2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
22 #include <dali/public-api/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/queue/render-queue.h>
36 #include <dali/internal/render/renderers/render-frame-buffer.h>
37 #include <dali/internal/render/renderers/render-geometry.h>
38 #include <dali/internal/render/renderers/render-renderer.h>
39 #include <dali/internal/render/renderers/render-sampler.h>
40 #include <dali/internal/render/shaders/program-controller.h>
52 * Structure to contain internal data
54 struct RenderManager::Impl
56 Impl( Integration::GlAbstraction& glAbstraction,
57 Integration::GlSyncAbstraction& glSyncAbstraction )
58 : context( glAbstraction ),
59 glSyncAbstraction( glSyncAbstraction ),
62 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
64 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
69 frameBufferContainer(),
70 lastFrameWasRendered( false ),
71 programController( glAbstraction )
79 void AddRenderTracker( Render::RenderTracker* renderTracker )
81 DALI_ASSERT_DEBUG( renderTracker != NULL );
82 mRenderTrackers.PushBack( renderTracker );
85 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
87 mRenderTrackers.EraseObject( renderTracker );
92 for( auto&& iter : mRenderTrackers )
94 iter->PollSyncObject();
98 // the order is important for destruction,
99 // programs are owned by context at the moment.
100 Context context; ///< holds the GL state
101 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
102 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
104 // Render instructions describe what should be rendered during RenderManager::Render()
105 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
106 RenderInstructionContainer instructions;
108 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
110 unsigned int frameCount; ///< The current frame count
111 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
113 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
115 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
116 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
117 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
118 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
119 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
120 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
122 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
124 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
126 ProgramController programController; ///< Owner of the GL programs
130 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
131 Integration::GlSyncAbstraction& glSyncAbstraction )
133 RenderManager* manager = new RenderManager;
134 manager->mImpl = new Impl( glAbstraction,
139 RenderManager::RenderManager()
144 RenderManager::~RenderManager()
149 RenderQueue& RenderManager::GetRenderQueue()
151 return mImpl->renderQueue;
154 void RenderManager::ContextCreated()
156 mImpl->context.GlContextCreated();
157 mImpl->programController.GlContextCreated();
159 // renderers, textures and gpu buffers cannot reinitialize themselves
160 // so they rely on someone reloading the data for them
163 void RenderManager::ContextDestroyed()
165 mImpl->context.GlContextDestroyed();
166 mImpl->programController.GlContextDestroyed();
169 for( auto&& texture : mImpl->textureContainer )
171 texture->GlContextDestroyed();
174 //Inform framebuffers
175 for( auto&& framebuffer : mImpl->frameBufferContainer )
177 framebuffer->GlContextDestroyed();
181 for( auto&& renderer : mImpl->rendererContainer )
183 renderer->GlContextDestroyed();
187 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
189 mImpl->programController.SetShaderSaver( upstream );
192 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
194 return mImpl->instructions;
197 void RenderManager::SetBackgroundColor( const Vector4& color )
199 mImpl->backgroundColor = color;
202 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
204 mImpl->defaultSurfaceRect = rect;
207 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
209 // Initialize the renderer as we are now in render thread
210 renderer->Initialize( mImpl->context );
212 mImpl->rendererContainer.PushBack( renderer.Release() );
215 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
217 mImpl->rendererContainer.EraseObject( renderer );
220 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
222 mImpl->samplerContainer.PushBack( sampler.Release() );
225 void RenderManager::RemoveSampler( Render::Sampler* sampler )
227 mImpl->samplerContainer.EraseObject( sampler );
230 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
232 texture->Initialize( mImpl->context );
233 mImpl->textureContainer.PushBack( texture.Release() );
236 void RenderManager::RemoveTexture( Render::Texture* texture )
238 DALI_ASSERT_DEBUG( NULL != texture );
240 // Find the texture, use reference to pointer so we can do the erase safely
241 for ( auto&& iter : mImpl->textureContainer )
243 if ( iter == texture )
245 texture->Destroy( mImpl->context );
246 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
252 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
254 texture->Upload( mImpl->context, pixelData, params );
257 void RenderManager::GenerateMipmaps( Render::Texture* texture )
259 texture->GenerateMipmaps( mImpl->context );
262 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
264 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
265 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
268 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
270 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
271 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
272 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
275 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
277 mImpl->frameBufferContainer.PushBack( frameBuffer );
278 frameBuffer->Initialize(mImpl->context);
281 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
283 DALI_ASSERT_DEBUG( NULL != frameBuffer );
285 // Find the sampler, use reference so we can safely do the erase
286 for ( auto&& iter : mImpl->frameBufferContainer )
288 if ( iter == frameBuffer )
290 frameBuffer->Destroy( mImpl->context );
291 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
297 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
299 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
302 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
