2 * Copyright (c) 2016 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/gl-resources/context.h>
35 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
36 #include <dali/internal/render/gl-resources/texture-cache.h>
37 #include <dali/internal/render/queue/render-queue.h>
38 #include <dali/internal/render/renderers/render-frame-buffer.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>
53 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
54 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
56 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
57 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
59 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
60 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
62 typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer;
63 typedef TextureOwnerContainer::Iterator TextureOwnerIter;
65 typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
66 typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
68 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
69 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
71 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
72 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
73 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
76 * Structure to contain internal data
78 struct RenderManager::Impl
80 Impl( Integration::GlAbstraction& glAbstraction,
81 Integration::GlSyncAbstraction& glSyncAbstraction,
82 LockedResourceQueue& textureUploadedQ,
83 TextureUploadedDispatcher& postProcessDispatcher )
84 : context( glAbstraction ),
85 glSyncAbstraction( glSyncAbstraction ),
87 textureCache( renderQueue, postProcessDispatcher, context ),
88 textureUploadedQueue( textureUploadedQ ),
90 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
92 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
97 frameBufferContainer(),
98 renderersAdded( false ),
99 firstRenderCompleted( false ),
100 defaultShader( NULL ),
101 programController( glAbstraction )
109 void AddRenderTracker( Render::RenderTracker* renderTracker )
111 DALI_ASSERT_DEBUG( renderTracker != NULL );
112 mRenderTrackers.PushBack( renderTracker );
115 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
117 DALI_ASSERT_DEBUG( renderTracker != NULL );
118 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
120 if( *iter == renderTracker )
122 mRenderTrackers.Erase( iter );
128 void UpdateTrackers()
130 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
132 (*iter)->PollSyncObject();
136 // the order is important for destruction,
137 // programs are owned by context at the moment.
138 Context context; ///< holds the GL state
139 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
140 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
141 TextureCache textureCache; ///< Cache for all GL textures
142 LockedResourceQueue& textureUploadedQueue; ///< A queue for requesting resource post processing in update thread
144 // Render instructions describe what should be rendered during RenderManager::Render()
145 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
146 RenderInstructionContainer instructions;
148 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
150 unsigned int frameCount; ///< The current frame count
151 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
153 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
155 RendererOwnerContainer rendererContainer; ///< List of owned renderers
156 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
157 TextureOwnerContainer textureContainer; ///< List of owned textures
158 FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
159 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
160 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
164 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
166 bool firstRenderCompleted; ///< False until the first render is done
167 Shader* defaultShader; ///< Default shader to use
168 ProgramController programController; ///< Owner of the GL programs
171 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
172 Integration::GlSyncAbstraction& glSyncAbstraction,
173 LockedResourceQueue& textureUploadedQ )
175 RenderManager* manager = new RenderManager;
176 manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
180 RenderManager::RenderManager()
185 RenderManager::~RenderManager()
187 for ( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
189 (*iter)->Destroy( mImpl->context );
192 for ( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
194 (*iter)->Destroy( mImpl->context );
200 RenderQueue& RenderManager::GetRenderQueue()
202 return mImpl->renderQueue;
205 TextureCache& RenderManager::GetTextureCache()
207 return mImpl->textureCache;
210 void RenderManager::ContextCreated()
212 mImpl->context.GlContextCreated();
213 mImpl->programController.GlContextCreated();
215 // renderers, textures and gpu buffers cannot reinitialize themselves
216 // so they rely on someone reloading the data for them
219 void RenderManager::ContextDestroyed()
221 mImpl->context.GlContextDestroyed();
222 mImpl->programController.GlContextDestroyed();
224 // inform texture cache
225 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
228 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
229 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
230 for( ; iter != end; ++iter )
232 GlResourceOwner* renderer = *iter;
233 renderer->GlContextDestroyed(); // Clear up vertex buffers
237 void RenderManager::DispatchTextureUploaded(ResourceId request)
239 mImpl->textureUploadedQueue.PushBack( request );
242 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
244 mImpl->programController.SetShaderSaver( upstream );
247 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
249 return mImpl->instructions;
252 void RenderManager::SetBackgroundColor( const Vector4& color )
254 mImpl->backgroundColor = color;
257 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
259 mImpl->defaultSurfaceRect = rect;
262 void RenderManager::AddRenderer( Render::Renderer* renderer )
264 // Initialize the renderer as we are now in render thread
