2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/ordered-set.h>
29 #include <dali/internal/event/common/scene-impl.h>
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/nodes/scene-graph-layer.h>
33 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
35 #include <dali/internal/common/owner-key-container.h>
37 #include <dali/internal/render/common/render-algorithms.h>
38 #include <dali/internal/render/common/render-debug.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/common/render-tracker.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/pipeline-cache.h>
43 #include <dali/internal/render/renderers/render-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-texture.h>
45 #include <dali/internal/render/renderers/shader-cache.h>
46 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
47 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
48 #include <dali/internal/render/shaders/program-controller.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
62 } // unnamed namespace
67 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
69 Graphics::Rect2D newScissorArea;
73 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
74 newScissorArea.y = scissorArea.x;
75 newScissorArea.width = scissorArea.height;
76 newScissorArea.height = scissorArea.width;
78 else if(orientation == 180)
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;
85 else if(orientation == 270)
87 newScissorArea.x = scissorArea.y;
88 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
89 newScissorArea.width = scissorArea.height;
90 newScissorArea.height = scissorArea.width;
94 newScissorArea.x = scissorArea.x;
95 newScissorArea.y = scissorArea.y;
96 newScissorArea.width = scissorArea.width;
97 newScissorArea.height = scissorArea.height;
99 return newScissorArea;
104 * Structure to contain internal data
106 struct RenderManager::Impl
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)
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);
124 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
125 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
130 threadPool.reset(nullptr); // reset now to maintain correct destruction order
133 void AddRenderTracker(Render::RenderTracker* renderTracker)
135 DALI_ASSERT_DEBUG(renderTracker != nullptr);
136 mRenderTrackers.PushBack(renderTracker);
139 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
141 mRenderTrackers.EraseObject(renderTracker);
144 void UpdateTrackers()
146 for(auto&& iter : mRenderTrackers)
148 iter->PollSyncObject();
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
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
165 OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
167 ProgramController programController; ///< Owner of the programs
168 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
170 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
171 std::unique_ptr<Render::PipelineCache> pipelineCache;
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
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
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
184 bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
185 bool commandBufferSubmitted{false};
188 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
189 Integration::DepthBufferAvailable depthBufferAvailable,
190 Integration::StencilBufferAvailable stencilBufferAvailable,
191 Integration::PartialUpdateAvailable partialUpdateAvailable)
193 auto* manager = new RenderManager;
194 manager->mImpl = new Impl(graphicsController,
195 depthBufferAvailable,
196 stencilBufferAvailable,
197 partialUpdateAvailable);
201 RenderManager::RenderManager()
206 RenderManager::~RenderManager()
211 RenderQueue& RenderManager::GetRenderQueue()
213 return mImpl->renderQueue;
216 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
220 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
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()));
225 mImpl->rendererContainer.PushBack(renderer);
228 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
230 mImpl->rendererContainer.EraseKey(renderer);
233 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
235 sampler->Initialize(mImpl->graphicsController);
236 mImpl->samplerContainer.PushBack(sampler.Release());
239 void RenderManager::RemoveSampler(Render::Sampler* sampler)
241 mImpl->samplerContainer.EraseObject(sampler);
244 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
246 DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
248 textureKey->Initialize(mImpl->graphicsController);
249 mImpl->textureContainer.PushBack(textureKey);
252 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
254 DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
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);
259 if(iter != mImpl->textureContainer.End())
261 textureKey->Destroy();
262 mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
266 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
268 DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
269 textureKey->Upload(pixelData, params);
272 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
274 DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
275 textureKey->GenerateMipmaps();
278 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
280 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
281 static_cast<Dali::FilterMode::Type>(magFilterMode));
284 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
286 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
287 static_cast<Dali::WrapMode::Type>(sWrapMode),
288 static_cast<Dali::WrapMode::Type>(tWrapMode));
291 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
293 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
294 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
295 frameBufferPtr->Initialize(mImpl->graphicsController);
298 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
300 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
302 // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
303 auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
305 if(iter != mImpl->frameBufferContainer.End())
307 frameBuffer->Destroy();
308 mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
312 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
314 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
315 mImpl->sceneContainer.push_back(scene);
318 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
320 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
321 if(iter != mImpl->sceneContainer.end())
323 mImpl->sceneContainer.erase(iter);
327 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
329 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
332 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
334 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
337 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
339 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
342 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
344 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
347 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
349 frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
352 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
354 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
