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 // Uncomment the next line to enable frame snapshot logging
42 //#define FRAME_SNAPSHOT_LOGGING
44 #ifdef FRAME_SNAPSHOT_LOGGING
46 using namespace Dali::Internal::Render;
48 namespace // unnamed namespace
50 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
51 } // unnamed namespace
53 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
54 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
56 #else // FRAME_SNAPSHOT_LOGGING
58 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
60 #endif // FRAME_SNAPSHOT_LOGGING
71 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
72 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
74 typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer;
75 typedef RenderMaterialContainer::Iterator RenderMaterialIter;
76 typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter;
78 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
79 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
80 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
83 * Structure to contain internal data
85 struct RenderManager::Impl
87 Impl( Dali::Integration::GlAbstraction& glAbstraction,
88 ResourcePostProcessList& resourcePostProcessQ,
89 PostProcessResourceDispatcher& postProcessDispatcher )
90 : context( glAbstraction ),
92 textureCache( renderQueue, postProcessDispatcher, context ),
93 resourcePostProcessQueue( resourcePostProcessQ ),
95 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
97 lastFrameTime( 0.0f ),
99 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
100 defaultSurfaceRect(),
103 renderersAdded( false ),
104 firstRenderCompleted( false ),
105 defaultShader( NULL )
113 void AddRenderTracker( RenderTracker* renderTracker )
115 DALI_ASSERT_DEBUG( renderTracker != NULL );
116 mRenderTrackers.PushBack( renderTracker );
119 void RemoveRenderTracker( RenderTracker* renderTracker )
121 DALI_ASSERT_DEBUG( renderTracker != NULL );
122 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
124 if( *iter == renderTracker )
126 mRenderTrackers.Erase( iter );
132 void UpdateTrackers()
134 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
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
143 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
144 TextureCache textureCache; ///< Cache for all GL textures
145 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
147 // Render instructions describe what should be rendered during RenderManager::Render()
148 // Owned by RenderManager. Update manager updates instructions for the next frame
149 // while we render the current one
150 RenderInstructionContainer instructions;
152 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
154 float frameTime; ///< The elapsed time since the previous frame
155 float lastFrameTime; ///< Last frame delta.
157 unsigned int frameCount; ///< The current frame count
158 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
160 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
162 RendererOwnerContainer rendererContainer; ///< List of owned renderers
163 RenderMaterialContainer materials; ///< List of owned render materials
167 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
169 bool firstRenderCompleted; ///< False until the first render is done
170 Shader* defaultShader; ///< Default shader to use
173 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
175 RenderManager* manager = new RenderManager;
176 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
180 RenderManager::RenderManager()
185 RenderManager::~RenderManager()
190 RenderQueue& RenderManager::GetRenderQueue()
192 return mImpl->renderQueue;
195 TextureCache& RenderManager::GetTextureCache()
197 return mImpl->textureCache;
200 Context& RenderManager::GetContext()
202 return mImpl->context;
205 void RenderManager::ContextCreated()
207 mImpl->context.GlContextCreated();
209 // renderers, textures and gpu buffers cannot reinitialize themselves
210 // so they rely on someone reloading the data for them
213 void RenderManager::ContextDestroyed()
215 // @todo Set an atomic value to prevent render manager rendering again until
216 // ContextCreated has been called.
218 mImpl->context.GlContextDestroyed();
220 // inform texture cache
221 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
224 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
225 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
226 for( ; iter != end; ++iter )
228 GlResourceOwner* renderer = *iter;
229 renderer->GlContextDestroyed(); // Clear up vertex buffers
233 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
235 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
238 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
240 return mImpl->instructions;
243 void RenderManager::SetBackgroundColor( const Vector4& color )
245 mImpl->backgroundColor = color;
248 void RenderManager::SetFrameDeltaTime( float deltaTime )
250 mImpl->frameTime = deltaTime;
253 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
255 mImpl->defaultSurfaceRect = rect;
258 void RenderManager::AddRenderer( Renderer* renderer )
260 // Initialize the renderer as we are now in render thread
261 renderer->Initialize( mImpl->context, mImpl->textureCache );
263 mImpl->rendererContainer.PushBack( renderer );
265 if( !mImpl->renderersAdded )
267 mImpl->renderersAdded = true;
271 void RenderManager::RemoveRenderer( Renderer* renderer )
273 DALI_ASSERT_DEBUG( NULL != renderer );
275 RendererOwnerContainer& renderers = mImpl->rendererContainer;
278 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
280 if ( *iter == renderer )
282 renderers.Erase( iter ); // Renderer found; now destroy it
288 void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
290 DALI_ASSERT_DEBUG( NULL != renderMaterial );
292 mImpl->materials.PushBack( renderMaterial );
293 renderMaterial->Initialize( mImpl->textureCache );
296 void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
298 DALI_ASSERT_DEBUG( NULL != renderMaterial );
300 RenderMaterialContainer& materials = mImpl->materials;
302 // Find the render material and destroy it