265 renderer->Initialize( mImpl->context, mImpl->textureCache );
267 mImpl->rendererContainer.PushBack( renderer );
269 if( !mImpl->renderersAdded )
271 mImpl->renderersAdded = true;
275 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
277 DALI_ASSERT_DEBUG( NULL != renderer );
279 RendererOwnerContainer& renderers = mImpl->rendererContainer;
282 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
284 if ( *iter == renderer )
286 renderers.Erase( iter ); // Renderer found; now destroy it
292 void RenderManager::AddSampler( Render::Sampler* sampler )
294 mImpl->samplerContainer.PushBack( sampler );
297 void RenderManager::RemoveSampler( Render::Sampler* sampler )
299 DALI_ASSERT_DEBUG( NULL != sampler );
301 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
304 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
306 if ( *iter == sampler )
308 samplers.Erase( iter ); // Sampler found; now destroy it
314 void RenderManager::AddTexture( Render::NewTexture* texture )
316 mImpl->textureContainer.PushBack( texture );
317 texture->Initialize(mImpl->context);
320 void RenderManager::RemoveTexture( Render::NewTexture* texture )
322 DALI_ASSERT_DEBUG( NULL != texture );
324 TextureOwnerContainer& textures = mImpl->textureContainer;
327 for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
329 if ( *iter == texture )
331 texture->Destroy( mImpl->context );
332 textures.Erase( iter ); // Texture found; now destroy it
338 void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
340 texture->Upload( mImpl->context, pixelData, params );
343 void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
345 texture->GenerateMipmaps( mImpl->context );
348 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
350 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
351 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
354 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
356 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
357 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
358 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
361 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
363 mImpl->frameBufferContainer.PushBack( frameBuffer );
364 frameBuffer->Initialize(mImpl->context);
367 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
369 DALI_ASSERT_DEBUG( NULL != frameBuffer );
371 FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
374 for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
376 if ( *iter == frameBuffer )
378 frameBuffer->Destroy( mImpl->context );
379 framebuffers.Erase( iter ); // frameBuffer found; now destroy it
385 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
387 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
390 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
392 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
395 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
397 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
399 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
402 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
404 if ( *iter == propertyBuffer )
406 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
412 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
414 propertyBuffer->SetFormat( format );
417 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
419 propertyBuffer->SetData( data, size );
422 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
424 geometry->SetIndexBuffer( indices );
427 void RenderManager::AddGeometry( Render::Geometry* geometry )
429 mImpl->geometryContainer.PushBack( geometry );
432 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
434 DALI_ASSERT_DEBUG( NULL != geometry );
436 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
439 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
441 if ( *iter == geometry )
443 geometries.Erase( iter ); // Geometry found; now destroy it
449 void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
451 DALI_ASSERT_DEBUG( NULL != geometry );
453 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
456 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
458 if ( *iter == geometry )
460 (*iter)->AddPropertyBuffer( propertyBuffer );
466 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
468 DALI_ASSERT_DEBUG( NULL != geometry );
470 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
473 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
475 if ( *iter == geometry )
477 (*iter)->RemovePropertyBuffer( propertyBuffer );
483 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
485 geometry->SetType( Render::Geometry::Type(geometryType) );
488 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
490 mImpl->AddRenderTracker(renderTracker);
493 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
495 mImpl->RemoveRenderTracker(renderTracker);
498 void RenderManager::SetDefaultShader( Shader* shader )
500 mImpl->defaultShader = shader;
503 ProgramCache* RenderManager::GetProgramCache()
505 return &(mImpl->programController);
508 bool RenderManager::Render( Integration::RenderStatus& status )
510 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
512 // Core::Render documents that GL context must be current before calling Render
513 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
515 // Increment the frame count at the beginning of each frame
516 ++(mImpl->frameCount);
518 // Process messages queued during previous update
519 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
521 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
522 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
524 // switch rendering to adaptor provided (default) buffer
525 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
527 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
528 mImpl->defaultSurfaceRect.y,
529 mImpl->defaultSurfaceRect.width,
530 mImpl->defaultSurfaceRect.height );
532 mImpl->context.ClearColor( mImpl->backgroundColor.r,
533 mImpl->backgroundColor.g,
534 mImpl->backgroundColor.b,
535 mImpl->backgroundColor.a );
537 mImpl->context.ClearStencil( 0 );
539 // Clear the entire color, depth and stencil buffers for the default framebuffer.