304 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
307 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
309 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
312 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
314 propertyBuffer->SetFormat( format.Release() );
317 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
319 propertyBuffer->SetData( data.Release(), size );
322 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
324 geometry->SetIndexBuffer( indices );
327 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
329 mImpl->geometryContainer.PushBack( geometry.Release() );
332 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
334 mImpl->geometryContainer.EraseObject( geometry );
337 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
339 DALI_ASSERT_DEBUG( NULL != geometry );
342 for ( auto&& iter : mImpl->geometryContainer )
344 if ( iter == geometry )
346 iter->AddPropertyBuffer( propertyBuffer );
352 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
354 DALI_ASSERT_DEBUG( NULL != geometry );
357 for ( auto&& iter : mImpl->geometryContainer )
359 if ( iter == geometry )
361 iter->RemovePropertyBuffer( propertyBuffer );
367 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
369 geometry->SetType( Render::Geometry::Type(geometryType) );
372 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
374 mImpl->AddRenderTracker(renderTracker);
377 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
379 mImpl->RemoveRenderTracker(renderTracker);
382 ProgramCache* RenderManager::GetProgramCache()
384 return &(mImpl->programController);
387 void RenderManager::Render( Integration::RenderStatus& status )
389 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
391 // Core::Render documents that GL context must be current before calling Render
392 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
394 // Increment the frame count at the beginning of each frame
395 ++(mImpl->frameCount);
397 // Process messages queued during previous update
398 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
400 const size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
401 const bool haveInstructions = count > 0u;
403 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
404 if( haveInstructions || mImpl->lastFrameWasRendered )
406 // Mark that we will require a post-render step to be performed (includes swap-buffers).
407 status.SetNeedsPostRender( true );
409 // switch rendering to adaptor provided (default) buffer
410 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
412 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
413 mImpl->defaultSurfaceRect.y,
414 mImpl->defaultSurfaceRect.width,
415 mImpl->defaultSurfaceRect.height );
417 mImpl->context.ClearColor( mImpl->backgroundColor.r,
418 mImpl->backgroundColor.g,
419 mImpl->backgroundColor.b,
420 mImpl->backgroundColor.a );
422 mImpl->context.ClearStencil( 0 );
424 // Clear the entire color, depth and stencil buffers for the default framebuffer.
425 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
426 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
427 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
428 mImpl->context.SetScissorTest( false );
429 mImpl->context.ColorMask( true );
430 mImpl->context.DepthMask( true );
431 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
432 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
434 // reset the program matrices for all programs once per frame
435 // this ensures we will set view and projection matrix once per program per camera
436 mImpl->programController.ResetProgramMatrices();
438 for( size_t i = 0; i < count; ++i )
440 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
442 DoRender( instruction );
445 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
446 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
448 mImpl->UpdateTrackers();
450 //Notify RenderGeometries that rendering has finished
451 for ( auto&& iter : mImpl->geometryContainer )
453 iter->OnRenderFinished();
457 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
458 mImpl->lastFrameWasRendered = haveInstructions;
461 * The rendering has finished; swap to the next buffer.
462 * Ideally the update has just finished using this buffer; otherwise the render thread
463 * should block until the update has finished.
465 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
467 DALI_PRINT_RENDER_END();
470 void RenderManager::DoRender( RenderInstruction& instruction )
472 Rect<int> viewportRect;
475 if ( instruction.mIsClearColorSet )
477 clearColor = instruction.mClearColor;
481 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
484 if( instruction.mFrameBuffer != 0 )
486 instruction.mFrameBuffer->Bind( mImpl->context );
487 if ( instruction.mIsViewportSet )
489 // For glViewport the lower-left corner is (0,0)
490 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
491 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
495 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
498 else // !(instruction.mOffscreenTexture)
500 // switch rendering to adaptor provided (default) buffer
501 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
503 // Check whether a viewport is specified, otherwise the full surface size is used
504 if ( instruction.mIsViewportSet )
506 // For glViewport the lower-left corner is (0,0)
507 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
508 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
512 viewportRect = mImpl->defaultSurfaceRect;
516 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
518 if ( instruction.mIsClearColorSet )
520 mImpl->context.ClearColor( clearColor.r,
525 // Clear the viewport area only
526 mImpl->context.SetScissorTest( true );
527 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
528 mImpl->context.ColorMask( true );
529 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
530 mImpl->context.SetScissorTest( false );
533 Render::ProcessRenderInstruction( instruction,
535 mImpl->renderBufferIndex );
537 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
539 // This will create a sync object every frame this render tracker
540 // is alive (though it should be now be created only for
541 // render-once render tasks)
542 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
543 instruction.mRenderTracker = NULL; // Only create once.
547 } // namespace SceneGraph
549 } // namespace Internal