Make mTargetSizeDirtyFlag true when Animation changes Actor's Size
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2023 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/render/common/render-manager.h>
20
21 // EXTERNAL INCLUDES
22 #include <memory.h>
23
24 // INTERNAL INCLUDES
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/ordered-set.h>
28
29 #include <dali/internal/event/common/scene-impl.h>
30
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>
34
35 #include <dali/internal/common/owner-key-container.h>
36
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-view-pool.h>
48 #include <dali/internal/render/shaders/program-controller.h>
49
50 #include <memory>
51
52 namespace Dali
53 {
54 namespace Internal
55 {
56 namespace SceneGraph
57 {
58 #if defined(DEBUG_ENABLED)
59 namespace
60 {
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
62 } // unnamed namespace
63 #endif
64
65 namespace
66 {
67 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
68 {
69   Graphics::Rect2D newScissorArea;
70
71   if(orientation == 90)
72   {
73     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
74     newScissorArea.y      = scissorArea.x;
75     newScissorArea.width  = scissorArea.height;
76     newScissorArea.height = scissorArea.width;
77   }
78   else if(orientation == 180)
79   {
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;
84   }
85   else if(orientation == 270)
86   {
87     newScissorArea.x      = scissorArea.y;
88     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
89     newScissorArea.width  = scissorArea.height;
90     newScissorArea.height = scissorArea.width;
91   }
92   else
93   {
94     newScissorArea.x      = scissorArea.x;
95     newScissorArea.y      = scissorArea.y;
96     newScissorArea.width  = scissorArea.width;
97     newScissorArea.height = scissorArea.height;
98   }
99   return newScissorArea;
100 }
101 } // namespace
102
103 /**
104  * Structure to contain internal data
105  */
106 struct RenderManager::Impl
107 {
108   Impl(Graphics::Controller&               graphicsController,
109        Integration::DepthBufferAvailable   depthBufferAvailableParam,
110        Integration::StencilBufferAvailable stencilBufferAvailableParam,
111        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
112   : graphicsController(graphicsController),
113     renderAlgorithms(graphicsController),
114     programController(graphicsController),
115     shaderCache(graphicsController),
116     depthBufferAvailable(depthBufferAvailableParam),
117     stencilBufferAvailable(stencilBufferAvailableParam),
118     partialUpdateAvailable(partialUpdateAvailableParam)
119   {
120     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
121     threadPool = std::make_unique<Dali::ThreadPool>();
122     threadPool->Initialize(1u);
123
124     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
125     pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
126   }
127
128   ~Impl()
129   {
130     threadPool.reset(nullptr); // reset now to maintain correct destruction order
131   }
132
133   void AddRenderTracker(Render::RenderTracker* renderTracker)
134   {
135     DALI_ASSERT_DEBUG(renderTracker != nullptr);
136     mRenderTrackers.PushBack(renderTracker);
137   }
138
139   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
140   {
141     mRenderTrackers.EraseObject(renderTracker);
142   }
143
144   void UpdateTrackers()
145   {
146     for(auto&& iter : mRenderTrackers)
147     {
148       iter->PollSyncObject();
149     }
150   }
151
152   // the order is important for destruction,
153   Graphics::Controller&           graphicsController;
154   RenderQueue                     renderQueue;      ///< A message queue for receiving messages from the update-thread.
