2 * Copyright (c) 2020 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/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/event/common/scene-impl.h>
35 #include <dali/internal/render/common/render-algorithms.h>
36 #include <dali/internal/render/common/render-debug.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/common/render-instruction-container.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/gl-resources/context.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/render-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-geometry.h>
44 #include <dali/internal/render/renderers/render-renderer.h>
45 #include <dali/internal/render/renderers/render-sampler.h>
46 #include <dali/internal/render/shaders/program-controller.h>
47 #include <dali/internal/update/common/scene-graph-scene.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
66 * Structure to contain internal data
68 struct RenderManager::Impl
70 Impl( Integration::GlAbstraction& glAbstraction,
71 Integration::GlSyncAbstraction& glSyncAbstraction,
72 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73 Integration::DepthBufferAvailable depthBufferAvailableParam,
74 Integration::StencilBufferAvailable stencilBufferAvailableParam )
75 : context( glAbstraction, &sceneContextContainer ),
76 currentContext( &context ),
77 glAbstraction( glAbstraction ),
78 glSyncAbstraction( glSyncAbstraction ),
79 glContextHelperAbstraction( glContextHelperAbstraction ),
83 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
88 frameBufferContainer(),
89 lastFrameWasRendered( false ),
90 programController( glAbstraction ),
91 depthBufferAvailable( depthBufferAvailableParam ),
92 stencilBufferAvailable( stencilBufferAvailableParam ),
93 defaultSurfaceOrientation( 0 )
95 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
96 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
97 threadPool->Initialize( 1u );
102 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
105 void AddRenderTracker( Render::RenderTracker* renderTracker )
107 DALI_ASSERT_DEBUG( renderTracker != NULL );
108 mRenderTrackers.PushBack( renderTracker );
111 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
113 mRenderTrackers.EraseObject( renderTracker );
116 Context* CreateSceneContext()
118 sceneContextContainer.push_back( new Context( glAbstraction ) );
119 return sceneContextContainer[ sceneContextContainer.size() - 1 ];
122 void DestroySceneContext( Context* sceneContext )
124 auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
125 if( iter != sceneContextContainer.end() )
127 sceneContextContainer.erase( iter );
131 Context* ReplaceSceneContext( Context* oldSceneContext )
133 Context* newContext = new Context( glAbstraction );
134 std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
138 void UpdateTrackers()
140 for( auto&& iter : mRenderTrackers )
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 of the share resource context
149 Context* currentContext; ///< Holds the GL state of the current context for rendering
150 std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
151 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
152 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
153 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
154 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
156 std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes
158 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
160 uint32_t 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<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
165 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
166 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
167 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
168 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
169 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
170 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
172 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
174 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
176 ProgramController programController; ///< Owner of the GL programs
178 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
179 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
181 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
182 Vector<GLuint> boundTextures; ///< The textures bound for rendering
183 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
184 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
188 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
189 Integration::GlSyncAbstraction& glSyncAbstraction,
190 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
191 Integration::DepthBufferAvailable depthBufferAvailable,
192 Integration::StencilBufferAvailable stencilBufferAvailable )
194 RenderManager* manager = new RenderManager;
195 manager->mImpl = new Impl( glAbstraction,
197 glContextHelperAbstraction,
198 depthBufferAvailable,
199 stencilBufferAvailable );
203 RenderManager::RenderManager()
208 RenderManager::~RenderManager()
213 RenderQueue& RenderManager::GetRenderQueue()
215 return mImpl->renderQueue;
218 void RenderManager::ContextCreated()
220 mImpl->context.GlContextCreated();
221 mImpl->programController.GlContextCreated();
223 // renderers, textures and gpu buffers cannot reinitialize themselves
224 // so they rely on someone reloading the data for them
227 void RenderManager::ContextDestroyed()
229 mImpl->context.GlContextDestroyed();
230 mImpl->programController.GlContextDestroyed();
233 for( auto&& texture : mImpl->textureContainer )
235 texture->GlContextDestroyed();
238 //Inform framebuffers
239 for( auto&& framebuffer : mImpl->frameBufferContainer )
241 framebuffer->GlContextDestroyed();
245 for( auto&& renderer : mImpl->rendererContainer )
247 renderer->GlContextDestroyed();
251 for( auto&& scene : mImpl->sceneContainer )
253 scene->GlContextDestroyed();
257 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
259 mImpl->programController.SetShaderSaver( upstream );
262 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
264 mImpl->defaultSurfaceRect = rect;
267 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
269 mImpl->defaultSurfaceOrientation = orientation;
272 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
274 // Initialize the renderer as we are now in render thread
275 renderer->Initialize( mImpl->context );
277 mImpl->rendererContainer.PushBack( renderer.Release() );
280 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
