2 * Copyright (c) 2019 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/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-tracker.h>
37 #include <dali/internal/render/common/render-instruction-container.h>
38 #include <dali/internal/render/common/render-instruction.h>
39 #include <dali/internal/render/gl-resources/context.h>
40 #include <dali/internal/render/queue/render-queue.h>
41 #include <dali/internal/render/renderers/render-frame-buffer.h>
42 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-geometry.h>
45 #include <dali/internal/render/renderers/render-renderer.h>
46 #include <dali/internal/render/renderers/render-sampler.h>
47 #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 const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
70 * @brief Find the intersection of two AABB rectangles.
71 * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles.
72 * @param[in] aabbA Rectangle A
73 * @param[in] aabbB Rectangle B
74 * @return The intersection of rectangle A & B (result is a rectangle)
76 inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB )
78 ClippingBox intersectionBox;
80 // First calculate the largest starting positions in X and Y.
81 intersectionBox.x = std::max( aabbA.x, aabbB.x );
82 intersectionBox.y = std::max( aabbA.y, aabbB.y );
84 // Now calculate the smallest ending positions, and take the largest starting
85 // positions from the result, to get the width and height respectively.
86 // If the two boxes do not intersect at all, then we need a 0 width and height clipping area.
87 // We use max here to clamp both width and height to >= 0 for this use-case.
88 intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 );
89 intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 );
91 return intersectionBox;
97 * Structure to contain internal data
99 struct RenderManager::Impl
101 Impl( Integration::GlAbstraction& glAbstraction,
102 Integration::GlSyncAbstraction& glSyncAbstraction,
103 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
104 Integration::DepthBufferAvailable depthBufferAvailableParam,
105 Integration::StencilBufferAvailable stencilBufferAvailableParam,
106 Integration::PartialUpdateAvailable partialUpdateAvailableParam )
107 : context( glAbstraction, &surfaceContextContainer ),
108 currentContext( &context ),
109 glAbstraction( glAbstraction ),
110 glSyncAbstraction( glSyncAbstraction ),
111 glContextHelperAbstraction( glContextHelperAbstraction ),
116 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
117 defaultSurfaceRect(),
121 frameBufferContainer(),
122 lastFrameWasRendered( false ),
123 programController( glAbstraction ),
124 depthBufferAvailable( depthBufferAvailableParam ),
125 stencilBufferAvailable( stencilBufferAvailableParam ),
126 partialUpdateAvailable( partialUpdateAvailableParam ),
127 defaultSurfaceOrientation( 0 )
129 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
130 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
131 threadPool->Initialize( 1u );
136 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
139 void AddRenderTracker( Render::RenderTracker* renderTracker )
141 DALI_ASSERT_DEBUG( renderTracker != NULL );
142 mRenderTrackers.PushBack( renderTracker );
145 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
147 mRenderTrackers.EraseObject( renderTracker );
150 Context* CreateSurfaceContext()
152 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
153 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
156 void DestroySurfaceContext( Context* surfaceContext )
158 surfaceContextContainer.EraseObject( surfaceContext );
161 void UpdateTrackers()
163 for( auto&& iter : mRenderTrackers )
165 iter->PollSyncObject();
169 // the order is important for destruction,
170 // programs are owned by context at the moment.
