2 * Copyright (c) 2015 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/data-providers/uniform-name-cache.h>
35 #include <dali/internal/render/gl-resources/context.h>
36 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
53 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
54 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
56 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
57 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
59 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
60 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
62 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
63 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
65 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
66 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
67 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
70 * Structure to contain internal data
72 struct RenderManager::Impl
74 Impl( Integration::GlAbstraction& glAbstraction,
75 Integration::GlSyncAbstraction& glSyncAbstraction,
76 ResourcePostProcessList& resourcePostProcessQ,
77 PostProcessResourceDispatcher& postProcessDispatcher )
78 : context( glAbstraction ),
79 glSyncAbstraction( glSyncAbstraction ),
81 textureCache( renderQueue, postProcessDispatcher, context ),
82 resourcePostProcessQueue( resourcePostProcessQ ),
84 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
86 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
90 renderersAdded( false ),
91 firstRenderCompleted( false ),
92 defaultShader( NULL ),
93 programController( glAbstraction )
101 void AddRenderTracker( Render::RenderTracker* renderTracker )
103 DALI_ASSERT_DEBUG( renderTracker != NULL );
104 mRenderTrackers.PushBack( renderTracker );
107 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
109 DALI_ASSERT_DEBUG( renderTracker != NULL );
110 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
112 if( *iter == renderTracker )
114 mRenderTrackers.Erase( iter );
120 void UpdateTrackers()
122 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
124 (*iter)->PollSyncObject();
128 // the order is important for destruction,
129 // programs are owned by context at the moment.
130 Context context; ///< holds the GL state
131 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
132 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
133 TextureCache textureCache; ///< Cache for all GL textures
134 Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms
135 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
137 // Render instructions describe what should be rendered during RenderManager::Render()
138 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
139 RenderInstructionContainer instructions;
141 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
143 unsigned int frameCount; ///< The current frame count
144 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
146 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
148 RendererOwnerContainer rendererContainer; ///< List of owned renderers
149 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
150 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
151 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
155 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
157 bool firstRenderCompleted; ///< False until the first render is done
158 Shader* defaultShader; ///< Default shader to use
159 ProgramController programController; ///< Owner of the GL programs
162 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
163 Integration::GlSyncAbstraction& glSyncAbstraction,
164 ResourcePostProcessList& resourcePostProcessQ )
166 RenderManager* manager = new RenderManager;
167 manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, resourcePostProcessQ, *manager );
171 RenderManager::RenderManager()
176 RenderManager::~RenderManager()
181 RenderQueue& RenderManager::GetRenderQueue()
183 return mImpl->renderQueue;
186 TextureCache& RenderManager::GetTextureCache()
188 return mImpl->textureCache;
191 void RenderManager::ContextCreated()
193 mImpl->context.GlContextCreated();
194 mImpl->programController.GlContextCreated();
196 // renderers, textures and gpu buffers cannot reinitialize themselves
197 // so they rely on someone reloading the data for them
200 void RenderManager::ContextDestroyed()
202 // @todo Set an atomic value to prevent render manager rendering again until
203 // ContextCreated has been called.
205 mImpl->context.GlContextDestroyed();
206 mImpl->programController.GlContextDestroyed();
208 // inform texture cache
209 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
212 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
213 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
214 for( ; iter != end; ++iter )
216 GlResourceOwner* renderer = *iter;
217 renderer->GlContextDestroyed(); // Clear up vertex buffers
221 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
223 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
226 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
228 mImpl->programController.SetShaderSaver( upstream );
231 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
233 return mImpl->instructions;
236 void RenderManager::SetBackgroundColor( const Vector4& color )
238 mImpl->backgroundColor = color;
241 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
243 mImpl->defaultSurfaceRect = rect;
246 void RenderManager::AddRenderer( Render::Renderer* renderer )
248 // Initialize the renderer as we are now in render thread
249 renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
251 mImpl->rendererContainer.PushBack( renderer );
253 if( !mImpl->renderersAdded )
255 mImpl->renderersAdded = true;
259 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
261 DALI_ASSERT_DEBUG( NULL != renderer );
263 RendererOwnerContainer& renderers = mImpl->rendererContainer;
266 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
268 if ( *iter == renderer )
270 renderers.Erase( iter ); // Renderer found; now destroy it
276 void RenderManager::AddSampler( Render::Sampler* sampler )
278 mImpl->samplerContainer.PushBack( sampler );
281 void RenderManager::RemoveSampler( Render::Sampler* sampler )
283 DALI_ASSERT_DEBUG( NULL != sampler );
285 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
288 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
290 if ( *iter == sampler )
292 samplers.Erase( iter ); // Sampler found; now destroy it
298 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
300 sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
303 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
305 sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
308 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
310 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
313 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
315 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
317 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
320 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
322 if ( *iter == propertyBuffer )
324 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
330 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
332 propertyBuffer->SetFormat( format );
335 void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
