2 * Copyright (c) 2023 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/internal/common/ordered-set.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/nodes/scene-graph-layer.h>
33 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
35 #include <dali/internal/common/owner-key-container.h>
37 #include <dali/internal/render/common/render-algorithms.h>
38 #include <dali/internal/render/common/render-debug.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/common/render-tracker.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/pipeline-cache.h>
43 #include <dali/internal/render/renderers/render-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-texture.h>
45 #include <dali/internal/render/renderers/shader-cache.h>
46 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
47 #include <dali/internal/render/renderers/uniform-buffer.h>
48 #include <dali/internal/render/shaders/program-controller.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
62 } // unnamed namespace
67 inline Graphics::Rect2D RecalculateScissorArea(const Graphics::Rect2D& scissorArea, int orientation, const Rect<int32_t>& viewportRect)
69 Graphics::Rect2D newScissorArea;
73 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
74 newScissorArea.y = scissorArea.x;
75 newScissorArea.width = scissorArea.height;
76 newScissorArea.height = scissorArea.width;
78 else if(orientation == 180)
80 newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
81 newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
82 newScissorArea.width = scissorArea.width;
83 newScissorArea.height = scissorArea.height;
85 else if(orientation == 270)
87 newScissorArea.x = scissorArea.y;
88 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
89 newScissorArea.width = scissorArea.height;
90 newScissorArea.height = scissorArea.width;
94 newScissorArea.x = scissorArea.x;
95 newScissorArea.y = scissorArea.y;
96 newScissorArea.width = scissorArea.width;
97 newScissorArea.height = scissorArea.height;
99 return newScissorArea;
102 inline Rect<int32_t> CalculateUpdateArea(RenderItem& item, BufferIndex renderBufferIndex, const Rect<int32_t>& viewportRect)
105 if(item.mNode && item.mNode->IsTextureUpdateAreaUsed() && item.mRenderer)
107 updateArea = item.mRenderer->GetTextureUpdateArea();
111 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
114 return RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
117 inline void AlignDamagedRect(Rect<int32_t>& rect)
119 const int left = rect.x;
120 const int top = rect.y;
121 const int right = rect.x + rect.width;
122 const int bottom = rect.y + rect.height;
123 rect.x = (left / 16) * 16;
124 rect.y = (top / 16) * 16;
125 rect.width = ((right + 16) / 16) * 16 - rect.x;
126 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
131 * Structure to contain internal data
133 struct RenderManager::Impl
135 Impl(Graphics::Controller& graphicsController,
136 Integration::DepthBufferAvailable depthBufferAvailableParam,
137 Integration::StencilBufferAvailable stencilBufferAvailableParam,
138 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
139 : graphicsController(graphicsController),
140 renderAlgorithms(graphicsController),
141 programController(graphicsController),
142 shaderCache(graphicsController),
143 depthBufferAvailable(depthBufferAvailableParam),
144 stencilBufferAvailable(stencilBufferAvailableParam),
145 partialUpdateAvailable(partialUpdateAvailableParam)
147 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
148 threadPool = std::make_unique<Dali::ThreadPool>();
149 threadPool->Initialize(1u);
151 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
152 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
157 threadPool.reset(nullptr); // reset now to maintain correct destruction order
158 rendererContainer.Clear(); // clear now before the pipeline cache is deleted
161 void AddRenderTracker(Render::RenderTracker* renderTracker)
163 DALI_ASSERT_DEBUG(renderTracker != nullptr);
164 mRenderTrackers.PushBack(renderTracker);
167 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
169 mRenderTrackers.EraseObject(renderTracker);
172 void UpdateTrackers()
174 for(auto&& iter : mRenderTrackers)
176 iter->PollSyncObject();
180 // the order is important for destruction,
181 Graphics::Controller& graphicsController;
182 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
183 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
184 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
186 OrderedSet<Render::Sampler> samplerContainer; ///< List of owned samplers
187 OrderedSet<Render::FrameBuffer> frameBufferContainer; ///< List of owned framebuffers
188 OrderedSet<Render::VertexBuffer> vertexBufferContainer; ///< List of owned vertex buffers
189 OrderedSet<Render::Geometry> geometryContainer; ///< List of owned Geometries
190 OwnerKeyContainer<Render::Renderer> rendererContainer; ///< List of owned renderers
191 OwnerKeyContainer<Render::Texture> textureContainer; ///< List of owned textures
193 OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
195 OwnerKeyContainer<Render::Texture> textureDiscardQueue; ///< Discarded textures
197 ProgramController programController; ///< Owner of the programs
198 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
200 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
201 std::unique_ptr<Render::PipelineCache> pipelineCache;
203 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
204 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
205 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
207 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
