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 Integration::DepthBufferAvailable depthBufferAvailableParam,
59 Integration::StencilBufferAvailable stencilBufferAvailableParam )
60 : context( glAbstraction ),
61 glSyncAbstraction( glSyncAbstraction ),
65 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
67 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
72 frameBufferContainer(),
73 lastFrameWasRendered( false ),
74 programController( glAbstraction ),
75 depthBufferAvailable( depthBufferAvailableParam ),
76 stencilBufferAvailable( stencilBufferAvailableParam )
84 void AddRenderTracker( Render::RenderTracker* renderTracker )
86 DALI_ASSERT_DEBUG( renderTracker != NULL );
87 mRenderTrackers.PushBack( renderTracker );
90 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
92 mRenderTrackers.EraseObject( renderTracker );
97 for( auto&& iter : mRenderTrackers )
99 iter->PollSyncObject();
103 // the order is important for destruction,
104 // programs are owned by context at the moment.
105 Context context; ///< holds the GL state
106 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
107 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
109 // Render instructions describe what should be rendered during RenderManager::Render()
110 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
111 RenderInstructionContainer instructions;
112 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
114 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
116 unsigned int frameCount; ///< The current frame count
117 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
119 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
121 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
122 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
123 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
124 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
125 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
126 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
128 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
130 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
132 ProgramController programController; ///< Owner of the GL programs
134 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
135 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
139 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
140 Integration::GlSyncAbstraction& glSyncAbstraction,
141 Integration::DepthBufferAvailable depthBufferAvailable,
142 Integration::StencilBufferAvailable stencilBufferAvailable )
144 RenderManager* manager = new RenderManager;
145 manager->mImpl = new Impl( glAbstraction,
147 depthBufferAvailable,
148 stencilBufferAvailable );
152 RenderManager::RenderManager()
157 RenderManager::~RenderManager()
162 RenderQueue& RenderManager::GetRenderQueue()
164 return mImpl->renderQueue;
167 void RenderManager::ContextCreated()
169 mImpl->context.GlContextCreated();
170 mImpl->programController.GlContextCreated();
172 // renderers, textures and gpu buffers cannot reinitialize themselves
173 // so they rely on someone reloading the data for them
176 void RenderManager::ContextDestroyed()
178 mImpl->context.GlContextDestroyed();
179 mImpl->programController.GlContextDestroyed();
182 for( auto&& texture : mImpl->textureContainer )
184 texture->GlContextDestroyed();
187 //Inform framebuffers
188 for( auto&& framebuffer : mImpl->frameBufferContainer )
190 framebuffer->GlContextDestroyed();
194 for( auto&& renderer : mImpl->rendererContainer )
196 renderer->GlContextDestroyed();
200 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
202 mImpl->programController.SetShaderSaver( upstream );
205 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
207 return mImpl->instructions;
210 void RenderManager::SetBackgroundColor( const Vector4& color )
212 mImpl->backgroundColor = color;
215 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
217 mImpl->defaultSurfaceRect = rect;
220 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
222 // Initialize the renderer as we are now in render thread
223 renderer->Initialize( mImpl->context );
225 mImpl->rendererContainer.PushBack( renderer.Release() );
228 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
230 mImpl->rendererContainer.EraseObject( renderer );
233 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
235 mImpl->samplerContainer.PushBack( sampler.Release() );
238 void RenderManager::RemoveSampler( Render::Sampler* sampler )
240 mImpl->samplerContainer.EraseObject( sampler );
243 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
245 texture->Initialize( mImpl->context );
246 mImpl->textureContainer.PushBack( texture.Release() );
249 void RenderManager::RemoveTexture( Render::Texture* texture )
251 DALI_ASSERT_DEBUG( NULL != texture );
253 // Find the texture, use reference to pointer so we can do the erase safely
254 for ( auto&& iter : mImpl->textureContainer )
256 if ( iter == texture )
258 texture->Destroy( mImpl->context );
259 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
265 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
267 texture->Upload( mImpl->context, pixelData, params );
270 void RenderManager::GenerateMipmaps( Render::Texture* texture )
272 texture->GenerateMipmaps( mImpl->context );
275 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
277 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
278 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
281 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
283 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
284 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
285 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
288 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
290 mImpl->frameBufferContainer.PushBack( frameBuffer );
291 frameBuffer->Initialize(mImpl->context);
294 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
296 DALI_ASSERT_DEBUG( NULL != frameBuffer );
298 // Find the sampler, use reference so we can safely do the erase
299 for ( auto&& iter : mImpl->frameBufferContainer )
301 if ( iter == frameBuffer )
303 frameBuffer->Destroy( mImpl->context );
304 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
310 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
312 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
315 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
317 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
320 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
322 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
