2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
22 #include <dali/public-api/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/queue/render-queue.h>
36 #include <dali/internal/render/renderers/render-frame-buffer.h>
37 #include <dali/internal/render/renderers/render-geometry.h>
38 #include <dali/internal/render/renderers/render-renderer.h>
39 #include <dali/internal/render/renderers/render-sampler.h>
40 #include <dali/internal/render/shaders/program-controller.h>
51 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
52 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
54 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
55 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
57 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
58 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
60 typedef OwnerContainer< Render::Texture* > TextureOwnerContainer;
61 typedef TextureOwnerContainer::Iterator TextureOwnerIter;
63 typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
64 typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
66 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
67 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
69 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
70 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
71 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
74 * Structure to contain internal data
76 struct RenderManager::Impl
78 Impl( Integration::GlAbstraction& glAbstraction,
79 Integration::GlSyncAbstraction& glSyncAbstraction )
80 : context( glAbstraction ),
81 glSyncAbstraction( glSyncAbstraction ),
84 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
86 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
91 frameBufferContainer(),
92 renderersAdded( false ),
93 firstRenderCompleted( false ),
94 defaultShader( NULL ),
95 programController( glAbstraction )
103 void AddRenderTracker( Render::RenderTracker* renderTracker )
105 DALI_ASSERT_DEBUG( renderTracker != NULL );
106 mRenderTrackers.PushBack( renderTracker );
109 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
111 DALI_ASSERT_DEBUG( renderTracker != NULL );
112 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
114 if( *iter == renderTracker )
116 mRenderTrackers.Erase( iter );
122 void UpdateTrackers()
124 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
126 (*iter)->PollSyncObject();
130 // the order is important for destruction,
131 // programs are owned by context at the moment.
132 Context context; ///< holds the GL state
133 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
134 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
136 // Render instructions describe what should be rendered during RenderManager::Render()
137 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
138 RenderInstructionContainer instructions;
140 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
142 unsigned int frameCount; ///< The current frame count
143 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
145 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
147 RendererOwnerContainer rendererContainer; ///< List of owned renderers
148 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
149 TextureOwnerContainer textureContainer; ///< List of owned textures
150 FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
151 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
152 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
156 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
158 bool firstRenderCompleted; ///< False until the first render is done
159 Shader* defaultShader; ///< Default shader to use
160 ProgramController programController; ///< Owner of the GL programs
164 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
165 Integration::GlSyncAbstraction& glSyncAbstraction )
167 RenderManager* manager = new RenderManager;
168 manager->mImpl = new Impl( glAbstraction,
173 RenderManager::RenderManager()
178 RenderManager::~RenderManager()
183 RenderQueue& RenderManager::GetRenderQueue()
185 return mImpl->renderQueue;
188 void RenderManager::ContextCreated()
190 mImpl->context.GlContextCreated();
191 mImpl->programController.GlContextCreated();
193 // renderers, textures and gpu buffers cannot reinitialize themselves
194 // so they rely on someone reloading the data for them
197 void RenderManager::ContextDestroyed()
199 mImpl->context.GlContextDestroyed();
200 mImpl->programController.GlContextDestroyed();
203 for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
205 (*iter)->GlContextDestroyed();
208 //Inform framebuffers
209 for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
211 (*iter)->GlContextDestroyed();
215 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
216 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
217 for( ; iter != end; ++iter )
219 GlResourceOwner* renderer = *iter;
220 renderer->GlContextDestroyed(); // Clear up vertex buffers
224 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
226 mImpl->programController.SetShaderSaver( upstream );
229 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
231 return mImpl->instructions;
234 void RenderManager::SetBackgroundColor( const Vector4& color )
236 mImpl->backgroundColor = color;
239 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
241 mImpl->defaultSurfaceRect = rect;
244 void RenderManager::AddRenderer( Render::Renderer* renderer )
246 // Initialize the renderer as we are now in render thread
247 renderer->Initialize( mImpl->context );
249 mImpl->rendererContainer.PushBack( renderer );
251 if( !mImpl->renderersAdded )
253 mImpl->renderersAdded = true;
257 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
259 DALI_ASSERT_DEBUG( NULL != renderer );
261 RendererOwnerContainer& renderers = mImpl->rendererContainer;
264 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
266 if ( *iter == renderer )
268 renderers.Erase( iter ); // Renderer found; now destroy it
274 void RenderManager::AddSampler( Render::Sampler* sampler )
276 mImpl->samplerContainer.PushBack( sampler );
279 void RenderManager::RemoveSampler( Render::Sampler* sampler )
281 DALI_ASSERT_DEBUG( NULL != sampler );
283 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
286 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
288 if ( *iter == sampler )
290 samplers.Erase( iter ); // Sampler found; now destroy it
296 void RenderManager::AddTexture( Render::Texture* texture )
298 mImpl->textureContainer.PushBack( texture );
299 texture->Initialize(mImpl->context);
302 void RenderManager::RemoveTexture( Render::Texture* texture )
304 DALI_ASSERT_DEBUG( NULL != texture );
306 TextureOwnerContainer& textures = mImpl->textureContainer;
309 for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
311 if ( *iter == texture )
313 texture->Destroy( mImpl->context );
314 textures.Erase( iter ); // Texture found; now destroy it
320 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
322 texture->Upload( mImpl->context, pixelData, params );
325 void RenderManager::GenerateMipmaps( Render::Texture* texture )
327 texture->GenerateMipmaps( mImpl->context );
330 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
332 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
333 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
336 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
338 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
339 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
340 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
343 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
