2 * Copyright (c) 2021 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/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
28 #include <dali/internal/event/common/scene-impl.h>
30 #include <dali/internal/update/common/scene-graph-scene.h>
31 #include <dali/internal/update/nodes/scene-graph-layer.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.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-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/pipeline-cache.h>
40 #include <dali/internal/render/renderers/render-frame-buffer.h>
41 #include <dali/internal/render/renderers/render-texture.h>
42 #include <dali/internal/render/renderers/shader-cache.h>
43 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
44 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
45 #include <dali/internal/render/shaders/program-controller.h>
55 #if defined(DEBUG_ENABLED)
58 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
59 } // unnamed namespace
64 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
66 Graphics::Rect2D newScissorArea;
70 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
71 newScissorArea.y = scissorArea.x;
72 newScissorArea.width = scissorArea.height;
73 newScissorArea.height = scissorArea.width;
75 else if(orientation == 180)
77 newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
78 newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
79 newScissorArea.width = scissorArea.width;
80 newScissorArea.height = scissorArea.height;
82 else if(orientation == 270)
84 newScissorArea.x = scissorArea.y;
85 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
86 newScissorArea.width = scissorArea.height;
87 newScissorArea.height = scissorArea.width;
91 newScissorArea.x = scissorArea.x;
92 newScissorArea.y = scissorArea.y;
93 newScissorArea.width = scissorArea.width;
94 newScissorArea.height = scissorArea.height;
96 return newScissorArea;
100 * Structure to contain internal data
102 struct RenderManager::Impl
104 Impl(Graphics::Controller& graphicsController,
105 Integration::DepthBufferAvailable depthBufferAvailableParam,
106 Integration::StencilBufferAvailable stencilBufferAvailableParam,
107 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
108 : graphicsController(graphicsController),
110 renderAlgorithms(graphicsController),
112 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
116 frameBufferContainer(),
117 lastFrameWasRendered(false),
118 programController(graphicsController),
119 shaderCache(graphicsController),
120 depthBufferAvailable(depthBufferAvailableParam),
121 stencilBufferAvailable(stencilBufferAvailableParam),
122 partialUpdateAvailable(partialUpdateAvailableParam)
124 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
125 threadPool = std::make_unique<Dali::ThreadPool>();
126 threadPool->Initialize(1u);
128 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
129 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
134 threadPool.reset(nullptr); // reset now to maintain correct destruction order
137 void AddRenderTracker(Render::RenderTracker* renderTracker)
139 DALI_ASSERT_DEBUG(renderTracker != nullptr);
140 mRenderTrackers.PushBack(renderTracker);
143 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
145 mRenderTrackers.EraseObject(renderTracker);
148 void UpdateTrackers()
150 for(auto&& iter : mRenderTrackers)
152 iter->PollSyncObject();
156 // the order is important for destruction,
157 Graphics::Controller& graphicsController;
158 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
160 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
162 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
164 uint32_t frameCount; ///< The current frame count
165 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
167 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
168 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
169 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
170 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
171 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
172 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
174 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
176 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
178 ProgramController programController; ///< Owner of the programs
179 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
181 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
182 std::unique_ptr<Render::PipelineCache> pipelineCache;
184 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
185 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
186 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
188 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
189 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
190 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
193 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
194 Integration::DepthBufferAvailable depthBufferAvailable,
195 Integration::StencilBufferAvailable stencilBufferAvailable,
196 Integration::PartialUpdateAvailable partialUpdateAvailable)
198 auto* manager = new RenderManager;
199 manager->mImpl = new Impl(graphicsController,
200 depthBufferAvailable,
201 stencilBufferAvailable,
202 partialUpdateAvailable);
206 RenderManager::RenderManager()
211 RenderManager::~RenderManager()
216 RenderQueue& RenderManager::GetRenderQueue()
218 return mImpl->renderQueue;
221 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
225 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
227 // Initialize the renderer as we are now in render thread
228 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
230 mImpl->rendererContainer.PushBack(renderer.Release());
233 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
235 mImpl->rendererContainer.EraseObject(renderer);
238 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
240 sampler->Initialize(mImpl->graphicsController);
241 mImpl->samplerContainer.PushBack(sampler.Release());
244 void RenderManager::RemoveSampler(Render::Sampler* sampler)
246 mImpl->samplerContainer.EraseObject(sampler);
249 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
251 texture->Initialize(mImpl->graphicsController);
252 mImpl->textureContainer.PushBack(texture.Release());
255 void RenderManager::RemoveTexture(Render::Texture* texture)
257 DALI_ASSERT_DEBUG(NULL != texture);
259 // Find the texture, use std::find so we can do the erase safely
260 auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture);
262 if(iter != mImpl->textureContainer.end())
265 mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
269 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
271 texture->Upload(pixelData, params);
274 void RenderManager::GenerateMipmaps(Render::Texture* texture)
276 texture->GenerateMipmaps();
279 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
281 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
282 static_cast<Dali::FilterMode::Type>(magFilterMode));
285 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
287 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
288 static_cast<Dali::WrapMode::Type>(sWrapMode),
289 static_cast<Dali::WrapMode::Type>(tWrapMode));
