2 * Copyright (c) 2019 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.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-tracker.h>
37 #include <dali/internal/render/common/render-instruction-container.h>
38 #include <dali/internal/render/common/render-instruction.h>
39 #include <dali/internal/render/gl-resources/context.h>
40 #include <dali/internal/render/queue/render-queue.h>
41 #include <dali/internal/render/renderers/render-frame-buffer.h>
42 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-geometry.h>
45 #include <dali/internal/render/renderers/render-renderer.h>
46 #include <dali/internal/render/renderers/render-sampler.h>
47 #include <dali/internal/render/shaders/program-controller.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
67 const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
70 * @brief Find the intersection of two AABB rectangles.
71 * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles.
72 * @param[in] aabbA Rectangle A
73 * @param[in] aabbB Rectangle B
74 * @return The intersection of rectangle A & B (result is a rectangle)
76 inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB )
78 ClippingBox intersectionBox;
80 // First calculate the largest starting positions in X and Y.
81 intersectionBox.x = std::max( aabbA.x, aabbB.x );
82 intersectionBox.y = std::max( aabbA.y, aabbB.y );
84 // Now calculate the smallest ending positions, and take the largest starting
85 // positions from the result, to get the width and height respectively.
86 // If the two boxes do not intersect at all, then we need a 0 width and height clipping area.
87 // We use max here to clamp both width and height to >= 0 for this use-case.
88 intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 );
89 intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 );
91 return intersectionBox;
97 * Structure to contain internal data
99 struct RenderManager::Impl
101 Impl( Integration::GlAbstraction& glAbstraction,
102 Integration::GlSyncAbstraction& glSyncAbstraction,
103 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
104 Integration::DepthBufferAvailable depthBufferAvailableParam,
105 Integration::StencilBufferAvailable stencilBufferAvailableParam,
106 Integration::PartialUpdateAvailable partialUpdateAvailableParam )
107 : context( glAbstraction, &surfaceContextContainer ),
108 currentContext( &context ),
109 glAbstraction( glAbstraction ),
110 glSyncAbstraction( glSyncAbstraction ),
111 glContextHelperAbstraction( glContextHelperAbstraction ),
115 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
117 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
118 defaultSurfaceRect(),
122 frameBufferContainer(),
123 lastFrameWasRendered( false ),
124 programController( glAbstraction ),
125 depthBufferAvailable( depthBufferAvailableParam ),
126 stencilBufferAvailable( stencilBufferAvailableParam ),
127 partialUpdateAvailable( partialUpdateAvailableParam ),
128 defaultSurfaceOrientation( 0 )
130 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
131 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
132 threadPool->Initialize( 1u );
137 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
140 void AddRenderTracker( Render::RenderTracker* renderTracker )
142 DALI_ASSERT_DEBUG( renderTracker != NULL );
143 mRenderTrackers.PushBack( renderTracker );
146 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
148 mRenderTrackers.EraseObject( renderTracker );
151 Context* CreateSurfaceContext()
153 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
154 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
157 void DestroySurfaceContext( Context* surfaceContext )
159 surfaceContextContainer.EraseObject( surfaceContext );
162 void UpdateTrackers()
164 for( auto&& iter : mRenderTrackers )
166 iter->PollSyncObject();
170 // the order is important for destruction,
171 // programs are owned by context at the moment.
