2 * Copyright (c) 2021 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/integration-api/gl-context-helper-abstraction.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/render-tasks/scene-graph-camera.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-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/render-frame-buffer.h>
40 #include <dali/internal/render/renderers/render-texture.h>
41 #include <dali/internal/render/renderers/shader-cache.h>
42 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
43 #include <dali/internal/render/shaders/program-controller.h>
51 #if defined(DEBUG_ENABLED)
54 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
55 } // unnamed namespace
59 * Structure to contain internal data
61 struct RenderManager::Impl
63 Impl(Graphics::Controller& graphicsController,
64 Integration::DepthBufferAvailable depthBufferAvailableParam,
65 Integration::StencilBufferAvailable stencilBufferAvailableParam,
66 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
67 : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
68 currentContext(&context),
69 graphicsController(graphicsController),
73 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
77 frameBufferContainer(),
78 lastFrameWasRendered(false),
79 programController(graphicsController),
80 shaderCache(graphicsController),
81 depthBufferAvailable(depthBufferAvailableParam),
82 stencilBufferAvailable(stencilBufferAvailableParam),
83 partialUpdateAvailable(partialUpdateAvailableParam)
85 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
86 threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
87 threadPool->Initialize(1u);
89 uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
94 threadPool.reset(nullptr); // reset now to maintain correct destruction order
97 void AddRenderTracker(Render::RenderTracker* renderTracker)
99 DALI_ASSERT_DEBUG(renderTracker != NULL);
100 mRenderTrackers.PushBack(renderTracker);
103 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
105 mRenderTrackers.EraseObject(renderTracker);
108 Context* CreateSceneContext()
110 Context* context = new Context(graphicsController.GetGlAbstraction());
111 sceneContextContainer.PushBack(context);
115 void DestroySceneContext(Context* sceneContext)
117 auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
118 if(iter != sceneContextContainer.End())
120 (*iter)->GlContextDestroyed();
121 sceneContextContainer.Erase(iter);
125 Context* ReplaceSceneContext(Context* oldSceneContext)
127 Context* newContext = new Context(graphicsController.GetGlAbstraction());
129 oldSceneContext->GlContextDestroyed();
131 std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
135 void UpdateTrackers()
137 for(auto&& iter : mRenderTrackers)
139 iter->PollSyncObject();
143 // the order is important for destruction,
144 // programs are owned by context at the moment.
145 Context context; ///< Holds the GL state of the share resource context
146 Context* currentContext; ///< Holds the GL state of the current context for rendering
147 OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
148 Graphics::Controller& graphicsController;
149 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
151 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
153 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
155 uint32_t frameCount; ///< The current frame count
156 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
158 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
159 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
160 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
161 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
162 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
163 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
165 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
167 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
169 ProgramController programController; ///< Owner of the GL programs
170 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
172 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
174 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
175 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
176 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
178 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
179 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
180 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of binded textures
183 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
184 Integration::DepthBufferAvailable depthBufferAvailable,
185 Integration::StencilBufferAvailable stencilBufferAvailable,
186 Integration::PartialUpdateAvailable partialUpdateAvailable)
188 RenderManager* manager = new RenderManager;
189 manager->mImpl = new Impl(graphicsController,
190 depthBufferAvailable,
191 stencilBufferAvailable,
192 partialUpdateAvailable);
196 RenderManager::RenderManager()
201 RenderManager::~RenderManager()
206 RenderQueue& RenderManager::GetRenderQueue()
208 return mImpl->renderQueue;
211 void RenderManager::ContextCreated()
213 mImpl->context.GlContextCreated();
214 mImpl->programController.GlContextCreated();
216 // renderers, textures and gpu buffers cannot reinitialize themselves
217 // so they rely on someone reloading the data for them
220 void RenderManager::ContextDestroyed()
222 mImpl->context.GlContextDestroyed();
223 mImpl->programController.GlContextDestroyed();
226 for(auto&& texture : mImpl->textureContainer)
231 //Inform framebuffers
232 for(auto&& framebuffer : mImpl->frameBufferContainer)
234 framebuffer->GlContextDestroyed();
238 for(auto&& renderer : mImpl->rendererContainer)
240 renderer->GlContextDestroyed();
244 for(auto&& context : mImpl->sceneContextContainer)
246 context->GlContextDestroyed();
250 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
252 mImpl->programController.SetShaderSaver(upstream);
255 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
257 // Initialize the renderer as we are now in render thread
258 renderer->Initialize(mImpl->context, mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
260 mImpl->rendererContainer.PushBack(renderer.Release());
263 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
