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/texture-cache.h>
37 #include <dali/internal/render/renderers/render-renderer.h>
38 #include <dali/internal/render/renderers/render-geometry.h>
39 #include <dali/internal/render/shaders/program-controller.h>
41 // Uncomment the next line to enable frame snapshot logging
42 //#define FRAME_SNAPSHOT_LOGGING
44 #ifdef FRAME_SNAPSHOT_LOGGING
47 namespace // unnamed namespace
49 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
50 } // unnamed namespace
52 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
53 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
55 #else // FRAME_SNAPSHOT_LOGGING
57 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
59 #endif // FRAME_SNAPSHOT_LOGGING
70 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
71 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
73 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
74 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
76 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
77 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
78 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
81 * Structure to contain internal data
83 struct RenderManager::Impl
85 Impl( Dali::Integration::GlAbstraction& glAbstraction,
86 ResourcePostProcessList& resourcePostProcessQ,
87 PostProcessResourceDispatcher& postProcessDispatcher )
88 : context( glAbstraction ),
90 textureCache( renderQueue, postProcessDispatcher, context ),
91 resourcePostProcessQueue( resourcePostProcessQ ),
93 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
95 lastFrameTime( 0.0f ),
97 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
100 renderersAdded( false ),
101 firstRenderCompleted( false ),
102 defaultShader( NULL ),
103 programController( glAbstraction )
111 void AddRenderTracker( RenderTracker* renderTracker )
113 DALI_ASSERT_DEBUG( renderTracker != NULL );
114 mRenderTrackers.PushBack( renderTracker );
117 void RemoveRenderTracker( RenderTracker* renderTracker )
119 DALI_ASSERT_DEBUG( renderTracker != NULL );
120 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
122 if( *iter == renderTracker )
124 mRenderTrackers.Erase( iter );
130 void UpdateTrackers()
132 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
134 (*iter)->PollSyncObject();
138 // the order is important for destruction,
139 // programs are owned by context at the moment.
140 Context context; ///< holds the GL state
141 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
142 TextureCache textureCache; ///< Cache for all GL textures
143 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
145 // Render instructions describe what should be rendered during RenderManager::Render()
146 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
147 RenderInstructionContainer instructions;
149 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
151 float frameTime; ///< The elapsed time since the previous frame
152 float lastFrameTime; ///< Last frame delta.
154 unsigned int frameCount; ///< The current frame count
155 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
157 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
159 RendererOwnerContainer rendererContainer; ///< List of owned renderers
160 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
164 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
166 bool firstRenderCompleted; ///< False until the first render is done
167 Shader* defaultShader; ///< Default shader to use
168 ProgramController programController; ///< Owner of the GL programs
171 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
173 RenderManager* manager = new RenderManager;
174 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
178 RenderManager::RenderManager()
183 RenderManager::~RenderManager()
188 RenderQueue& RenderManager::GetRenderQueue()
190 return mImpl->renderQueue;
193 TextureCache& RenderManager::GetTextureCache()
195 return mImpl->textureCache;
198 void RenderManager::ContextCreated()
200 mImpl->context.GlContextCreated();
201 mImpl->programController.GlContextCreated();
203 // renderers, textures and gpu buffers cannot reinitialize themselves
204 // so they rely on someone reloading the data for them
207 void RenderManager::ContextDestroyed()
209 // @todo Set an atomic value to prevent render manager rendering again until
210 // ContextCreated has been called.
