2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/gl-context-helper-abstraction.h>
29 #include <dali/internal/event/common/scene-impl.h>
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-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/shaders/program-controller.h>
50 #if defined(DEBUG_ENABLED)
53 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
54 } // unnamed namespace
58 * Structure to contain internal data
60 struct RenderManager::Impl
62 Impl(Graphics::Controller& graphicsController,
63 Integration::DepthBufferAvailable depthBufferAvailableParam,
64 Integration::StencilBufferAvailable stencilBufferAvailableParam,
65 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
66 : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
67 currentContext(&context),
68 graphicsController(graphicsController),
72 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
76 frameBufferContainer(),
77 lastFrameWasRendered(false),
78 programController(graphicsController),
79 shaderCache(graphicsController),
80 depthBufferAvailable(depthBufferAvailableParam),
81 stencilBufferAvailable(stencilBufferAvailableParam),
82 partialUpdateAvailable(partialUpdateAvailableParam)
84 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
85 threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
86 threadPool->Initialize(1u);
91 threadPool.reset(nullptr); // reset now to maintain correct destruction order
94 void AddRenderTracker(Render::RenderTracker* renderTracker)
96 DALI_ASSERT_DEBUG(renderTracker != NULL);
97 mRenderTrackers.PushBack(renderTracker);
100 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
102 mRenderTrackers.EraseObject(renderTracker);
105 Context* CreateSceneContext()
107 Context* context = new Context(graphicsController.GetGlAbstraction());
108 sceneContextContainer.PushBack(context);
112 void DestroySceneContext(Context* sceneContext)
114 auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
115 if(iter != sceneContextContainer.End())
117 (*iter)->GlContextDestroyed();
118 sceneContextContainer.Erase(iter);
122 Context* ReplaceSceneContext(Context* oldSceneContext)
124 Context* newContext = new Context(graphicsController.GetGlAbstraction());
126 oldSceneContext->GlContextDestroyed();
128 std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
132 void UpdateTrackers()
134 for(auto&& iter : mRenderTrackers)
136 iter->PollSyncObject();
140 // the order is important for destruction,
141 // programs are owned by context at the moment.
142 Context context; ///< Holds the GL state of the share resource context
143 Context* currentContext; ///< Holds the GL state of the current context for rendering
144 OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
145 Graphics::Controller& graphicsController;
146 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
148 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
150 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
152 uint32_t frameCount; ///< The current frame count
153 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
155 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
156 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
157 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
158 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
159 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
160 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
162 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
164 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
166 ProgramController programController; ///< Owner of the GL programs
167 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
169 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
170 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
171 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
173 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
174 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
175 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of binded textures
178 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
179 Integration::DepthBufferAvailable depthBufferAvailable,
180 Integration::StencilBufferAvailable stencilBufferAvailable,
181 Integration::PartialUpdateAvailable partialUpdateAvailable)
183 RenderManager* manager = new RenderManager;
184 manager->mImpl = new Impl(graphicsController,
185 depthBufferAvailable,
186 stencilBufferAvailable,
187 partialUpdateAvailable);
191 RenderManager::RenderManager()
196 RenderManager::~RenderManager()
201 RenderQueue& RenderManager::GetRenderQueue()
203 return mImpl->renderQueue;
206 void RenderManager::ContextCreated()
208 mImpl->context.GlContextCreated();
209 mImpl->programController.GlContextCreated();
211 // renderers, textures and gpu buffers cannot reinitialize themselves
212 // so they rely on someone reloading the data for them
215 void RenderManager::ContextDestroyed()
217 mImpl->context.GlContextDestroyed();
218 mImpl->programController.GlContextDestroyed();
221 for(auto&& texture : mImpl->textureContainer)
226 //Inform framebuffers
227 for(auto&& framebuffer : mImpl->frameBufferContainer)
229 framebuffer->GlContextDestroyed();
233 for(auto&& renderer : mImpl->rendererContainer)
235 renderer->GlContextDestroyed();
239 for(auto&& context : mImpl->sceneContextContainer)
241 context->GlContextDestroyed();
245 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
247 mImpl->programController.SetShaderSaver(upstream);
250 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
252 // Initialize the renderer as we are now in render thread
253 renderer->Initialize(mImpl->context, mImpl->graphicsController, mImpl->programController, mImpl->shaderCache);
255 mImpl->rendererContainer.PushBack(renderer.Release());
258 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
260 mImpl->rendererContainer.EraseObject(renderer);
263 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
265 sampler->Initialize(mImpl->graphicsController);
266 mImpl->samplerContainer.PushBack(sampler.Release());