292 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
294 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
295 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
296 frameBufferPtr->Initialize(mImpl->graphicsController);
299 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
301 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
303 // Find the framebuffer, use std:find so we can safely do the erase
304 auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
306 if(iter != mImpl->frameBufferContainer.end())
308 frameBuffer->Destroy();
309 mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
313 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
315 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
316 mImpl->sceneContainer.push_back(scene);
319 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
321 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
322 if(iter != mImpl->sceneContainer.end())
324 mImpl->sceneContainer.erase(iter);
328 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
330 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
333 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
335 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
338 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
340 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
343 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
345 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
348 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
350 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
353 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
355 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
358 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
360 vertexBuffer->SetFormat(format.Release());
363 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
365 vertexBuffer->SetData(data.Release(), size);
368 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
370 geometry->SetIndexBuffer(indices);
373 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
375 mImpl->geometryContainer.PushBack(geometry.Release());
378 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
380 auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
382 if(iter != mImpl->geometryContainer.end())
384 mImpl->geometryContainer.Erase(iter);
388 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
390 DALI_ASSERT_DEBUG(nullptr != geometry);
393 for(auto&& iter : mImpl->geometryContainer)
397 iter->AddVertexBuffer(vertexBuffer);
403 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
405 DALI_ASSERT_DEBUG(nullptr != geometry);
408 for(auto&& iter : mImpl->geometryContainer)
412 iter->RemoveVertexBuffer(vertexBuffer);
418 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
420 geometry->SetType(Render::Geometry::Type(geometryType));
423 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
425 mImpl->AddRenderTracker(renderTracker);
428 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
430 mImpl->RemoveRenderTracker(renderTracker);
433 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
435 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
438 mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
440 // Increment the frame count at the beginning of each frame
443 // Process messages queued during previous update
444 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
447 for(auto& i : mImpl->sceneContainer)
449 count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
452 const bool haveInstructions = count > 0u;
454 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
456 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
457 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
459 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
461 // Upload the geometries
462 for(auto&& geom : mImpl->geometryContainer)
464 geom->Upload(mImpl->graphicsController);
469 void RenderManager::PreRender(Integration::RenderStatus& status, Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
471 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
476 Internal::Scene& sceneInternal = GetImplementation(scene);
477 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
479 if(sceneObject->IsRenderingSkipped())
481 // We don't need to calculate dirty rects
482 status.SetNeedsUpdate(false);
486 status.SetNeedsUpdate(true);
488 class DamagedRectsCleaner
491 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
492 : mDamagedRects(damagedRects),
493 mSurfaceRect(surfaceRect),
498 void SetCleanOnReturn(bool cleanOnReturn)
500 mCleanOnReturn = cleanOnReturn;
503 ~DamagedRectsCleaner()
507 mDamagedRects.clear();
508 mDamagedRects.push_back(mSurfaceRect);
513 std::vector<Rect<int>>& mDamagedRects;
514 Rect<int> mSurfaceRect;
518 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
520 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
521 DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
523 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
524 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
525 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
526 for(DirtyRect& dirtyRect : itemsDirtyRects)
528 dirtyRect.visited = false;
531 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
532 for(uint32_t i = 0; i < instructionCount; ++i)
534 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
536 if(instruction.mFrameBuffer)
538 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
541 const Camera* camera = instruction.GetCamera();
542 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
544 const Node* node = instruction.GetCamera()->GetNode();
549 Quaternion orientation;
550 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
552 Vector3 orientationAxis;
553 Radian orientationAngle;
554 orientation.ToAxisAngle(orientationAxis, orientationAngle);
556 if(position.x > Math::MACHINE_EPSILON_10000 ||
557 position.y > Math::MACHINE_EPSILON_10000 ||
558 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
559 orientationAngle != ANGLE_180 ||
560 scale != Vector3(1.0f, 1.0f, 1.0f))
571 Rect<int32_t> viewportRect;
572 if(instruction.mIsViewportSet)
574 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
575 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
576 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
578 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
583 viewportRect = surfaceRect;
586 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
587 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
588 if(viewMatrix && projectionMatrix)
590 const RenderListContainer::SizeType count = instruction.RenderListCount();
591 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
593 const RenderList* renderList = instruction.GetRenderList(index);
596 if(!renderList->IsEmpty())
598 const std::size_t listCount = renderList->Count();
599 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
601 RenderItem& item = renderList->GetItem(listIndex);
602 // If the item does 3D transformation, do early exit and clean the damaged rect array
603 if(item.mUpdateSize == Vector3::ZERO)
609 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
610 // If the item refers to updated node or renderer.