345 mImpl->frameBufferContainer.PushBack( frameBuffer );
346 frameBuffer->Initialize(mImpl->context);
349 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
351 DALI_ASSERT_DEBUG( NULL != frameBuffer );
353 FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
356 for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
358 if ( *iter == frameBuffer )
360 frameBuffer->Destroy( mImpl->context );
361 framebuffers.Erase( iter ); // frameBuffer found; now destroy it
367 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
369 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
372 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
374 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
377 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
379 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
381 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
384 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
386 if ( *iter == propertyBuffer )
388 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
394 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
396 propertyBuffer->SetFormat( format );
399 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
401 propertyBuffer->SetData( data, size );
404 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
406 geometry->SetIndexBuffer( indices );
409 void RenderManager::AddGeometry( Render::Geometry* geometry )
411 mImpl->geometryContainer.PushBack( geometry );
414 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
416 DALI_ASSERT_DEBUG( NULL != geometry );
418 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
421 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
423 if ( *iter == geometry )
425 geometries.Erase( iter ); // Geometry found; now destroy it
431 void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
433 DALI_ASSERT_DEBUG( NULL != geometry );
435 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
438 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
440 if ( *iter == geometry )
442 (*iter)->AddPropertyBuffer( propertyBuffer );
448 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
450 DALI_ASSERT_DEBUG( NULL != geometry );
452 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
455 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
457 if ( *iter == geometry )
459 (*iter)->RemovePropertyBuffer( propertyBuffer );
465 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
467 geometry->SetType( Render::Geometry::Type(geometryType) );
470 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
472 mImpl->AddRenderTracker(renderTracker);
475 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
477 mImpl->RemoveRenderTracker(renderTracker);
480 void RenderManager::SetDefaultShader( Shader* shader )
482 mImpl->defaultShader = shader;
485 ProgramCache* RenderManager::GetProgramCache()
487 return &(mImpl->programController);
490 bool RenderManager::Render( Integration::RenderStatus& status )
492 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
494 // Core::Render documents that GL context must be current before calling Render
495 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
497 // Increment the frame count at the beginning of each frame
498 ++(mImpl->frameCount);
500 // Process messages queued during previous update
501 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
503 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
504 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
506 // switch rendering to adaptor provided (default) buffer
507 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
509 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
510 mImpl->defaultSurfaceRect.y,
511 mImpl->defaultSurfaceRect.width,
512 mImpl->defaultSurfaceRect.height );
514 mImpl->context.ClearColor( mImpl->backgroundColor.r,
515 mImpl->backgroundColor.g,
516 mImpl->backgroundColor.b,
517 mImpl->backgroundColor.a );
519 mImpl->context.ClearStencil( 0 );
521 // Clear the entire color, depth and stencil buffers for the default framebuffer.
522 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
523 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
524 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
525 mImpl->context.SetScissorTest( false );
526 mImpl->context.ColorMask( true );
527 mImpl->context.DepthMask( true );
528 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
529 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
531 // reset the program matrices for all programs once per frame
532 // this ensures we will set view and projection matrix once per program per camera
533 mImpl->programController.ResetProgramMatrices();
535 // if we don't have default shader, no point doing the render calls
536 if( mImpl->defaultShader )
538 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
539 for ( size_t i = 0; i < count; ++i )
541 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
543 DoRender( instruction, *mImpl->defaultShader );
545 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
546 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
548 mImpl->UpdateTrackers();
550 mImpl->firstRenderCompleted = true;
554 //Notify RenderGeometries that rendering has finished
555 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
557 (*iter)->OnRenderFinished();
561 * The rendering has finished; swap to the next buffer.
562 * Ideally the update has just finished using this buffer; otherwise the render thread
563 * should block until the update has finished.
565 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
567 DALI_PRINT_RENDER_END();
572 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
574 Rect<int> viewportRect;
577 if ( instruction.mIsClearColorSet )
579 clearColor = instruction.mClearColor;
583 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
586 if( instruction.mFrameBuffer != 0 )
588 instruction.mFrameBuffer->Bind( mImpl->context );
589 if ( instruction.mIsViewportSet )
591 // For glViewport the lower-left corner is (0,0)
592 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
593 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
597 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
600 else // !(instruction.mOffscreenTexture)
602 // switch rendering to adaptor provided (default) buffer
603 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
605 // Check whether a viewport is specified, otherwise the full surface size is used
606 if ( instruction.mIsViewportSet )
608 // For glViewport the lower-left corner is (0,0)
609 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
610 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
614 viewportRect = mImpl->defaultSurfaceRect;
618 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
620 if ( instruction.mIsClearColorSet )
622 mImpl->context.ClearColor( clearColor.r,
627 // Clear the viewport area only
628 mImpl->context.SetScissorTest( true );
629 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
630 mImpl->context.ColorMask( true );
631 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
632 mImpl->context.SetScissorTest( false );
635 Render::ProcessRenderInstruction( instruction,
638 mImpl->renderBufferIndex );
640 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
642 // This will create a sync object every frame this render tracker
643 // is alive (though it should be now be created only for
644 // render-once render tasks)
645 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
646 instruction.mRenderTracker = NULL; // Only create once.
650 } // namespace SceneGraph
652 } // namespace Internal