269 void RenderManager::RemoveSampler(Render::Sampler* sampler)
271 mImpl->samplerContainer.EraseObject(sampler);
274 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
276 texture->Initialize(mImpl->graphicsController);
277 mImpl->textureContainer.PushBack(texture.Release());
280 void RenderManager::RemoveTexture(Render::Texture* texture)
282 DALI_ASSERT_DEBUG(NULL != texture);
284 // Find the texture, use reference to pointer so we can do the erase safely
285 for(auto&& iter : mImpl->textureContainer)
290 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
296 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
298 texture->Upload(pixelData, params);
301 void RenderManager::GenerateMipmaps(Render::Texture* texture)
303 texture->GenerateMipmaps();
306 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
308 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
309 static_cast<Dali::FilterMode::Type>(magFilterMode));
312 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
314 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
315 static_cast<Dali::WrapMode::Type>(sWrapMode),
316 static_cast<Dali::WrapMode::Type>(tWrapMode));
319 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
321 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
322 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
323 frameBufferPtr->Initialize(mImpl->context);
326 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
328 DALI_ASSERT_DEBUG(NULL != frameBuffer);
330 // Find the sampler, use reference so we can safely do the erase
331 for(auto&& iter : mImpl->frameBufferContainer)
333 if(iter == frameBuffer)
335 frameBuffer->Destroy(mImpl->context);
336 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
343 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
345 scene->Initialize(*mImpl->CreateSceneContext());
346 mImpl->sceneContainer.push_back(scene);
349 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
351 mImpl->DestroySceneContext(scene->GetContext());
353 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
354 if(iter != mImpl->sceneContainer.end())
356 mImpl->sceneContainer.erase(iter);
360 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
362 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
363 scene->Initialize(*newContext);
366 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
368 frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
371 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
373 frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
376 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
378 frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
381 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
383 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
386 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
388 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
391 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
393 vertexBuffer->SetFormat(format.Release());
396 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
398 vertexBuffer->SetData(data.Release(), size);
401 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
403 geometry->SetIndexBuffer(indices);
406 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
408 mImpl->geometryContainer.PushBack(geometry.Release());
411 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
413 mImpl->geometryContainer.EraseObject(geometry);
416 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
418 DALI_ASSERT_DEBUG(NULL != geometry);
421 for(auto&& iter : mImpl->geometryContainer)
425 iter->AddVertexBuffer(vertexBuffer);
431 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
433 DALI_ASSERT_DEBUG(NULL != geometry);
436 for(auto&& iter : mImpl->geometryContainer)
440 iter->RemoveVertexBuffer(vertexBuffer);
446 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
448 geometry->SetType(Render::Geometry::Type(geometryType));
451 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
453 mImpl->AddRenderTracker(renderTracker);
456 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
458 mImpl->RemoveRenderTracker(renderTracker);
461 ProgramCache* RenderManager::GetProgramCache()
463 return &(mImpl->programController);
466 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
468 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
470 // Core::Render documents that GL context must be current before calling Render
471 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
473 // Increment the frame count at the beginning of each frame
476 // Process messages queued during previous update
477 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
480 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
482 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
485 const bool haveInstructions = count > 0u;
487 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");
489 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
490 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
492 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
494 // Switch to the shared context
495 if(mImpl->currentContext != &mImpl->context)
497 mImpl->currentContext = &mImpl->context;
499 if(mImpl->currentContext->IsSurfacelessContextSupported())
501 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
504 // Clear the current cached program when the context is switched
505 mImpl->programController.ClearCurrentProgram();
508 // Upload the geometries
509 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
511 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
512 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
514 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
516 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
517 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
519 DALI_ASSERT_DEBUG(viewMatrix);
520 DALI_ASSERT_DEBUG(projectionMatrix);
522 if(viewMatrix && projectionMatrix)
524 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
526 // Iterate through each render list.
