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 constexpr uint32_t CACHE_CLEAN_FRAME_COUNT = 600u; // 60fps * 10sec
69 inline Graphics::Rect2D RecalculateScissorArea(const Graphics::Rect2D& scissorArea, int orientation, const Rect<int32_t>& viewportRect)
71 Graphics::Rect2D newScissorArea;
75 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
76 newScissorArea.y = scissorArea.x;
77 newScissorArea.width = scissorArea.height;
78 newScissorArea.height = scissorArea.width;
80 else if(orientation == 180)
82 newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
83 newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
84 newScissorArea.width = scissorArea.width;
85 newScissorArea.height = scissorArea.height;
87 else if(orientation == 270)
89 newScissorArea.x = scissorArea.y;
90 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
91 newScissorArea.width = scissorArea.height;
92 newScissorArea.height = scissorArea.width;
96 newScissorArea.x = scissorArea.x;
97 newScissorArea.y = scissorArea.y;
98 newScissorArea.width = scissorArea.width;
99 newScissorArea.height = scissorArea.height;
101 return newScissorArea;
104 inline Rect<int32_t> CalculateUpdateArea(RenderItem& item, BufferIndex renderBufferIndex, const Rect<int32_t>& viewportRect)
107 if(item.mNode && item.mNode->IsTextureUpdateAreaUsed() && item.mRenderer)
109 updateArea = item.mRenderer->GetTextureUpdateArea();
113 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
116 return RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
119 inline void AlignDamagedRect(Rect<int32_t>& rect)
121 const int left = rect.x;
122 const int top = rect.y;
123 const int right = rect.x + rect.width;
124 const int bottom = rect.y + rect.height;
125 rect.x = (left / 16) * 16;
126 rect.y = (top / 16) * 16;
127 rect.width = ((right + 16) / 16) * 16 - rect.x;
128 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
133 * Structure to contain internal data
135 struct RenderManager::Impl
137 Impl(Graphics::Controller& graphicsController,
138 Integration::DepthBufferAvailable depthBufferAvailableParam,
139 Integration::StencilBufferAvailable stencilBufferAvailableParam,
140 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
141 : graphicsController(graphicsController),
142 renderAlgorithms(graphicsController),
143 programController(graphicsController),
144 shaderCache(graphicsController),
145 depthBufferAvailable(depthBufferAvailableParam),
146 stencilBufferAvailable(stencilBufferAvailableParam),
147 partialUpdateAvailable(partialUpdateAvailableParam)
149 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
150 threadPool = std::make_unique<Dali::ThreadPool>();
151 threadPool->Initialize(1u);
153 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
154 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
159 threadPool.reset(nullptr); // reset now to maintain correct destruction order
160 rendererContainer.Clear(); // clear now before the pipeline cache is deleted
163 void AddRenderTracker(Render::RenderTracker* renderTracker)
165 DALI_ASSERT_DEBUG(renderTracker != nullptr);
166 mRenderTrackers.PushBack(renderTracker);
169 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
171 mRenderTrackers.EraseObject(renderTracker);
174 void UpdateTrackers()
176 for(auto&& iter : mRenderTrackers)
178 iter->PollSyncObject();
182 // the order is important for destruction,
183 Graphics::Controller& graphicsController;
184 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
185 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
186 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
188 OrderedSet<Render::Sampler> samplerContainer; ///< List of owned samplers
189 OrderedSet<Render::FrameBuffer> frameBufferContainer; ///< List of owned framebuffers
190 OrderedSet<Render::VertexBuffer> vertexBufferContainer; ///< List of owned vertex buffers
191 OrderedSet<Render::Geometry> geometryContainer; ///< List of owned Geometries
192 OwnerKeyContainer<Render::Renderer> rendererContainer; ///< List of owned renderers
193 OwnerKeyContainer<Render::Texture> textureContainer; ///< List of owned textures
195 OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
197 OwnerKeyContainer<Render::Texture> textureDiscardQueue; ///< Discarded textures
199 ProgramController programController; ///< Owner of the programs
200 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
202 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
203 std::unique_ptr<Render::PipelineCache> pipelineCache;
205 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
206 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
207 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
209 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
210 Vector<Render::TextureKey> updatedTextures{}; ///< The updated texture list
212 uint32_t frameCount{0u}; ///< The current frame count
213 BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from;
215 bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
216 bool commandBufferSubmitted{false};
219 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
220 Integration::DepthBufferAvailable depthBufferAvailable,
221 Integration::StencilBufferAvailable stencilBufferAvailable,
222 Integration::PartialUpdateAvailable partialUpdateAvailable)
224 auto* manager = new RenderManager;
225 manager->mImpl = new Impl(graphicsController,
226 depthBufferAvailable,
227 stencilBufferAvailable,
228 partialUpdateAvailable);
232 RenderManager::RenderManager()
237 RenderManager::~RenderManager()
242 RenderQueue& RenderManager::GetRenderQueue()
244 return mImpl->renderQueue;
247 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