172 Context context; ///< Holds the GL state of the share resource context
173 Context* currentContext; ///< Holds the GL state of the current context for rendering
174 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
175 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
176 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
177 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
178 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
180 // Render instructions describe what should be rendered during RenderManager::Render()
181 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
182 RenderInstructionContainer instructions;
183 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
185 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
187 uint32_t frameCount; ///< The current frame count
188 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
190 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
192 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
193 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
194 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
195 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
196 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
197 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
199 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
201 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
203 ProgramController programController; ///< Owner of the GL programs
205 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
206 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
207 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
209 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
210 Vector<GLuint> boundTextures; ///< The textures bound for rendering
211 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
212 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
216 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
217 Integration::GlSyncAbstraction& glSyncAbstraction,
218 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
219 Integration::DepthBufferAvailable depthBufferAvailable,
220 Integration::StencilBufferAvailable stencilBufferAvailable,
221 Integration::PartialUpdateAvailable partialUpdateAvailable )
223 RenderManager* manager = new RenderManager;
224 manager->mImpl = new Impl( glAbstraction,
226 glContextHelperAbstraction,
227 depthBufferAvailable,
228 stencilBufferAvailable,
229 partialUpdateAvailable );
233 RenderManager::RenderManager()
238 RenderManager::~RenderManager()
243 RenderQueue& RenderManager::GetRenderQueue()
245 return mImpl->renderQueue;
248 void RenderManager::ContextCreated()
250 mImpl->context.GlContextCreated();
251 mImpl->programController.GlContextCreated();
253 // renderers, textures and gpu buffers cannot reinitialize themselves
254 // so they rely on someone reloading the data for them
257 void RenderManager::ContextDestroyed()
259 mImpl->context.GlContextDestroyed();
260 mImpl->programController.GlContextDestroyed();
263 for( auto&& texture : mImpl->textureContainer )
265 texture->GlContextDestroyed();
268 //Inform framebuffers
269 for( auto&& framebuffer : mImpl->frameBufferContainer )
271 framebuffer->GlContextDestroyed();
275 for( auto&& renderer : mImpl->rendererContainer )
277 renderer->GlContextDestroyed();
281 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
283 mImpl->programController.SetShaderSaver( upstream );
286 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
288 return mImpl->instructions;
291 void RenderManager::SetBackgroundColor( const Vector4& color )
293 mImpl->backgroundColor = color;
296 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
298 mImpl->defaultSurfaceRect = rect;
301 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
303 mImpl->defaultSurfaceOrientation = orientation;
306 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
308 // Initialize the renderer as we are now in render thread
309 renderer->Initialize( mImpl->context );
311 mImpl->rendererContainer.PushBack( renderer.Release() );
314 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
316 mImpl->rendererContainer.EraseObject( renderer );
319 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
321 mImpl->samplerContainer.PushBack( sampler.Release() );
324 void RenderManager::RemoveSampler( Render::Sampler* sampler )
326 mImpl->samplerContainer.EraseObject( sampler );
329 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
331 texture->Initialize( mImpl->context );
332 mImpl->textureContainer.PushBack( texture.Release() );
335 void RenderManager::RemoveTexture( Render::Texture* texture )
337 DALI_ASSERT_DEBUG( NULL != texture );
339 // Find the texture, use reference to pointer so we can do the erase safely
340 for ( auto&& iter : mImpl->textureContainer )
342 if ( iter == texture )
344 texture->Destroy( mImpl->context );
345 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
351 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
353 texture->Upload( mImpl->context, pixelData, params );
356 void RenderManager::GenerateMipmaps( Render::Texture* texture )
358 texture->GenerateMipmaps( mImpl->context );
361 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
363 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
364 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
367 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
369 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
370 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
371 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
374 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
376 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
377 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
378 if ( frameBufferPtr->IsSurfaceBacked() )
380 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
384 frameBufferPtr->Initialize( mImpl->context );
388 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
390 DALI_ASSERT_DEBUG( NULL != frameBuffer );
392 // Find the sampler, use reference so we can safely do the erase
393 for ( auto&& iter : mImpl->frameBufferContainer )
395 if ( iter == frameBuffer )
397 frameBuffer->Destroy( mImpl->context );
399 if ( frameBuffer->IsSurfaceBacked() )
401 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
402 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
405 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
412 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
414 if ( !frameBuffer->IsSurfaceBacked() )
416 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
417 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
421 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
423 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
426 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
428 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
431 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
433 propertyBuffer->SetFormat( format.Release() );
436 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
438 propertyBuffer->SetData( data.Release(), size );
441 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
443 geometry->SetIndexBuffer( indices );
446 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
448 mImpl->geometryContainer.PushBack( geometry.Release() );
451 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
453 mImpl->geometryContainer.EraseObject( geometry );
456 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
458 DALI_ASSERT_DEBUG( NULL != geometry );
461 for ( auto&& iter : mImpl->geometryContainer )
463 if ( iter == geometry )
465 iter->AddPropertyBuffer( propertyBuffer );
471 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
473 DALI_ASSERT_DEBUG( NULL != geometry );
476 for ( auto&& iter : mImpl->geometryContainer )
478 if ( iter == geometry )
480 iter->RemovePropertyBuffer( propertyBuffer );
486 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
488 geometry->SetType( Render::Geometry::Type(geometryType) );
491 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
493 mImpl->AddRenderTracker(renderTracker);
496 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
498 mImpl->RemoveRenderTracker(renderTracker);
501 ProgramCache* RenderManager::GetProgramCache()
503 return &(mImpl->programController);
506 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
508 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
510 // Core::Render documents that GL context must be current before calling Render
511 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
513 // Increment the frame count at the beginning of each frame
516 // Process messages queued during previous update
517 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
519 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
520 const bool haveInstructions = count > 0u;
522 DALI_LOG_INFO( gLogFilter, Debug::General,
523 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
524 haveInstructions ? "true" : "false",
525 mImpl->lastFrameWasRendered ? "true" : "false",
526 forceClear ? "true" : "false" );
528 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
529 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
531 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
535 // Mark that we will require a post-render step to be performed (includes swap-buffers).
