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/public-api/common/dali-common.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/render-tasks/render-task.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/owner-pointer.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
36 #include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/renderers/render-material.h>
39 #include <dali/internal/render/renderers/scene-graph-renderer.h>
40 #include <dali/internal/render/shaders/program-controller.h>
42 // Uncomment the next line to enable frame snapshot logging
43 //#define FRAME_SNAPSHOT_LOGGING
45 #ifdef FRAME_SNAPSHOT_LOGGING
47 using namespace Dali::Internal::Render;
49 namespace // unnamed namespace
51 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
52 } // unnamed namespace
54 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
55 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
57 #else // FRAME_SNAPSHOT_LOGGING
59 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
61 #endif // FRAME_SNAPSHOT_LOGGING
72 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
73 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
75 typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer;
76 typedef RenderMaterialContainer::Iterator RenderMaterialIter;
77 typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter;
79 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
80 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
81 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
84 * Structure to contain internal data
86 struct RenderManager::Impl
88 Impl( Dali::Integration::GlAbstraction& glAbstraction,
89 ResourcePostProcessList& resourcePostProcessQ,
90 PostProcessResourceDispatcher& postProcessDispatcher )
91 : context( glAbstraction ),
93 textureCache( renderQueue, postProcessDispatcher, context ),
94 resourcePostProcessQueue( resourcePostProcessQ ),
96 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
98 lastFrameTime( 0.0f ),
100 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
101 defaultSurfaceRect(),
104 renderersAdded( false ),
105 firstRenderCompleted( false ),
106 defaultShader( NULL ),
107 programController( postProcessDispatcher, glAbstraction )
115 void AddRenderTracker( RenderTracker* renderTracker )
117 DALI_ASSERT_DEBUG( renderTracker != NULL );
118 mRenderTrackers.PushBack( renderTracker );
121 void RemoveRenderTracker( RenderTracker* renderTracker )
123 DALI_ASSERT_DEBUG( renderTracker != NULL );
124 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
126 if( *iter == renderTracker )
128 mRenderTrackers.Erase( iter );
134 void UpdateTrackers()
136 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
138 (*iter)->PollSyncObject();
142 // the order is important for destruction,
143 // programs are owned by context at the moment.
144 Context context; ///< holds the GL state
145 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
146 TextureCache textureCache; ///< Cache for all GL textures
147 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
149 // Render instructions describe what should be rendered during RenderManager::Render()
150 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
151 RenderInstructionContainer instructions;
153 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
155 float frameTime; ///< The elapsed time since the previous frame
156 float lastFrameTime; ///< Last frame delta.
158 unsigned int frameCount; ///< The current frame count
159 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
161 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
163 RendererOwnerContainer rendererContainer; ///< List of owned renderers
164 RenderMaterialContainer materials; ///< List of owned render materials
168 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
170 bool firstRenderCompleted; ///< False until the first render is done
171 Shader* defaultShader; ///< Default shader to use
172 ProgramController programController; ///< Owner of the GL programs
175 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
177 RenderManager* manager = new RenderManager;
178 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
182 RenderManager::RenderManager()
187 RenderManager::~RenderManager()
192 RenderQueue& RenderManager::GetRenderQueue()
194 return mImpl->renderQueue;
197 TextureCache& RenderManager::GetTextureCache()
199 return mImpl->textureCache;
202 void RenderManager::ContextCreated()
204 mImpl->context.GlContextCreated();
205 mImpl->programController.GlContextCreated();
207 // renderers, textures and gpu buffers cannot reinitialize themselves
208 // so they rely on someone reloading the data for them
211 void RenderManager::ContextDestroyed()
213 // @todo Set an atomic value to prevent render manager rendering again until
214 // ContextCreated has been called.