212 mImpl->context.GlContextDestroyed();
213 mImpl->programController.GlContextDestroyed();
215 // inform texture cache
216 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
219 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
220 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
221 for( ; iter != end; ++iter )
223 GlResourceOwner* renderer = *iter;
224 renderer->GlContextDestroyed(); // Clear up vertex buffers
228 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
230 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
233 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
235 mImpl->programController.SetShaderSaver( upstream );
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( Render::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( Render::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::AddGeometry( RenderGeometry* renderGeometry )
290 mImpl->renderGeometryContainer.PushBack( renderGeometry );
293 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
295 DALI_ASSERT_DEBUG( NULL != renderGeometry );
297 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
300 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
302 if ( *iter == renderGeometry )
304 geometries.Erase( iter ); // Geometry found; now destroy it
310 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer, const GpuBuffer::Target& target, const GpuBuffer::Usage& usage )
312 DALI_ASSERT_DEBUG( NULL != renderGeometry );
314 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
317 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
319 if ( *iter == renderGeometry )
321 (*iter)->AddPropertyBuffer( propertyBuffer, target, usage );
327 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer )
329 DALI_ASSERT_DEBUG( NULL != renderGeometry );
331 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
334 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
336 if ( *iter == renderGeometry )
338 (*iter)->RemovePropertyBuffer( propertyBuffer );
345 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
347 mImpl->AddRenderTracker(renderTracker);
350 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
352 mImpl->RemoveRenderTracker(renderTracker);
355 void RenderManager::SetDefaultShader( Shader* shader )
357 mImpl->defaultShader = shader;
360 ProgramCache* RenderManager::GetProgramCache()
362 return &(mImpl->programController);
365 bool RenderManager::Render( Integration::RenderStatus& status )
367 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
369 // Core::Render documents that GL context must be current before calling Render
370 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
372 status.SetHasRendered( false );
374 // Increment the frame count at the beginning of each frame
375 ++(mImpl->frameCount);
376 mImpl->context.SetFrameCount(mImpl->frameCount);
377 mImpl->context.ClearRendererCount();
378 mImpl->context.ClearCulledCount();
380 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
382 SET_SNAPSHOT_FRAME_LOG_LEVEL;
384 // Process messages queued during previous update
385 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
387 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
388 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
390 // switch rendering to adaptor provided (default) buffer
391 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
393 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
394 mImpl->defaultSurfaceRect.y,
395 mImpl->defaultSurfaceRect.width,
396 mImpl->defaultSurfaceRect.height );
398 mImpl->context.ClearColor( mImpl->backgroundColor.r,
399 mImpl->backgroundColor.g,
400 mImpl->backgroundColor.b,
401 mImpl->backgroundColor.a );
403 mImpl->context.ClearStencil( 0 );
405 // Clear the entire color, depth and stencil buffers for the default framebuffer.
406 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
407 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
408 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
409 mImpl->context.SetScissorTest( false );
410 mImpl->context.ColorMask( true );
411 mImpl->context.DepthMask( true );
412 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
413 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
415 // reset the program matrices for all programs once per frame
416 // this ensures we will set view and projection matrix once per program per camera
417 // @todo move programs out of context onto a program controller and let that handle this
418 mImpl->programController.ResetProgramMatrices();
420 // if we don't have default shader, no point doing the render calls
421 if( mImpl->defaultShader )
423 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
424 for ( size_t i = 0; i < count; ++i )
426 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
428 DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
430 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
431 if ( countRenderList > 0 )
433 status.SetHasRendered( true );
436 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
437 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
439 mImpl->UpdateTrackers();
441 mImpl->firstRenderCompleted = true;
445 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
447 // Update the frame time
448 mImpl->lastFrameTime = mImpl->frameTime;
450 // check if anything has been posted to the update thread
451 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
453 //Notify RenderGeometries that rendering has finished
454 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
456 (*iter)->OnRenderFinished();
460 * The rendering has finished; swap to the next buffer.
461 * Ideally the update has just finished using this buffer; otherwise the render thread
462 * should block until the update has finished.
464 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
466 DALI_PRINT_RENDER_END();
468 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
469 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
471 return updateRequired;
474 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
476 Rect<int> viewportRect;
479 if ( instruction.mIsClearColorSet )
481 clearColor = instruction.mClearColor;
485 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
488 FrameBufferTexture* offscreen = NULL;
490 if ( instruction.mOffscreenTextureId != 0 )
492 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
493 DALI_ASSERT_DEBUG( NULL != offscreen );
495 if( NULL != offscreen &&
496 offscreen->Prepare() )
498 // Check whether a viewport is specified, otherwise the full surface size is used
499 if ( instruction.mIsViewportSet )
501 // For glViewport the lower-left corner is (0,0)
502 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
503 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
507 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
512 // Offscreen is NULL or could not be prepared.
516 else // !(instruction.mOffscreenTexture)
518 // switch rendering to adaptor provided (default) buffer
519 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
521 // Check whether a viewport is specified, otherwise the full surface size is used
522 if ( instruction.mIsViewportSet )
524 // For glViewport the lower-left corner is (0,0)
525 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
526 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
530 viewportRect = mImpl->defaultSurfaceRect;
534 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
536 if ( instruction.mIsClearColorSet )
538 mImpl->context.ClearColor( clearColor.r,
543 // Clear the viewport area only
544 mImpl->context.SetScissorTest( true );
545 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
546 mImpl->context.ColorMask( true );
547 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
548 mImpl->context.SetScissorTest( false );
551 Render::ProcessRenderInstruction( instruction,
555 mImpl->renderBufferIndex,
558 if(instruction.mOffscreenTextureId != 0)
560 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
561 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
564 if( instruction.mRenderTracker && offscreen != NULL )
566 instruction.mRenderTracker->CreateSyncObject();
567 instruction.mRenderTracker = NULL; // Only create once.
571 } // namespace SceneGraph
573 } // namespace Internal