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/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/data-providers/uniform-name-cache.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/queue/render-queue.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
44 // Uncomment the next line to enable frame snapshot logging
45 //#define FRAME_SNAPSHOT_LOGGING
47 #ifdef FRAME_SNAPSHOT_LOGGING
50 namespace // unnamed namespace
52 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
53 } // unnamed namespace
55 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
56 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
58 #else // FRAME_SNAPSHOT_LOGGING
60 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
62 #endif // FRAME_SNAPSHOT_LOGGING
73 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
74 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
76 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
77 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
79 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
80 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
82 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
83 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
85 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
86 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
87 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
90 * Structure to contain internal data
92 struct RenderManager::Impl
94 Impl( Dali::Integration::GlAbstraction& glAbstraction,
95 ResourcePostProcessList& resourcePostProcessQ,
96 PostProcessResourceDispatcher& postProcessDispatcher )
97 : context( glAbstraction ),
99 textureCache( renderQueue, postProcessDispatcher, context ),
100 resourcePostProcessQueue( resourcePostProcessQ ),
102 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
104 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
105 defaultSurfaceRect(),
108 renderersAdded( false ),
109 firstRenderCompleted( false ),
110 defaultShader( NULL ),
111 programController( glAbstraction )
119 void AddRenderTracker( RenderTracker* renderTracker )
121 DALI_ASSERT_DEBUG( renderTracker != NULL );
122 mRenderTrackers.PushBack( renderTracker );
125 void RemoveRenderTracker( RenderTracker* renderTracker )
127 DALI_ASSERT_DEBUG( renderTracker != NULL );
128 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
130 if( *iter == renderTracker )
132 mRenderTrackers.Erase( iter );
138 void UpdateTrackers()
140 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
142 (*iter)->PollSyncObject();
146 // the order is important for destruction,
147 // programs are owned by context at the moment.
148 Context context; ///< holds the GL state
149 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
150 TextureCache textureCache; ///< Cache for all GL textures
151 Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms
152 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
154 // Render instructions describe what should be rendered during RenderManager::Render()
155 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
156 RenderInstructionContainer instructions;
158 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
160 unsigned int frameCount; ///< The current frame count
161 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
163 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
165 RendererOwnerContainer rendererContainer; ///< List of owned renderers
166 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
167 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
168 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
172 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
174 bool firstRenderCompleted; ///< False until the first render is done
175 Shader* defaultShader; ///< Default shader to use
176 ProgramController programController; ///< Owner of the GL programs
179 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
181 RenderManager* manager = new RenderManager;
182 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
186 RenderManager::RenderManager()
191 RenderManager::~RenderManager()
196 RenderQueue& RenderManager::GetRenderQueue()
198 return mImpl->renderQueue;
201 TextureCache& RenderManager::GetTextureCache()
203 return mImpl->textureCache;
206 void RenderManager::ContextCreated()
208 mImpl->context.GlContextCreated();
209 mImpl->programController.GlContextCreated();
211 // renderers, textures and gpu buffers cannot reinitialize themselves
212 // so they rely on someone reloading the data for them
215 void RenderManager::ContextDestroyed()
217 // @todo Set an atomic value to prevent render manager rendering again until
218 // ContextCreated has been called.
220 mImpl->context.GlContextDestroyed();
221 mImpl->programController.GlContextDestroyed();
223 // inform texture cache
224 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
227 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
228 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
229 for( ; iter != end; ++iter )
231 GlResourceOwner* renderer = *iter;
232 renderer->GlContextDestroyed(); // Clear up vertex buffers
236 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
238 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
241 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
243 mImpl->programController.SetShaderSaver( upstream );
246 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
248 return mImpl->instructions;
251 void RenderManager::SetBackgroundColor( const Vector4& color )
253 mImpl->backgroundColor = color;
256 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
258 mImpl->defaultSurfaceRect = rect;
261 void RenderManager::AddRenderer( Render::Renderer* renderer )
263 // Initialize the renderer as we are now in render thread
264 renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
266 mImpl->rendererContainer.PushBack( renderer );
268 if( !mImpl->renderersAdded )
270 mImpl->renderersAdded = true;
274 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
276 DALI_ASSERT_DEBUG( NULL != renderer );
278 RendererOwnerContainer& renderers = mImpl->rendererContainer;
281 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
283 if ( *iter == renderer )
285 renderers.Erase( iter ); // Renderer found; now destroy it
291 void RenderManager::AddSampler( Render::Sampler* sampler )
293 mImpl->samplerContainer.PushBack( sampler );
296 void RenderManager::RemoveSampler( Render::Sampler* sampler )
298 DALI_ASSERT_DEBUG( NULL != sampler );
300 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
303 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
305 if ( *iter == sampler )
307 samplers.Erase( iter ); // Sampler found; now destroy it
313 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
315 sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
318 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
320 sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
323 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
325 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
328 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
330 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
332 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
335 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
337 if ( *iter == propertyBuffer )
339 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
345 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
347 propertyBuffer->SetFormat( format );
350 void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