303 for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
305 RenderMaterial& current = **iter;
306 if ( ¤t == renderMaterial )
308 materials.Erase( iter );
314 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
316 mImpl->AddRenderTracker(renderTracker);
319 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
321 mImpl->RemoveRenderTracker(renderTracker);
324 void RenderManager::SetDefaultShader( Shader* shader )
326 mImpl->defaultShader = shader;
329 bool RenderManager::Render( Integration::RenderStatus& status )
331 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
333 // Core::Render documents that GL context must be current before calling Render
334 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
336 status.SetHasRendered( false );
338 // Increment the frame count at the beginning of each frame
339 ++(mImpl->frameCount);
340 mImpl->context.SetFrameCount(mImpl->frameCount);
341 mImpl->context.ClearRendererCount();
342 mImpl->context.ClearCulledCount();
344 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
346 SET_SNAPSHOT_FRAME_LOG_LEVEL;
348 // Process messages queued during previous update
349 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
351 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
352 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
354 // switch rendering to adaptor provided (default) buffer
355 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
357 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
358 mImpl->defaultSurfaceRect.y,
359 mImpl->defaultSurfaceRect.width,
360 mImpl->defaultSurfaceRect.height );
362 mImpl->context.ClearColor( mImpl->backgroundColor.r,
363 mImpl->backgroundColor.g,
364 mImpl->backgroundColor.b,
365 mImpl->backgroundColor.a );
367 mImpl->context.ClearStencil( 0 );
369 // Clear the entire color, depth and stencil buffers for the default framebuffer.
370 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
371 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
372 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
373 mImpl->context.SetScissorTest( false );
374 mImpl->context.ColorMask( true );
375 mImpl->context.DepthMask( true );
376 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
377 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
379 // reset the program matrices for all programs once per frame
380 // this ensures we will set view and projection matrix once per program per camera
381 // @todo move programs out of context onto a program controller and let that handle this
382 mImpl->context.ResetProgramMatrices();
384 // if we don't have default shader, no point doing the render calls
385 if( mImpl->defaultShader )
387 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
388 for ( size_t i = 0; i < count; ++i )
390 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
392 DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
394 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
395 if ( countRenderList > 0 )
397 status.SetHasRendered( true );
400 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
401 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
403 mImpl->UpdateTrackers();
405 mImpl->firstRenderCompleted = true;
409 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
411 // Update the frame time
412 mImpl->lastFrameTime = mImpl->frameTime;
414 // check if anything has been posted to the update thread
415 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
418 * The rendering has finished; swap to the next buffer.
419 * Ideally the update has just finished using this buffer; otherwise the render thread
420 * should block until the update has finished.
422 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
424 DALI_PRINT_RENDER_END();
426 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
427 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
429 return updateRequired;
432 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
434 Rect<int> viewportRect;
437 if ( instruction.mIsClearColorSet )
439 clearColor = instruction.mClearColor;
443 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
446 FrameBufferTexture* offscreen = NULL;
448 if ( instruction.mOffscreenTextureId != 0 )
450 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
451 DALI_ASSERT_DEBUG( NULL != offscreen );
453 if( NULL != offscreen &&
454 offscreen->Prepare() )
456 // Check whether a viewport is specified, otherwise the full surface size is used
457 if ( instruction.mIsViewportSet )
459 // For glViewport the lower-left corner is (0,0)
460 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
461 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
465 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
470 // Offscreen is NULL or could not be prepared.
474 else // !(instruction.mOffscreenTexture)
476 // switch rendering to adaptor provided (default) buffer
477 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
479 // Check whether a viewport is specified, otherwise the full surface size is used
480 if ( instruction.mIsViewportSet )
482 // For glViewport the lower-left corner is (0,0)
483 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
484 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
488 viewportRect = mImpl->defaultSurfaceRect;
492 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
494 if ( instruction.mIsClearColorSet )
496 mImpl->context.ClearColor( clearColor.r,
501 // Clear the viewport area only
502 mImpl->context.SetScissorTest( true );
503 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
504 mImpl->context.ColorMask( true );
505 mImpl->context.Clear( GL_COLOR_BUFFER_BIT );
506 mImpl->context.SetScissorTest( false );
509 Render::ProcessRenderInstruction( instruction,
512 mImpl->renderBufferIndex,
515 if(instruction.mOffscreenTextureId != 0)
517 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
518 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
521 if( instruction.mRenderTracker && offscreen != NULL )
523 instruction.mRenderTracker->CreateSyncObject();
524 instruction.mRenderTracker = NULL; // Only create once.
528 } // namespace SceneGraph
530 } // namespace Internal