171 Context context; ///< Holds the GL state of the share resource context
172 Context* currentContext; ///< Holds the GL state of the current context for rendering
173 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
174 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
175 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
176 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
177 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
179 // Render instructions describe what should be rendered during RenderManager::Render()
180 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
181 RenderInstructionContainer instructions;
182 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
184 uint32_t frameCount; ///< The current frame count
185 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
187 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
189 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
190 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
191 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
192 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
193 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
194 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
196 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
198 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
200 ProgramController programController; ///< Owner of the GL programs
202 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
203 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
204 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
206 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
207 Vector<GLuint> boundTextures; ///< The textures bound for rendering
208 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
209 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
213 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
214 Integration::GlSyncAbstraction& glSyncAbstraction,
215 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
216 Integration::DepthBufferAvailable depthBufferAvailable,
217 Integration::StencilBufferAvailable stencilBufferAvailable,
218 Integration::PartialUpdateAvailable partialUpdateAvailable )
220 RenderManager* manager = new RenderManager;
221 manager->mImpl = new Impl( glAbstraction,
223 glContextHelperAbstraction,
224 depthBufferAvailable,
225 stencilBufferAvailable,
226 partialUpdateAvailable );
230 RenderManager::RenderManager()
235 RenderManager::~RenderManager()
240 RenderQueue& RenderManager::GetRenderQueue()
242 return mImpl->renderQueue;
245 void RenderManager::ContextCreated()
247 mImpl->context.GlContextCreated();
248 mImpl->programController.GlContextCreated();
250 // renderers, textures and gpu buffers cannot reinitialize themselves
251 // so they rely on someone reloading the data for them
254 void RenderManager::ContextDestroyed()
256 mImpl->context.GlContextDestroyed();
257 mImpl->programController.GlContextDestroyed();
260 for( auto&& texture : mImpl->textureContainer )
262 texture->GlContextDestroyed();
265 //Inform framebuffers
266 for( auto&& framebuffer : mImpl->frameBufferContainer )
268 framebuffer->GlContextDestroyed();
272 for( auto&& renderer : mImpl->rendererContainer )
274 renderer->GlContextDestroyed();
278 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
280 mImpl->programController.SetShaderSaver( upstream );
283 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
285 return mImpl->instructions;
288 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
290 mImpl->defaultSurfaceRect = rect;
293 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
295 mImpl->defaultSurfaceOrientation = orientation;
298 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
300 // Initialize the renderer as we are now in render thread
301 renderer->Initialize( mImpl->context );
303 mImpl->rendererContainer.PushBack( renderer.Release() );
306 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
308 mImpl->rendererContainer.EraseObject( renderer );
311 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
313 mImpl->samplerContainer.PushBack( sampler.Release() );
316 void RenderManager::RemoveSampler( Render::Sampler* sampler )
318 mImpl->samplerContainer.EraseObject( sampler );
321 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
323 texture->Initialize( mImpl->context );
324 mImpl->textureContainer.PushBack( texture.Release() );
327 void RenderManager::RemoveTexture( Render::Texture* texture )
329 DALI_ASSERT_DEBUG( NULL != texture );
331 // Find the texture, use reference to pointer so we can do the erase safely
332 for ( auto&& iter : mImpl->textureContainer )
334 if ( iter == texture )
336 texture->Destroy( mImpl->context );
337 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
343 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
345 texture->Upload( mImpl->context, pixelData, params );
348 void RenderManager::GenerateMipmaps( Render::Texture* texture )
350 texture->GenerateMipmaps( mImpl->context );
353 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
355 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
356 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
359 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
361 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
362 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
363 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
366 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
368 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
369 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
370 if ( frameBufferPtr->IsSurfaceBacked() )
372 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
376 frameBufferPtr->Initialize( mImpl->context );
380 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
382 DALI_ASSERT_DEBUG( NULL != frameBuffer );
384 // Find the sampler, use reference so we can safely do the erase
385 for ( auto&& iter : mImpl->frameBufferContainer )
387 if ( iter == frameBuffer )
389 frameBuffer->Destroy( mImpl->context );
391 if ( frameBuffer->IsSurfaceBacked() )
393 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
394 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
397 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
404 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
406 if ( !frameBuffer->IsSurfaceBacked() )
408 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
409 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
413 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
415 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
418 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
420 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
423 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
425 propertyBuffer->SetFormat( format.Release() );
428 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
430 propertyBuffer->SetData( data.Release(), size );
433 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
435 geometry->SetIndexBuffer( indices );
438 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
440 mImpl->geometryContainer.PushBack( geometry.Release() );
443 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
445 mImpl->geometryContainer.EraseObject( geometry );
448 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
450 DALI_ASSERT_DEBUG( NULL != geometry );
453 for ( auto&& iter : mImpl->geometryContainer )
455 if ( iter == geometry )
457 iter->AddPropertyBuffer( propertyBuffer );
463 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
465 DALI_ASSERT_DEBUG( NULL != geometry );
468 for ( auto&& iter : mImpl->geometryContainer )
470 if ( iter == geometry )
472 iter->RemovePropertyBuffer( propertyBuffer );
478 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
480 geometry->SetType( Render::Geometry::Type(geometryType) );
483 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
485 mImpl->AddRenderTracker(renderTracker);
488 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
490 mImpl->RemoveRenderTracker(renderTracker);
493 ProgramCache* RenderManager::GetProgramCache()
495 return &(mImpl->programController);
498 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
500 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
502 // Core::Render documents that GL context must be current before calling Render
503 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
505 // Increment the frame count at the beginning of each frame
508 // Process messages queued during previous update
509 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
511 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
512 const bool haveInstructions = count > 0u;
514 DALI_LOG_INFO( gLogFilter, Debug::General,
515 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
516 haveInstructions ? "true" : "false",
517 mImpl->lastFrameWasRendered ? "true" : "false",
518 forceClear ? "true" : "false" );
520 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
521 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
523 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
527 // Mark that we will require a post-render step to be performed (includes swap-buffers).