208 Vector<Render::TextureKey> updatedTextures{}; ///< The updated texture list
210 uint32_t frameCount{0u}; ///< The current frame count
211 BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from;
213 bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
214 bool commandBufferSubmitted{false};
217 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
218 Integration::DepthBufferAvailable depthBufferAvailable,
219 Integration::StencilBufferAvailable stencilBufferAvailable,
220 Integration::PartialUpdateAvailable partialUpdateAvailable)
222 auto* manager = new RenderManager;
223 manager->mImpl = new Impl(graphicsController,
224 depthBufferAvailable,
225 stencilBufferAvailable,
226 partialUpdateAvailable);
230 RenderManager::RenderManager()
235 RenderManager::~RenderManager()
240 RenderQueue& RenderManager::GetRenderQueue()
242 return mImpl->renderQueue;
245 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
249 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
251 // Initialize the renderer as we are now in render thread
252 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
254 mImpl->rendererContainer.PushBack(renderer);
257 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
259 mImpl->rendererContainer.EraseKey(renderer);
262 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
264 sampler->Initialize(mImpl->graphicsController);
265 mImpl->samplerContainer.PushBack(sampler.Release());
268 void RenderManager::RemoveSampler(Render::Sampler* sampler)
270 mImpl->samplerContainer.EraseObject(sampler);
273 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
275 DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
277 textureKey->Initialize(mImpl->graphicsController);
278 mImpl->textureContainer.PushBack(textureKey);
279 mImpl->updatedTextures.PushBack(textureKey);
282 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
284 DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
286 // Find the texture, use std::find so we can do the erase by iterator safely
287 auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
289 if(iter != mImpl->textureContainer.End())
291 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
292 mImpl->textureDiscardQueue.PushBack(mImpl->textureContainer.Release(iter));
296 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
298 DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
299 textureKey->Upload(pixelData, params);
301 mImpl->updatedTextures.PushBack(textureKey);
304 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
306 DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
307 textureKey->GenerateMipmaps();
309 mImpl->updatedTextures.PushBack(textureKey);
312 void RenderManager::SetTextureUpdated(const Render::TextureKey& textureKey)
314 DALI_ASSERT_DEBUG(textureKey && "Trying to set updated on empty texture key");
315 textureKey->SetUpdated(true);
317 mImpl->updatedTextures.PushBack(textureKey);
320 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
322 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
323 static_cast<Dali::FilterMode::Type>(magFilterMode));
326 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
328 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
329 static_cast<Dali::WrapMode::Type>(sWrapMode),
330 static_cast<Dali::WrapMode::Type>(tWrapMode));
333 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
335 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
336 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
337 frameBufferPtr->Initialize(mImpl->graphicsController);
340 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
342 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
344 // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
345 auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
347 if(iter != mImpl->frameBufferContainer.End())
349 frameBuffer->Destroy();
350 mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
354 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
356 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
357 mImpl->sceneContainer.push_back(scene);
358 mImpl->uniformBufferManager->RegisterScene(scene);
361 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
363 mImpl->uniformBufferManager->UnregisterScene(scene);
364 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
365 if(iter != mImpl->sceneContainer.end())
367 mImpl->sceneContainer.erase(iter);
371 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
373 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
376 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
378 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
381 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
383 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
386 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
388 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
391 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
393 frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
396 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
398 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
401 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
403 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
406 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
408 vertexBuffer->SetFormat(format.Release());
411 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
413 vertexBuffer->SetData(data.Release(), size);
416 void RenderManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
418 vertexBuffer->SetVertexBufferUpdateCallback(callback);