251 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
253 // Initialize the renderer as we are now in render thread
254 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
256 mImpl->rendererContainer.PushBack(renderer);
259 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
261 mImpl->rendererContainer.EraseKey(renderer);
264 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
266 sampler->Initialize(mImpl->graphicsController);
267 mImpl->samplerContainer.PushBack(sampler.Release());
270 void RenderManager::RemoveSampler(Render::Sampler* sampler)
272 mImpl->samplerContainer.EraseObject(sampler);
275 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
277 DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
279 textureKey->Initialize(mImpl->graphicsController, *this);
280 mImpl->textureContainer.PushBack(textureKey);
281 mImpl->updatedTextures.PushBack(textureKey);
284 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
286 DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
288 // Find the texture, use std::find so we can do the erase by iterator safely
289 auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
291 if(iter != mImpl->textureContainer.End())
294 textureKey->Destroy();
296 // Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
297 mImpl->textureDiscardQueue.PushBack(mImpl->textureContainer.Release(iter));
301 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Graphics::UploadParams& params)
303 DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
304 textureKey->Upload(pixelData, params);
306 mImpl->updatedTextures.PushBack(textureKey);
309 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
311 DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
312 textureKey->GenerateMipmaps();
314 mImpl->updatedTextures.PushBack(textureKey);
317 void RenderManager::SetTextureSize(const Render::TextureKey& textureKey, const Dali::ImageDimensions& size)
319 DALI_ASSERT_DEBUG(textureKey && "Trying to set size on empty texture key");
320 textureKey->SetWidth(size.GetWidth());
321 textureKey->SetHeight(size.GetHeight());
324 void RenderManager::SetTextureFormat(const Render::TextureKey& textureKey, Dali::Pixel::Format pixelFormat)
326 DALI_ASSERT_DEBUG(textureKey && "Trying to set pixel format on empty texture key");
327 textureKey->SetPixelFormat(pixelFormat);
330 void RenderManager::SetTextureUpdated(const Render::TextureKey& textureKey)
332 DALI_ASSERT_DEBUG(textureKey && "Trying to set updated on empty texture key");
333 textureKey->SetUpdated(true);
335 mImpl->updatedTextures.PushBack(textureKey);
338 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
340 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
341 static_cast<Dali::FilterMode::Type>(magFilterMode));
344 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
346 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
347 static_cast<Dali::WrapMode::Type>(sWrapMode),
348 static_cast<Dali::WrapMode::Type>(tWrapMode));
351 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
353 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
354 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
355 frameBufferPtr->Initialize(mImpl->graphicsController);
358 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
360 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
362 // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
363 auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
365 if(iter != mImpl->frameBufferContainer.End())
367 frameBuffer->Destroy();
368 mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
372 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
374 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
375 mImpl->sceneContainer.push_back(scene);
376 mImpl->uniformBufferManager->RegisterScene(scene);
379 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
381 mImpl->uniformBufferManager->UnregisterScene(scene);
382 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
383 if(iter != mImpl->sceneContainer.end())
385 mImpl->sceneContainer.erase(iter);
389 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
391 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
394 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
396 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
399 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
401 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
404 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
406 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
409 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
411 frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
414 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
416 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
419 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
421 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
424 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
426 vertexBuffer->SetFormat(format.Release());
429 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
431 vertexBuffer->SetData(data.Release(), size);
434 void RenderManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
436 vertexBuffer->SetVertexBufferUpdateCallback(callback);
439 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
441 geometry->SetIndexBuffer(indices);
444 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
446 geometry->SetIndexBuffer(indices);
449 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
451 mImpl->geometryContainer.PushBack(geometry.Release());
454 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
456 mImpl->geometryContainer.EraseObject(geometry);
459 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
