Cleanup in Aisle #1
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/render/common/render-manager.h>
20
21 // EXTERNAL INCLUDES
22 #include <memory.h>
23
24 // INTERNAL INCLUDES
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/gl-context-helper-abstraction.h>
28
29 #include <dali/internal/event/common/scene-impl.h>
30
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
33
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-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/render-frame-buffer.h>
40 #include <dali/internal/render/renderers/render-texture.h>
41 #include <dali/internal/render/renderers/shader-cache.h>
42 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
43 #include <dali/internal/render/shaders/program-controller.h>
44
45 namespace Dali
46 {
47 namespace Internal
48 {
49 namespace SceneGraph
50 {
51 #if defined(DEBUG_ENABLED)
52 namespace
53 {
54 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
55 } // unnamed namespace
56 #endif
57
58 /**
59  * Structure to contain internal data
60  */
61 struct RenderManager::Impl
62 {
63   Impl(Graphics::Controller&               graphicsController,
64        Integration::DepthBufferAvailable   depthBufferAvailableParam,
65        Integration::StencilBufferAvailable stencilBufferAvailableParam,
66        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
67   : graphicsController(graphicsController),
68     renderQueue(),
69     renderAlgorithms(graphicsController),
70     frameCount(0u),
71     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
72     rendererContainer(),
73     samplerContainer(),
74     textureContainer(),
75     frameBufferContainer(),
76     lastFrameWasRendered(false),
77     programController(graphicsController),
78     shaderCache(graphicsController),
79     depthBufferAvailable(depthBufferAvailableParam),
80     stencilBufferAvailable(stencilBufferAvailableParam),
81     partialUpdateAvailable(partialUpdateAvailableParam)
82   {
83     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
84     threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
85     threadPool->Initialize(1u);
86
87     uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
88   }
89
90   ~Impl()
91   {
92     threadPool.reset(nullptr); // reset now to maintain correct destruction order
93   }
94
95   void AddRenderTracker(Render::RenderTracker* renderTracker)
96   {
97     DALI_ASSERT_DEBUG(renderTracker != NULL);
98     mRenderTrackers.PushBack(renderTracker);
99   }
100
101   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
102   {
103     mRenderTrackers.EraseObject(renderTracker);
104   }
105
106   void UpdateTrackers()
107   {
108     for(auto&& iter : mRenderTrackers)
109     {
110       iter->PollSyncObject();
111     }
112   }
113
114   // the order is important for destruction,
115   Graphics::Controller& graphicsController;
116   RenderQueue           renderQueue; ///< A message queue for receiving messages from the update-thread.
117
118   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
119
120   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
121
122   uint32_t    frameCount;        ///< The current frame count
123   BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
124
125   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
126   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
127   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
128   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
129   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
130   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
131
132   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
133
134   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
135
136   ProgramController   programController; ///< Owner of the GL programs
137   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
138
139   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
140
141   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
142   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
143   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
144
145   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
146   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
147   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
148 };
149
150 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
151                                   Integration::DepthBufferAvailable   depthBufferAvailable,
152                                   Integration::StencilBufferAvailable stencilBufferAvailable,
153                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
154 {
155   RenderManager* manager = new RenderManager;
156   manager->mImpl         = new Impl(graphicsController,
157                             depthBufferAvailable,
158                             stencilBufferAvailable,
159                             partialUpdateAvailable);
160   return manager;
161 }
162
163 RenderManager::RenderManager()
164 : mImpl(nullptr)
165 {
166 }
167
168 RenderManager::~RenderManager()
169 {
170   delete mImpl;
171 }
172
173 RenderQueue& RenderManager::GetRenderQueue()
174 {
175   return mImpl->renderQueue;
176 }
177
178 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
179 {
180   mImpl->programController.SetShaderSaver(upstream);
181 }
182
183 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
184 {
185   // Initialize the renderer as we are now in render thread
186   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
187
188   mImpl->rendererContainer.PushBack(renderer.Release());
189 }
190
191 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
192 {
193   mImpl->rendererContainer.EraseObject(renderer);
194 }
195
196 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
197 {
198   sampler->Initialize(mImpl->graphicsController);
199   mImpl->samplerContainer.PushBack(sampler.Release());
200 }
201
202 void RenderManager::RemoveSampler(Render::Sampler* sampler)
203 {
204   mImpl->samplerContainer.EraseObject(sampler);
205 }
206
207 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
208 {
209   texture->Initialize(mImpl->graphicsController);
210   mImpl->textureContainer.PushBack(texture.Release());
211 }
212
213 void RenderManager::RemoveTexture(Render::Texture* texture)
214 {
215   DALI_ASSERT_DEBUG(NULL != texture);