528 status.SetNeedsPostRender( true );
531 // Switch to the shared context
532 if ( mImpl->currentContext != &mImpl->context )
534 mImpl->currentContext = &mImpl->context;
536 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
538 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
541 // Clear the current cached program when the context is switched
542 mImpl->programController.ClearCurrentProgram();
545 // Upload the geometries
546 for( uint32_t i = 0; i < count; ++i )
548 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
550 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
551 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
553 DALI_ASSERT_DEBUG( viewMatrix );
554 DALI_ASSERT_DEBUG( projectionMatrix );
556 if( viewMatrix && projectionMatrix )
558 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
560 // Iterate through each render list.
561 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
563 const RenderList* renderList = instruction.GetRenderList( index );
565 if( renderList && !renderList->IsEmpty() )
567 const std::size_t itemCount = renderList->Count();
568 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
570 const RenderItem& item = renderList->GetItem( itemIndex );
571 if( DALI_LIKELY( item.mRenderer ) )
573 item.mRenderer->Upload( *mImpl->currentContext );
583 for( uint32_t i = 0; i < count; ++i )
585 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
587 DoRender( instruction );
590 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
592 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
595 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
596 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
597 for ( auto&& context : mImpl->surfaceContextContainer )
599 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
603 //Notify RenderGeometries that rendering has finished
604 for ( auto&& iter : mImpl->geometryContainer )
606 iter->OnRenderFinished();
611 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
614 mImpl->UpdateTrackers();
616 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
617 mImpl->lastFrameWasRendered = haveInstructions;
620 * The rendering has finished; swap to the next buffer.
621 * Ideally the update has just finished using this buffer; otherwise the render thread
622 * should block until the update has finished.
624 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
626 DALI_PRINT_RENDER_END();
629 bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
632 int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
633 int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
634 int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
635 Rect<int32_t> screenRect;
637 bool isPartialUpdate = false;
639 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
640 // Iterate through each render list.
642 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
644 const RenderList* renderList = instruction.GetRenderList( index );
646 if( renderList && !renderList->IsEmpty() && renderList->IsPartialUpdateEnabled() )
648 const std::size_t itemCount = renderList->Count();
649 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
651 const RenderItem& item = renderList->GetItem( itemIndex );
653 if( item.mPartialUpdateEnabled )
655 isPartialUpdate = true;
657 screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
659 dx1 = std::min( screenRect.x, dx1 );
660 dx2 = std::max( screenRect.x + screenRect.width, dx2);
661 dy1 = std::min( screenRect.y, dy1 );
662 dy2 = std::max( screenRect.y + screenRect.height, dy2 );
664 if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight )
673 if( isPartialUpdate )
683 if( dx2 > viewportRect.width )
685 dx2 = viewportRect.width;
687 if( dy2 > viewportRect.height )
689 dy2 = viewportRect.height;
694 damagedRect.width = dx2 - dx1;
695 damagedRect.height = dy2 - dy1;
698 return isPartialUpdate;
701 void RenderManager::DoRender( RenderInstruction& instruction )
703 Rect<int32_t> viewportRect;
705 bool isPartialUpdate = false;
706 Dali::DamagedRect damagedRect;
707 Dali::DamagedRect mergedRect;
708 Dali::ClippingBox scissorBox;
709 Dali::ClippingBox intersectRect;
711 if ( instruction.mIsClearColorSet )
713 clearColor = instruction.mClearColor;
717 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
720 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
721 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
722 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
723 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
724 Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
726 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
727 if ( instruction.mFrameBuffer != 0 )
729 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
731 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
733 if ( !surfaceFrameBuffer->IsSurfaceValid() )
735 // Skip rendering the frame buffer if the render surface becomes invalid
739 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
741 Context* surfaceContext = surfaceFrameBuffer->GetContext();
742 if ( mImpl->currentContext != surfaceContext )
744 // Switch the correct context if rendering to a surface
745 mImpl->currentContext = surfaceContext;
746 surfaceFrameBuffer->MakeContextCurrent();
748 // Clear the current cached program when the context is switched
749 mImpl->programController.ClearCurrentProgram();
753 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
757 // Switch to shared context for off-screen buffer
758 mImpl->currentContext = &mImpl->context;
760 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
762 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
767 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
769 // reset the program matrices for all programs once per frame
770 // this ensures we will set view and projection matrix once per program per camera
771 mImpl->programController.ResetProgramMatrices();
773 if( instruction.mFrameBuffer )
775 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
777 if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
779 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
780 Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
781 for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
783 mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
789 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
793 if( surfaceFrameBuffer &&
794 partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
796 // Iterate through each render list.