155   std::vector<SceneGraph::Scene*> sceneContainer;   ///< List of pointers to the scene graph objects of the scenes
156   Render::RenderAlgorithms        renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
157
158   OrderedSet<Render::Sampler>         samplerContainer;      ///< List of owned samplers
159   OrderedSet<Render::FrameBuffer>     frameBufferContainer;  ///< List of owned framebuffers
160   OrderedSet<Render::VertexBuffer>    vertexBufferContainer; ///< List of owned vertex buffers
161   OrderedSet<Render::Geometry>        geometryContainer;     ///< List of owned Geometries
162   OwnerKeyContainer<Render::Renderer> rendererContainer;     ///< List of owned renderers
163   OwnerKeyContainer<Render::Texture>  textureContainer;      ///< List of owned textures
164
165   OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
166
167   ProgramController   programController; ///< Owner of the programs
168   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
169
170   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
171   std::unique_ptr<Render::PipelineCache>        pipelineCache;
172
173   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
174   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
175   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
176
177   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
178   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
179   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
180
181   uint32_t    frameCount{0u};                                                    ///< The current frame count
182   BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from; this is opposite of the "update" buffer
183
184   bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
185   bool commandBufferSubmitted{false};
186 };
187
188 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
189                                   Integration::DepthBufferAvailable   depthBufferAvailable,
190                                   Integration::StencilBufferAvailable stencilBufferAvailable,
191                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
192 {
193   auto* manager  = new RenderManager;
194   manager->mImpl = new Impl(graphicsController,
195                             depthBufferAvailable,
196                             stencilBufferAvailable,
197                             partialUpdateAvailable);
198   return manager;
199 }
200
201 RenderManager::RenderManager()
202 : mImpl(nullptr)
203 {
204 }
205
206 RenderManager::~RenderManager()
207 {
208   delete mImpl;
209 }
210
211 RenderQueue& RenderManager::GetRenderQueue()
212 {
213   return mImpl->renderQueue;
214 }
215
216 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
217 {
218 }
219
220 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
221 {
222   // Initialize the renderer as we are now in render thread
223   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
224
225   mImpl->rendererContainer.PushBack(renderer);
226 }
227
228 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
229 {
230   mImpl->rendererContainer.EraseKey(renderer);
231 }
232
233 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
234 {
235   sampler->Initialize(mImpl->graphicsController);
236   mImpl->samplerContainer.PushBack(sampler.Release());
237 }
238
239 void RenderManager::RemoveSampler(Render::Sampler* sampler)
240 {
241   mImpl->samplerContainer.EraseObject(sampler);
242 }
243
244 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
245 {
246   DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
247
248   textureKey->Initialize(mImpl->graphicsController);
249   mImpl->textureContainer.PushBack(textureKey);
250 }
251
252 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
253 {
254   DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
255
256   // Find the texture, use std::find so we can do the erase by iterator safely
257   auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
258
259   if(iter != mImpl->textureContainer.End())
260   {
261     textureKey->Destroy();
262     mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
263   }
264 }
265
266 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
267 {
268   DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
269   textureKey->Upload(pixelData, params);
270 }
271
272 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
273 {
274   DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
275   textureKey->GenerateMipmaps();
276 }
277
278 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
279 {
280   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
281                          static_cast<Dali::FilterMode::Type>(magFilterMode));
282 }
283
284 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
285 {
286   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
287                        static_cast<Dali::WrapMode::Type>(sWrapMode),
288                        static_cast<Dali::WrapMode::Type>(tWrapMode));
289 }
290
291 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
292 {
293   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
294   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
295   frameBufferPtr->Initialize(mImpl->graphicsController);
296 }
297
298 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
299 {
300   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
301
302   // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
303   auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
304
305   if(iter != mImpl->frameBufferContainer.End())
306   {
307     frameBuffer->Destroy();
308     mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
309   }
310 }
311
312 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
313 {
314   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
315   mImpl->sceneContainer.push_back(scene);
316 }
317
318 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
319 {
320   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
321   if(iter != mImpl->sceneContainer.end())
322   {
323     mImpl->sceneContainer.erase(iter);
324   }
325 }
326
327 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
328 {
329   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
330 }
331
332 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
333 {
334   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
335 }
336
337 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
338 {
339   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
340 }
341
342 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
343 {
344   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
345 }
346
347 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
348 {
349   frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
350 }
351
352 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
353 {
354   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
355 }
356
357 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
358 {
359   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
360 }
361
362 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
363 {
364   vertexBuffer->SetFormat(format.Release());
365 }
366
367 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
368 {
369   vertexBuffer->SetData(data.Release(), size);
370 }
371
372 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
373 {