357 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
359 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
362 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
364 vertexBuffer->SetFormat(format.Release());
367 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
369 vertexBuffer->SetData(data.Release(), size);
372 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
374 geometry->SetIndexBuffer(indices);
377 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
379 mImpl->geometryContainer.PushBack(geometry.Release());
382 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
384 mImpl->geometryContainer.EraseObject(geometry);
387 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
389 geometry->AddVertexBuffer(vertexBuffer);
392 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
394 geometry->RemoveVertexBuffer(vertexBuffer);
397 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
399 geometry->SetType(Render::Geometry::Type(geometryType));
402 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
404 mImpl->AddRenderTracker(renderTracker);
407 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
409 mImpl->RemoveRenderTracker(renderTracker);
412 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
414 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
417 mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
419 // Increment the frame count at the beginning of each frame
422 // Process messages queued during previous update
423 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
426 for(auto& i : mImpl->sceneContainer)
428 count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
431 const bool haveInstructions = count > 0u;
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");
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)
438 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
440 // Upload the geometries
441 for(auto&& geom : mImpl->geometryContainer)
443 geom->Upload(mImpl->graphicsController);
447 mImpl->commandBufferSubmitted = false;
450 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
452 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
457 Internal::Scene& sceneInternal = GetImplementation(scene);
458 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
460 if(!sceneObject || sceneObject->IsRenderingSkipped())
462 // We don't need to calculate dirty rects
466 class DamagedRectsCleaner
469 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
470 : mDamagedRects(damagedRects),
471 mSurfaceRect(surfaceRect),
476 void SetCleanOnReturn(bool cleanOnReturn)
478 mCleanOnReturn = cleanOnReturn;
481 ~DamagedRectsCleaner()
485 mDamagedRects.clear();
486 mDamagedRects.push_back(mSurfaceRect);
491 std::vector<Rect<int>>& mDamagedRects;
492 Rect<int> mSurfaceRect;
496 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
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;
502 // Mark previous dirty rects in the std::unordered_map.
503 Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
504 for(auto& dirtyRectPair : itemsDirtyRects)
506 dirtyRectPair.second.visited = false;
509 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
510 for(uint32_t i = 0; i < instructionCount; ++i)
512 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
514 if(instruction.mFrameBuffer)
516 cleanDamagedRect = true;
517 continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
520 const Camera* camera = instruction.GetCamera();
521 if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
525 Quaternion orientation;
526 camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
528 Vector3 orientationAxis;
529 Radian orientationAngle;
530 orientation.ToAxisAngle(orientationAxis, orientationAngle);
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))
538 cleanDamagedRect = true;
544 cleanDamagedRect = true;
548 Rect<int32_t> viewportRect;
549 if(instruction.mIsViewportSet)
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())
555 cleanDamagedRect = true;
556 continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
561 viewportRect = surfaceRect;
564 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
565 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
566 if(viewMatrix && projectionMatrix)
568 const RenderListContainer::SizeType count = instruction.RenderListCount();
569 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
571 const RenderList* renderList = instruction.GetRenderList(index);
574 if(!renderList->IsEmpty())
576 const std::size_t listCount = renderList->Count();
577 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
579 RenderItem& item = renderList->GetItem(listIndex);
580 // If the item does 3D transformation, make full update
581 if(item.mUpdateArea == Vector4::ZERO)
583 cleanDamagedRect = true;
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())
591 dirtyRectPos->second.visited = true;
592 dirtyRectPos->second.rect = surfaceRect;
596 // Else, just insert the new dirtyrect
597 itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
603 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
604 // If the item refers to updated node or renderer.
605 if(item.mIsUpdated ||
607 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
609 item.mIsUpdated = false;
611 Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
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())
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;
625 // Found valid dirty rect.
626 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
627 if(dirtyRectPos != itemsDirtyRects.end())
629 Rect<int> currentRect = rect;
631 // Same item, merge it with the previous rect
632 rect.Merge(dirtyRectPos->second.rect);
634 // Replace the rect as current
635 dirtyRectPos->second.visited = true;
636 dirtyRectPos->second.rect = currentRect;
640 // Else, just insert the new dirtyrect
641 itemsDirtyRects.insert({dirtyRectKey, rect});
644 damagedRects.push_back(rect);
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())
654 dirtyRectPos->second.visited = true;
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
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;)
674 if(!iter->second.visited)
676 damagedRects.push_back(iter->second.rect);
677 iter = itemsDirtyRects.erase(iter);
685 if(!cleanDamagedRect)
687 damagedRectCleaner.SetCleanOnReturn(false);
691 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
693 SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
699 Rect<int> clippingRect = sceneObject->GetSurfaceRect();
700 RenderScene(status, scene, renderToFbo, clippingRect);
703 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
705 if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
707 // ClippingRect is empty. Skip rendering
711 // Reset main algorithms command buffer
712 mImpl->renderAlgorithms.ResetCommandBuffer();
714 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
716 Internal::Scene& sceneInternal = GetImplementation(scene);
717 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
723 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
725 std::vector<Graphics::RenderTarget*> targetstoPresent;
727 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
728 if(clippingRect == surfaceRect)
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>();
736 // Prepare to lock and map standalone uniform buffer.