216
217   // Find the texture, use reference to pointer so we can do the erase safely
218   for(auto&& iter : mImpl->textureContainer)
219   {
220     if(iter == texture)
221     {
222       texture->Destroy();
223       mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
224       return;
225     }
226   }
227 }
228
229 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
230 {
231   texture->Upload(pixelData, params);
232 }
233
234 void RenderManager::GenerateMipmaps(Render::Texture* texture)
235 {
236   texture->GenerateMipmaps();
237 }
238
239 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
240 {
241   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
242                          static_cast<Dali::FilterMode::Type>(magFilterMode));
243 }
244
245 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
246 {
247   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
248                        static_cast<Dali::WrapMode::Type>(sWrapMode),
249                        static_cast<Dali::WrapMode::Type>(tWrapMode));
250 }
251
252 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
253 {
254   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
255   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
256   frameBufferPtr->Initialize(mImpl->graphicsController);
257 }
258
259 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
260 {
261   DALI_ASSERT_DEBUG(NULL != frameBuffer);
262
263   // Find the sampler, use reference so we can safely do the erase
264   for(auto&& iter : mImpl->frameBufferContainer)
265   {
266     if(iter == frameBuffer)
267     {
268       frameBuffer->Destroy();
269       mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
270
271       break;
272     }
273   }
274 }
275
276 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
277 {
278   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
279   mImpl->sceneContainer.push_back(scene);
280 }
281
282 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
283 {
284   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
285   if(iter != mImpl->sceneContainer.end())
286   {
287     mImpl->sceneContainer.erase(iter);
288   }
289 }
290
291 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
292 {
293   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
294 }
295
296 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
297 {
298   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
299 }
300
301 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
302 {
303   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
304 }
305
306 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
307 {
308   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
309 }
310
311 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
312 {
313   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
314 }
315
316 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
317 {
318   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
319 }
320
321 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
322 {
323   vertexBuffer->SetFormat(format.Release());
324 }
325
326 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
327 {
328   vertexBuffer->SetData(data.Release(), size);
329 }
330
331 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
332 {
333   geometry->SetIndexBuffer(indices);
334 }
335
336 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
337 {
338   mImpl->geometryContainer.PushBack(geometry.Release());
339 }
340
341 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
342 {
343   mImpl->geometryContainer.EraseObject(geometry);
344 }
345
346 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
347 {
348   DALI_ASSERT_DEBUG(NULL != geometry);
349
350   // Find the geometry
351   for(auto&& iter : mImpl->geometryContainer)
352   {
353     if(iter == geometry)
354     {
355       iter->AddVertexBuffer(vertexBuffer);
356       break;
357     }
358   }
359 }
360
361 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
362 {
363   DALI_ASSERT_DEBUG(NULL != geometry);
364
365   // Find the geometry
366   for(auto&& iter : mImpl->geometryContainer)
367   {
368     if(iter == geometry)
369     {
370       iter->RemoveVertexBuffer(vertexBuffer);
371       break;
372     }
373   }
374 }
375
376 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
377 {
378   geometry->SetType(Render::Geometry::Type(geometryType));
379 }
380
381 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
382 {
383   mImpl->AddRenderTracker(renderTracker);
384 }
385
386 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
387 {
388   mImpl->RemoveRenderTracker(renderTracker);
389 }
390
391 ProgramCache* RenderManager::GetProgramCache()
392 {
393   return &(mImpl->programController);
394 }
395
396 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
397 {
398   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
399
400   // Increment the frame count at the beginning of each frame
401   ++mImpl->frameCount;
402
403   // Process messages queued during previous update
404   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
405
406   uint32_t count = 0u;
407   for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
408   {
409     count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
410   }
411
412   const bool haveInstructions = count > 0u;
413
414   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");
415
416   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
417   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
418   {
419     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
420
421     // Upload the geometries
422     for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
423     {
424       RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
425       for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
426       {
427         RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
428
429         const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
430         const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
431
432         DALI_ASSERT_DEBUG(viewMatrix);
433         DALI_ASSERT_DEBUG(projectionMatrix);
434
435         if(viewMatrix && projectionMatrix)
436         {
437           const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
438
439           // Iterate through each render list.
