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>
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-texture-frame-buffer.h>
38 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
54 * Structure to contain internal data
56 struct RenderManager::Impl
58 Impl( Integration::GlAbstraction& glAbstraction,
59 Integration::GlSyncAbstraction& glSyncAbstraction,
60 Integration::DepthBufferAvailable depthBufferAvailableParam,
61 Integration::StencilBufferAvailable stencilBufferAvailableParam )
62 : context( glAbstraction ),
63 currentContext( &context ),
64 glAbstraction( glAbstraction ),
65 glSyncAbstraction( glSyncAbstraction ),
69 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
71 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
76 frameBufferContainer(),
77 lastFrameWasRendered( false ),
78 programController( glAbstraction ),
79 depthBufferAvailable( depthBufferAvailableParam ),
80 stencilBufferAvailable( stencilBufferAvailableParam )
88 void AddRenderTracker( Render::RenderTracker* renderTracker )
90 DALI_ASSERT_DEBUG( renderTracker != NULL );
91 mRenderTrackers.PushBack( renderTracker );
94 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
96 mRenderTrackers.EraseObject( renderTracker );
99 Context* CreateSurfaceContext()
101 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
102 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
105 void DestroySurfaceContext( Context* surfaceContext )
107 surfaceContextContainer.EraseObject( surfaceContext );
110 void UpdateTrackers()
112 for( auto&& iter : mRenderTrackers )
114 iter->PollSyncObject();
118 // the order is important for destruction,
119 // programs are owned by context at the moment.
120 Context context; ///< Holds the GL state of the share resource context
121 Context* currentContext; ///< Holds the GL state of the current context for rendering
122 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
123 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
124 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
125 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
127 // Render instructions describe what should be rendered during RenderManager::Render()
128 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
129 RenderInstructionContainer instructions;
130 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
132 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
134 uint32_t frameCount; ///< The current frame count
135 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
137 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
139 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
140 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
141 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
142 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
143 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
144 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
146 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
148 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
150 ProgramController programController; ///< Owner of the GL programs
152 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
153 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
157 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
158 Integration::GlSyncAbstraction& glSyncAbstraction,
159 Integration::DepthBufferAvailable depthBufferAvailable,
160 Integration::StencilBufferAvailable stencilBufferAvailable )
162 RenderManager* manager = new RenderManager;
163 manager->mImpl = new Impl( glAbstraction,
165 depthBufferAvailable,
166 stencilBufferAvailable );
170 RenderManager::RenderManager()
175 RenderManager::~RenderManager()
180 RenderQueue& RenderManager::GetRenderQueue()
182 return mImpl->renderQueue;
185 void RenderManager::ContextCreated()
187 mImpl->context.GlContextCreated();
188 mImpl->programController.GlContextCreated();
190 // renderers, textures and gpu buffers cannot reinitialize themselves
191 // so they rely on someone reloading the data for them
194 void RenderManager::ContextDestroyed()
196 mImpl->context.GlContextDestroyed();
197 mImpl->programController.GlContextDestroyed();
200 for( auto&& texture : mImpl->textureContainer )
202 texture->GlContextDestroyed();
205 //Inform framebuffers
206 for( auto&& framebuffer : mImpl->frameBufferContainer )
208 framebuffer->GlContextDestroyed();
212 for( auto&& renderer : mImpl->rendererContainer )
214 renderer->GlContextDestroyed();
218 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
220 mImpl->programController.SetShaderSaver( upstream );
223 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
225 return mImpl->instructions;
228 void RenderManager::SetBackgroundColor( const Vector4& color )
230 mImpl->backgroundColor = color;
233 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
235 mImpl->defaultSurfaceRect = rect;
238 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
240 // Initialize the renderer as we are now in render thread
241 renderer->Initialize( mImpl->context );
243 mImpl->rendererContainer.PushBack( renderer.Release() );
246 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
248 mImpl->rendererContainer.EraseObject( renderer );
251 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
253 mImpl->samplerContainer.PushBack( sampler.Release() );
256 void RenderManager::RemoveSampler( Render::Sampler* sampler )
258 mImpl->samplerContainer.EraseObject( sampler );
261 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
263 texture->Initialize( mImpl->context );
264 mImpl->textureContainer.PushBack( texture.Release() );
267 void RenderManager::RemoveTexture( Render::Texture* texture )
269 DALI_ASSERT_DEBUG( NULL != texture );
271 // Find the texture, use reference to pointer so we can do the erase safely
272 for ( auto&& iter : mImpl->textureContainer )
274 if ( iter == texture )
276 texture->Destroy( mImpl->context );
277 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
283 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