374   geometry->SetIndexBuffer(indices);
375 }
376
377 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
378 {
379   mImpl->geometryContainer.PushBack(geometry.Release());
380 }
381
382 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
383 {
384   mImpl->geometryContainer.EraseObject(geometry);
385 }
386
387 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
388 {
389   geometry->AddVertexBuffer(vertexBuffer);
390 }
391
392 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
393 {
394   geometry->RemoveVertexBuffer(vertexBuffer);
395 }
396
397 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
398 {
399   geometry->SetType(Render::Geometry::Type(geometryType));
400 }
401
402 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
403 {
404   mImpl->AddRenderTracker(renderTracker);
405 }
406
407 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
408 {
409   mImpl->RemoveRenderTracker(renderTracker);
410 }
411
412 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
413 {
414   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
415
416   // Rollback
417   mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
418
419   // Increment the frame count at the beginning of each frame
420   ++mImpl->frameCount;
421
422   // Process messages queued during previous update
423   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
424
425   uint32_t count = 0u;
426   for(auto& i : mImpl->sceneContainer)
427   {
428     count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
429   }
430
431   const bool haveInstructions = count > 0u;
432
433   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");
434
435   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
436   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
437   {
438     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
439
440     // Upload the geometries
441     for(auto&& geom : mImpl->geometryContainer)
442     {
443       geom->Upload(mImpl->graphicsController);
444     }
445   }
446
447   mImpl->commandBufferSubmitted = false;
448 }
449
450 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
451 {
452   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
453   {
454     return;
455   }
456
457   Internal::Scene&   sceneInternal = GetImplementation(scene);
458   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
459
460   if(!sceneObject || sceneObject->IsRenderingSkipped())
461   {
462     // We don't need to calculate dirty rects
463     return;
464   }
465
466   class DamagedRectsCleaner
467   {
468   public:
469     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
470     : mDamagedRects(damagedRects),
471       mSurfaceRect(surfaceRect),
472       mCleanOnReturn(true)
473     {
474     }
475
476     void SetCleanOnReturn(bool cleanOnReturn)
477     {
478       mCleanOnReturn = cleanOnReturn;
479     }
480
481     ~DamagedRectsCleaner()
482     {
483       if(mCleanOnReturn)
484       {
485         mDamagedRects.clear();
486         mDamagedRects.push_back(mSurfaceRect);
487       }
488     }
489
490   private:
491     std::vector<Rect<int>>& mDamagedRects;
492     Rect<int>               mSurfaceRect;
493     bool                    mCleanOnReturn;
494   };
495
496   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
497
498   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
499   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
500   bool                cleanDamagedRect = false;
501
502   // Mark previous dirty rects in the std::unordered_map.
503   Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
504   for(auto& dirtyRectPair : itemsDirtyRects)
505   {
506     dirtyRectPair.second.visited = false;
507   }
508
509   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
510   for(uint32_t i = 0; i < instructionCount; ++i)
511   {
512     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
513
514     if(instruction.mFrameBuffer)
515     {
516       cleanDamagedRect = true;
517       continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
518     }
519
520     const Camera* camera = instruction.GetCamera();
521     if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
522     {
523       Vector3    position;
524       Vector3    scale;
525       Quaternion orientation;
526       camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
527
528       Vector3 orientationAxis;
529       Radian  orientationAngle;
530       orientation.ToAxisAngle(orientationAxis, orientationAngle);
531
532       if(position.x > Math::MACHINE_EPSILON_10000 ||
533          position.y > Math::MACHINE_EPSILON_10000 ||
534          orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
535          orientationAngle != ANGLE_180 ||
536          scale != Vector3(1.0f, 1.0f, 1.0f))
537       {
538         cleanDamagedRect = true;
539         continue;
540       }
541     }
542     else
543     {
544       cleanDamagedRect = true;
545       continue;
546     }
547
548     Rect<int32_t> viewportRect;
549     if(instruction.mIsViewportSet)
550     {
551       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
552       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
553       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
554       {
555         cleanDamagedRect = true;
556         continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
557       }
558     }
559     else
560     {
561       viewportRect = surfaceRect;
562     }
563
564     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
565     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
566     if(viewMatrix && projectionMatrix)
567     {
568       const RenderListContainer::SizeType count = instruction.RenderListCount();
569       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
570       {
571         const RenderList* renderList = instruction.GetRenderList(index);
572         if(renderList)
573         {
574           if(!renderList->IsEmpty())
575           {
576             const std::size_t listCount = renderList->Count();
577             for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
578             {
579               RenderItem& item = renderList->GetItem(listIndex);
580               // If the item does 3D transformation, make full update
581               if(item.mUpdateArea == Vector4::ZERO)
582               {
583                 cleanDamagedRect = true;
584
585                 // Save the full rect in the damaged list. We need it when this item is removed
586                 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
587                 auto         dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
588                 if(dirtyRectPos != itemsDirtyRects.end())
589                 {
590                   // Replace the rect
591                   dirtyRectPos->second.visited = true;
592                   dirtyRectPos->second.rect    = surfaceRect;
593                 }
594                 else
595                 {
596                   // Else, just insert the new dirtyrect
597                   itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
598                 }
599                 continue;
600               }
601
602               Rect<int>    rect;
603               DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
604               // If the item refers to updated node or renderer.