737 mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
739 for(uint32_t i = 0; i < count; ++i)
741 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
743 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
748 // Mark that we will require a post-render step to be performed (includes swap-buffers).
749 status.SetNeedsPostRender(true);
751 Rect<int32_t> viewportRect;
753 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
754 if(surfaceOrientation >= 360)
756 surfaceOrientation -= 360;
759 // @todo Should these be part of scene?
760 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
761 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
763 Graphics::RenderTarget* currentRenderTarget = nullptr;
764 Graphics::RenderPass* currentRenderPass = nullptr;
765 std::vector<Graphics::ClearValue> currentClearValues{};
767 if(instruction.mFrameBuffer)
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())
774 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
781 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
783 // Set the clear color for first color attachment
784 if(instruction.mIsClearColorSet && !clearValues.empty())
786 clearValues[0].color = {
787 instruction.mClearColor.r,
788 instruction.mClearColor.g,
789 instruction.mClearColor.b,
790 instruction.mClearColor.a};
793 currentClearValues = clearValues;
795 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
798 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
799 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
801 else // no framebuffer
804 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
806 if(instruction.mIsClearColorSet)
808 clearValues[0].color = {
809 instruction.mClearColor.r,
810 instruction.mClearColor.g,
811 instruction.mClearColor.b,
812 instruction.mClearColor.a};
815 currentClearValues = clearValues;
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))
823 currentClearValues.emplace_back();
824 currentClearValues.back().depthStencil.depth = 0;
825 currentClearValues.back().depthStencil.stencil = 0;
828 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
830 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
831 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
834 targetstoPresent.emplace_back(currentRenderTarget);
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();
840 if(instruction.mFrameBuffer)
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)
845 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
849 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
851 // Offscreen buffer rendering
852 if(instruction.mIsViewportSet)
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);
860 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
862 surfaceOrientation = 0;
864 else // No Offscreen frame buffer rendering
866 // Check whether a viewport is specified, otherwise the full surface size is used
867 if(instruction.mIsViewportSet)
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);
875 viewportRect = surfaceRect;
879 // Set surface orientation
880 // @todo Inform graphics impl by another route.
881 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
883 /*** Clear region of framebuffer or surface before drawing ***/
884 bool clearFullFrameRect = (surfaceRect == viewportRect);
885 if(instruction.mFrameBuffer != nullptr)
887 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
888 clearFullFrameRect = (frameRect == viewportRect);
891 if(!clippingRect.IsEmpty())
893 if(!clippingRect.Intersect(viewportRect))
895 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
896 clippingRect = Rect<int>();
898 clearFullFrameRect = false;
901 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
902 if(instruction.mIsClearColorSet)
904 if(!clearFullFrameRect)
906 if(!clippingRect.IsEmpty())
908 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
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);
919 mainCommandBuffer->BeginRenderPass(
925 mainCommandBuffer->SetViewport({float(viewportRect.x),
926 float(viewportRect.y),
927 float(viewportRect.width),
928 float(viewportRect.height)});
930 // Clear the list of bound textures
931 mImpl->boundTextures.Clear();
933 mImpl->renderAlgorithms.ProcessRenderInstruction(
935 mImpl->renderBufferIndex,
936 depthBufferAvailable,
937 stencilBufferAvailable,
938 mImpl->boundTextures,
942 Uint16Pair(surfaceRect.width, surfaceRect.height));
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)
950 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
951 instruction.mRenderTracker = nullptr;
953 mainCommandBuffer->EndRenderPass(syncObject);
956 // Unlock standalone uniform buffer.
957 mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
959 mImpl->renderAlgorithms.SubmitCommandBuffer();
960 mImpl->commandBufferSubmitted = true;
962 std::sort(targetstoPresent.begin(), targetstoPresent.end());
964 Graphics::RenderTarget* rt = nullptr;
965 for(auto& target : targetstoPresent)
969 mImpl->graphicsController.PresentRenderTarget(target);
975 void RenderManager::PostRender()
977 if(!mImpl->commandBufferSubmitted)
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);
985 mImpl->commandBufferSubmitted = true;
988 // Notify RenderGeometries that rendering has finished
989 for(auto&& iter : mImpl->geometryContainer)
991 iter->OnRenderFinished();
994 // Notify RenderTexture that rendering has finished
995 for(auto&& iter : mImpl->textureContainer)
997 iter->OnRenderFinished();
1000 mImpl->UpdateTrackers();
1002 uint32_t count = 0u;
1003 for(auto& scene : mImpl->sceneContainer)
1005 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1008 const bool haveInstructions = count > 0u;
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;
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.
1018 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1020 DALI_PRINT_RENDER_END();
1023 } // namespace SceneGraph
1025 } // namespace Internal