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-renderer.h>
39 #include <dali/internal/render/renderers/render-geometry.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< RenderTracker* > RenderTrackerContainer;
82 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
83 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
86 * Structure to contain internal data
88 struct RenderManager::Impl
90 Impl( Dali::Integration::GlAbstraction& glAbstraction,
91 ResourcePostProcessList& resourcePostProcessQ,
92 PostProcessResourceDispatcher& postProcessDispatcher )
93 : context( glAbstraction ),
95 textureCache( renderQueue, postProcessDispatcher, context ),
96 resourcePostProcessQueue( resourcePostProcessQ ),
98 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
100 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
101 defaultSurfaceRect(),
104 renderersAdded( false ),
105 firstRenderCompleted( false ),
106 defaultShader( NULL ),
107 programController( glAbstraction )
115 void AddRenderTracker( RenderTracker* renderTracker )
117 DALI_ASSERT_DEBUG( renderTracker != NULL );
118 mRenderTrackers.PushBack( renderTracker );
121 void RemoveRenderTracker( RenderTracker* renderTracker )
123 DALI_ASSERT_DEBUG( renderTracker != NULL );
124 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
126 if( *iter == renderTracker )
128 mRenderTrackers.Erase( iter );
134 void UpdateTrackers()
136 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
138 (*iter)->PollSyncObject();
142 // the order is important for destruction,
143 // programs are owned by context at the moment.
144 Context context; ///< holds the GL state
145 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
146 TextureCache textureCache; ///< Cache for all GL textures
147 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
149 // Render instructions describe what should be rendered during RenderManager::Render()
150 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
151 RenderInstructionContainer instructions;
153 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
155 unsigned int frameCount; ///< The current frame count
156 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
158 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
160 RendererOwnerContainer rendererContainer; ///< List of owned renderers
161 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
162 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
166 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
168 bool firstRenderCompleted; ///< False until the first render is done
169 Shader* defaultShader; ///< Default shader to use
170 ProgramController programController; ///< Owner of the GL programs
173 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
175 RenderManager* manager = new RenderManager;
176 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
180 RenderManager::RenderManager()
185 RenderManager::~RenderManager()
190 RenderQueue& RenderManager::GetRenderQueue()
192 return mImpl->renderQueue;
195 TextureCache& RenderManager::GetTextureCache()
197 return mImpl->textureCache;
200 void RenderManager::ContextCreated()
202 mImpl->context.GlContextCreated();
203 mImpl->programController.GlContextCreated();
205 // renderers, textures and gpu buffers cannot reinitialize themselves
206 // so they rely on someone reloading the data for them
209 void RenderManager::ContextDestroyed()
211 // @todo Set an atomic value to prevent render manager rendering again until
212 // ContextCreated has been called.
214 mImpl->context.GlContextDestroyed();
215 mImpl->programController.GlContextDestroyed();
217 // inform texture cache
218 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
221 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
222 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
223 for( ; iter != end; ++iter )
225 GlResourceOwner* renderer = *iter;
226 renderer->GlContextDestroyed(); // Clear up vertex buffers
230 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
232 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
235 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
237 mImpl->programController.SetShaderSaver( upstream );
240 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
242 return mImpl->instructions;
245 void RenderManager::SetBackgroundColor( const Vector4& color )
247 mImpl->backgroundColor = color;
250 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
252 mImpl->defaultSurfaceRect = rect;
255 void RenderManager::AddRenderer( Render::Renderer* renderer )
257 // Initialize the renderer as we are now in render thread
258 renderer->Initialize( mImpl->context, mImpl->textureCache );
260 mImpl->rendererContainer.PushBack( renderer );
262 if( !mImpl->renderersAdded )
264 mImpl->renderersAdded = true;
268 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
270 DALI_ASSERT_DEBUG( NULL != renderer );
272 RendererOwnerContainer& renderers = mImpl->rendererContainer;
275 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
277 if ( *iter == renderer )
279 renderers.Erase( iter ); // Renderer found; now destroy it
285 void RenderManager::AddSampler( Render::Sampler* sampler )
287 mImpl->samplerContainer.PushBack( sampler );
290 void RenderManager::RemoveSampler( Render::Sampler* sampler )
292 DALI_ASSERT_DEBUG( NULL != sampler );
294 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
297 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
299 if ( *iter == sampler )
301 samplers.Erase( iter ); // Sampler found; now destroy it
307 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
309 sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
312 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
314 sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
317 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
319 mImpl->renderGeometryContainer.PushBack( renderGeometry );
322 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
324 DALI_ASSERT_DEBUG( NULL != renderGeometry );
326 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
329 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
331 if ( *iter == renderGeometry )
333 geometries.Erase( iter ); // Geometry found; now destroy it
