2 * Copyright (c) 2016 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/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.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/queue/render-queue.h>
38 #include <dali/internal/render/renderers/render-frame-buffer.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
53 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
54 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
56 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
57 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
59 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
60 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
62 typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer;
63 typedef TextureOwnerContainer::Iterator TextureOwnerIter;
65 typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
66 typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
68 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
69 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
71 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
72 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
73 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
76 * Structure to contain internal data
78 struct RenderManager::Impl
80 Impl( Integration::GlAbstraction& glAbstraction,
81 Integration::GlSyncAbstraction& glSyncAbstraction,
82 LockedResourceQueue& textureUploadedQ,
83 TextureUploadedDispatcher& postProcessDispatcher,
84 GeometryBatcher& geometryBatcher )
85 : context( glAbstraction ),
86 glSyncAbstraction( glSyncAbstraction ),
88 textureCache( renderQueue, postProcessDispatcher, context ),
89 textureUploadedQueue( textureUploadedQ ),
91 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
93 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
98 frameBufferContainer(),
99 renderersAdded( false ),
100 firstRenderCompleted( false ),
101 defaultShader( NULL ),
102 programController( glAbstraction ),
103 geometryBatcher( geometryBatcher )
111 void AddRenderTracker( Render::RenderTracker* renderTracker )
113 DALI_ASSERT_DEBUG( renderTracker != NULL );
114 mRenderTrackers.PushBack( renderTracker );
117 void RemoveRenderTracker( Render::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 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
142 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
143 TextureCache textureCache; ///< Cache for all GL textures
144 LockedResourceQueue& textureUploadedQueue; ///< 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 while we render the current one
148 RenderInstructionContainer instructions;
150 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
152 unsigned int frameCount; ///< The current frame count
153 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
155 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
157 RendererOwnerContainer rendererContainer; ///< List of owned renderers
158 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
159 TextureOwnerContainer textureContainer; ///< List of owned textures
160 FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
161 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
162 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
166 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
168 bool firstRenderCompleted; ///< False until the first render is done
169 Shader* defaultShader; ///< Default shader to use
170 ProgramController programController; ///< Owner of the GL programs
172 SceneGraph::GeometryBatcher& geometryBatcher; ///< Instance of geometry batcher
175 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
176 Integration::GlSyncAbstraction& glSyncAbstraction,
177 SceneGraph::GeometryBatcher& geometryBatcher,
178 LockedResourceQueue& textureUploadedQ )
180 RenderManager* manager = new RenderManager;
181 manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager, geometryBatcher );
185 RenderManager::RenderManager()
190 RenderManager::~RenderManager()
195 RenderQueue& RenderManager::GetRenderQueue()
197 return mImpl->renderQueue;
200 TextureCache& RenderManager::GetTextureCache()
202 return mImpl->textureCache;
205 void RenderManager::ContextCreated()
207 mImpl->context.GlContextCreated();
208 mImpl->programController.GlContextCreated();
210 // renderers, textures and gpu buffers cannot reinitialize themselves
211 // so they rely on someone reloading the data for them
214 void RenderManager::ContextDestroyed()
216 mImpl->context.GlContextDestroyed();
217 mImpl->programController.GlContextDestroyed();
219 // inform texture cache
220 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
223 for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
225 (*iter)->GlContextDestroyed();
228 //Inform framebuffers
229 for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
231 (*iter)->GlContextDestroyed();
235 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
236 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
237 for( ; iter != end; ++iter )
239 GlResourceOwner* renderer = *iter;
240 renderer->GlContextDestroyed(); // Clear up vertex buffers
244 void RenderManager::DispatchTextureUploaded(ResourceId request)
246 mImpl->textureUploadedQueue.PushBack( request );
249 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
251 mImpl->programController.SetShaderSaver( upstream );
254 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
256 return mImpl->instructions;
259 void RenderManager::SetBackgroundColor( const Vector4& color )
261 mImpl->backgroundColor = color;
264 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
266 mImpl->defaultSurfaceRect = rect;
269 void RenderManager::AddRenderer( Render::Renderer* renderer )
271 // Initialize the renderer as we are now in render thread
272 renderer->Initialize( mImpl->context, mImpl->textureCache );
274 mImpl->rendererContainer.PushBack( renderer );
276 if( !mImpl->renderersAdded )
278 mImpl->renderersAdded = true;
282 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
284 DALI_ASSERT_DEBUG( NULL != renderer );
286 RendererOwnerContainer& renderers = mImpl->rendererContainer;
289 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
291 if ( *iter == renderer )
293 renderers.Erase( iter ); // Renderer found; now destroy it
299 void RenderManager::AddSampler( Render::Sampler* sampler )
301 mImpl->samplerContainer.PushBack( sampler );
304 void RenderManager::RemoveSampler( Render::Sampler* sampler )
306 DALI_ASSERT_DEBUG( NULL != sampler );
308 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
311 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
313 if ( *iter == sampler )
315 samplers.Erase( iter ); // Sampler found; now destroy it
321 void RenderManager::AddTexture( Render::NewTexture* texture )
323 mImpl->textureContainer.PushBack( texture );
324 texture->Initialize(mImpl->context);
327 void RenderManager::RemoveTexture( Render::NewTexture* texture )
329 DALI_ASSERT_DEBUG( NULL != texture );
331 TextureOwnerContainer& textures = mImpl->textureContainer;
334 for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
336 if ( *iter == texture )
338 texture->Destroy( mImpl->context );
339 textures.Erase( iter ); // Texture found; now destroy it
345 void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
347 texture->Upload( mImpl->context, pixelData, params );
350 void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
352 texture->GenerateMipmaps( mImpl->context );
355 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
357 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
358 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
361 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
363 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
364 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
365 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
