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 )
112 void AddRenderTracker( RenderTracker* renderTracker )
114 DALI_ASSERT_DEBUG( renderTracker != NULL );
115 mRenderTrackers.PushBack( renderTracker );
118 void RemoveRenderTracker( RenderTracker* renderTracker )
120 DALI_ASSERT_DEBUG( renderTracker != NULL );
121 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
123 if( *iter == renderTracker )
125 mRenderTrackers.Erase( iter );
131 void UpdateTrackers()
133 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
135 (*iter)->PollSyncObject();
139 // the order is important for destruction,
140 // programs are owned by context at the moment.
141 Context context; ///< holds the GL state
142 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
143 TextureCache textureCache; ///< Cache for all GL textures
144 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
146 // Render instructions describe what should be rendered during RenderManager::Render()
147 // Owned by RenderManager. Update manager updates instructions for the next frame
148 // while we render the current one
149 RenderInstructionContainer instructions;
151 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
153 float frameTime; ///< The elapsed time since the previous frame
154 float lastFrameTime; ///< Last frame delta.
156 unsigned int frameCount; ///< The current frame count
157 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
159 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
161 RendererOwnerContainer rendererContainer; ///< List of owned renderers
162 RenderMaterialContainer materials; ///< List of owned render materials
166 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
168 bool firstRenderCompleted; ///< False until the first render is done
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 Context& RenderManager::GetContext()
200 return mImpl->context;
203 void RenderManager::ContextCreated()
205 mImpl->context.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();
218 // inform texture cache
219 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
222 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
223 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
224 for( ; iter != end; ++iter )
226 GlResourceOwner* renderer = *iter;
227 renderer->GlContextDestroyed(); // Clear up vertex buffers
231 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
233 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
236 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
238 return mImpl->instructions;
241 void RenderManager::SetBackgroundColor( const Vector4& color )
243 mImpl->backgroundColor = color;
246 void RenderManager::SetFrameDeltaTime( float deltaTime )
248 mImpl->frameTime = deltaTime;
251 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
253 mImpl->defaultSurfaceRect = rect;
256 void RenderManager::AddRenderer( Renderer* renderer )
258 // Initialize the renderer as we are now in render thread
259 renderer->Initialize( mImpl->context, mImpl->textureCache );
261 mImpl->rendererContainer.PushBack( renderer );
263 if( !mImpl->renderersAdded )
265 mImpl->renderersAdded = true;
269 void RenderManager::RemoveRenderer( Renderer* renderer )
271 DALI_ASSERT_DEBUG( NULL != renderer );
273 RendererOwnerContainer& renderers = mImpl->rendererContainer;
276 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
278 if ( *iter == renderer )
280 renderers.Erase( iter ); // Renderer found; now destroy it
286 void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
288 DALI_ASSERT_DEBUG( NULL != renderMaterial );
290 mImpl->materials.PushBack( renderMaterial );
291 renderMaterial->Initialize( mImpl->textureCache );
294 void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
296 DALI_ASSERT_DEBUG( NULL != renderMaterial );
298 RenderMaterialContainer& materials = mImpl->materials;
300 // Find the render material and destroy it
301 for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
303 RenderMaterial& current = **iter;
304 if ( ¤t == renderMaterial )
306 materials.Erase( iter );
312 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
314 mImpl->AddRenderTracker(renderTracker);
317 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
319 mImpl->RemoveRenderTracker(renderTracker);
322 bool RenderManager::Render( Integration::RenderStatus& status )
324 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
326 // Core::Render documents that GL context must be current before calling Render
327 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
329 status.SetHasRendered( false );
331 // Increment the frame count at the beginning of each frame
332 ++(mImpl->frameCount);
333 mImpl->context.SetFrameCount(mImpl->frameCount);
334 mImpl->context.ClearRendererCount();
335 mImpl->context.ClearCulledCount();
337 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
339 SET_SNAPSHOT_FRAME_LOG_LEVEL;
341 // Process messages queued during previous update
342 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
344 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
345 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
347 // switch rendering to adaptor provided (default) buffer
348 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
350 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
351 mImpl->defaultSurfaceRect.y,
352 mImpl->defaultSurfaceRect.width,
353 mImpl->defaultSurfaceRect.height );
355 mImpl->context.ClearColor( mImpl->backgroundColor.r,
356 mImpl->backgroundColor.g,
357 mImpl->backgroundColor.b,
358 mImpl->backgroundColor.a );
360 mImpl->context.ClearStencil( 0 );
362 // Clear the entire color, depth and stencil buffers for the default framebuffer.
363 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
364 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
365 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
366 mImpl->context.SetScissorTest( false );
367 mImpl->context.ColorMask( true );
368 mImpl->context.DepthMask( true );
369 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
370 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
372 // reset the program matrices for all programs once per frame
373 // this ensures we will set view and projection matrix once per program per camera
374 // @todo move programs out of context onto a program controller and let that handle this
375 mImpl->context.ResetProgramMatrices();
377 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
378 for ( size_t i = 0; i < count; ++i )
380 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
382 DoRender( instruction, mImpl->lastFrameTime );
384 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
385 if ( countRenderList > 0 )
387 status.SetHasRendered( true );
391 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
392 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
394 mImpl->UpdateTrackers();
396 mImpl->firstRenderCompleted = true;
399 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
401 // Update the frame time
402 mImpl->lastFrameTime = mImpl->frameTime;
404 // check if anything has been posted to the update thread
405 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
408 * The rendering has finished; swap to the next buffer.
409 * Ideally the update has just finished using this buffer; otherwise the render thread
410 * should block until the update has finished.
412 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
414 DALI_PRINT_RENDER_END();
416 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
417 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
419 return updateRequired;
422 void RenderManager::DoRender( RenderInstruction& instruction, float elapsedTime )
424 Rect<int> viewportRect;
427 if ( instruction.mIsClearColorSet )
429 clearColor = instruction.mClearColor;
433 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
436 FrameBufferTexture* offscreen = NULL;
438 if ( instruction.mOffscreenTextureId != 0 )
440 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
441 DALI_ASSERT_DEBUG( NULL != offscreen );
443 if( NULL != offscreen &&
444 offscreen->Prepare() )
446 // Check whether a viewport is specified, otherwise the full surface size is used
447 if ( instruction.mIsViewportSet )
449 // For glViewport the lower-left corner is (0,0)
450 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
451 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
455 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
460 // Offscreen is NULL or could not be prepared.
464 else // !(instruction.mOffscreenTexture)
466 // switch rendering to adaptor provided (default) buffer
467 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
469 // Check whether a viewport is specified, otherwise the full surface size is used
470 if ( instruction.mIsViewportSet )
472 // For glViewport the lower-left corner is (0,0)
473 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
474 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
478 viewportRect = mImpl->defaultSurfaceRect;
482 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
484 if ( instruction.mIsClearColorSet )
486 mImpl->context.ClearColor( clearColor.r,
491 // Clear the viewport area only
492 mImpl->context.SetScissorTest( true );
493 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
494 mImpl->context.ColorMask( true );
495 mImpl->context.Clear( GL_COLOR_BUFFER_BIT );
496 mImpl->context.SetScissorTest( false );
499 Render::ProcessRenderInstruction( instruction,
501 mImpl->renderBufferIndex,
504 if(instruction.mOffscreenTextureId != 0)
506 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
507 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
510 if( instruction.mRenderTracker && offscreen != NULL )
512 instruction.mRenderTracker->CreateSyncObject();
513 instruction.mRenderTracker = NULL; // Only create once.
517 } // namespace SceneGraph
519 } // namespace Internal