440           for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
441           {
442             const RenderList* renderList = instruction.GetRenderList(index);
443
444             if(renderList && !renderList->IsEmpty())
445             {
446               const std::size_t itemCount = renderList->Count();
447               for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
448               {
449                 const RenderItem& item = renderList->GetItem(itemIndex);
450                 if(DALI_LIKELY(item.mRenderer))
451                 {
452                   item.mRenderer->Upload();
453                 }
454               }
455             }
456           }
457         }
458       }
459     }
460   }
461 }
462
463 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
464 {
465   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
466   {
467     return;
468   }
469
470   Internal::Scene&   sceneInternal = GetImplementation(scene);
471   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
472
473   if(sceneObject->IsRenderingSkipped())
474   {
475     // We don't need to calculate dirty rects
476     return;
477   }
478
479   class DamagedRectsCleaner
480   {
481   public:
482     DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
483     : mDamagedRects(damagedRects),
484       mCleanOnReturn(true)
485     {
486     }
487
488     void SetCleanOnReturn(bool cleanOnReturn)
489     {
490       mCleanOnReturn = cleanOnReturn;
491     }
492
493     ~DamagedRectsCleaner()
494     {
495       if(mCleanOnReturn)
496       {
497         mDamagedRects.clear();
498       }
499     }
500
501   private:
502     std::vector<Rect<int>>& mDamagedRects;
503     bool                    mCleanOnReturn;
504   };
505
506   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
507
508   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
509   DamagedRectsCleaner damagedRectCleaner(damagedRects);
510
511   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
512   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
513   std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
514   for(DirtyRect& dirtyRect : itemsDirtyRects)
515   {
516     dirtyRect.visited = false;
517   }
518
519   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
520   for(uint32_t i = 0; i < count; ++i)
521   {
522     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
523
524     if(instruction.mFrameBuffer)
525     {
526       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
527     }
528
529     const Camera* camera = instruction.GetCamera();
530     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
531     {
532       const Node* node = instruction.GetCamera()->GetNode();
533       if(node)
534       {
535         Vector3    position;
536         Vector3    scale;
537         Quaternion orientation;
538         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
539
540         Vector3 orientationAxis;
541         Radian  orientationAngle;
542         orientation.ToAxisAngle(orientationAxis, orientationAngle);
543
544         if(position.x > Math::MACHINE_EPSILON_10000 ||
545            position.y > Math::MACHINE_EPSILON_10000 ||
546            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
547            orientationAngle != ANGLE_180 ||
548            scale != Vector3(1.0f, 1.0f, 1.0f))
549         {
550           return;
551         }
552       }
553     }
554     else
555     {
556       return;
557     }
558
559     Rect<int32_t> viewportRect;
560     if(instruction.mIsViewportSet)
561     {
562       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
563       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
564       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
565       {
566         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
567       }
568     }
569     else
570     {
571       viewportRect = surfaceRect;
572     }
573
574     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
575     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
576     if(viewMatrix && projectionMatrix)
577     {
578       const RenderListContainer::SizeType count = instruction.RenderListCount();
579       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
580       {
581         const RenderList* renderList = instruction.GetRenderList(index);
582         if(renderList && !renderList->IsEmpty())
583         {
584           const std::size_t count = renderList->Count();
585           for(uint32_t index = 0u; index < count; ++index)
586           {
587             RenderItem& item = renderList->GetItem(index);
588             // If the item does 3D transformation, do early exit and clean the damaged rect array
589             if(item.mUpdateSize == Vector3::ZERO)
590             {
591               return;
592             }
593
594             Rect<int> rect;
595             DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
596             // If the item refers to updated node or renderer.