265 mImpl->rendererContainer.EraseObject(renderer);
268 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
270 sampler->Initialize(mImpl->graphicsController);
271 mImpl->samplerContainer.PushBack(sampler.Release());
274 void RenderManager::RemoveSampler(Render::Sampler* sampler)
276 mImpl->samplerContainer.EraseObject(sampler);
279 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
281 texture->Initialize(mImpl->graphicsController);
282 mImpl->textureContainer.PushBack(texture.Release());
285 void RenderManager::RemoveTexture(Render::Texture* texture)
287 DALI_ASSERT_DEBUG(NULL != texture);
289 // Find the texture, use reference to pointer so we can do the erase safely
290 for(auto&& iter : mImpl->textureContainer)
295 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
301 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
303 texture->Upload(pixelData, params);
306 void RenderManager::GenerateMipmaps(Render::Texture* texture)
308 texture->GenerateMipmaps();
311 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
313 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
314 static_cast<Dali::FilterMode::Type>(magFilterMode));
317 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
319 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
320 static_cast<Dali::WrapMode::Type>(sWrapMode),
321 static_cast<Dali::WrapMode::Type>(tWrapMode));
324 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
326 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
327 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
328 frameBufferPtr->Initialize(mImpl->context);
331 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
333 DALI_ASSERT_DEBUG(NULL != frameBuffer);
335 // Find the sampler, use reference so we can safely do the erase
336 for(auto&& iter : mImpl->frameBufferContainer)
338 if(iter == frameBuffer)
340 frameBuffer->Destroy(mImpl->context);
341 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
348 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
350 scene->Initialize(*mImpl->CreateSceneContext());
351 mImpl->sceneContainer.push_back(scene);
354 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
356 mImpl->DestroySceneContext(scene->GetContext());
358 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
359 if(iter != mImpl->sceneContainer.end())
361 mImpl->sceneContainer.erase(iter);
365 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
367 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
368 scene->Initialize(*newContext);
371 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
373 frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
376 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
378 frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
381 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
383 frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
386 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
388 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
391 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
393 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
396 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
398 vertexBuffer->SetFormat(format.Release());
401 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
403 vertexBuffer->SetData(data.Release(), size);
406 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
408 geometry->SetIndexBuffer(indices);
411 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
413 mImpl->geometryContainer.PushBack(geometry.Release());
416 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
418 mImpl->geometryContainer.EraseObject(geometry);
421 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
423 DALI_ASSERT_DEBUG(NULL != geometry);
426 for(auto&& iter : mImpl->geometryContainer)
430 iter->AddVertexBuffer(vertexBuffer);
436 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
438 DALI_ASSERT_DEBUG(NULL != geometry);
441 for(auto&& iter : mImpl->geometryContainer)
445 iter->RemoveVertexBuffer(vertexBuffer);
451 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
453 geometry->SetType(Render::Geometry::Type(geometryType));
456 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
458 mImpl->AddRenderTracker(renderTracker);
461 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
463 mImpl->RemoveRenderTracker(renderTracker);
466 ProgramCache* RenderManager::GetProgramCache()
468 return &(mImpl->programController);
471 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
473 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
475 // Core::Render documents that GL context must be current before calling Render
476 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
478 // Increment the frame count at the beginning of each frame
481 // Process messages queued during previous update
482 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
485 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
487 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
490 const bool haveInstructions = count > 0u;
492 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");
494 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
495 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
497 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
499 // Switch to the shared context
500 if(mImpl->currentContext != &mImpl->context)
502 mImpl->currentContext = &mImpl->context;
504 if(mImpl->currentContext->IsSurfacelessContextSupported())
506 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
509 // Clear the current cached program when the context is switched
510 mImpl->programController.ClearCurrentProgram();
513 // Upload the geometries
514 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
516 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
517 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
519 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
521 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
522 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
524 DALI_ASSERT_DEBUG(viewMatrix);
525 DALI_ASSERT_DEBUG(projectionMatrix);
527 if(viewMatrix && projectionMatrix)
529 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
531 // Iterate through each render list.