337 propertyBuffer->SetData( data );
340 void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
342 propertyBuffer->SetSize( size );
345 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
347 mImpl->renderGeometryContainer.PushBack( renderGeometry );
350 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
352 DALI_ASSERT_DEBUG( NULL != renderGeometry );
354 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
357 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
359 if ( *iter == renderGeometry )
361 geometries.Erase( iter ); // Geometry found; now destroy it
367 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
369 DALI_ASSERT_DEBUG( NULL != renderGeometry );
371 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
374 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
376 if ( *iter == renderGeometry )
378 (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
384 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
386 DALI_ASSERT_DEBUG( NULL != renderGeometry );
388 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
391 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
393 if ( *iter == renderGeometry )
395 (*iter)->RemovePropertyBuffer( propertyBuffer );
401 void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
403 geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
406 void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
408 geometry->SetRequiresDepthTest( requiresDepthTest );
411 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
413 mImpl->AddRenderTracker(renderTracker);
416 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
418 mImpl->RemoveRenderTracker(renderTracker);
421 void RenderManager::SetDefaultShader( Shader* shader )
423 mImpl->defaultShader = shader;
426 ProgramCache* RenderManager::GetProgramCache()
428 return &(mImpl->programController);
431 bool RenderManager::Render( Integration::RenderStatus& status )
433 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
435 // Core::Render documents that GL context must be current before calling Render
436 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
438 status.SetHasRendered( false );
440 // Increment the frame count at the beginning of each frame
441 ++(mImpl->frameCount);
443 // Process messages queued during previous update
444 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
446 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
447 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
449 // switch rendering to adaptor provided (default) buffer
450 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
452 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
453 mImpl->defaultSurfaceRect.y,
454 mImpl->defaultSurfaceRect.width,
455 mImpl->defaultSurfaceRect.height );
457 mImpl->context.ClearColor( mImpl->backgroundColor.r,
458 mImpl->backgroundColor.g,
459 mImpl->backgroundColor.b,
460 mImpl->backgroundColor.a );
462 mImpl->context.ClearStencil( 0 );
464 // Clear the entire color, depth and stencil buffers for the default framebuffer.
465 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
466 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
467 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
468 mImpl->context.SetScissorTest( false );
469 mImpl->context.ColorMask( true );
470 mImpl->context.DepthMask( true );
471 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
472 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
474 // reset the program matrices for all programs once per frame
475 // this ensures we will set view and projection matrix once per program per camera
476 mImpl->programController.ResetProgramMatrices();
478 // if we don't have default shader, no point doing the render calls
479 if( mImpl->defaultShader )
481 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
482 for ( size_t i = 0; i < count; ++i )
484 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
486 DoRender( instruction, *mImpl->defaultShader );
488 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
489 if ( countRenderList > 0 )
491 status.SetHasRendered( true );
494 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
495 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
497 mImpl->UpdateTrackers();
499 mImpl->firstRenderCompleted = true;
503 // check if anything has been posted to the update thread
504 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
506 //Notify RenderGeometries that rendering has finished
507 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
509 (*iter)->OnRenderFinished();
513 * The rendering has finished; swap to the next buffer.
514 * Ideally the update has just finished using this buffer; otherwise the render thread
515 * should block until the update has finished.
517 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
519 DALI_PRINT_RENDER_END();
521 return updateRequired;
524 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
526 Rect<int> viewportRect;
529 if ( instruction.mIsClearColorSet )
531 clearColor = instruction.mClearColor;
535 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
538 FrameBufferTexture* offscreen = NULL;
540 if ( instruction.mOffscreenTextureId != 0 )
542 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
543 DALI_ASSERT_DEBUG( NULL != offscreen );
545 if( NULL != offscreen &&
546 offscreen->Prepare() )
548 // Check whether a viewport is specified, otherwise the full surface size is used
549 if ( instruction.mIsViewportSet )
551 // For glViewport the lower-left corner is (0,0)
552 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
553 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
557 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
562 // Offscreen is NULL or could not be prepared.
566 else // !(instruction.mOffscreenTexture)
568 // switch rendering to adaptor provided (default) buffer
569 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
571 // Check whether a viewport is specified, otherwise the full surface size is used
572 if ( instruction.mIsViewportSet )
574 // For glViewport the lower-left corner is (0,0)
575 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
576 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
580 viewportRect = mImpl->defaultSurfaceRect;
584 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
586 if ( instruction.mIsClearColorSet )
588 mImpl->context.ClearColor( clearColor.r,
593 // Clear the viewport area only
594 mImpl->context.SetScissorTest( true );
595 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
596 mImpl->context.ColorMask( true );
597 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
598 mImpl->context.SetScissorTest( false );
601 Render::ProcessRenderInstruction( instruction,
605 mImpl->renderBufferIndex );
607 if(instruction.mOffscreenTextureId != 0)
609 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
610 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
613 if( instruction.mRenderTracker && offscreen != NULL )
615 // This will create a sync object every frame this render tracker
616 // is alive (though it should be now be created only for
617 // render-once render tasks)
618 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
619 instruction.mRenderTracker = NULL; // Only create once.
623 } // namespace SceneGraph
625 } // namespace Internal