285 texture->Upload( mImpl->context, pixelData, params );
288 void RenderManager::GenerateMipmaps( Render::Texture* texture )
290 texture->GenerateMipmaps( mImpl->context );
293 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
295 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
296 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
299 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
301 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
302 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
303 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
306 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
308 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
309 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
310 if ( frameBufferPtr->IsSurfaceBacked() )
312 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
316 frameBufferPtr->Initialize( mImpl->context );
320 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
322 DALI_ASSERT_DEBUG( NULL != frameBuffer );
324 // Find the sampler, use reference so we can safely do the erase
325 for ( auto&& iter : mImpl->frameBufferContainer )
327 if ( iter == frameBuffer )
329 frameBuffer->Destroy( mImpl->context );
331 if ( frameBuffer->IsSurfaceBacked() )
333 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
334 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
337 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
344 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
346 if ( !frameBuffer->IsSurfaceBacked() )
348 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
349 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
353 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
355 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
358 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
360 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
363 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
365 propertyBuffer->SetFormat( format.Release() );
368 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
370 propertyBuffer->SetData( data.Release(), size );
373 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
375 geometry->SetIndexBuffer( indices );
378 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
380 mImpl->geometryContainer.PushBack( geometry.Release() );
383 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
385 mImpl->geometryContainer.EraseObject( geometry );
388 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
390 DALI_ASSERT_DEBUG( NULL != geometry );
393 for ( auto&& iter : mImpl->geometryContainer )
395 if ( iter == geometry )
397 iter->AddPropertyBuffer( propertyBuffer );
403 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
405 DALI_ASSERT_DEBUG( NULL != geometry );
408 for ( auto&& iter : mImpl->geometryContainer )
410 if ( iter == geometry )
412 iter->RemovePropertyBuffer( propertyBuffer );
418 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
420 geometry->SetType( Render::Geometry::Type(geometryType) );
423 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
425 mImpl->AddRenderTracker(renderTracker);
428 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
430 mImpl->RemoveRenderTracker(renderTracker);
433 ProgramCache* RenderManager::GetProgramCache()
435 return &(mImpl->programController);
438 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
440 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
442 // Core::Render documents that GL context must be current before calling Render
443 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
445 // Increment the frame count at the beginning of each frame
448 // Process messages queued during previous update
449 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
451 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
452 const bool haveInstructions = count > 0u;
454 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
455 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
457 // Mark that we will require a post-render step to be performed (includes swap-buffers).
458 status.SetNeedsPostRender( true );
460 // Switch to the shared context
461 if ( mImpl->currentContext != &mImpl->context )
463 mImpl->currentContext = &mImpl->context;
464 // Clear the current cached program when the context is switched
465 mImpl->programController.ClearCurrentProgram();
469 // Upload the geometries
470 for( uint32_t i = 0; i < count; ++i )
472 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
474 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
475 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
477 DALI_ASSERT_DEBUG( viewMatrix );
478 DALI_ASSERT_DEBUG( projectionMatrix );
480 if( viewMatrix && projectionMatrix )
482 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
484 // Iterate through each render list.
485 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
487 const RenderList* renderList = instruction.GetRenderList( index );
489 if( renderList && !renderList->IsEmpty() )
491 const std::size_t itemCount = renderList->Count();
492 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
494 const RenderItem& item = renderList->GetItem( itemIndex );
495 if( DALI_LIKELY( item.mRenderer ) )
497 item.mRenderer->Upload( *mImpl->currentContext );
505 for( uint32_t i = 0; i < count; ++i )
507 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
509 DoRender( instruction );
512 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
513 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
514 for ( auto&& context : mImpl->surfaceContextContainer )
516 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
519 //Notify RenderGeometries that rendering has finished
520 for ( auto&& iter : mImpl->geometryContainer )
522 iter->OnRenderFinished();
527 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
530 mImpl->UpdateTrackers();
532 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
533 mImpl->lastFrameWasRendered = haveInstructions;
536 * The rendering has finished; swap to the next buffer.