461 geometry->AddVertexBuffer(vertexBuffer);
464 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
466 geometry->RemoveVertexBuffer(vertexBuffer);
469 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
471 geometry->SetType(Render::Geometry::Type(geometryType));
474 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
476 mImpl->AddRenderTracker(renderTracker);
479 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
481 mImpl->RemoveRenderTracker(renderTracker);
484 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
486 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
487 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "\n\nNewFrame %d\n", mImpl->frameCount);
489 // Increment the frame count at the beginning of each frame
492 // Process messages queued during previous update
493 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
495 uint32_t totalInstructionCount = 0u;
496 for(auto& i : mImpl->sceneContainer)
498 totalInstructionCount += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
501 const bool haveInstructions = totalInstructionCount > 0u;
503 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");
505 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
506 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
508 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
510 // Upload the geometries
511 for(auto&& geom : mImpl->geometryContainer)
513 geom->Upload(mImpl->graphicsController);
517 // Reset pipeline cache before rendering
518 mImpl->pipelineCache->PreRender();
520 // Let we collect reference counts during CACHE_CLEAN_FRAME_COUNT frames.
521 if(mImpl->frameCount % CACHE_CLEAN_FRAME_COUNT == 1)
523 mImpl->programController.ResetReferenceCount();
524 mImpl->shaderCache.ResetReferenceCount();
527 mImpl->commandBufferSubmitted = false;
530 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
532 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
537 Internal::Scene& sceneInternal = GetImplementation(scene);
538 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
540 if(!sceneObject || sceneObject->IsRenderingSkipped())
542 // We don't need to calculate dirty rects
546 class DamagedRectsCleaner
549 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
550 : mDamagedRects(damagedRects),
551 mSurfaceRect(surfaceRect),
556 void SetCleanOnReturn(bool cleanOnReturn)
558 mCleanOnReturn = cleanOnReturn;
561 ~DamagedRectsCleaner()
565 mDamagedRects.clear();
566 mDamagedRects.push_back(mSurfaceRect);
571 std::vector<Rect<int>>& mDamagedRects;
572 Rect<int> mSurfaceRect;
576 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
578 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
579 DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
580 bool cleanDamagedRect = false;
582 Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
584 if(!sceneObject->IsPartialUpdateEnabled())
586 // Clear all dirty rects
587 // The rects will be added when partial updated is enabled again
588 itemsDirtyRects.clear();
592 // Mark previous dirty rects in the std::unordered_map.
593 for(auto& dirtyRectPair : itemsDirtyRects)
595 dirtyRectPair.second.visited = false;
598 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
599 for(uint32_t i = 0; i < instructionCount; ++i)
601 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
603 if(instruction.mFrameBuffer)
605 cleanDamagedRect = true;
606 continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
609 const Camera* camera = instruction.GetCamera();
610 if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
614 Quaternion orientation;
615 camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
617 Vector3 orientationAxis;
618 Radian orientationAngle;
619 orientation.ToAxisAngle(orientationAxis, orientationAngle);
621 if(position.x > Math::MACHINE_EPSILON_10000 ||
622 position.y > Math::MACHINE_EPSILON_10000 ||
623 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
624 orientationAngle != ANGLE_180 ||
625 scale != Vector3(1.0f, 1.0f, 1.0f))
627 cleanDamagedRect = true;
633 cleanDamagedRect = true;
637 Rect<int32_t> viewportRect;
638 if(instruction.mIsViewportSet)
640 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
641 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
642 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
644 cleanDamagedRect = true;
645 continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
650 viewportRect = surfaceRect;
653 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
654 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
655 if(viewMatrix && projectionMatrix)
657 const RenderListContainer::SizeType count = instruction.RenderListCount();
658 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
660 const RenderList* renderList = instruction.GetRenderList(index);
663 if(!renderList->IsEmpty())
665 const std::size_t listCount = renderList->Count();
666 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
668 RenderItem& item = renderList->GetItem(listIndex);
669 // If the item does 3D transformation, make full update
670 if(item.mUpdateArea == Vector4::ZERO)
672 cleanDamagedRect = true;
674 // Save the full rect in the damaged list. We need it when this item is removed
675 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
676 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
677 if(dirtyRectPos != itemsDirtyRects.end())
680 dirtyRectPos->second.visited = true;
681 dirtyRectPos->second.rect = surfaceRect;
685 // Else, just insert the new dirtyrect
686 itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
692 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
693 // If the item refers to updated node or renderer.