605               if(item.mIsUpdated ||
606                  (item.mNode &&
607                   (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
608               {
609                 item.mIsUpdated = false;
610
611                 Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
612
613                 rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
614                 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
615                 {
616                   const int left   = rect.x;
617                   const int top    = rect.y;
618                   const int right  = rect.x + rect.width;
619                   const int bottom = rect.y + rect.height;
620                   rect.x           = (left / 16) * 16;
621                   rect.y           = (top / 16) * 16;
622                   rect.width       = ((right + 16) / 16) * 16 - rect.x;
623                   rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
624
625                   // Found valid dirty rect.
626                   auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
627                   if(dirtyRectPos != itemsDirtyRects.end())
628                   {
629                     Rect<int> currentRect = rect;
630
631                     // Same item, merge it with the previous rect
632                     rect.Merge(dirtyRectPos->second.rect);
633
634                     // Replace the rect as current
635                     dirtyRectPos->second.visited = true;
636                     dirtyRectPos->second.rect    = currentRect;
637                   }
638                   else
639                   {
640                     // Else, just insert the new dirtyrect
641                     itemsDirtyRects.insert({dirtyRectKey, rect});
642                   }
643
644                   damagedRects.push_back(rect);
645                 }
646               }
647               else
648               {
649                 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
650                 // 2. Mark the related dirty rects as visited so they will not be removed below.
651                 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
652                 if(dirtyRectPos != itemsDirtyRects.end())
653                 {
654                   dirtyRectPos->second.visited = true;
655                 }
656                 else
657                 {
658                   // The item is not in the list for some reason. Add it!
659                   itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
660                   cleanDamagedRect = true; // And make full update at this frame
661                 }
662               }
663             }
664           }
665         }
666       }
667     }
668   }
669
670   // Check removed nodes or removed renderers dirty rects
671   // Note, std::unordered_map end iterator is validate if we call erase.
672   for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
673   {
674     if(!iter->second.visited)
675     {
676       damagedRects.push_back(iter->second.rect);
677       iter = itemsDirtyRects.erase(iter);
678     }
679     else
680     {
681       ++iter;
682     }
683   }
684
685   if(!cleanDamagedRect)
686   {
687     damagedRectCleaner.SetCleanOnReturn(false);
688   }
689 }
690
691 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
692 {
693   SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
694   if(!sceneObject)
695   {
696     return;
697   }
698
699   Rect<int> clippingRect = sceneObject->GetSurfaceRect();
700   RenderScene(status, scene, renderToFbo, clippingRect);
701 }
702
703 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
704 {
705   if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
706   {
707     // ClippingRect is empty. Skip rendering
708     return;
709   }
710
711   // Reset main algorithms command buffer
712   mImpl->renderAlgorithms.ResetCommandBuffer();
713
714   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
715
716   Internal::Scene&   sceneInternal = GetImplementation(scene);
717   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
718   if(!sceneObject)
719   {
720     return;
721   }
722
723   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
724
725   std::vector<Graphics::RenderTarget*> targetstoPresent;
726
727   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
728   if(clippingRect == surfaceRect)
729   {
730     // Full rendering case
731     // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
732     // To reduce side effects, keep this logic now.