282 mImpl->rendererContainer.EraseObject( renderer );
285 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
287 mImpl->samplerContainer.PushBack( sampler.Release() );
290 void RenderManager::RemoveSampler( Render::Sampler* sampler )
292 mImpl->samplerContainer.EraseObject( sampler );
295 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
297 texture->Initialize( mImpl->context );
298 mImpl->textureContainer.PushBack( texture.Release() );
301 void RenderManager::RemoveTexture( Render::Texture* texture )
303 DALI_ASSERT_DEBUG( NULL != texture );
305 // Find the texture, use reference to pointer so we can do the erase safely
306 for ( auto&& iter : mImpl->textureContainer )
308 if ( iter == texture )
310 texture->Destroy( mImpl->context );
311 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
317 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
319 texture->Upload( mImpl->context, pixelData, params );
322 void RenderManager::GenerateMipmaps( Render::Texture* texture )
324 texture->GenerateMipmaps( mImpl->context );
327 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
329 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
330 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
333 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
335 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
336 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
337 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
340 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
342 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
343 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
344 frameBufferPtr->Initialize( mImpl->context );
347 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
349 DALI_ASSERT_DEBUG( NULL != frameBuffer );
351 // Find the sampler, use reference so we can safely do the erase
352 for ( auto&& iter : mImpl->frameBufferContainer )
354 if ( iter == frameBuffer )
356 frameBuffer->Destroy( mImpl->context );
357 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
363 void RenderManager::InitializeScene( SceneGraph::Scene* scene )
365 scene->Initialize( *mImpl->CreateSceneContext() );
366 mImpl->sceneContainer.push_back( scene );
369 void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
371 mImpl->DestroySceneContext( scene->GetContext() );
373 auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
374 if( iter != mImpl->sceneContainer.end() )
376 mImpl->sceneContainer.erase( iter );
380 void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
382 Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
383 scene->Initialize( *newContext );
386 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
388 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
391 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
393 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
396 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
398 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
401 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
403 propertyBuffer->SetFormat( format.Release() );
406 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
408 propertyBuffer->SetData( data.Release(), size );
411 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
413 geometry->SetIndexBuffer( indices );
416 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
418 mImpl->geometryContainer.PushBack( geometry.Release() );
421 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
423 mImpl->geometryContainer.EraseObject( geometry );
426 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
428 DALI_ASSERT_DEBUG( NULL != geometry );
431 for ( auto&& iter : mImpl->geometryContainer )
433 if ( iter == geometry )
435 iter->AddPropertyBuffer( propertyBuffer );
441 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
443 DALI_ASSERT_DEBUG( NULL != geometry );
446 for ( auto&& iter : mImpl->geometryContainer )
448 if ( iter == geometry )
450 iter->RemovePropertyBuffer( propertyBuffer );
456 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
458 geometry->SetType( Render::Geometry::Type(geometryType) );
461 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
463 mImpl->AddRenderTracker(renderTracker);
466 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
468 mImpl->RemoveRenderTracker(renderTracker);
471 ProgramCache* RenderManager::GetProgramCache()
473 return &(mImpl->programController);
476 void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
478 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
480 // Core::Render documents that GL context must be current before calling Render
481 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
483 // Increment the frame count at the beginning of each frame
486 // Process messages queued during previous update
487 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
490 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
492 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
495 const bool haveInstructions = count > 0u;
497 DALI_LOG_INFO( gLogFilter, Debug::General,
498 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
499 haveInstructions ? "true" : "false",
500 mImpl->lastFrameWasRendered ? "true" : "false",
501 forceClear ? "true" : "false" );
503 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
504 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
506 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
510 // Mark that we will require a post-render step to be performed (includes swap-buffers).
511 status.SetNeedsPostRender( true );
514 // Switch to the shared context
515 if ( mImpl->currentContext != &mImpl->context )
517 mImpl->currentContext = &mImpl->context;
519 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
521 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
524 // Clear the current cached program when the context is switched
525 mImpl->programController.ClearCurrentProgram();
528 // Upload the geometries
529 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
531 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
532 for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
534 RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
536 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
537 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
539 DALI_ASSERT_DEBUG( viewMatrix );
540 DALI_ASSERT_DEBUG( projectionMatrix );
542 if( viewMatrix && projectionMatrix )
544 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
546 // Iterate through each render list.