694 if(item.mIsUpdated ||
696 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated()))))
698 item.mIsUpdated = false;
700 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
701 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
703 AlignDamagedRect(rect);
705 // Found valid dirty rect.
706 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
707 if(dirtyRectPos != itemsDirtyRects.end())
709 Rect<int> currentRect = rect;
711 // Same item, merge it with the previous rect
712 rect.Merge(dirtyRectPos->second.rect);
714 // Replace the rect as current
715 dirtyRectPos->second.visited = true;
716 dirtyRectPos->second.rect = currentRect;
720 // Else, just insert the new dirtyrect
721 itemsDirtyRects.insert({dirtyRectKey, rect});
724 damagedRects.push_back(rect);
729 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
730 // 2. Mark the related dirty rects as visited so they will not be removed below.
731 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
732 if(dirtyRectPos != itemsDirtyRects.end())
734 dirtyRectPos->second.visited = true;
738 // The item is not in the list for some reason. Add the current rect!
739 rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
740 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
742 AlignDamagedRect(rect);
744 itemsDirtyRects.insert({dirtyRectKey, rect});
746 cleanDamagedRect = true; // And make full update at this frame
756 // Check removed nodes or removed renderers dirty rects
757 // Note, std::unordered_map end iterator is validate if we call erase.
758 for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
760 if(!iter->second.visited)
762 damagedRects.push_back(iter->second.rect);
763 iter = itemsDirtyRects.erase(iter);
771 if(sceneObject->IsNeededFullUpdate())
773 cleanDamagedRect = true; // And make full update at this frame
776 if(!cleanDamagedRect)
778 damagedRectCleaner.SetCleanOnReturn(false);
782 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
784 SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
790 Rect<int> clippingRect = sceneObject->GetSurfaceRect();
791 RenderScene(status, scene, renderToFbo, clippingRect);
794 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
796 if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
798 // ClippingRect is empty. Skip rendering
802 // Reset main algorithms command buffer
803 mImpl->renderAlgorithms.ResetCommandBuffer();
805 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
807 Internal::Scene& sceneInternal = GetImplementation(scene);
808 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
814 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
816 std::vector<Graphics::RenderTarget*> targetstoPresent;
818 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
819 if(clippingRect == surfaceRect)
821 // Full rendering case
822 // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
823 // To reduce side effects, keep this logic now.