532 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
534 const RenderList* renderList = instruction.GetRenderList(index);
536 if(renderList && !renderList->IsEmpty())
538 const std::size_t itemCount = renderList->Count();
539 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
541 const RenderItem& item = renderList->GetItem(itemIndex);
542 if(DALI_LIKELY(item.mRenderer))
544 item.mRenderer->Upload();
555 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
557 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
562 Internal::Scene& sceneInternal = GetImplementation(scene);
563 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
565 if(sceneObject->IsRenderingSkipped())
567 // We don't need to calculate dirty rects
571 class DamagedRectsCleaner
574 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
575 : mDamagedRects(damagedRects),
580 void SetCleanOnReturn(bool cleanOnReturn)
582 mCleanOnReturn = cleanOnReturn;
585 ~DamagedRectsCleaner()
589 mDamagedRects.clear();
594 std::vector<Rect<int>>& mDamagedRects;
598 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
600 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
601 DamagedRectsCleaner damagedRectCleaner(damagedRects);
603 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
604 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
605 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
606 for(DirtyRect& dirtyRect : itemsDirtyRects)
608 dirtyRect.visited = false;
611 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
612 for(uint32_t i = 0; i < count; ++i)
614 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
616 if(instruction.mFrameBuffer)
618 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
621 const Camera* camera = instruction.GetCamera();
622 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
624 const Node* node = instruction.GetCamera()->GetNode();
629 Quaternion orientation;
630 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
632 Vector3 orientationAxis;
633 Radian orientationAngle;
634 orientation.ToAxisAngle(orientationAxis, orientationAngle);
636 if(position.x > Math::MACHINE_EPSILON_10000 ||
637 position.y > Math::MACHINE_EPSILON_10000 ||
638 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
639 orientationAngle != ANGLE_180 ||
640 scale != Vector3(1.0f, 1.0f, 1.0f))
651 Rect<int32_t> viewportRect;
652 if(instruction.mIsViewportSet)
654 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
655 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
656 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
658 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
663 viewportRect = surfaceRect;
666 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
667 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
668 if(viewMatrix && projectionMatrix)
670 const RenderListContainer::SizeType count = instruction.RenderListCount();
671 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
673 const RenderList* renderList = instruction.GetRenderList(index);
674 if(renderList && !renderList->IsEmpty())
676 const std::size_t count = renderList->Count();
677 for(uint32_t index = 0u; index < count; ++index)
679 RenderItem& item = renderList->GetItem(index);
680 // If the item does 3D transformation, do early exit and clean the damaged rect array
681 if(item.mUpdateSize == Vector3::ZERO)
687 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
688 // If the item refers to updated node or renderer.
689 if(item.mIsUpdated ||
691 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
693 item.mIsUpdated = false;
694 item.mNode->SetUpdated(false);
696 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
697 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
699 const int left = rect.x;
700 const int top = rect.y;
701 const int right = rect.x + rect.width;
702 const int bottom = rect.y + rect.height;
703 rect.x = (left / 16) * 16;
704 rect.y = (top / 16) * 16;
705 rect.width = ((right + 16) / 16) * 16 - rect.x;
706 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
708 // Found valid dirty rect.
