2 * Copyright (c) 2014 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/internal/common/owner-pointer.h>
23 #include <dali/internal/render/queue/render-queue.h>
24 #include <dali/internal/render/common/render-algorithms.h>
25 #include <dali/internal/render/common/render-debug.h>
26 #include <dali/internal/render/common/render-tracker.h>
27 #include <dali/internal/render/common/render-instruction-container.h>
28 #include <dali/internal/render/common/render-instruction.h>
29 #include <dali/internal/render/gl-resources/context.h>
30 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
31 #include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
32 #include <dali/internal/render/gl-resources/texture-cache.h>
33 #include <dali/internal/render/renderers/render-material.h>
34 #include <dali/internal/render/renderers/scene-graph-renderer.h>
35 #include <dali/integration-api/debug.h>
36 #include <dali/integration-api/core.h>
37 #include <dali/public-api/common/dali-common.h>
38 #include <dali/public-api/common/stage.h>
39 #include <dali/public-api/render-tasks/render-task.h>
41 #ifdef DYNAMICS_SUPPORT
42 #include <dali/internal/render/dynamics/scene-graph-dynamics-debug-renderer.h>
45 // Uncomment the next line to enable frame snapshot logging
46 //#define FRAME_SNAPSHOT_LOGGING
48 #ifdef FRAME_SNAPSHOT_LOGGING
50 using namespace Dali::Internal::Render;
52 namespace // unnamed namespace
54 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
55 } // unnamed namespace
57 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
58 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
60 #else // FRAME_SNAPSHOT_LOGGING
62 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
64 #endif // FRAME_SNAPSHOT_LOGGING
75 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
76 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
78 typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer;
79 typedef RenderMaterialContainer::Iterator RenderMaterialIter;
80 typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter;
82 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
83 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
84 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
87 * Structure to contain internal data
89 struct RenderManager::Impl
91 Impl( Dali::Integration::GlAbstraction& glAbstraction,
92 ResourcePostProcessList& resourcePostProcessQ,
93 PostProcessResourceDispatcher& postProcessDispatcher )
94 : context( glAbstraction ),
96 textureCache( renderQueue, postProcessDispatcher, context ),
97 resourcePostProcessQueue( resourcePostProcessQ ),
99 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
101 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
102 defaultSurfaceRect(),
105 renderersAdded( false ),
106 firstRenderCompleted( false )
114 void AddRenderTracker( RenderTracker* renderTracker )
116 DALI_ASSERT_DEBUG( renderTracker != NULL );
117 mRenderTrackers.PushBack( renderTracker );
120 void RemoveRenderTracker( RenderTracker* renderTracker )
122 DALI_ASSERT_DEBUG( renderTracker != NULL );
123 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
125 if( *iter == renderTracker )
127 mRenderTrackers.Erase( iter );
133 void UpdateTrackers()
135 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
137 (*iter)->PollSyncObject();
141 // the order is important for destruction,
142 // programs are owned by context at the moment.
143 Context context; ///< holds the GL state
144 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
145 TextureCache textureCache; ///< Cache for all GL textures
146 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
148 // Render instructions describe what should be rendered during RenderManager::Render()
149 // Owned by RenderManager. Update manager updates instructions for the next frame
150 // while we render the current one
151 RenderInstructionContainer instructions;
153 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
155 float frameTime; ///< The elapsed time since the previous frame
156 float lastFrameTime; ///< Last frame delta.
158 #ifdef DYNAMICS_SUPPORT
159 OwnerPointer<DynamicsDebugRenderer> dynamicsDebugRenderer;
162 unsigned int frameCount; ///< The current frame count
163 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
165 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
167 RendererOwnerContainer rendererContainer; ///< List of owned renderers
168 RenderMaterialContainer materials; ///< List of owned render materials
172 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
174 bool firstRenderCompleted; ///< False until the first render is done
177 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
179 RenderManager* manager = new RenderManager;
180 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
184 RenderManager::RenderManager()
189 RenderManager::~RenderManager()
194 RenderQueue& RenderManager::GetRenderQueue()
196 return mImpl->renderQueue;
199 TextureCache& RenderManager::GetTextureCache()
201 return mImpl->textureCache;
204 Context& RenderManager::GetContext()
206 return mImpl->context;
209 void RenderManager::ContextCreated()
211 mImpl->context.GlContextCreated();
213 // renderers, textures and gpu buffers cannot reinitialize themselves
214 // so they rely on someone reloading the data for them
217 void RenderManager::ContextDestroyed()
219 mImpl->context.GlContextDestroyed();
221 // inform texture cache
222 mImpl->textureCache.GlContextDestroyed();
225 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
226 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
227 for( ; iter != end; ++iter )
229 GlResourceOwner* renderer = *iter;
230 renderer->GlContextDestroyed();
234 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
236 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
239 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
241 return mImpl->instructions;
244 void RenderManager::SetBackgroundColor( const Vector4& color )
246 mImpl->backgroundColor = color;
249 void RenderManager::SetFrameDeltaTime( float deltaTime )
251 mImpl->frameTime = deltaTime;
254 #ifdef DYNAMICS_SUPPORT
255 void RenderManager::InitializeDynamicsDebugRenderer(SceneGraph::DynamicsDebugRenderer* debugRenderer)
257 if( !mImpl->dynamicsDebugRenderer )
259 mImpl->dynamicsDebugRenderer = debugRenderer;
260 debugRenderer->Initialize( mImpl->context );
265 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
267 mImpl->defaultSurfaceRect = rect;
270 void RenderManager::AddRenderer( Renderer* renderer )
272 // Initialize the renderer as we are now in render thread
273 renderer->Initialize( mImpl->context, mImpl->textureCache );
275 mImpl->rendererContainer.PushBack( renderer );
277 if( !mImpl->renderersAdded )
279 mImpl->renderersAdded = true;
283 void RenderManager::RemoveRenderer( Renderer* renderer )