824 clippingRect = Rect<int>();
827 // Prefetch programs before we start rendering so reflection is
828 // ready, and we can pull exact size of UBO needed (no need to resize during drawing)
829 auto totalSizeCPU = 0u;
830 auto totalSizeGPU = 0u;
832 for(uint32_t i = 0; i < instructionCount; ++i)
834 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
836 if((instruction.mFrameBuffer != nullptr && renderToFbo) ||
837 (instruction.mFrameBuffer == nullptr && !renderToFbo))
839 for(auto j = 0u; j < instruction.RenderListCount(); ++j)
841 const auto& renderList = instruction.GetRenderList(j);
842 for(auto k = 0u; k < renderList->Count(); ++k)
844 auto& item = renderList->GetItem(k);
845 if(item.mRenderer && item.mRenderer->NeedsProgram())
847 // Prepare and store used programs for further processing
848 auto program = item.mRenderer->PrepareProgram(instruction);
851 auto memoryRequirements = program->GetUniformBlocksMemoryRequirements();
853 totalSizeCPU += memoryRequirements.totalCpuSizeRequired;
854 totalSizeGPU += memoryRequirements.totalGpuSizeRequired;
862 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Render scene (%s), CPU:%d GPU:%d\n", renderToFbo ? "Offscreen" : "Onscreen", totalSizeCPU, totalSizeGPU);
864 auto& uboManager = mImpl->uniformBufferManager;
866 uboManager->SetCurrentSceneRenderInfo(sceneObject, renderToFbo);
867 uboManager->Rollback(sceneObject, renderToFbo);
869 // Respec UBOs for this frame (orphan buffers or double buffer in the GPU)
872 uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true)->ReSpecify(totalSizeCPU);
873 uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false)->ReSpecify(totalSizeGPU);
876 #if defined(DEBUG_ENABLED)
877 auto uniformBuffer1 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true);
878 auto uniformBuffer2 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false);
881 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer1->GetCurrentOffset(), uniformBuffer1->GetCurrentCapacity());
885 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: nil\n");
889 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer2->GetCurrentOffset(), uniformBuffer2->GetCurrentCapacity());
893 DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: nil\n");
897 for(uint32_t i = 0; i < instructionCount; ++i)
899 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
901 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
906 // Mark that we will require a post-render step to be performed (includes swap-buffers).
907 status.SetNeedsPostRender(true);
909 Rect<int32_t> viewportRect;
911 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
912 if(surfaceOrientation >= 360)
914 surfaceOrientation -= 360;
917 // @todo Should these be part of scene?
918 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
919 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
921 Graphics::RenderTarget* currentRenderTarget = nullptr;
922 Graphics::RenderPass* currentRenderPass = nullptr;
923 std::vector<Graphics::ClearValue> currentClearValues{};
925 if(instruction.mFrameBuffer)
927 // Ensure graphics framebuffer is created, bind attachments and create render passes
928 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
929 // then don't render to this framebuffer.
930 if(!instruction.mFrameBuffer->GetGraphicsObject())
932 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
939 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
941 // Set the clear color for first color attachment
942 if(instruction.mIsClearColorSet && !clearValues.empty())
944 clearValues[0].color = {
945 instruction.mClearColor.r,
946 instruction.mClearColor.g,
947 instruction.mClearColor.b,
948 instruction.mClearColor.a};
951 currentClearValues = clearValues;
953 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
956 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
957 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
959 else // no framebuffer
962 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
964 if(instruction.mIsClearColorSet)
966 clearValues[0].color = {
967 instruction.mClearColor.r,
968 instruction.mClearColor.g,
969 instruction.mClearColor.b,
970 instruction.mClearColor.a};
973 currentClearValues = clearValues;
975 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
976 // if the window has a depth/stencil buffer.
977 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
978 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
979 (currentClearValues.size() <= 1))
981 currentClearValues.emplace_back();
982 currentClearValues.back().depthStencil.depth = 0;
983 currentClearValues.back().depthStencil.stencil = 0;
986 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
988 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
989 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
992 targetstoPresent.emplace_back(currentRenderTarget);
994 // reset the program matrices for all programs once per frame
995 // this ensures we will set view and projection matrix once per program per camera
996 mImpl->programController.ResetProgramMatrices();
998 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
1000 // Offscreen buffer rendering
1001 if(instruction.mIsViewportSet)
1003 // For Viewport the lower-left corner is (0,0)
1004 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
1005 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1009 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1011 surfaceOrientation = 0;
1013 else // No Offscreen frame buffer rendering
1015 // Check whether a viewport is specified, otherwise the full surface size is used
1016 if(instruction.mIsViewportSet)
1018 // For Viewport the lower-left corner is (0,0)
1019 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
1020 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1024 viewportRect = surfaceRect;
1028 // Set surface orientation
1029 // @todo Inform graphics impl by another route.