597             if(item.mIsUpdated ||
598                (item.mNode &&
599                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
600             {
601               item.mIsUpdated = false;
602               item.mNode->SetUpdated(false);
603
604               rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
605               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
606               {
607                 const int left   = rect.x;
608                 const int top    = rect.y;
609                 const int right  = rect.x + rect.width;
610                 const int bottom = rect.y + rect.height;
611                 rect.x           = (left / 16) * 16;
612                 rect.y           = (top / 16) * 16;
613                 rect.width       = ((right + 16) / 16) * 16 - rect.x;
614                 rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
615
616                 // Found valid dirty rect.
617                 // 1. Insert it in the sorted array of the dirty rects.
618                 // 2. Mark the related dirty rects as visited so they will not be removed below.
619                 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
620                 dirtyRect.rect    = rect;
621                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
622                 dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
623
624                 int c = 1;
625                 while(++dirtyRectPos != itemsDirtyRects.end())
626                 {
627                   if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
628                   {
629                     break;
630                   }
631
632                   dirtyRectPos->visited = true;
633                   Rect<int>& dirtRect   = dirtyRectPos->rect;
634                   rect.Merge(dirtRect);
635
636                   c++;
637                   if(c > 3) // no more then 3 previous rects
638                   {
639                     itemsDirtyRects.erase(dirtyRectPos);
640                     break;
641                   }
642                 }
643
644                 damagedRects.push_back(rect);
645               }
646             }
647             else
648             {
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 = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
652               while(dirtyRectPos != itemsDirtyRects.end())
653               {
654                 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
655                 {
656                   break;
657                 }
658
659                 dirtyRectPos->visited = true;
660                 dirtyRectPos++;
661               }
662             }
663           }
664         }
665       }
666     }
667   }
668
669   // Check removed nodes or removed renderers dirty rects
670   auto i = itemsDirtyRects.begin();
671   auto j = itemsDirtyRects.begin();
672   while(i != itemsDirtyRects.end())
673   {
674     if(i->visited)
675     {
676       *j++ = *i;
677     }
678     else
679     {
680       Rect<int>& dirtRect = i->rect;
681       damagedRects.push_back(dirtRect);
682     }
683     i++;
684   }
685
686   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
687   damagedRectCleaner.SetCleanOnReturn(false);
688 }
689
690 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
691 {
692   Rect<int> clippingRect;
693   RenderScene(status, scene, renderToFbo, clippingRect);
694 }
695
696 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
697 {
698   // Reset main algorithms command buffer
699   mImpl->renderAlgorithms.ResetCommandBuffer();
700
701   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
702
703   Internal::Scene&   sceneInternal = GetImplementation(scene);
704   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
705
706   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
707
708   std::vector<Graphics::RenderTarget*> targetstoPresent;
709
710   for(uint32_t i = 0; i < count; ++i)
711   {
712     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
713
714     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
715     {
716       continue; // skip
717     }
718
719     // Mark that we will require a post-render step to be performed (includes swap-buffers).