285 DALI_ASSERT_DEBUG( NULL != renderer );
287 RendererOwnerContainer& renderers = mImpl->rendererContainer;
290 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
292 if ( *iter == renderer )
294 renderers.Erase( iter ); // Renderer found; now destroy it
300 void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
302 DALI_ASSERT_DEBUG( NULL != renderMaterial );
304 mImpl->materials.PushBack( renderMaterial );
305 renderMaterial->Initialize( mImpl->textureCache );
308 void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
310 DALI_ASSERT_DEBUG( NULL != renderMaterial );
312 RenderMaterialContainer& materials = mImpl->materials;
314 // Find the render material and destroy it
315 for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
317 RenderMaterial& current = **iter;
318 if ( ¤t == renderMaterial )
320 materials.Erase( iter );
326 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
328 mImpl->AddRenderTracker(renderTracker);
331 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
333 mImpl->RemoveRenderTracker(renderTracker);
336 bool RenderManager::Render( Integration::RenderStatus& status )
338 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
340 // Core::Render documents that GL context must be current before calling Render
341 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
343 status.SetHasRendered( false );
345 // Increment the frame count at the beginning of each frame
346 ++(mImpl->frameCount);
347 mImpl->context.SetFrameCount(mImpl->frameCount);
348 mImpl->context.ClearRendererCount();
349 mImpl->context.ClearCulledCount();
351 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
353 SET_SNAPSHOT_FRAME_LOG_LEVEL;
355 // Process messages queued during previous update
356 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
358 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
359 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
361 // switch rendering to adaptor provided (default) buffer
362 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
364 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
365 mImpl->defaultSurfaceRect.y,
366 mImpl->defaultSurfaceRect.width,
367 mImpl->defaultSurfaceRect.height );
369 mImpl->context.ClearColor( mImpl->backgroundColor.r,
370 mImpl->backgroundColor.g,
371 mImpl->backgroundColor.b,
372 mImpl->backgroundColor.a );
374 mImpl->context.ClearStencil( 0 );
376 // Clear the entire color, depth and stencil buffers for the default framebuffer.
377 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
378 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
379 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
380 mImpl->context.SetScissorTest( false );
381 mImpl->context.ColorMask( true );
382 mImpl->context.DepthMask( true );
383 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
384 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
386 // reset the program matrices for all programs once per frame
387 // this ensures we will set view and projection matrix once per program per camera
388 // @todo move programs out of context onto a program controller and let that handle this
389 mImpl->context.ResetProgramMatrices();
391 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
392 for ( size_t i = 0; i < count; ++i )
394 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
396 DoRender( instruction, mImpl->lastFrameTime );
398 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
399 if ( countRenderList > 0 )
401 status.SetHasRendered( true );
405 #ifdef DYNAMICS_SUPPORT
406 if( mImpl->dynamicsDebugRenderer )
408 mImpl->dynamicsDebugRenderer->Render();
412 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
413 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
415 mImpl->UpdateTrackers();
417 mImpl->firstRenderCompleted = true;
420 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
422 // Update the frame time
423 mImpl->lastFrameTime = mImpl->frameTime;
425 // check if anything has been posted to the update thread
426 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
429 * The rendering has finished; swap to the next buffer.
430 * Ideally the update has just finished using this buffer; otherwise the render thread
431 * should block until the update has finished.
433 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
435 DALI_PRINT_RENDER_END();
437 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
438 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
440 return updateRequired;
443 void RenderManager::DoRender( RenderInstruction& instruction, float elapsedTime )
445 Rect<int> viewportRect;
448 if ( instruction.mIsClearColorSet )
450 clearColor = instruction.mClearColor;
454 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
457 FrameBufferTexture* offscreen = NULL;
459 if ( instruction.mOffscreenTextureId != 0 )
461 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
462 DALI_ASSERT_DEBUG( NULL != offscreen );
464 if( NULL != offscreen &&
465 offscreen->Prepare() )
467 // Check whether a viewport is specified, otherwise the full surface size is used
468 if ( instruction.mIsViewportSet )
470 // For glViewport the lower-left corner is (0,0)
471 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
472 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
476 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
481 // Offscreen is NULL or could not be prepared.
485 else // !(instruction.mOffscreenTexture)
487 // switch rendering to adaptor provided (default) buffer
488 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
490 // Check whether a viewport is specified, otherwise the full surface size is used
491 if ( instruction.mIsViewportSet )
493 // For glViewport the lower-left corner is (0,0)
494 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
495 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
499 viewportRect = mImpl->defaultSurfaceRect;
503 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
505 if ( instruction.mIsClearColorSet )
507 mImpl->context.ClearColor( clearColor.r,
512 // Clear the viewport area only
513 mImpl->context.SetScissorTest( true );
514 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
515 mImpl->context.ColorMask( true );
516 mImpl->context.Clear( GL_COLOR_BUFFER_BIT );
517 mImpl->context.SetScissorTest( false );
520 Render::ProcessRenderInstruction( instruction,
522 mImpl->renderBufferIndex,
525 if(instruction.mOffscreenTextureId != 0)
527 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
528 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
531 if( instruction.mRenderTracker && offscreen != NULL )
533 instruction.mRenderTracker->CreateSyncObject();
534 instruction.mRenderTracker = NULL; // Only create once.
538 } // namespace SceneGraph
540 } // namespace Internal