733     clippingRect = Rect<int>();
734   }
735
736   // Prepare to lock and map standalone uniform buffer.
737   mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
738
739   for(uint32_t i = 0; i < count; ++i)
740   {
741     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
742
743     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
744     {
745       continue; // skip
746     }
747
748     // Mark that we will require a post-render step to be performed (includes swap-buffers).
749     status.SetNeedsPostRender(true);
750
751     Rect<int32_t> viewportRect;
752
753     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
754     if(surfaceOrientation >= 360)
755     {
756       surfaceOrientation -= 360;
757     }
758
759     // @todo Should these be part of scene?
760     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
761     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
762
763     Graphics::RenderTarget*           currentRenderTarget = nullptr;
764     Graphics::RenderPass*             currentRenderPass   = nullptr;
765     std::vector<Graphics::ClearValue> currentClearValues{};
766
767     if(instruction.mFrameBuffer)
768     {
769       // Ensure graphics framebuffer is created, bind attachments and create render passes
770       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
771       // then don't render to this framebuffer.
772       if(!instruction.mFrameBuffer->GetGraphicsObject())
773       {
774         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
775         if(!created)
776         {
777           continue;
778         }
779       }
780
781       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
782
783       // Set the clear color for first color attachment
784       if(instruction.mIsClearColorSet && !clearValues.empty())
785       {
786         clearValues[0].color = {
787           instruction.mClearColor.r,
788           instruction.mClearColor.g,
789           instruction.mClearColor.b,
790           instruction.mClearColor.a};
791       }
792
793       currentClearValues = clearValues;
794
795       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
796
797       // offscreen buffer
798       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
799       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
800     }
801     else // no framebuffer
802     {
803       // surface
804       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
805
806       if(instruction.mIsClearColorSet)
807       {
808         clearValues[0].color = {
809           instruction.mClearColor.r,
810           instruction.mClearColor.g,
811           instruction.mClearColor.b,
812           instruction.mClearColor.a};
813       }
814
815       currentClearValues = clearValues;
816
817       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
818       // if the window has a depth/stencil buffer.
819       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
820           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
821          (currentClearValues.size() <= 1))
822       {
823         currentClearValues.emplace_back();
824         currentClearValues.back().depthStencil.depth   = 0;
825         currentClearValues.back().depthStencil.stencil = 0;
826       }
827
828       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
829
830       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
831       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
832     }
833
834     targetstoPresent.emplace_back(currentRenderTarget);
835
836     // reset the program matrices for all programs once per frame
837     // this ensures we will set view and projection matrix once per program per camera
838     mImpl->programController.ResetProgramMatrices();
839
840     if(instruction.mFrameBuffer)
841     {
842       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
843       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
844       {
845         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
846       }
847     }
848
849     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
850     {
851       // Offscreen buffer rendering
852       if(instruction.mIsViewportSet)
853       {
854         // For Viewport the lower-left corner is (0,0)
855         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
856         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
857       }
858       else
859       {
860         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
861       }
862       surfaceOrientation = 0;
863     }
864     else // No Offscreen frame buffer rendering
865     {
866       // Check whether a viewport is specified, otherwise the full surface size is used
867       if(instruction.mIsViewportSet)
868       {
869         // For Viewport the lower-left corner is (0,0)
870         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
871         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
872       }
873       else
874       {
875         viewportRect = surfaceRect;
876       }
877     }
878
879     // Set surface orientation
880     // @todo Inform graphics impl by another route.