421 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
423 geometry->SetIndexBuffer(indices);
426 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
428 geometry->SetIndexBuffer(indices);
431 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
433 mImpl->geometryContainer.PushBack(geometry.Release());
436 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
438 mImpl->geometryContainer.EraseObject(geometry);
441 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
443 geometry->AddVertexBuffer(vertexBuffer);
446 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
448 geometry->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 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
468 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
469 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "\n\nNewFrame %d\n", mImpl->frameCount);
471 // Increment the frame count at the beginning of each frame
474 // Process messages queued during previous update
475 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
477 uint32_t totalInstructionCount = 0u;
478 for(auto& i : mImpl->sceneContainer)
480 totalInstructionCount += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
483 const bool haveInstructions = totalInstructionCount > 0u;
485 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");
487 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
488 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
490 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
492 // Upload the geometries
493 for(auto&& geom : mImpl->geometryContainer)
495 geom->Upload(mImpl->graphicsController);
499 // Reset pipeline cache before rendering
500 mImpl->pipelineCache->PreRender();
502 mImpl->commandBufferSubmitted = false;
505 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
507 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
512 Internal::Scene& sceneInternal = GetImplementation(scene);
513 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
515 if(!sceneObject || sceneObject->IsRenderingSkipped())
517 // We don't need to calculate dirty rects
521 class DamagedRectsCleaner
524 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
525 : mDamagedRects(damagedRects),
526 mSurfaceRect(surfaceRect),
531 void SetCleanOnReturn(bool cleanOnReturn)
533 mCleanOnReturn = cleanOnReturn;
536 ~DamagedRectsCleaner()
540 mDamagedRects.clear();
541 mDamagedRects.push_back(mSurfaceRect);
546 std::vector<Rect<int>>& mDamagedRects;
547 Rect<int> mSurfaceRect;
551 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
553 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
554 DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
555 bool cleanDamagedRect = false;
557 Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
559 if(!sceneObject->IsPartialUpdateEnabled())
561 // Clear all dirty rects
562 // The rects will be added when partial updated is enabled again
563 itemsDirtyRects.clear();
567 // Mark previous dirty rects in the std::unordered_map.
568 for(auto& dirtyRectPair : itemsDirtyRects)
570 dirtyRectPair.second.visited = false;
573 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
574 for(uint32_t i = 0; i < instructionCount; ++i)
576 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
578 if(instruction.mFrameBuffer)
580 cleanDamagedRect = true;
581 continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
584 const Camera* camera = instruction.GetCamera();
585 if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
589 Quaternion orientation;
590 camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
592 Vector3 orientationAxis;
593 Radian orientationAngle;
594 orientation.ToAxisAngle(orientationAxis, orientationAngle);
596 if(position.x > Math::MACHINE_EPSILON_10000 ||
597 position.y > Math::MACHINE_EPSILON_10000 ||
598 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
599 orientationAngle != ANGLE_180 ||
600 scale != Vector3(1.0f, 1.0f, 1.0f))
602 cleanDamagedRect = true;
608 cleanDamagedRect = true;
612 Rect<int32_t> viewportRect;
613 if(instruction.mIsViewportSet)
615 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
616 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
617 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
619 cleanDamagedRect = true;
620 continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
625 viewportRect = surfaceRect;
628 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
629 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
630 if(viewMatrix && projectionMatrix)
632 const RenderListContainer::SizeType count = instruction.RenderListCount();
633 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
635 const RenderList* renderList = instruction.GetRenderList(index);
638 if(!renderList->IsEmpty())
640 const std::size_t listCount = renderList->Count();
641 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
643 RenderItem& item = renderList->GetItem(listIndex);
644 // If the item does 3D transformation, make full update
645 if(item.mUpdateArea == Vector4::ZERO)
647 cleanDamagedRect = true;
649 // Save the full rect in the damaged list. We need it when this item is removed
650 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
651 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
652 if(dirtyRectPos != itemsDirtyRects.end())
655 dirtyRectPos->second.visited = true;
656 dirtyRectPos->second.rect = surfaceRect;
660 // Else, just insert the new dirtyrect
661 itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
667 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
668 // If the item refers to updated node or renderer.