547 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
549 const RenderList* renderList = instruction.GetRenderList( index );
551 if( renderList && !renderList->IsEmpty() )
553 const std::size_t itemCount = renderList->Count();
554 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
556 const RenderItem& item = renderList->GetItem( itemIndex );
557 if( DALI_LIKELY( item.mRenderer ) )
559 item.mRenderer->Upload( *mImpl->currentContext );
571 void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo )
573 Internal::Scene& sceneInternal = GetImplementation( scene );
574 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
576 uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
578 for( uint32_t i = 0; i < count; ++i )
580 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
582 if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
587 Rect<int32_t> viewportRect;
590 if ( instruction.mIsClearColorSet )
592 clearColor = instruction.mClearColor;
596 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
599 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
600 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
601 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
602 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
604 if ( instruction.mFrameBuffer )
607 if ( mImpl->currentContext != &mImpl->context )
609 // Switch to shared context for off-screen buffer
610 mImpl->currentContext = &mImpl->context;
612 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
614 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
617 // Clear the current cached program when the context is switched
618 mImpl->programController.ClearCurrentProgram();
623 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
625 if ( mImpl->currentContext != sceneObject->GetContext() )
627 // Switch the correct context if rendering to a surface
628 mImpl->currentContext = sceneObject->GetContext();
630 // Clear the current cached program when the context is switched
631 mImpl->programController.ClearCurrentProgram();
635 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
638 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
640 // reset the program matrices for all programs once per frame
641 // this ensures we will set view and projection matrix once per program per camera
642 mImpl->programController.ResetProgramMatrices();
644 if( instruction.mFrameBuffer )
646 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
648 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
649 for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
651 mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
656 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
659 if ( !instruction.mFrameBuffer )
661 mImpl->currentContext->Viewport( surfaceRect.x,
664 surfaceRect.height );
667 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
668 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
669 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
670 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
671 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
673 mImpl->currentContext->ColorMask( true );
675 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
677 mImpl->currentContext->DepthMask( true );
678 clearMask |= GL_DEPTH_BUFFER_BIT;
681 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
683 mImpl->currentContext->ClearStencil( 0 );
684 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
685 clearMask |= GL_STENCIL_BUFFER_BIT;
688 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
690 // Offscreen buffer rendering
691 if ( instruction.mIsViewportSet )
693 // For glViewport the lower-left corner is (0,0)
694 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
695 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
699 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
701 surfaceOrientation = 0;
703 else // No Offscreen frame buffer rendering
705 // Check whether a viewport is specified, otherwise the full surface size is used
706 if ( instruction.mIsViewportSet )
708 // For glViewport the lower-left corner is (0,0)
709 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
710 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
714 viewportRect = surfaceRect;
718 if( surfaceOrientation == 90 || surfaceOrientation == 270 )
720 int temp = viewportRect.width;
721 viewportRect.width = viewportRect.height;
722 viewportRect.height = temp;
725 bool clearFullFrameRect = true;
726 if( instruction.mFrameBuffer != 0 )
728 Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
729 clearFullFrameRect = ( frameRect == viewportRect );
733 clearFullFrameRect = ( surfaceRect == viewportRect );
736 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
738 if( instruction.mIsClearColorSet )
740 mImpl->currentContext->ClearColor( clearColor.r,
745 if( !clearFullFrameRect )
747 mImpl->currentContext->SetScissorTest( true );
748 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
749 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
750 mImpl->currentContext->SetScissorTest( false );
754 mImpl->currentContext->SetScissorTest( false );
755 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
759 // Clear the list of bound textures
760 mImpl->boundTextures.Clear();
762 mImpl->renderAlgorithms.ProcessRenderInstruction(
764 *mImpl->currentContext,
765 mImpl->renderBufferIndex,
766 depthBufferAvailable,
767 stencilBufferAvailable,
768 mImpl->boundTextures,
769 surfaceOrientation );
771 // Synchronise the FBO/Texture access when there are multiple contexts
772 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
774 // Check whether any binded texture is in the dependency list
775 bool textureFound = false;
777 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
779 for ( auto textureId : mImpl->textureDependencyList )
782 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
783 [textureId]( GLuint id )
785 return textureId == id;
786 } ) != mImpl->boundTextures.End();
792 if ( instruction.mFrameBuffer )
794 // For off-screen buffer
796 // Wait until all rendering calls for the currently context are executed
797 mImpl->glContextHelperAbstraction.WaitClient();
799 // Clear the dependency list
800 mImpl->textureDependencyList.Clear();
804 // Worker thread lambda function
805 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
806 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
808 // Switch to the shared context in the worker thread
809 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
811 // Wait until all rendering calls for the shared context are executed
812 glContextHelperAbstraction.WaitClient();
814 // Must clear the context in the worker thread
815 // Otherwise the shared context cannot be switched to from the render thread
816 glContextHelperAbstraction.MakeContextNull();
819 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
822 mImpl->threadPool->Wait();
824 // Clear the dependency list
825 mImpl->textureDependencyList.Clear();
831 if( instruction.mRenderTracker && instruction.mFrameBuffer )
833 // This will create a sync object every frame this render tracker
834 // is alive (though it should be now be created only for
835 // render-once render tasks)
836 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
837 instruction.mRenderTracker = nullptr; // Only create once.
842 mImpl->currentContext->Flush();
846 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
847 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
850 void RenderManager::PostRender( bool uploadOnly )
854 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
856 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
859 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
860 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
863 //Notify RenderGeometries that rendering has finished
864 for ( auto&& iter : mImpl->geometryContainer )
866 iter->OnRenderFinished();
869 mImpl->UpdateTrackers();
873 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
875 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
878 const bool haveInstructions = count > 0u;
880 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
881 mImpl->lastFrameWasRendered = haveInstructions;
884 * The rendering has finished; swap to the next buffer.
885 * Ideally the update has just finished using this buffer; otherwise the render thread
886 * should block until the update has finished.
888 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
890 DALI_PRINT_RENDER_END();
893 } // namespace SceneGraph
895 } // namespace Internal