325 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
327 propertyBuffer->SetFormat( format.Release() );
330 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
332 propertyBuffer->SetData( data.Release(), size );
335 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
337 geometry->SetIndexBuffer( indices );
340 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
342 mImpl->geometryContainer.PushBack( geometry.Release() );
345 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
347 mImpl->geometryContainer.EraseObject( geometry );
350 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
352 DALI_ASSERT_DEBUG( NULL != geometry );
355 for ( auto&& iter : mImpl->geometryContainer )
357 if ( iter == geometry )
359 iter->AddPropertyBuffer( propertyBuffer );
365 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
367 DALI_ASSERT_DEBUG( NULL != geometry );
370 for ( auto&& iter : mImpl->geometryContainer )
372 if ( iter == geometry )
374 iter->RemovePropertyBuffer( propertyBuffer );
380 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
382 geometry->SetType( Render::Geometry::Type(geometryType) );
385 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
387 mImpl->AddRenderTracker(renderTracker);
390 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
392 mImpl->RemoveRenderTracker(renderTracker);
395 ProgramCache* RenderManager::GetProgramCache()
397 return &(mImpl->programController);
400 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
402 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
404 // Core::Render documents that GL context must be current before calling Render
405 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
407 // Increment the frame count at the beginning of each frame
410 // Process messages queued during previous update
411 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
413 const size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
414 const bool haveInstructions = count > 0u;
416 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
417 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
419 // Mark that we will require a post-render step to be performed (includes swap-buffers).
420 status.SetNeedsPostRender( true );
422 // switch rendering to adaptor provided (default) buffer
423 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u );
425 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
426 mImpl->defaultSurfaceRect.y,
427 mImpl->defaultSurfaceRect.width,
428 mImpl->defaultSurfaceRect.height );
430 mImpl->context.ClearColor( mImpl->backgroundColor.r,
431 mImpl->backgroundColor.g,
432 mImpl->backgroundColor.b,
433 mImpl->backgroundColor.a );
435 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
436 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
437 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
438 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
440 mImpl->context.SetScissorTest( false );
442 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
444 mImpl->context.ColorMask( true );
446 if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
448 mImpl->context.DepthMask( true );
449 clearMask |= GL_DEPTH_BUFFER_BIT;
452 if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
454 mImpl->context.ClearStencil( 0 );
455 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
456 clearMask |= GL_STENCIL_BUFFER_BIT;
459 mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
461 // reset the program matrices for all programs once per frame
462 // this ensures we will set view and projection matrix once per program per camera
463 mImpl->programController.ResetProgramMatrices();
465 for( size_t i = 0; i < count; ++i )
467 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
469 DoRender( instruction );
472 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
473 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
475 //Notify RenderGeometries that rendering has finished
476 for ( auto&& iter : mImpl->geometryContainer )
478 iter->OnRenderFinished();
482 mImpl->UpdateTrackers();
484 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
485 mImpl->lastFrameWasRendered = haveInstructions;
488 * The rendering has finished; swap to the next buffer.
489 * Ideally the update has just finished using this buffer; otherwise the render thread
490 * should block until the update has finished.
492 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
494 DALI_PRINT_RENDER_END();
497 void RenderManager::DoRender( RenderInstruction& instruction )
499 Rect<int> viewportRect;
502 if ( instruction.mIsClearColorSet )
504 clearColor = instruction.mClearColor;
508 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
511 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
513 instruction.mFrameBuffer->Bind( mImpl->context );
514 if ( instruction.mIsViewportSet )
516 // For glViewport the lower-left corner is (0,0)
517 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
518 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
522 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
525 else // !(instruction.mOffscreenTexture)
527 // switch rendering to adaptor provided (default) buffer
528 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
530 // Check whether a viewport is specified, otherwise the full surface size is used
531 if ( instruction.mIsViewportSet )
533 // For glViewport the lower-left corner is (0,0)
534 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
535 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
539 viewportRect = mImpl->defaultSurfaceRect;
543 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
545 if ( instruction.mIsClearColorSet )
547 mImpl->context.ClearColor( clearColor.r,
552 // Clear the viewport area only
553 mImpl->context.SetScissorTest( true );
554 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
555 mImpl->context.ColorMask( true );
556 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
557 mImpl->context.SetScissorTest( false );
560 mImpl->renderAlgorithms.ProcessRenderInstruction(
563 mImpl->renderBufferIndex,
564 mImpl->depthBufferAvailable,
565 mImpl->stencilBufferAvailable );
567 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
569 // This will create a sync object every frame this render tracker
570 // is alive (though it should be now be created only for
571 // render-once render tasks)
572 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
573 instruction.mRenderTracker = NULL; // Only create once.
577 } // namespace SceneGraph
579 } // namespace Internal