611 if(item.mIsUpdated ||
613 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
615 item.mIsUpdated = false;
617 rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
618 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
620 const int left = rect.x;
621 const int top = rect.y;
622 const int right = rect.x + rect.width;
623 const int bottom = rect.y + rect.height;
624 rect.x = (left / 16) * 16;
625 rect.y = (top / 16) * 16;
626 rect.width = ((right + 16) / 16) * 16 - rect.x;
627 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
629 // Found valid dirty rect.
630 // 1. Insert it in the sorted array of the dirty rects.
631 // 2. Mark the related dirty rects as visited so they will not be removed below.
632 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
633 dirtyRect.rect = rect;
634 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
635 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
638 while(++dirtyRectPos != itemsDirtyRects.end())
640 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
645 dirtyRectPos->visited = true;
646 Rect<int>& dirtRect = dirtyRectPos->rect;
647 rect.Merge(dirtRect);
650 if(c > 3) // no more then 3 previous rects
652 itemsDirtyRects.erase(dirtyRectPos);
657 damagedRects.push_back(rect);
662 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
663 // 2. Mark the related dirty rects as visited so they will not be removed below.
664 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
665 while(dirtyRectPos != itemsDirtyRects.end())
667 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
672 dirtyRectPos->visited = true;
679 // Reset updated flag from the root
680 Layer* sourceLayer = renderList->GetSourceLayer();
683 sourceLayer->SetUpdatedTree(false);
690 // Check removed nodes or removed renderers dirty rects
691 auto i = itemsDirtyRects.begin();
692 auto j = itemsDirtyRects.begin();
693 while(i != itemsDirtyRects.end())
701 Rect<int>& dirtRect = i->rect;
702 damagedRects.push_back(dirtRect);
707 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
708 damagedRectCleaner.SetCleanOnReturn(false);
711 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
713 SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
714 Rect<int> clippingRect = sceneObject->GetSurfaceRect();
716 RenderScene(status, scene, renderToFbo, clippingRect);
719 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
721 if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
723 // ClippingRect is empty. Skip rendering
727 // Reset main algorithms command buffer
728 mImpl->renderAlgorithms.ResetCommandBuffer();
730 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
732 Internal::Scene& sceneInternal = GetImplementation(scene);
733 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
735 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
737 std::vector<Graphics::RenderTarget*> targetstoPresent;
739 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
740 if(clippingRect == surfaceRect)
742 // Full rendering case
743 // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
744 // To reduce side effects, keep this logic now.
745 clippingRect = Rect<int>();
748 for(uint32_t i = 0; i < count; ++i)
750 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
752 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
757 // Mark that we will require a post-render step to be performed (includes swap-buffers).
758 status.SetNeedsPostRender(true);
760 Rect<int32_t> viewportRect;
762 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
764 // @todo Should these be part of scene?
765 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
766 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
768 Graphics::RenderTarget* currentRenderTarget = nullptr;
769 Graphics::RenderPass* currentRenderPass = nullptr;
770 std::vector<Graphics::ClearValue> currentClearValues{};
772 if(instruction.mFrameBuffer)
774 // Ensure graphics framebuffer is created, bind attachments and create render passes
775 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
776 // then don't render to this framebuffer.