527 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
529 const RenderList* renderList = instruction.GetRenderList(index);
531 if(renderList && !renderList->IsEmpty())
533 const std::size_t itemCount = renderList->Count();
534 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
536 const RenderItem& item = renderList->GetItem(itemIndex);
537 if(DALI_LIKELY(item.mRenderer))
539 item.mRenderer->Upload();
550 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
552 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
557 Internal::Scene& sceneInternal = GetImplementation(scene);
558 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
560 if(sceneObject->IsRenderingSkipped())
562 // We don't need to calculate dirty rects
566 class DamagedRectsCleaner
569 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
570 : mDamagedRects(damagedRects),
575 void SetCleanOnReturn(bool cleanOnReturn)
577 mCleanOnReturn = cleanOnReturn;
580 ~DamagedRectsCleaner()
584 mDamagedRects.clear();
589 std::vector<Rect<int>>& mDamagedRects;
593 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
595 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
596 DamagedRectsCleaner damagedRectCleaner(damagedRects);
598 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
599 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
600 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
601 for(DirtyRect& dirtyRect : itemsDirtyRects)
603 dirtyRect.visited = false;
606 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
607 for(uint32_t i = 0; i < count; ++i)
609 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
611 if(instruction.mFrameBuffer)
613 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
616 const Camera* camera = instruction.GetCamera();
617 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
619 const Node* node = instruction.GetCamera()->GetNode();
624 Quaternion orientation;
625 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
627 Vector3 orientationAxis;
628 Radian orientationAngle;
629 orientation.ToAxisAngle(orientationAxis, orientationAngle);
631 if(position.x > Math::MACHINE_EPSILON_10000 ||
632 position.y > Math::MACHINE_EPSILON_10000 ||
633 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
634 orientationAngle != ANGLE_180 ||
635 scale != Vector3(1.0f, 1.0f, 1.0f))
646 Rect<int32_t> viewportRect;
647 if(instruction.mIsViewportSet)
649 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
650 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
651 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
653 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
658 viewportRect = surfaceRect;
661 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
662 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
663 if(viewMatrix && projectionMatrix)
665 const RenderListContainer::SizeType count = instruction.RenderListCount();
666 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
668 const RenderList* renderList = instruction.GetRenderList(index);
669 if(renderList && !renderList->IsEmpty())
671 const std::size_t count = renderList->Count();
672 for(uint32_t index = 0u; index < count; ++index)
674 RenderItem& item = renderList->GetItem(index);
675 // If the item does 3D transformation, do early exit and clean the damaged rect array
676 if(item.mUpdateSize == Vector3::ZERO)
682 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
683 // If the item refers to updated node or renderer.
684 if(item.mIsUpdated ||
686 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
688 item.mIsUpdated = false;
689 item.mNode->SetUpdated(false);
691 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
692 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
694 const int left = rect.x;
695 const int top = rect.y;
696 const int right = rect.x + rect.width;
697 const int bottom = rect.y + rect.height;
698 rect.x = (left / 16) * 16;
699 rect.y = (top / 16) * 16;
700 rect.width = ((right + 16) / 16) * 16 - rect.x;
701 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
703 // Found valid dirty rect.
704 // 1. Insert it in the sorted array of the dirty rects.
705 // 2. Mark the related dirty rects as visited so they will not be removed below.
706 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
707 dirtyRect.rect = rect;
708 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
709 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
712 while(++dirtyRectPos != itemsDirtyRects.end())
714 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
719 dirtyRectPos->visited = true;
720 Rect<int>& dirtRect = dirtyRectPos->rect;
721 rect.Merge(dirtRect);
724 if(c > 3) // no more then 3 previous rects
726 itemsDirtyRects.erase(dirtyRectPos);
731 damagedRects.push_back(rect);
736 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
737 // 2. Mark the related dirty rects as visited so they will not be removed below.
738 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
739 while(dirtyRectPos != itemsDirtyRects.end())
741 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
746 dirtyRectPos->visited = true;
756 // Check removed nodes or removed renderers dirty rects
757 auto i = itemsDirtyRects.begin();
758 auto j = itemsDirtyRects.begin();
759 while(i != itemsDirtyRects.end())
767 Rect<int>& dirtRect = i->rect;
768 damagedRects.push_back(dirtRect);
773 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
774 damagedRectCleaner.SetCleanOnReturn(false);
777 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
779 Rect<int> clippingRect;
780 RenderScene(status, scene, renderToFbo, clippingRect);
783 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
785 Internal::Scene& sceneInternal = GetImplementation(scene);
786 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
788 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
790 for(uint32_t i = 0; i < count; ++i)
792 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
794 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
799 // Mark that we will require a post-render step to be performed (includes swap-buffers).