881     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
882
883     /*** Clear region of framebuffer or surface before drawing ***/
884     bool clearFullFrameRect = (surfaceRect == viewportRect);
885     if(instruction.mFrameBuffer != nullptr)
886     {
887       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
888       clearFullFrameRect = (frameRect == viewportRect);
889     }
890
891     if(!clippingRect.IsEmpty())
892     {
893       if(!clippingRect.Intersect(viewportRect))
894       {
895         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
896         clippingRect = Rect<int>();
897       }
898       clearFullFrameRect = false;
899     }
900
901     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
902     if(instruction.mIsClearColorSet)
903     {
904       if(!clearFullFrameRect)
905       {
906         if(!clippingRect.IsEmpty())
907         {
908           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
909         }
910       }
911     }
912
913     // Scissor's value should be set based on the default system coordinates.
914     // When the surface is rotated, the input values already were set with the rotated angle.
915     // So, re-calculation is needed.
916     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
917
918     // Begin render pass
919     mainCommandBuffer->BeginRenderPass(
920       currentRenderPass,
921       currentRenderTarget,
922       scissorArea,
923       currentClearValues);
924
925     mainCommandBuffer->SetViewport({float(viewportRect.x),
926                                     float(viewportRect.y),
927                                     float(viewportRect.width),
928                                     float(viewportRect.height)});
929
930     // Clear the list of bound textures
931     mImpl->boundTextures.Clear();
932
933     mImpl->renderAlgorithms.ProcessRenderInstruction(
934       instruction,
935       mImpl->renderBufferIndex,
936       depthBufferAvailable,
937       stencilBufferAvailable,
938       mImpl->boundTextures,
939       viewportRect,
940       clippingRect,
941       surfaceOrientation,
942       Uint16Pair(surfaceRect.width, surfaceRect.height));
943
944     Graphics::SyncObject* syncObject{nullptr};
945     // If the render instruction has an associated render tracker (owned separately)
946     // and framebuffer, create a one shot sync object, and use it to determine when
947     // the render pass has finished executing on GPU.
948     if(instruction.mRenderTracker && instruction.mFrameBuffer)
949     {
950       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
951       instruction.mRenderTracker = nullptr;
952     }
953     mainCommandBuffer->EndRenderPass(syncObject);
954   }
955
956   // Unlock standalone uniform buffer.
957   mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
958
959   mImpl->renderAlgorithms.SubmitCommandBuffer();
960   mImpl->commandBufferSubmitted = true;
961
962   std::sort(targetstoPresent.begin(), targetstoPresent.end());
963
964   Graphics::RenderTarget* rt = nullptr;
965   for(auto& target : targetstoPresent)
966   {
967     if(target != rt)
968     {
969       mImpl->graphicsController.PresentRenderTarget(target);
970       rt = target;
971     }
972   }
973 }
974
975 void RenderManager::PostRender()
976 {
977   if(!mImpl->commandBufferSubmitted)
978   {
979     // Rendering is skipped but there may be pending tasks. Flush them.
980     Graphics::SubmitInfo submitInfo;
981     submitInfo.cmdBuffer.clear(); // Only flush
982     submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
983     mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
984
985     mImpl->commandBufferSubmitted = true;
986   }
987
988   // Notify RenderGeometries that rendering has finished
989   for(auto&& iter : mImpl->geometryContainer)
990   {
991     iter->OnRenderFinished();
992   }
993
994   // Notify RenderTexture that rendering has finished
995   for(auto&& iter : mImpl->textureContainer)
996   {
997     iter->OnRenderFinished();
998   }
999
1000   mImpl->UpdateTrackers();
1001
1002   uint32_t count = 0u;
1003   for(auto& scene : mImpl->sceneContainer)
1004   {
1005     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1006   }
1007
1008   const bool haveInstructions = count > 0u;
1009
1010   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1011   mImpl->lastFrameWasRendered = haveInstructions;
1012
1013   /**
1014    * The rendering has finished; swap to the next buffer.
1015    * Ideally the update has just finished using this buffer; otherwise the render thread
1016    * should block until the update has finished.
1017    */
1018   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1019
1020   DALI_PRINT_RENDER_END();
1021 }
1022
1023 } // namespace SceneGraph
1024
1025 } // namespace Internal
1026
1027 } // namespace Dali