216 mImpl->context.GlContextDestroyed();
217 mImpl->programController.GlContextDestroyed();
219 // inform texture cache
220 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
223 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
224 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
225 for( ; iter != end; ++iter )
227 GlResourceOwner* renderer = *iter;
228 renderer->GlContextDestroyed(); // Clear up vertex buffers
232 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
234 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
237 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
239 return mImpl->instructions;
242 void RenderManager::SetBackgroundColor( const Vector4& color )
244 mImpl->backgroundColor = color;
247 void RenderManager::SetFrameDeltaTime( float deltaTime )
249 mImpl->frameTime = deltaTime;
252 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
254 mImpl->defaultSurfaceRect = rect;
257 void RenderManager::AddRenderer( Renderer* renderer )
259 // Initialize the renderer as we are now in render thread
260 renderer->Initialize( mImpl->context, mImpl->textureCache );
262 mImpl->rendererContainer.PushBack( renderer );
264 if( !mImpl->renderersAdded )
266 mImpl->renderersAdded = true;
270 void RenderManager::RemoveRenderer( Renderer* renderer )
272 DALI_ASSERT_DEBUG( NULL != renderer );
274 RendererOwnerContainer& renderers = mImpl->rendererContainer;
277 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
279 if ( *iter == renderer )
281 renderers.Erase( iter ); // Renderer found; now destroy it
287 void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
289 DALI_ASSERT_DEBUG( NULL != renderMaterial );
291 mImpl->materials.PushBack( renderMaterial );
292 renderMaterial->Initialize( mImpl->textureCache );
295 void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
297 DALI_ASSERT_DEBUG( NULL != renderMaterial );
299 RenderMaterialContainer& materials = mImpl->materials;
301 // Find the render material and destroy it
302 for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
304 RenderMaterial& current = **iter;
305 if ( ¤t == renderMaterial )
307 materials.Erase( iter );
313 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
315 mImpl->AddRenderTracker(renderTracker);
318 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
320 mImpl->RemoveRenderTracker(renderTracker);
323 void RenderManager::SetDefaultShader( Shader* shader )
325 mImpl->defaultShader = shader;
328 ProgramCache* RenderManager::GetProgramCache()
330 return &(mImpl->programController);
333 bool RenderManager::Render( Integration::RenderStatus& status )
335 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
337 // Core::Render documents that GL context must be current before calling Render
338 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
340 status.SetHasRendered( false );
342 // Increment the frame count at the beginning of each frame
343 ++(mImpl->frameCount);
344 mImpl->context.SetFrameCount(mImpl->frameCount);
345 mImpl->context.ClearRendererCount();
346 mImpl->context.ClearCulledCount();
348 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
350 SET_SNAPSHOT_FRAME_LOG_LEVEL;
352 // Process messages queued during previous update
353 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
355 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
356 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
358 // switch rendering to adaptor provided (default) buffer
359 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
361 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
362 mImpl->defaultSurfaceRect.y,
363 mImpl->defaultSurfaceRect.width,
364 mImpl->defaultSurfaceRect.height );
366 mImpl->context.ClearColor( mImpl->backgroundColor.r,
367 mImpl->backgroundColor.g,
368 mImpl->backgroundColor.b,
369 mImpl->backgroundColor.a );
371 mImpl->context.ClearStencil( 0 );
373 // Clear the entire color, depth and stencil buffers for the default framebuffer.
374 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
375 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
376 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
377 mImpl->context.SetScissorTest( false );
378 mImpl->context.ColorMask( true );
379 mImpl->context.DepthMask( true );
380 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
381 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
383 // reset the program matrices for all programs once per frame
384 // this ensures we will set view and projection matrix once per program per camera
385 // @todo move programs out of context onto a program controller and let that handle this
386 mImpl->programController.ResetProgramMatrices();
388 // if we don't have default shader, no point doing the render calls
389 if( mImpl->defaultShader )
391 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
392 for ( size_t i = 0; i < count; ++i )
394 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
396 DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
398 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
399 if ( countRenderList > 0 )
401 status.SetHasRendered( true );
404 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
405 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
407 mImpl->UpdateTrackers();
409 mImpl->firstRenderCompleted = true;
413 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
415 // Update the frame time
416 mImpl->lastFrameTime = mImpl->frameTime;
418 // check if anything has been posted to the update thread
419 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
422 * The rendering has finished; swap to the next buffer.
423 * Ideally the update has just finished using this buffer; otherwise the render thread
424 * should block until the update has finished.
426 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
428 DALI_PRINT_RENDER_END();
430 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
431 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
433 return updateRequired;
436 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
438 Rect<int> viewportRect;
441 if ( instruction.mIsClearColorSet )
443 clearColor = instruction.mClearColor;
447 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
450 FrameBufferTexture* offscreen = NULL;
452 if ( instruction.mOffscreenTextureId != 0 )
454 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
455 DALI_ASSERT_DEBUG( NULL != offscreen );
457 if( NULL != offscreen &&
458 offscreen->Prepare() )
460 // Check whether a viewport is specified, otherwise the full surface size is used
461 if ( instruction.mIsViewportSet )
463 // For glViewport the lower-left corner is (0,0)
464 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
465 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
469 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
474 // Offscreen is NULL or could not be prepared.
478 else // !(instruction.mOffscreenTexture)
480 // switch rendering to adaptor provided (default) buffer
481 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
483 // Check whether a viewport is specified, otherwise the full surface size is used
484 if ( instruction.mIsViewportSet )
486 // For glViewport the lower-left corner is (0,0)
487 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
488 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
492 viewportRect = mImpl->defaultSurfaceRect;
496 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
498 if ( instruction.mIsClearColorSet )
500 mImpl->context.ClearColor( clearColor.r,
505 // Clear the viewport area only
506 mImpl->context.SetScissorTest( true );
507 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
508 mImpl->context.ColorMask( true );
509 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
510 mImpl->context.SetScissorTest( false );
513 Render::ProcessRenderInstruction( instruction,
516 mImpl->renderBufferIndex,
519 if(instruction.mOffscreenTextureId != 0)
521 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
522 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
525 if( instruction.mRenderTracker && offscreen != NULL )
527 instruction.mRenderTracker->CreateSyncObject();
528 instruction.mRenderTracker = NULL; // Only create once.
532 } // namespace SceneGraph
534 } // namespace Internal