709 // 1. Insert it in the sorted array of the dirty rects.
710 // 2. Mark the related dirty rects as visited so they will not be removed below.
711 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
712 dirtyRect.rect = rect;
713 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
714 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
717 while(++dirtyRectPos != itemsDirtyRects.end())
719 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
724 dirtyRectPos->visited = true;
725 Rect<int>& dirtRect = dirtyRectPos->rect;
726 rect.Merge(dirtRect);
729 if(c > 3) // no more then 3 previous rects
731 itemsDirtyRects.erase(dirtyRectPos);
736 damagedRects.push_back(rect);
741 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
742 // 2. Mark the related dirty rects as visited so they will not be removed below.
743 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
744 while(dirtyRectPos != itemsDirtyRects.end())
746 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
751 dirtyRectPos->visited = true;
761 // Check removed nodes or removed renderers dirty rects
762 auto i = itemsDirtyRects.begin();
763 auto j = itemsDirtyRects.begin();
764 while(i != itemsDirtyRects.end())
772 Rect<int>& dirtRect = i->rect;
773 damagedRects.push_back(dirtRect);
778 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
779 damagedRectCleaner.SetCleanOnReturn(false);
782 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
784 Rect<int> clippingRect;
785 RenderScene(status, scene, renderToFbo, clippingRect);
788 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
790 Internal::Scene& sceneInternal = GetImplementation(scene);
791 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
793 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
795 for(uint32_t i = 0; i < count; ++i)
797 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
799 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
804 // Mark that we will require a post-render step to be performed (includes swap-buffers).
805 status.SetNeedsPostRender(true);
807 Rect<int32_t> viewportRect;
810 if(instruction.mIsClearColorSet)
812 clearColor = instruction.mClearColor;
816 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
819 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
820 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
822 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
823 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
825 if(instruction.mFrameBuffer)
828 if(mImpl->currentContext != &mImpl->context)
830 // Switch to shared context for off-screen buffer
831 mImpl->currentContext = &mImpl->context;
833 if(mImpl->currentContext->IsSurfacelessContextSupported())
835 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
838 // Clear the current cached program when the context is switched
839 mImpl->programController.ClearCurrentProgram();
844 if(mImpl->currentContext->IsSurfacelessContextSupported())
846 if(mImpl->currentContext != sceneObject->GetContext())
848 // Switch the correct context if rendering to a surface
849 mImpl->currentContext = sceneObject->GetContext();
851 // Clear the current cached program when the context is switched
852 mImpl->programController.ClearCurrentProgram();
857 // Make sure that GL context must be created
858 mImpl->currentContext->GlContextCreated();
860 // reset the program matrices for all programs once per frame
861 // this ensures we will set view and projection matrix once per program per camera
862 mImpl->programController.ResetProgramMatrices();
864 if(instruction.mFrameBuffer)
866 instruction.mFrameBuffer->Bind(*mImpl->currentContext);
868 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
869 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
871 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
876 mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
879 if(!instruction.mFrameBuffer)
881 mImpl->currentContext->Viewport(surfaceRect.x,
887 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
888 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
889 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
890 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
891 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
893 mImpl->currentContext->ColorMask(true);
895 if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
897 mImpl->currentContext->DepthMask(true);
898 clearMask |= GL_DEPTH_BUFFER_BIT;
901 if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
903 mImpl->currentContext->ClearStencil(0);
904 mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
905 clearMask |= GL_STENCIL_BUFFER_BIT;
908 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
910 // Offscreen buffer rendering
911 if(instruction.mIsViewportSet)
913 // For glViewport the lower-left corner is (0,0)
914 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
915 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
919 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
921 surfaceOrientation = 0;