368 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
370 mImpl->frameBufferContainer.PushBack( frameBuffer );
371 frameBuffer->Initialize(mImpl->context);
374 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
376 DALI_ASSERT_DEBUG( NULL != frameBuffer );
378 FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
381 for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
383 if ( *iter == frameBuffer )
385 frameBuffer->Destroy( mImpl->context );
386 framebuffers.Erase( iter ); // frameBuffer found; now destroy it
392 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
394 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
397 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
399 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
402 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
404 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
406 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
409 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
411 if ( *iter == propertyBuffer )
413 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
419 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
421 propertyBuffer->SetFormat( format );
424 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
426 propertyBuffer->SetData( data, size );
429 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
431 geometry->SetIndexBuffer( indices );
434 void RenderManager::AddGeometry( Render::Geometry* geometry )
436 mImpl->geometryContainer.PushBack( geometry );
439 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
441 DALI_ASSERT_DEBUG( NULL != geometry );
443 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
446 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
448 if ( *iter == geometry )
450 geometries.Erase( iter ); // Geometry found; now destroy it
456 void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
458 DALI_ASSERT_DEBUG( NULL != geometry );
460 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
463 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
465 if ( *iter == geometry )
467 (*iter)->AddPropertyBuffer( propertyBuffer );
473 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
475 DALI_ASSERT_DEBUG( NULL != geometry );
477 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
480 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
482 if ( *iter == geometry )
484 (*iter)->RemovePropertyBuffer( propertyBuffer );
490 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
492 geometry->SetType( Render::Geometry::Type(geometryType) );
495 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
497 mImpl->AddRenderTracker(renderTracker);
500 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
502 mImpl->RemoveRenderTracker(renderTracker);
505 void RenderManager::SetDefaultShader( Shader* shader )
507 mImpl->defaultShader = shader;
510 ProgramCache* RenderManager::GetProgramCache()
512 return &(mImpl->programController);
515 bool RenderManager::Render( Integration::RenderStatus& status )
517 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
519 // Core::Render documents that GL context must be current before calling Render
520 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
522 // Increment the frame count at the beginning of each frame
523 ++(mImpl->frameCount);
525 // Process messages queued during previous update
526 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
528 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
529 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
531 // switch rendering to adaptor provided (default) buffer
532 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
534 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
535 mImpl->defaultSurfaceRect.y,
536 mImpl->defaultSurfaceRect.width,
537 mImpl->defaultSurfaceRect.height );
539 mImpl->context.ClearColor( mImpl->backgroundColor.r,
540 mImpl->backgroundColor.g,
541 mImpl->backgroundColor.b,
542 mImpl->backgroundColor.a );
544 mImpl->context.ClearStencil( 0 );
546 // Clear the entire color, depth and stencil buffers for the default framebuffer.
547 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
548 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
549 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
550 mImpl->context.SetScissorTest( false );
551 mImpl->context.ColorMask( true );
552 mImpl->context.DepthMask( true );
553 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
554 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
556 // reset the program matrices for all programs once per frame
557 // this ensures we will set view and projection matrix once per program per camera
558 mImpl->programController.ResetProgramMatrices();
560 // if we don't have default shader, no point doing the render calls
561 if( mImpl->defaultShader )
563 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
564 for ( size_t i = 0; i < count; ++i )
566 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
568 DoRender( instruction, *mImpl->defaultShader );
570 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
571 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
573 mImpl->UpdateTrackers();
575 mImpl->firstRenderCompleted = true;
579 //Notify RenderGeometries that rendering has finished
580 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
582 (*iter)->OnRenderFinished();
586 * The rendering has finished; swap to the next buffer.
587 * Ideally the update has just finished using this buffer; otherwise the render thread
588 * should block until the update has finished.
590 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
592 DALI_PRINT_RENDER_END();
594 // check if anything has been posted to the update thread, if IsEmpty then no update required.
595 return !mImpl->textureUploadedQueue.IsEmpty();
598 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
600 Rect<int> viewportRect;
603 if ( instruction.mIsClearColorSet )
605 clearColor = instruction.mClearColor;
609 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
612 FrameBufferTexture* offscreen = NULL;
614 if( instruction.mFrameBuffer != 0 )
616 instruction.mFrameBuffer->Bind( mImpl->context );
617 if ( instruction.mIsViewportSet )
619 // For glViewport the lower-left corner is (0,0)
620 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
621 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
625 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
628 else // !(instruction.mOffscreenTexture)
630 // switch rendering to adaptor provided (default) buffer
631 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
633 // Check whether a viewport is specified, otherwise the full surface size is used
634 if ( instruction.mIsViewportSet )
636 // For glViewport the lower-left corner is (0,0)
637 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
638 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
642 viewportRect = mImpl->defaultSurfaceRect;
646 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
648 if ( instruction.mIsClearColorSet )
650 mImpl->context.ClearColor( clearColor.r,
655 // Clear the viewport area only
656 mImpl->context.SetScissorTest( true );
657 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
658 mImpl->context.ColorMask( true );
659 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
660 mImpl->context.SetScissorTest( false );
663 Render::ProcessRenderInstruction( instruction,
667 mImpl->geometryBatcher,
668 mImpl->renderBufferIndex );
670 if( instruction.mRenderTracker && ( offscreen != NULL || instruction.mFrameBuffer != NULL ) )
672 // This will create a sync object every frame this render tracker
673 // is alive (though it should be now be created only for
674 // render-once render tasks)
675 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
676 instruction.mRenderTracker = NULL; // Only create once.
680 } // namespace SceneGraph
682 } // namespace Internal