540 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
541 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
542 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
543 mImpl->context.SetScissorTest( false );
544 mImpl->context.ColorMask( true );
545 mImpl->context.DepthMask( true );
546 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
547 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
549 // reset the program matrices for all programs once per frame
550 // this ensures we will set view and projection matrix once per program per camera
551 mImpl->programController.ResetProgramMatrices();
553 // if we don't have default shader, no point doing the render calls
554 if( mImpl->defaultShader )
556 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
557 for ( size_t i = 0; i < count; ++i )
559 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
561 DoRender( instruction, *mImpl->defaultShader );
563 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
564 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
566 mImpl->UpdateTrackers();
568 mImpl->firstRenderCompleted = true;
572 //Notify RenderGeometries that rendering has finished
573 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
575 (*iter)->OnRenderFinished();
579 * The rendering has finished; swap to the next buffer.
580 * Ideally the update has just finished using this buffer; otherwise the render thread
581 * should block until the update has finished.
583 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
585 DALI_PRINT_RENDER_END();
587 // check if anything has been posted to the update thread, if IsEmpty then no update required.
588 return !mImpl->textureUploadedQueue.IsEmpty();
591 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
593 Rect<int> viewportRect;
596 if ( instruction.mIsClearColorSet )
598 clearColor = instruction.mClearColor;
602 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
605 FrameBufferTexture* offscreen = NULL;
607 if ( instruction.mOffscreenTextureId != 0 )
609 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
610 DALI_ASSERT_DEBUG( NULL != offscreen );
612 if( NULL != offscreen &&
613 offscreen->Prepare() )
615 // Check whether a viewport is specified, otherwise the full surface size is used
616 if ( instruction.mIsViewportSet )
618 // For glViewport the lower-left corner is (0,0)
619 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
620 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
624 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
629 // Offscreen is NULL or could not be prepared.
633 else if( instruction.mFrameBuffer != 0 )
635 instruction.mFrameBuffer->Bind( mImpl->context );
636 if ( instruction.mIsViewportSet )
638 // For glViewport the lower-left corner is (0,0)
639 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
640 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
644 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
647 else // !(instruction.mOffscreenTexture)
649 // switch rendering to adaptor provided (default) buffer
650 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
652 // Check whether a viewport is specified, otherwise the full surface size is used
653 if ( instruction.mIsViewportSet )
655 // For glViewport the lower-left corner is (0,0)
656 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
657 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
661 viewportRect = mImpl->defaultSurfaceRect;
665 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
667 if ( instruction.mIsClearColorSet )
669 mImpl->context.ClearColor( clearColor.r,
674 // Clear the viewport area only
675 mImpl->context.SetScissorTest( true );
676 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
677 mImpl->context.ColorMask( true );
678 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
679 mImpl->context.SetScissorTest( false );
682 Render::ProcessRenderInstruction( instruction,
686 mImpl->renderBufferIndex );
688 if(instruction.mOffscreenTextureId != 0)
690 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
691 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
694 if( instruction.mRenderTracker && offscreen != NULL )
696 // This will create a sync object every frame this render tracker
697 // is alive (though it should be now be created only for
698 // render-once render tasks)
699 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
700 instruction.mRenderTracker = NULL; // Only create once.
704 } // namespace SceneGraph
706 } // namespace Internal