800 status.SetNeedsPostRender(true);
802 Rect<int32_t> viewportRect;
805 if(instruction.mIsClearColorSet)
807 clearColor = instruction.mClearColor;
811 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
814 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
815 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
817 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
818 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
820 if(instruction.mFrameBuffer)
823 if(mImpl->currentContext != &mImpl->context)
825 // Switch to shared context for off-screen buffer
826 mImpl->currentContext = &mImpl->context;
828 if(mImpl->currentContext->IsSurfacelessContextSupported())
830 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
833 // Clear the current cached program when the context is switched
834 mImpl->programController.ClearCurrentProgram();
839 if(mImpl->currentContext->IsSurfacelessContextSupported())
841 if(mImpl->currentContext != sceneObject->GetContext())
843 // Switch the correct context if rendering to a surface
844 mImpl->currentContext = sceneObject->GetContext();
846 // Clear the current cached program when the context is switched
847 mImpl->programController.ClearCurrentProgram();
852 // Make sure that GL context must be created
853 mImpl->currentContext->GlContextCreated();
855 // reset the program matrices for all programs once per frame
856 // this ensures we will set view and projection matrix once per program per camera
857 mImpl->programController.ResetProgramMatrices();
859 if(instruction.mFrameBuffer)
861 instruction.mFrameBuffer->Bind(*mImpl->currentContext);
863 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
864 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
866 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
871 mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
874 if(!instruction.mFrameBuffer)
876 mImpl->currentContext->Viewport(surfaceRect.x,
882 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
883 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
884 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
885 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
886 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
888 mImpl->currentContext->ColorMask(true);
890 if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
892 mImpl->currentContext->DepthMask(true);
893 clearMask |= GL_DEPTH_BUFFER_BIT;
896 if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
898 mImpl->currentContext->ClearStencil(0);
899 mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
900 clearMask |= GL_STENCIL_BUFFER_BIT;
903 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
905 // Offscreen buffer rendering
906 if(instruction.mIsViewportSet)
908 // For glViewport the lower-left corner is (0,0)
909 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
910 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
914 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
916 surfaceOrientation = 0;
918 else // No Offscreen frame buffer rendering
920 // Check whether a viewport is specified, otherwise the full surface size is used
921 if(instruction.mIsViewportSet)
923 // For glViewport the lower-left corner is (0,0)
924 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
925 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
929 viewportRect = surfaceRect;
933 // Set surface orientation
934 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
936 bool clearFullFrameRect = true;
937 if(instruction.mFrameBuffer != nullptr)
939 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
940 clearFullFrameRect = (frameRect == viewportRect);
944 clearFullFrameRect = (surfaceRect == viewportRect);
947 if(!clippingRect.IsEmpty())
949 if(!clippingRect.Intersect(viewportRect))
951 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
952 clippingRect = Rect<int>();
954 clearFullFrameRect = false;
957 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
959 if(instruction.mIsClearColorSet)
961 mImpl->currentContext->ClearColor(clearColor.r,
965 if(!clearFullFrameRect)
967 if(!clippingRect.IsEmpty())
969 mImpl->currentContext->SetScissorTest(true);
970 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
971 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
972 mImpl->currentContext->SetScissorTest(false);
976 mImpl->currentContext->SetScissorTest(true);
977 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
978 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
979 mImpl->currentContext->SetScissorTest(false);
984 mImpl->currentContext->SetScissorTest(false);
985 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
989 // Clear the list of bound textures
990 mImpl->boundTextures.Clear();
992 mImpl->renderAlgorithms.ProcessRenderInstruction(
994 *mImpl->currentContext,
995 mImpl->renderBufferIndex,
996 depthBufferAvailable,
997 stencilBufferAvailable,
998 mImpl->boundTextures,
1001 // Synchronise the FBO/Texture access when there are multiple contexts
1002 if(mImpl->currentContext->IsSurfacelessContextSupported())
1004 // Check whether any bound texture is in the dependency list
1005 bool textureFound = false;
1007 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1009 for(auto texture : mImpl->textureDependencyList)
1011 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
1012 return texture == graphicsTexture;
1013 }) != mImpl->boundTextures.End();
1019 if(instruction.mFrameBuffer)
1021 // For off-screen buffer
1023 // Wait until all rendering calls for the currently context are executed
1024 mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1026 // Clear the dependency list
1027 mImpl->textureDependencyList.Clear();
1031 // Worker thread lambda function
1032 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1033 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1034 // Switch to the shared context in the worker thread
1035 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1037 // Wait until all rendering calls for the shared context are executed
1038 glContextHelperAbstraction.WaitClient();
1040 // Must clear the context in the worker thread
1041 // Otherwise the shared context cannot be switched to from the render thread
1042 glContextHelperAbstraction.MakeContextNull();
1045 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1048 mImpl->threadPool->Wait();
1050 // Clear the dependency list
1051 mImpl->textureDependencyList.Clear();
1057 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1059 // This will create a sync object every frame this render tracker
1060 // is alive (though it should be now be created only for
1061 // render-once render tasks)
1062 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1063 instruction.mRenderTracker = nullptr; // Only create once.
1068 mImpl->currentContext->Flush();
1072 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1073 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1076 void RenderManager::PostRender(bool uploadOnly)
1080 if(mImpl->currentContext->IsSurfacelessContextSupported())
1082 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1085 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1086 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1089 //Notify RenderGeometries that rendering has finished
1090 for(auto&& iter : mImpl->geometryContainer)
1092 iter->OnRenderFinished();
1095 mImpl->UpdateTrackers();
1097 uint32_t count = 0u;
1098 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1100 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1103 const bool haveInstructions = count > 0u;
1105 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1106 mImpl->lastFrameWasRendered = haveInstructions;
1109 * The rendering has finished; swap to the next buffer.
1110 * Ideally the update has just finished using this buffer; otherwise the render thread
1111 * should block until the update has finished.
1113 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1115 DALI_PRINT_RENDER_END();
1118 } // namespace SceneGraph
1120 } // namespace Internal