669 if(item.mIsUpdated ||
671 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated()))))
673 item.mIsUpdated = false;
675 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
676 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
678 AlignDamagedRect(rect);
680 // Found valid dirty rect.
681 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
682 if(dirtyRectPos != itemsDirtyRects.end())
684 Rect<int> currentRect = rect;
686 // Same item, merge it with the previous rect
687 rect.Merge(dirtyRectPos->second.rect);
689 // Replace the rect as current
690 dirtyRectPos->second.visited = true;
691 dirtyRectPos->second.rect = currentRect;
695 // Else, just insert the new dirtyrect
696 itemsDirtyRects.insert({dirtyRectKey, rect});
699 damagedRects.push_back(rect);
704 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
705 // 2. Mark the related dirty rects as visited so they will not be removed below.
706 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
707 if(dirtyRectPos != itemsDirtyRects.end())
709 dirtyRectPos->second.visited = true;
713 // The item is not in the list for some reason. Add the current rect!
714 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
715 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
717 AlignDamagedRect(rect);
719 itemsDirtyRects.insert({dirtyRectKey, rect});
721 cleanDamagedRect = true; // And make full update at this frame
731 // Check removed nodes or removed renderers dirty rects
732 // Note, std::unordered_map end iterator is validate if we call erase.
733 for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
735 if(!iter->second.visited)
737 damagedRects.push_back(iter->second.rect);
738 iter = itemsDirtyRects.erase(iter);
746 if(sceneObject->IsNeededFullUpdate())
748 cleanDamagedRect = true; // And make full update at this frame
751 if(!cleanDamagedRect)
753 damagedRectCleaner.SetCleanOnReturn(false);
757 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
759 SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
765 Rect<int> clippingRect = sceneObject->GetSurfaceRect();
766 RenderScene(status, scene, renderToFbo, clippingRect);
769 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
771 if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
773 // ClippingRect is empty. Skip rendering
777 // Reset main algorithms command buffer
778 mImpl->renderAlgorithms.ResetCommandBuffer();
780 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
782 Internal::Scene& sceneInternal = GetImplementation(scene);
783 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
789 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
791 std::vector<Graphics::RenderTarget*> targetstoPresent;
793 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
794 if(clippingRect == surfaceRect)
796 // Full rendering case
797 // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
798 // To reduce side effects, keep this logic now.
