatus& status )
446 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
448 // Core::Render documents that GL context must be current before calling Render
449 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
451 status.SetHasRendered( false );
453 // Increment the frame count at the beginning of each frame
454 ++(mImpl->frameCount);
455 mImpl->context.SetFrameCount(mImpl->frameCount);
456 mImpl->context.ClearRendererCount();
457 mImpl->context.ClearCulledCount();
459 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
461 SET_SNAPSHOT_FRAME_LOG_LEVEL;
463 // Process messages queued during previous update
464 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
466 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
467 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
469 // switch rendering to adaptor provided (default) buffer
470 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
472 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
473 mImpl->defaultSurfaceRect.y,
474 mImpl->defaultSurfaceRect.width,
475 mImpl->defaultSurfaceRect.height );
477 mImpl->context.ClearColor( mImpl->backgroundColor.r,
478 mImpl->backgroundColor.g,
479 mImpl->backgroundColor.b,
480 mImpl->backgroundColor.a );
482 mImpl->context.ClearStencil( 0 );
484 // Clear the entire color, depth and stencil buffers for the default framebuffer.
485 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
486 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
487 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
488 mImpl->context.SetScissorTest( false );
489 mImpl->context.ColorMask( true );
490 mImpl->context.DepthMask( true );
491 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
492 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
494 // reset the program matrices for all programs once per frame
495 // this ensures we will set view and projection matrix once per program per camera
496 mImpl->programController.ResetProgramMatrices();
498 // if we don't have default shader, no point doing the render calls
499 if( mImpl->defaultShader )
501 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
502 for ( size_t i = 0; i < count; ++i )
504 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
506 DoRender( instruction, *mImpl->defaultShader );
508 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
509 if ( countRenderList > 0 )
511 status.SetHasRendered( true );
514 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
515 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
517 mImpl->UpdateTrackers();
519 mImpl->firstRenderCompleted = true;
523 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
525 // check if anything has been posted to the update thread
526 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
528 //Notify RenderGeometries that rendering has finished
529 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
531 (*iter)->OnRenderFinished();
535 * The rendering has finished; swap to the next buffer.
536 * Ideally the update has just finished using this buffer; otherwise the render thread
537 * should block until the update has finished.
539 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
541 DALI_PRINT_RENDER_END();
543 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
544 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
546 return updateRequired;
549 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
551 Rect<int> viewportRect;
554 if ( instruction.mIsClearColorSet )
556 clearColor = instruction.mClearColor;
560 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
563 FrameBufferTexture* offscreen = NULL;
565 if ( instruction.mOffscreenTextureId != 0 )
567 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
568 DALI_ASSERT_DEBUG( NULL != offscreen );
570 if( NULL != offscreen &&
571 offscreen->Prepare() )
573 // Check whether a viewport is specified, otherwise the full surface size is used
574 if ( instruction.mIsViewportSet )
576 // For glViewport the lower-left corner is (0,0)
577 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
578 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
582 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
587 // Offscreen is NULL or could not be prepared.
591 else // !(instruction.mOffscreenTexture)
593 // switch rendering to adaptor provided (default) buffer
594 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
596 // Check whether a viewport is specified, otherwise the full surface size is used
597 if ( instruction.mIsViewportSet )
599 // For glViewport the lower-left corner is (0,0)
600 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
601 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
605 viewportRect = mImpl->defaultSurfaceRect;
609 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
611 if ( instruction.mIsClearColorSet )
613 mImpl->context.ClearColor( clearColor.r,
618 // Clear the viewport area only
619 mImpl->context.SetScissorTest( true );
620 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
621 mImpl->context.ColorMask( true );
622 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
623 mImpl->context.SetScissorTest( false );
626 Render::ProcessRenderInstruction( instruction,
630 mImpl->renderBufferIndex );
632 if(instruction.mOffscreenTextureId != 0)
634 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
635 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
638 if( instruction.mRenderTracker && offscreen != NULL )
640 instruction.mRenderTracker->CreateSyncObject();
641 instruction.mRenderTracker = NULL; // Only create once.
645 } // namespace SceneGraph
647 } // namespace Internal