923 else // No Offscreen frame buffer rendering
925 // Check whether a viewport is specified, otherwise the full surface size is used
926 if(instruction.mIsViewportSet)
928 // For glViewport the lower-left corner is (0,0)
929 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
930 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
934 viewportRect = surfaceRect;
938 // Set surface orientation
939 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
941 bool clearFullFrameRect = true;
942 if(instruction.mFrameBuffer != nullptr)
944 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
945 clearFullFrameRect = (frameRect == viewportRect);
949 clearFullFrameRect = (surfaceRect == viewportRect);
952 if(!clippingRect.IsEmpty())
954 if(!clippingRect.Intersect(viewportRect))
956 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
957 clippingRect = Rect<int>();
959 clearFullFrameRect = false;
962 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
964 if(instruction.mIsClearColorSet)
966 mImpl->currentContext->ClearColor(clearColor.r,
970 if(!clearFullFrameRect)
972 if(!clippingRect.IsEmpty())
974 mImpl->currentContext->SetScissorTest(true);
975 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
976 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
977 mImpl->currentContext->SetScissorTest(false);
981 mImpl->currentContext->SetScissorTest(true);
982 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
983 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
984 mImpl->currentContext->SetScissorTest(false);
989 mImpl->currentContext->SetScissorTest(false);
990 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
994 // Clear the list of bound textures
995 mImpl->boundTextures.Clear();
997 mImpl->renderAlgorithms.ProcessRenderInstruction(
999 *mImpl->currentContext,
1000 mImpl->renderBufferIndex,
1001 depthBufferAvailable,
1002 stencilBufferAvailable,
1003 mImpl->boundTextures,
1006 // Synchronise the FBO/Texture access when there are multiple contexts
1007 if(mImpl->currentContext->IsSurfacelessContextSupported())
1009 // Check whether any bound texture is in the dependency list
1010 bool textureFound = false;
1012 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1014 for(auto texture : mImpl->textureDependencyList)
1016 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
1017 return texture == graphicsTexture;
1018 }) != mImpl->boundTextures.End();
1024 if(instruction.mFrameBuffer)
1026 // For off-screen buffer
1028 // Wait until all rendering calls for the currently context are executed
1029 mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1031 // Clear the dependency list
1032 mImpl->textureDependencyList.Clear();
1036 // Worker thread lambda function
1037 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1038 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1039 // Switch to the shared context in the worker thread
1040 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1042 // Wait until all rendering calls for the shared context are executed
1043 glContextHelperAbstraction.WaitClient();
1045 // Must clear the context in the worker thread
1046 // Otherwise the shared context cannot be switched to from the render thread
1047 glContextHelperAbstraction.MakeContextNull();
1050 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1053 mImpl->threadPool->Wait();
1055 // Clear the dependency list
1056 mImpl->textureDependencyList.Clear();
1062 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1064 // This will create a sync object every frame this render tracker
1065 // is alive (though it should be now be created only for
1066 // render-once render tasks)
1067 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1068 instruction.mRenderTracker = nullptr; // Only create once.
1073 mImpl->currentContext->Flush();
1077 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1078 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1081 void RenderManager::PostRender(bool uploadOnly)
1085 if(mImpl->currentContext->IsSurfacelessContextSupported())
1087 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1090 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1091 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1094 //Notify RenderGeometries that rendering has finished
1095 for(auto&& iter : mImpl->geometryContainer)
1097 iter->OnRenderFinished();
1100 mImpl->UpdateTrackers();
1102 uint32_t count = 0u;
1103 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1105 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1108 const bool haveInstructions = count > 0u;
1110 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1111 mImpl->lastFrameWasRendered = haveInstructions;
1114 * The rendering has finished; swap to the next buffer.
1115 * Ideally the update has just finished using this buffer; otherwise the render thread
1116 * should block until the update has finished.
1118 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1120 DALI_PRINT_RENDER_END();
1123 } // namespace SceneGraph
1125 } // namespace Internal