799 clippingRect = Rect<int>();
802 // Prefetch programs before we start rendering so reflection is
803 // ready, and we can pull exact size of UBO needed (no need to resize during drawing)
804 auto totalSizeCPU = 0u;
805 auto totalSizeGPU = 0u;
807 for(uint32_t i = 0; i < instructionCount; ++i)
809 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
811 if((instruction.mFrameBuffer != nullptr && renderToFbo) ||
812 (instruction.mFrameBuffer == nullptr && !renderToFbo))
814 for(auto j = 0u; j < instruction.RenderListCount(); ++j)
816 const auto& renderList = instruction.GetRenderList(j);
817 for(auto k = 0u; k < renderList->Count(); ++k)
819 auto& item = renderList->GetItem(k);
820 if(item.mRenderer && item.mRenderer->NeedsProgram())
822 // Prepare and store used programs for further processing
823 auto program = item.mRenderer->PrepareProgram(instruction);
826 auto memoryRequirements = program->GetUniformBlocksMemoryRequirements();
828 totalSizeCPU += memoryRequirements.totalCpuSizeRequired;
829 totalSizeGPU += memoryRequirements.totalGpuSizeRequired;
837 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Render scene (%s), CPU:%d GPU:%d\n", renderToFbo ? "Offscreen" : "Onscreen", totalSizeCPU, totalSizeGPU);
839 auto& uboManager = mImpl->uniformBufferManager;
841 uboManager->SetCurrentSceneRenderInfo(sceneObject, renderToFbo);
842 uboManager->Rollback(sceneObject, renderToFbo);
844 // Respec UBOs for this frame (orphan buffers or double buffer in the GPU)
847 uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true)->ReSpecify(totalSizeCPU);
848 uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false)->ReSpecify(totalSizeGPU);
851 #if defined(DEBUG_ENABLED)
852 auto uniformBuffer1 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true);
853 auto uniformBuffer2 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false);
856 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer1->GetCurrentOffset(), uniformBuffer1->GetCurrentCapacity());
860 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: nil\n");
864 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer2->GetCurrentOffset(), uniformBuffer2->GetCurrentCapacity());
868 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: nil\n");
872 for(uint32_t i = 0; i < instructionCount; ++i)
874 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
876 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
881 // Mark that we will require a post-render step to be performed (includes swap-buffers).
882 status.SetNeedsPostRender(true);
884 Rect<int32_t> viewportRect;
886 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
887 if(surfaceOrientation >= 360)
889 surfaceOrientation -= 360;
892 // @todo Should these be part of scene?
893 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
894 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
896 Graphics::RenderTarget* currentRenderTarget = nullptr;
897 Graphics::RenderPass* currentRenderPass = nullptr;
898 std::vector<Graphics::ClearValue> currentClearValues{};
900 if(instruction.mFrameBuffer)
902 // Ensure graphics framebuffer is created, bind attachments and create render passes
903 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
904 // then don't render to this framebuffer.
905 if(!instruction.mFrameBuffer->GetGraphicsObject())
907 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
914 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
916 // Set the clear color for first color attachment
917 if(instruction.mIsClearColorSet && !clearValues.empty())
919 clearValues[0].color = {
920 instruction.mClearColor.r,
921 instruction.mClearColor.g,
922 instruction.mClearColor.b,
923 instruction.mClearColor.a};
926 currentClearValues = clearValues;
928 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
931 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
932 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
934 else // no framebuffer
937 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
939 if(instruction.mIsClearColorSet)
941 clearValues[0].color = {
942 instruction.mClearColor.r,
943 instruction.mClearColor.g,
944 instruction.mClearColor.b,
945 instruction.mClearColor.a};
948 currentClearValues = clearValues;
950 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
951 // if the window has a depth/stencil buffer.
952 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
953 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
954 (currentClearValues.size() <= 1))
956 currentClearValues.emplace_back();
957 currentClearValues.back().depthStencil.depth = 0;
958 currentClearValues.back().depthStencil.stencil = 0;
961 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
963 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
964 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
967 targetstoPresent.emplace_back(currentRenderTarget);
969 // reset the program matrices for all programs once per frame
970 // this ensures we will set view and projection matrix once per program per camera
971 mImpl->programController.ResetProgramMatrices();
973 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
975 // Offscreen buffer rendering
976 if(instruction.mIsViewportSet)
978 // For Viewport the lower-left corner is (0,0)
979 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
980 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
984 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
986 surfaceOrientation = 0;
988 else // No Offscreen frame buffer rendering
990 // Check whether a viewport is specified, otherwise the full surface size is used
991 if(instruction.mIsViewportSet)
993 // For Viewport the lower-left corner is (0,0)
994 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
995 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
999 viewportRect = surfaceRect;
1003 // Set surface orientation
1004 // @todo Inform graphics impl by another route.