777 if(!instruction.mFrameBuffer->GetGraphicsObject())
779 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
786 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
788 // Set the clear color for first color attachment
789 if(instruction.mIsClearColorSet && !clearValues.empty())
791 clearValues[0].color = {
792 instruction.mClearColor.r,
793 instruction.mClearColor.g,
794 instruction.mClearColor.b,
795 instruction.mClearColor.a};
798 currentClearValues = clearValues;
800 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
803 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
804 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
806 else // no framebuffer
809 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
811 if(instruction.mIsClearColorSet)
813 clearValues[0].color = {
814 instruction.mClearColor.r,
815 instruction.mClearColor.g,
816 instruction.mClearColor.b,
817 instruction.mClearColor.a};
820 currentClearValues = clearValues;
822 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
823 // if the window has a depth/stencil buffer.
824 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
825 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
826 (currentClearValues.size() <= 1))
828 currentClearValues.emplace_back();
829 currentClearValues.back().depthStencil.depth = 0;
830 currentClearValues.back().depthStencil.stencil = 0;
833 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
835 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
836 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
839 targetstoPresent.emplace_back(currentRenderTarget);
841 // reset the program matrices for all programs once per frame
842 // this ensures we will set view and projection matrix once per program per camera
843 mImpl->programController.ResetProgramMatrices();
845 if(instruction.mFrameBuffer)
847 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
848 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
850 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
854 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
856 // Offscreen buffer rendering
857 if(instruction.mIsViewportSet)
859 // For Viewport the lower-left corner is (0,0)
860 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
861 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
865 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
867 surfaceOrientation = 0;
869 else // No Offscreen frame buffer rendering
871 // Check whether a viewport is specified, otherwise the full surface size is used
872 if(instruction.mIsViewportSet)
874 // For Viewport the lower-left corner is (0,0)
875 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
876 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
880 viewportRect = surfaceRect;
884 // Set surface orientation
885 // @todo Inform graphics impl by another route.
886 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
888 /*** Clear region of framebuffer or surface before drawing ***/
889 bool clearFullFrameRect = (surfaceRect == viewportRect);
890 if(instruction.mFrameBuffer != nullptr)
892 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
893 clearFullFrameRect = (frameRect == viewportRect);
896 if(!clippingRect.IsEmpty())
898 if(!clippingRect.Intersect(viewportRect))
900 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
901 clippingRect = Rect<int>();
903 clearFullFrameRect = false;
906 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
907 if(instruction.mIsClearColorSet)
909 if(!clearFullFrameRect)
911 if(!clippingRect.IsEmpty())
913 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
918 // Scissor's value should be set based on the default system coordinates.
919 // When the surface is rotated, the input values already were set with the rotated angle.
920 // So, re-calculation is needed.
921 scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
924 mainCommandBuffer->BeginRenderPass(
930 mainCommandBuffer->SetViewport({float(viewportRect.x),
931 float(viewportRect.y),
932 float(viewportRect.width),
933 float(viewportRect.height)});
935 // Clear the list of bound textures
936 mImpl->boundTextures.Clear();
938 mImpl->renderAlgorithms.ProcessRenderInstruction(
940 mImpl->renderBufferIndex,
941 depthBufferAvailable,
942 stencilBufferAvailable,
943 mImpl->boundTextures,
948 Graphics::SyncObject* syncObject{nullptr};
949 // If the render instruction has an associated render tracker (owned separately)
950 // and framebuffer, create a one shot sync object, and use it to determine when
951 // the render pass has finished executing on GPU.
952 if(instruction.mRenderTracker && instruction.mFrameBuffer)
954 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
955 instruction.mRenderTracker = nullptr;
957 mainCommandBuffer->EndRenderPass(syncObject);
959 mImpl->renderAlgorithms.SubmitCommandBuffer();
961 std::sort(targetstoPresent.begin(), targetstoPresent.end());
963 Graphics::RenderTarget* rt = nullptr;
964 for(auto& target : targetstoPresent)
968 mImpl->graphicsController.PresentRenderTarget(target);
974 void RenderManager::PostRender(bool uploadOnly)
976 // Notify RenderGeometries that rendering has finished
977 for(auto&& iter : mImpl->geometryContainer)
979 iter->OnRenderFinished();
982 mImpl->UpdateTrackers();
985 for(auto& scene : mImpl->sceneContainer)
987 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
990 const bool haveInstructions = count > 0u;
992 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
993 mImpl->lastFrameWasRendered = haveInstructions;
996 * The rendering has finished; swap to the next buffer.
997 * Ideally the update has just finished using this buffer; otherwise the render thread
998 * should block until the update has finished.
1000 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1002 DALI_PRINT_RENDER_END();
1005 } // namespace SceneGraph
1007 } // namespace Internal