536 status.SetNeedsPostRender( true );
539 // Switch to the shared context
540 if ( mImpl->currentContext != &mImpl->context )
542 mImpl->currentContext = &mImpl->context;
544 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
546 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
549 // Clear the current cached program when the context is switched
550 mImpl->programController.ClearCurrentProgram();
553 // Upload the geometries
554 for( uint32_t i = 0; i < count; ++i )
556 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
558 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
559 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
561 DALI_ASSERT_DEBUG( viewMatrix );
562 DALI_ASSERT_DEBUG( projectionMatrix );
564 if( viewMatrix && projectionMatrix )
566 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
568 // Iterate through each render list.
569 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
571 const RenderList* renderList = instruction.GetRenderList( index );
573 if( renderList && !renderList->IsEmpty() )
575 const std::size_t itemCount = renderList->Count();
576 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
578 const RenderItem& item = renderList->GetItem( itemIndex );
579 if( DALI_LIKELY( item.mRenderer ) )
581 item.mRenderer->Upload( *mImpl->currentContext );
591 for( uint32_t i = 0; i < count; ++i )
593 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
595 DoRender( instruction );
598 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
600 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
603 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
604 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
605 for ( auto&& context : mImpl->surfaceContextContainer )
607 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
611 //Notify RenderGeometries that rendering has finished
612 for ( auto&& iter : mImpl->geometryContainer )
614 iter->OnRenderFinished();
619 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
622 mImpl->UpdateTrackers();
624 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
625 mImpl->lastFrameWasRendered = haveInstructions;
628 * The rendering has finished; swap to the next buffer.
629 * Ideally the update has just finished using this buffer; otherwise the render thread
630 * should block until the update has finished.
632 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
634 DALI_PRINT_RENDER_END();
637 bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
640 int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
641 int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
642 int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
643 Rect<int32_t> screenRect;
645 bool isPartialUpdate = false;
647 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
648 // Iterate through each render list.
650 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
652 const RenderList* renderList = instruction.GetRenderList( index );
654 if( renderList && !renderList->IsEmpty() && renderList->IsPartialUpdateEnabled() )
656 const std::size_t itemCount = renderList->Count();
657 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
659 const RenderItem& item = renderList->GetItem( itemIndex );
661 if( item.mPartialUpdateEnabled )
663 isPartialUpdate = true;
665 screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
667 dx1 = std::min( screenRect.x, dx1 );
668 dx2 = std::max( screenRect.x + screenRect.width, dx2);
669 dy1 = std::min( screenRect.y, dy1 );
670 dy2 = std::max( screenRect.y + screenRect.height, dy2 );
672 if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight )
681 if( isPartialUpdate )
691 if( dx2 > viewportRect.width )
693 dx2 = viewportRect.width;
695 if( dy2 > viewportRect.height )
697 dy2 = viewportRect.height;
702 damagedRect.width = dx2 - dx1;
703 damagedRect.height = dy2 - dy1;
706 return isPartialUpdate;
709 void RenderManager::DoRender( RenderInstruction& instruction )
711 Rect<int32_t> viewportRect;
713 bool isPartialUpdate = false;
714 Dali::DamagedRect damagedRect;
715 Dali::DamagedRect mergedRect;
716 Dali::ClippingBox scissorBox;
717 Dali::ClippingBox intersectRect;
719 if ( instruction.mIsClearColorSet )
721 clearColor = instruction.mClearColor;
725 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
728 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
729 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
730 Vector4 backgroundColor = mImpl->backgroundColor;
731 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
732 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
733 Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
735 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
736 if ( instruction.mFrameBuffer != 0 )
738 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
740 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
742 if ( !surfaceFrameBuffer->IsSurfaceValid() )
744 // Skip rendering the frame buffer if the render surface becomes invalid
748 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
750 Context* surfaceContext = surfaceFrameBuffer->GetContext();
751 if ( mImpl->currentContext != surfaceContext )
753 // Switch the correct context if rendering to a surface
754 mImpl->currentContext = surfaceContext;
755 surfaceFrameBuffer->MakeContextCurrent();
757 // Clear the current cached program when the context is switched
758 mImpl->programController.ClearCurrentProgram();
762 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
763 backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
767 // Switch to shared context for off-screen buffer
768 mImpl->currentContext = &mImpl->context;
770 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
772 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
777 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
779 // reset the program matrices for all programs once per frame
780 // this ensures we will set view and projection matrix once per program per camera
781 mImpl->programController.ResetProgramMatrices();
783 if( instruction.mFrameBuffer )
785 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
787 if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
789 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
790 Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
791 mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
796 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
800 if( surfaceFrameBuffer &&
801 partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
803 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
804 // Iterate through each render list.