720     status.SetNeedsPostRender(true);
721
722     Rect<int32_t> viewportRect;
723     Vector4       clearColor;
724
725     if(instruction.mIsClearColorSet)
726     {
727       clearColor = instruction.mClearColor;
728     }
729     else
730     {
731       clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
732     }
733
734     Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
735     int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
736
737     // @todo Should these be part of scene?
738     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
739     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
740
741     Graphics::RenderTarget*           currentRenderTarget = nullptr;
742     Graphics::RenderPass*             currentRenderPass   = nullptr;
743     std::vector<Graphics::ClearValue> currentClearValues{};
744
745     if(instruction.mFrameBuffer)
746     {
747       // Ensure graphics framebuffer is created, bind atachments and create render passes
748       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
749       // then don't render to this framebuffer.
750       if(!instruction.mFrameBuffer->GetGraphicsObject())
751       {
752         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
753         if(!created)
754         {
755           continue;
756         }
757       }
758
759       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
760
761       // Set the clear color for first color attachment
762       if(instruction.mIsClearColorSet && clearValues.size() > 0)
763       {
764         clearValues[0].color = {
765           instruction.mClearColor.r,
766           instruction.mClearColor.g,
767           instruction.mClearColor.b,
768           instruction.mClearColor.a};
769       }
770
771       currentClearValues = clearValues;
772
773       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
774
775       // offscreen buffer
776       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
777       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
778     }
779     else // no framebuffer
780     {
781       // surface
782       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
783
784       if(instruction.mIsClearColorSet)
785       {
786         clearValues[0].color = {
787           instruction.mClearColor.r,
788           instruction.mClearColor.g,
789           instruction.mClearColor.b,
790           instruction.mClearColor.a};
791       }
792
793       currentClearValues = clearValues;
794
795       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
796       // if the window has a depth/stencil buffer.
797       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
798           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
799          (currentClearValues.size() <= 1))
800       {
801         currentClearValues.emplace_back();
802         currentClearValues.back().depthStencil.depth   = 0;
803         currentClearValues.back().depthStencil.stencil = 0;
804       }
805
806       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
807
808       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
809       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
810     }
811
812     targetstoPresent.emplace_back(currentRenderTarget);
813
814     // reset the program matrices for all programs once per frame
815     // this ensures we will set view and projection matrix once per program per camera
816     mImpl->programController.ResetProgramMatrices();
817
818     if(instruction.mFrameBuffer)
819     {
820       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
821       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
822       {
823         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
824       }
825     }
826
827     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
828     {
829       // Offscreen buffer rendering
830       if(instruction.mIsViewportSet)
831       {
832         // For glViewport the lower-left corner is (0,0)
833         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
834         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
835       }
836       else
837       {
838         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
839       }
840       surfaceOrientation = 0;
841     }
842     else // No Offscreen frame buffer rendering
843     {
844       // Check whether a viewport is specified, otherwise the full surface size is used
845       if(instruction.mIsViewportSet)
846       {
847         // For glViewport the lower-left corner is (0,0)
848         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
849         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
850       }
851       else
852       {
853         viewportRect = surfaceRect;
854       }
855     }
856
857     // Set surface orientation
858     // @todo Inform graphics impl by another route.