1030 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
1032 /*** Clear region of framebuffer or surface before drawing ***/
1033 bool clearFullFrameRect = (surfaceRect == viewportRect);
1034 if(instruction.mFrameBuffer != nullptr)
1036 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1037 clearFullFrameRect = (frameRect == viewportRect);
1040 if(!clippingRect.IsEmpty())
1042 if(!clippingRect.Intersect(viewportRect))
1044 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1045 clippingRect = Rect<int>();
1047 clearFullFrameRect = false;
1050 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
1051 if(instruction.mIsClearColorSet)
1053 if(!clearFullFrameRect)
1055 if(!clippingRect.IsEmpty())
1057 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
1062 // Scissor's value should be set based on the default system coordinates.
1063 // When the surface is rotated, the input values already were set with the rotated angle.
1064 // So, re-calculation is needed.
1065 scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
1067 // Begin render pass
1068 mainCommandBuffer->BeginRenderPass(
1070 currentRenderTarget,
1072 currentClearValues);
1074 mainCommandBuffer->SetViewport({float(viewportRect.x),
1075 float(viewportRect.y),
1076 float(viewportRect.width),
1077 float(viewportRect.height)});
1079 mImpl->renderAlgorithms.ProcessRenderInstruction(
1081 mImpl->renderBufferIndex,
1082 depthBufferAvailable,
1083 stencilBufferAvailable,
1087 Uint16Pair(surfaceRect.width, surfaceRect.height));
1089 Graphics::SyncObject* syncObject{nullptr};
1090 // If the render instruction has an associated render tracker (owned separately)
1091 // and framebuffer, create a one shot sync object, and use it to determine when
1092 // the render pass has finished executing on GPU.
1093 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1095 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
1096 instruction.mRenderTracker = nullptr;
1098 mainCommandBuffer->EndRenderPass(syncObject);
1102 mImpl->uniformBufferManager->Flush(sceneObject, renderToFbo);
1104 mImpl->renderAlgorithms.SubmitCommandBuffer();
1105 mImpl->commandBufferSubmitted = true;
1107 std::sort(targetstoPresent.begin(), targetstoPresent.end());
1109 Graphics::RenderTarget* rt = nullptr;
1110 for(auto& target : targetstoPresent)
1114 mImpl->graphicsController.PresentRenderTarget(target);
1120 void RenderManager::PostRender()
1122 if(!mImpl->commandBufferSubmitted)
1124 // Rendering is skipped but there may be pending tasks. Flush them.
1125 Graphics::SubmitInfo submitInfo;
1126 submitInfo.cmdBuffer.clear(); // Only flush
1127 submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
1128 mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
1130 mImpl->commandBufferSubmitted = true;
1133 // Notify RenderGeometries that rendering has finished
1134 for(auto&& iter : mImpl->geometryContainer)
1136 iter->OnRenderFinished();
1139 // Notify updated RenderTexture that rendering has finished
1140 for(auto&& iter : mImpl->updatedTextures)
1142 iter->OnRenderFinished();
1144 mImpl->updatedTextures.Clear();
1146 // Remove discarded textures after OnRenderFinished called
1147 mImpl->textureDiscardQueue.Clear();
1149 mImpl->UpdateTrackers();
1151 uint32_t count = 0u;
1152 for(auto& scene : mImpl->sceneContainer)
1154 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1157 // Remove unused shader and programs during CACHE_CLEAN_FRAME_COUNT frames.
1158 if(mImpl->frameCount % CACHE_CLEAN_FRAME_COUNT == 0)
1160 mImpl->programController.ClearUnusedCache();
1161 mImpl->shaderCache.ClearUnusedCache();
1164 const bool haveInstructions = count > 0u;
1166 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1167 mImpl->lastFrameWasRendered = haveInstructions;
1170 * The rendering has finished; swap to the next buffer.
1171 * Ideally the update has just finished using this buffer; otherwise the render thread
1172 * should block until the update has finished.
1174 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1176 DALI_PRINT_RENDER_END();
1179 } // namespace SceneGraph
1181 } // namespace Internal