805 if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
807 isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
810 if( !isPartialUpdate )
812 damagedRect = surfaceRect;
815 surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect );
817 if( mergedRect.IsEmpty() )
819 isPartialUpdate = false;
823 scissorBox.x = mergedRect.x;
824 scissorBox.y = mergedRect.y;
825 scissorBox.width = mergedRect.width;
826 scissorBox.height = mergedRect.height;
830 if ( surfaceFrameBuffer )
832 mImpl->currentContext->Viewport( surfaceRect.x,
835 surfaceRect.height );
838 mImpl->currentContext->ClearColor( backgroundColor.r,
844 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
845 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
846 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
847 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
848 if( isPartialUpdate )
850 mImpl->currentContext->SetScissorTest( true );
851 mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
855 mImpl->currentContext->SetScissorTest( false );
858 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
860 mImpl->currentContext->ColorMask( true );
862 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
864 mImpl->currentContext->DepthMask( true );
865 clearMask |= GL_DEPTH_BUFFER_BIT;
868 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
870 mImpl->currentContext->ClearStencil( 0 );
871 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
872 clearMask |= GL_STENCIL_BUFFER_BIT;
875 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
877 if( isPartialUpdate )
879 mImpl->currentContext->SetScissorTest( false );
883 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
885 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
887 if ( instruction.mIsViewportSet )
889 // For glViewport the lower-left corner is (0,0)
890 // For glViewport the lower-left corner is (0,0)
891 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
892 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
896 viewportRect = surfaceRect;
899 else // Offscreen buffer rendering
901 if ( instruction.mIsViewportSet )
903 // For glViewport the lower-left corner is (0,0)
904 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
905 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
909 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
911 surfaceOrientation = 0;
914 else // No Offscreen frame buffer rendering
916 // Check whether a viewport is specified, otherwise the full surface size is used
917 if ( instruction.mFrameBuffer != 0 )
919 if ( instruction.mIsViewportSet )
921 // For glViewport the lower-left corner is (0,0)
922 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
923 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
927 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
932 viewportRect = surfaceRect;
936 if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
938 int temp = viewportRect.width;
939 viewportRect.width = viewportRect.height;
940 viewportRect.height = temp;
943 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
945 if ( instruction.mIsClearColorSet )
947 mImpl->currentContext->ClearColor( clearColor.r,
952 // Clear the viewport area only
953 mImpl->currentContext->SetScissorTest( true );
954 if( isPartialUpdate )
956 intersectRect = IntersectAABB( scissorBox, viewportRect );
957 mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height );
961 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
963 mImpl->currentContext->ColorMask( true );
964 mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
965 mImpl->currentContext->SetScissorTest( false );
968 // Clear the list of bound textures
969 mImpl->boundTextures.Clear();
971 mImpl->renderAlgorithms.ProcessRenderInstruction(
973 *mImpl->currentContext,
974 mImpl->renderBufferIndex,
975 depthBufferAvailable,
976 stencilBufferAvailable,
977 mImpl->boundTextures,
981 // Synchronise the FBO/Texture access when there are multiple contexts
982 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
984 // Check whether any binded texture is in the dependency list
985 bool textureFound = false;
987 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
989 for ( auto textureId : mImpl->textureDependencyList )
992 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
993 [textureId]( GLuint id )
995 return textureId == id;
996 } ) != mImpl->boundTextures.End();
1003 if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
1005 // For off-screen buffer
1007 // Wait until all rendering calls for the currently context are executed
1008 mImpl->glContextHelperAbstraction.WaitClient();
1010 // Clear the dependency list
1011 mImpl->textureDependencyList.Clear();
1015 // For surface-backed frame buffer
1017 // Worker thread lambda function
1018 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
1019 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
1021 // Switch to the shared context in the worker thread
1022 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1024 // Wait until all rendering calls for the shared context are executed
1025 glContextHelperAbstraction.WaitClient();
1027 // Must clear the context in the worker thread
1028 // Otherwise the shared context cannot be switched to from the render thread
1029 glContextHelperAbstraction.MakeContextNull();
1032 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
1035 mImpl->threadPool->Wait();
1037 // Clear the dependency list
1038 mImpl->textureDependencyList.Clear();
1044 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
1046 // This will create a sync object every frame this render tracker
1047 // is alive (though it should be now be created only for
1048 // render-once render tasks)
1049 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
1050 instruction.mRenderTracker = NULL; // Only create once.
1053 if ( surfaceFrameBuffer )
1055 surfaceFrameBuffer->PostRender();
1059 mImpl->currentContext->Flush();
1063 } // namespace SceneGraph
1065 } // namespace Internal