537 * Ideally the update has just finished using this buffer; otherwise the render thread
538 * should block until the update has finished.
540 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
542 DALI_PRINT_RENDER_END();
545 void RenderManager::DoRender( RenderInstruction& instruction )
547 Rect<int32_t> viewportRect;
550 if ( instruction.mIsClearColorSet )
552 clearColor = instruction.mClearColor;
556 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
559 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
560 Vector4 backgroundColor = mImpl->backgroundColor;
561 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
562 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
564 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
565 if ( instruction.mFrameBuffer != 0 )
567 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
569 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
571 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
573 Context* surfaceContext = surfaceFrameBuffer->GetContext();
574 if ( mImpl->currentContext != surfaceContext )
576 // Switch the correct context if rendering to a surface
577 mImpl->currentContext = surfaceContext;
578 // Clear the current cached program when the context is switched
579 mImpl->programController.ClearCurrentProgram();
583 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
584 backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
588 // Switch to shared context for off-screen buffer
589 mImpl->currentContext = &mImpl->context;
593 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
595 // reset the program matrices for all programs once per frame
596 // this ensures we will set view and projection matrix once per program per camera
597 mImpl->programController.ResetProgramMatrices();
599 if( instruction.mFrameBuffer )
601 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
605 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
608 if ( surfaceFrameBuffer )
610 mImpl->currentContext->Viewport( surfaceRect.x,
613 surfaceRect.height );
615 mImpl->currentContext->ClearColor( backgroundColor.r,
621 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
622 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
623 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
624 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
626 mImpl->currentContext->SetScissorTest( false );
628 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
630 mImpl->currentContext->ColorMask( true );
632 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
634 mImpl->currentContext->DepthMask( true );
635 clearMask |= GL_DEPTH_BUFFER_BIT;
638 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
640 mImpl->currentContext->ClearStencil( 0 );
641 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
642 clearMask |= GL_STENCIL_BUFFER_BIT;
645 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
647 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
649 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
651 if ( instruction.mIsViewportSet )
653 // For glViewport the lower-left corner is (0,0)
654 // For glViewport the lower-left corner is (0,0)
655 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
656 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
660 viewportRect = surfaceRect;
663 else // Offscreen buffer rendering
665 if ( instruction.mIsViewportSet )
667 // For glViewport the lower-left corner is (0,0)
668 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
669 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
673 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
677 else // No Offscreen frame buffer rendering
679 // Check whether a viewport is specified, otherwise the full surface size is used
680 if ( instruction.mFrameBuffer != 0 )
682 if ( instruction.mIsViewportSet )
684 // For glViewport the lower-left corner is (0,0)
685 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
686 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
690 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
695 viewportRect = surfaceRect;
699 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
701 if ( instruction.mIsClearColorSet )
703 mImpl->currentContext->ClearColor( clearColor.r,
708 // Clear the viewport area only
709 mImpl->currentContext->SetScissorTest( true );
710 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
711 mImpl->currentContext->ColorMask( true );
712 mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
713 mImpl->currentContext->SetScissorTest( false );
716 mImpl->renderAlgorithms.ProcessRenderInstruction(
718 *mImpl->currentContext,
719 mImpl->renderBufferIndex,
720 depthBufferAvailable,
721 stencilBufferAvailable );
723 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
725 // This will create a sync object every frame this render tracker
726 // is alive (though it should be now be created only for
727 // render-once render tasks)
728 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
729 instruction.mRenderTracker = NULL; // Only create once.
732 if ( surfaceFrameBuffer )
734 surfaceFrameBuffer->PostRender();
738 } // namespace SceneGraph
740 } // namespace Internal