339 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer, const GpuBuffer::Target& target, const GpuBuffer::Usage& usage )
341 DALI_ASSERT_DEBUG( NULL != renderGeometry );
343 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
346 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
348 if ( *iter == renderGeometry )
350 (*iter)->AddPropertyBuffer( propertyBuffer, target, usage );
356 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer )
358 DALI_ASSERT_DEBUG( NULL != renderGeometry );
360 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
363 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
365 if ( *iter == renderGeometry )
367 (*iter)->RemovePropertyBuffer( propertyBuffer );
374 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
376 mImpl->AddRenderTracker(renderTracker);
379 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
381 mImpl->RemoveRenderTracker(renderTracker);
384 void RenderManager::SetDefaultShader( Shader* shader )
386 mImpl->defaultShader = shader;
389 ProgramCache* RenderManager::GetProgramCache()
391 return &(mImpl->programController);
394 bool RenderManager::Render( Integration::RenderStatus& status )
396 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
398 // Core::Render documents that GL context must be current before calling Render
399 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
401 status.SetHasRendered( false );
403 // Increment the frame count at the beginning of each frame
404 ++(mImpl->frameCount);
405 mImpl->context.SetFrameCount(mImpl->frameCount);
406 mImpl->context.ClearRendererCount();
407 mImpl->context.ClearCulledCount();
409 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
411 SET_SNAPSHOT_FRAME_LOG_LEVEL;
413 // Process messages queued during previous update
414 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
416 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
417 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
419 // switch rendering to adaptor provided (default) buffer
420 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
422 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
423 mImpl->defaultSurfaceRect.y,
424 mImpl->defaultSurfaceRect.width,
425 mImpl->defaultSurfaceRect.height );
427 mImpl->context.ClearColor( mImpl->backgroundColor.r,
428 mImpl->backgroundColor.g,
429 mImpl->backgroundColor.b,
430 mImpl->backgroundColor.a );
432 mImpl->context.ClearStencil( 0 );
434 // Clear the entire color, depth and stencil buffers for the default framebuffer.
435 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
436 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
437 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
438 mImpl->context.SetScissorTest( false );
439 mImpl->context.ColorMask( true );
440 mImpl->context.DepthMask( true );
441 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
442 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
444 // reset the program matrices for all programs once per frame
445 // this ensures we will set view and projection matrix once per program per camera
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 );
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);
475 // check if anything has been posted to the update thread
476 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
478 //Notify RenderGeometries that rendering has finished
479 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
481 (*iter)->OnRenderFinished();
485 * The rendering has finished; swap to the next buffer.
486 * Ideally the update has just finished using this buffer; otherwise the render thread
487 * should block until the update has finished.
489 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
491 DALI_PRINT_RENDER_END();
493 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
494 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
496 return updateRequired;
499 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
501 Rect<int> viewportRect;
504 if ( instruction.mIsClearColorSet )
506 clearColor = instruction.mClearColor;
510 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
513 FrameBufferTexture* offscreen = NULL;
515 if ( instruction.mOffscreenTextureId != 0 )
517 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
518 DALI_ASSERT_DEBUG( NULL != offscreen );
520 if( NULL != offscreen &&
521 offscreen->Prepare() )
523 // Check whether a viewport is specified, otherwise the full surface size is used
524 if ( instruction.mIsViewportSet )
526 // For glViewport the lower-left corner is (0,0)
527 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
528 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
532 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
537 // Offscreen is NULL or could not be prepared.
541 else // !(instruction.mOffscreenTexture)
543 // switch rendering to adaptor provided (default) buffer
544 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
546 // Check whether a viewport is specified, otherwise the full surface size is used
547 if ( instruction.mIsViewportSet )
549 // For glViewport the lower-left corner is (0,0)
550 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
551 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
555 viewportRect = mImpl->defaultSurfaceRect;
559 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
561 if ( instruction.mIsClearColorSet )
563 mImpl->context.ClearColor( clearColor.r,
568 // Clear the viewport area only
569 mImpl->context.SetScissorTest( true );
570 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
571 mImpl->context.ColorMask( true );
572 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
573 mImpl->context.SetScissorTest( false );
576 Render::ProcessRenderInstruction( instruction,
580 mImpl->renderBufferIndex );
582 if(instruction.mOffscreenTextureId != 0)
584 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
585 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
588 if( instruction.mRenderTracker && offscreen != NULL )
590 instruction.mRenderTracker->CreateSyncObject();
591 instruction.mRenderTracker = NULL; // Only create once.
595 } // namespace SceneGraph
597 } // namespace Internal