797 if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
799 isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
802 if( !isPartialUpdate )
804 damagedRect = surfaceRect;
807 surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect );
809 if( mergedRect.IsEmpty() )
811 isPartialUpdate = false;
815 scissorBox.x = mergedRect.x;
816 scissorBox.y = mergedRect.y;
817 scissorBox.width = mergedRect.width;
818 scissorBox.height = mergedRect.height;
822 if ( surfaceFrameBuffer )
824 mImpl->currentContext->Viewport( surfaceRect.x,
827 surfaceRect.height );
830 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
831 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
832 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
833 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
834 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
836 mImpl->currentContext->ColorMask( true );
838 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
840 mImpl->currentContext->DepthMask( true );
841 clearMask |= GL_DEPTH_BUFFER_BIT;
844 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
846 mImpl->currentContext->ClearStencil( 0 );
847 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
848 clearMask |= GL_STENCIL_BUFFER_BIT;
851 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
853 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
855 if ( instruction.mIsViewportSet )
857 // For glViewport the lower-left corner is (0,0)
858 // For glViewport the lower-left corner is (0,0)
859 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
860 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
864 viewportRect = surfaceRect;
867 else // Offscreen buffer rendering
869 if ( instruction.mIsViewportSet )
871 // For glViewport the lower-left corner is (0,0)
872 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
873 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
877 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
879 surfaceOrientation = 0;
882 else // No Offscreen frame buffer rendering
884 // Check whether a viewport is specified, otherwise the full surface size is used
885 if ( instruction.mFrameBuffer != 0 )
887 if ( instruction.mIsViewportSet )
889 // For glViewport the lower-left corner is (0,0)
890 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
891 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
895 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
900 viewportRect = surfaceRect;
904 bool clearFullFrameRect = true;
905 if( instruction.mFrameBuffer != 0 )
907 Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
908 clearFullFrameRect = ( frameRect == viewportRect );
912 clearFullFrameRect = ( surfaceRect == viewportRect );
915 if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
917 int temp = viewportRect.width;
918 viewportRect.width = viewportRect.height;
919 viewportRect.height = temp;
922 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
924 if( instruction.mIsClearColorSet )
926 mImpl->currentContext->ClearColor( clearColor.r,
931 if( !clearFullFrameRect )
933 mImpl->currentContext->SetScissorTest( true );
934 if( isPartialUpdate )
936 intersectRect = IntersectAABB( scissorBox, viewportRect );
937 mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height );
941 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
943 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
944 mImpl->currentContext->SetScissorTest( false );
948 mImpl->currentContext->SetScissorTest( false );
949 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
953 // Clear the list of bound textures
954 mImpl->boundTextures.Clear();
956 mImpl->renderAlgorithms.ProcessRenderInstruction(
958 *mImpl->currentContext,
959 mImpl->renderBufferIndex,
960 depthBufferAvailable,
961 stencilBufferAvailable,
962 mImpl->boundTextures,
966 // Synchronise the FBO/Texture access when there are multiple contexts
967 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
969 // Check whether any binded texture is in the dependency list
970 bool textureFound = false;
972 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
974 for ( auto textureId : mImpl->textureDependencyList )
977 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
978 [textureId]( GLuint id )
980 return textureId == id;
981 } ) != mImpl->boundTextures.End();
988 if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
990 // For off-screen buffer
992 // Wait until all rendering calls for the currently context are executed
993 mImpl->glContextHelperAbstraction.WaitClient();
995 // Clear the dependency list
996 mImpl->textureDependencyList.Clear();
1000 // For surface-backed frame buffer
1002 // Worker thread lambda function
1003 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
1004 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
1006 // Switch to the shared context in the worker thread
1007 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1009 // Wait until all rendering calls for the shared context are executed
1010 glContextHelperAbstraction.WaitClient();
1012 // Must clear the context in the worker thread
1013 // Otherwise the shared context cannot be switched to from the render thread
1014 glContextHelperAbstraction.MakeContextNull();
1017 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
1020 mImpl->threadPool->Wait();
1022 // Clear the dependency list
1023 mImpl->textureDependencyList.Clear();
1029 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
1031 // This will create a sync object every frame this render tracker
1032 // is alive (though it should be now be created only for
1033 // render-once render tasks)
1034 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
1035 instruction.mRenderTracker = NULL; // Only create once.
1038 if ( surfaceFrameBuffer )
1040 surfaceFrameBuffer->PostRender();
1044 mImpl->currentContext->Flush();
1048 } // namespace SceneGraph
1050 } // namespace Internal