352 propertyBuffer->SetData( data );
355 void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
357 propertyBuffer->SetSize( size );
360 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
362 mImpl->renderGeometryContainer.PushBack( renderGeometry );
365 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
367 DALI_ASSERT_DEBUG( NULL != renderGeometry );
369 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
372 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
374 if ( *iter == renderGeometry )
376 geometries.Erase( iter ); // Geometry found; now destroy it
382 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
384 DALI_ASSERT_DEBUG( NULL != renderGeometry );
386 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
389 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
391 if ( *iter == renderGeometry )
393 (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
399 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
401 DALI_ASSERT_DEBUG( NULL != renderGeometry );
403 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
406 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
408 if ( *iter == renderGeometry )
410 (*iter)->RemovePropertyBuffer( propertyBuffer );
416 void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
418 geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
421 void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
423 geometry->SetRequiresDepthTest( requiresDepthTest );
426 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
428 mImpl->AddRenderTracker(renderTracker);
431 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
433 mImpl->RemoveRenderTracker(renderTracker);
436 void RenderManager::SetDefaultShader( Shader* shader )
438 mImpl->defaultShader = shader;
441 ProgramCache* RenderManager::GetProgramCache()
443 return &(mImpl->programController);
446 bool RenderManager::Render( Integration::RenderStatus& status )
448 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
450 // Core::Render documents that GL context must be current before calling Render
451 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
453 status.SetHasRendered( false );
455 // Increment the frame count at the beginning of each frame
456 ++(mImpl->frameCount);
457 mImpl->context.SetFrameCount(mImpl->frameCount);
458 mImpl->context.ClearRendererCount();
459 mImpl->context.ClearCulledCount();
461 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
463 SET_SNAPSHOT_FRAME_LOG_LEVEL;
465 // Process messages queued during previous update
466 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
468 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
469 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
471 // switch rendering to adaptor provided (default) buffer
472 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
474 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
475 mImpl->defaultSurfaceRect.y,
476 mImpl->defaultSurfaceRect.width,
477 mImpl->defaultSurfaceRect.height );
479 mImpl->context.ClearColor( mImpl->backgroundColor.r,
480 mImpl->backgroundColor.g,
481 mImpl->backgroundColor.b,
482 mImpl->backgroundColor.a );
484 mImpl->context.ClearStencil( 0 );
486 // Clear the entire color, depth and stencil buffers for the default framebuffer.
487 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
488 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
489 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
490 mImpl->context.SetScissorTest( false );
491 mImpl->context.ColorMask( true );
492 mImpl->context.DepthMask( true );
493 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
494 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
496 // reset the program matrices for all programs once per frame
497 // this ensures we will set view and projection matrix once per program per camera
498 mImpl->programController.ResetProgramMatrices();
500 // if we don't have default shader, no point doing the render calls
501 if( mImpl->defaultShader )
503 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
504 for ( size_t i = 0; i < count; ++i )
506 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
508 DoRender( instruction, *mImpl->defaultShader );
510 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
511 if ( countRenderList > 0 )
513 status.SetHasRendered( true );
516 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
517 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
519 mImpl->UpdateTrackers();
521 mImpl->firstRenderCompleted = true;
525 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
527 // check if anything has been posted to the update thread
528 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
530 //Notify RenderGeometries that rendering has finished
531 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
533 (*iter)->OnRenderFinished();
537 * The rendering has finished; swap to the next buffer.
538 * Ideally the update has just finished using this buffer; otherwise the render thread
539 * should block until the update has finished.
541 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
543 DALI_PRINT_RENDER_END();
545 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
546 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
548 return updateRequired;
551 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
553 Rect<int> viewportRect;
556 if ( instruction.mIsClearColorSet )
558 clearColor = instruction.mClearColor;
562 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
565 FrameBufferTexture* offscreen = NULL;
567 if ( instruction.mOffscreenTextureId != 0 )
569 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
570 DALI_ASSERT_DEBUG( NULL != offscreen );
572 if( NULL != offscreen &&
573 offscreen->Prepare() )
575 // Check whether a viewport is specified, otherwise the full surface size is used
576 if ( instruction.mIsViewportSet )
578 // For glViewport the lower-left corner is (0,0)
579 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
580 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
584 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
589 // Offscreen is NULL or could not be prepared.
593 else // !(instruction.mOffscreenTexture)
595 // switch rendering to adaptor provided (default) buffer
596 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
598 // Check whether a viewport is specified, otherwise the full surface size is used
599 if ( instruction.mIsViewportSet )
601 // For glViewport the lower-left corner is (0,0)
602 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
603 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
607 viewportRect = mImpl->defaultSurfaceRect;
611 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
613 if ( instruction.mIsClearColorSet )
615 mImpl->context.ClearColor( clearColor.r,
620 // Clear the viewport area only
621 mImpl->context.SetScissorTest( true );
622 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
623 mImpl->context.ColorMask( true );
624 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
625 mImpl->context.SetScissorTest( false );
628 Render::ProcessRenderInstruction( instruction,
632 mImpl->renderBufferIndex );
634 if(instruction.mOffscreenTextureId != 0)
636 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
637 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
640 if( instruction.mRenderTracker && offscreen != NULL )
642 instruction.mRenderTracker->CreateSyncObject();
643 instruction.mRenderTracker = NULL; // Only create once.
647 } // namespace SceneGraph
649 } // namespace Internal