1005 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
1007 /*** Clear region of framebuffer or surface before drawing ***/
1008 bool clearFullFrameRect = (surfaceRect == viewportRect);
1009 if(instruction.mFrameBuffer != nullptr)
1011 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1012 clearFullFrameRect = (frameRect == viewportRect);
1015 if(!clippingRect.IsEmpty())
1017 if(!clippingRect.Intersect(viewportRect))
1019 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1020 clippingRect = Rect<int>();
1022 clearFullFrameRect = false;
1025 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
1026 if(instruction.mIsClearColorSet)
1028 if(!clearFullFrameRect)
1030 if(!clippingRect.IsEmpty())
1032 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
1037 // Scissor's value should be set based on the default system coordinates.
1038 // When the surface is rotated, the input values already were set with the rotated angle.
1039 // So, re-calculation is needed.
1040 scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
1042 // Begin render pass
1043 mainCommandBuffer->BeginRenderPass(
1045 currentRenderTarget,
1047 currentClearValues);
1049 mainCommandBuffer->SetViewport({float(viewportRect.x),
1050 float(viewportRect.y),
1051 float(viewportRect.width),
1052 float(viewportRect.height)});
1054 mImpl->renderAlgorithms.ProcessRenderInstruction(
1056 mImpl->renderBufferIndex,
1057 depthBufferAvailable,
1058 stencilBufferAvailable,
1062 Uint16Pair(surfaceRect.width, surfaceRect.height));
1064 Graphics::SyncObject* syncObject{nullptr};
1065 // If the render instruction has an associated render tracker (owned separately)
1066 // and framebuffer, create a one shot sync object, and use it to determine when
1067 // the render pass has finished executing on GPU.
1068 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1070 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
1071 instruction.mRenderTracker = nullptr;
1073 mainCommandBuffer->EndRenderPass(syncObject);
1077 mImpl->uniformBufferManager->Flush(sceneObject, renderToFbo);
1079 mImpl->renderAlgorithms.SubmitCommandBuffer();
1080 mImpl->commandBufferSubmitted = true;
1082 std::sort(targetstoPresent.begin(), targetstoPresent.end());
1084 Graphics::RenderTarget* rt = nullptr;
1085 for(auto& target : targetstoPresent)
1089 mImpl->graphicsController.PresentRenderTarget(target);
1095 void RenderManager::PostRender()
1097 if(!mImpl->commandBufferSubmitted)
1099 // Rendering is skipped but there may be pending tasks. Flush them.
1100 Graphics::SubmitInfo submitInfo;
1101 submitInfo.cmdBuffer.clear(); // Only flush
1102 submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
1103 mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
1105 mImpl->commandBufferSubmitted = true;
1108 // Notify RenderGeometries that rendering has finished
1109 for(auto&& iter : mImpl->geometryContainer)
1111 iter->OnRenderFinished();
1114 // Notify updated RenderTexture that rendering has finished
1115 for(auto&& iter : mImpl->updatedTextures)
1117 iter->OnRenderFinished();
1119 mImpl->updatedTextures.Clear();
1121 // Remove discarded textures after OnRenderFinished called
1122 for(auto& iter : mImpl->textureDiscardQueue)
1126 mImpl->textureDiscardQueue.Clear();
1128 mImpl->UpdateTrackers();
1130 uint32_t count = 0u;
1131 for(auto& scene : mImpl->sceneContainer)
1133 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1136 const bool haveInstructions = count > 0u;
1138 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1139 mImpl->lastFrameWasRendered = haveInstructions;
1142 * The rendering has finished; swap to the next buffer.
1143 * Ideally the update has just finished using this buffer; otherwise the render thread
1144 * should block until the update has finished.
1146 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1148 DALI_PRINT_RENDER_END();
1151 } // namespace SceneGraph
1153 } // namespace Internal