859     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
860
861     /*** Clear region of framebuffer or surface before drawing ***/
862
863     bool clearFullFrameRect = true;
864     if(instruction.mFrameBuffer != nullptr)
865     {
866       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
867       clearFullFrameRect = (frameRect == viewportRect);
868     }
869     else
870     {
871       clearFullFrameRect = (surfaceRect == viewportRect);
872     }
873
874     if(!clippingRect.IsEmpty())
875     {
876       if(!clippingRect.Intersect(viewportRect))
877       {
878         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
879         clippingRect = Rect<int>();
880       }
881       clearFullFrameRect = false;
882     }
883
884     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
885     if(instruction.mIsClearColorSet)
886     {
887       if(!clearFullFrameRect)
888       {
889         if(!clippingRect.IsEmpty())
890         {
891           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
892         }
893       }
894     }
895
896     // Begin render pass
897     mainCommandBuffer->BeginRenderPass(
898       currentRenderPass,
899       currentRenderTarget,
900       scissorArea,
901       currentClearValues);
902
903     mainCommandBuffer->SetViewport({float(viewportRect.x),
904                                     float(viewportRect.y),
905                                     float(viewportRect.width),
906                                     float(viewportRect.height)});
907
908     // Clear the list of bound textures
909     mImpl->boundTextures.Clear();
910
911     mImpl->renderAlgorithms.ProcessRenderInstruction(
912       instruction,
913       mImpl->renderBufferIndex,
914       depthBufferAvailable,
915       stencilBufferAvailable,
916       mImpl->boundTextures,
917       viewportRect,
918       clippingRect,
919       surfaceOrientation);
920
921     // Synchronise the FBO/Texture access
922
923     // Check whether any bound texture is in the dependency list
924     bool textureFound = false;
925
926     if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
927     {
928       for(auto texture : mImpl->textureDependencyList)
929       {
930         textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
931                          return texture == graphicsTexture;
932                        }) != mImpl->boundTextures.End();
933       }
934     }
935
936     if(textureFound)
937     {
938       if(instruction.mFrameBuffer)
939       {
940         // For off-screen buffer
941
942         // Clear the dependency list
943         mImpl->textureDependencyList.Clear();
944       }
945       else
946       {
947         // Worker thread lambda function
948         auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
949         auto  workerFunction             = [&glContextHelperAbstraction](int workerThread) {
950           // Switch to the shared context in the worker thread
951           glContextHelperAbstraction.MakeSurfacelessContextCurrent();
952
953           // Wait until all rendering calls for the shared context are executed
954           glContextHelperAbstraction.WaitClient();
955
956           // Must clear the context in the worker thread
957           // Otherwise the shared context cannot be switched to from the render thread
958           glContextHelperAbstraction.MakeContextNull();
959         };
960
961         auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
962         if(future)
963         {
964           mImpl->threadPool->Wait();
965
966           // Clear the dependency list
967           mImpl->textureDependencyList.Clear();
968         }
969       }
970     }
971
972     if(instruction.mRenderTracker && instruction.mFrameBuffer)
973     {
974       // This will create a sync object every frame this render tracker
975       // is alive (though it should be now be created only for
976       // render-once render tasks)
977       // @todo Add syncing to Graphics API
978       instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
979       instruction.mRenderTracker = nullptr; // Only create once.
980     }
981
982     // End render pass
983     mainCommandBuffer->EndRenderPass();
984   }
985   mImpl->renderAlgorithms.SubmitCommandBuffer();
986
987   std::sort(targetstoPresent.begin(), targetstoPresent.end());
988
989   Graphics::RenderTarget* rt = nullptr;
990   for(auto& target : targetstoPresent)
991   {
992     if(target != rt)
993     {
994       mImpl->graphicsController.PresentRenderTarget(target);
995       rt = target;
996     }
997   }
998 }
999
1000 void RenderManager::PostRender(bool uploadOnly)
1001 {
1002   // Notify RenderGeometries that rendering has finished
1003   for(auto&& iter : mImpl->geometryContainer)
1004   {
1005     iter->OnRenderFinished();
1006   }
1007
1008   mImpl->UpdateTrackers();
1009
1010   uint32_t count = 0u;
1011   for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1012   {
1013     count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1014   }
1015
1016   const bool haveInstructions = count > 0u;
1017
1018   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1019   mImpl->lastFrameWasRendered = haveInstructions;
1020
1021   /**
1022    * The rendering has finished; swap to the next buffer.
1023    * Ideally the update has just finished using this buffer; otherwise the render thread
1024    * should block until the update has finished.
1025    */
1026   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1027
1028   DALI_PRINT_RENDER_END();
1029 }
1030
1031 } // namespace SceneGraph
1032
1033 } // namespace Internal
1034
1035 } // namespace Dali