2 * Copyright (c) 2017 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/queue/render-queue.h>
36 #include <dali/internal/render/renderers/render-frame-buffer.h>
37 #include <dali/internal/render/renderers/render-geometry.h>
38 #include <dali/internal/render/renderers/render-renderer.h>
39 #include <dali/internal/render/renderers/render-sampler.h>
40 #include <dali/internal/render/shaders/program-controller.h>
51 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
52 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
54 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
55 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
57 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
58 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
60 typedef OwnerContainer< Render::Texture* > TextureOwnerContainer;
61 typedef TextureOwnerContainer::Iterator TextureOwnerIter;
63 typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
64 typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
66 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
67 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
69 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
70 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
71 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
74 * Structure to contain internal data
76 struct RenderManager::Impl
78 Impl( Integration::GlAbstraction& glAbstraction,
79 Integration::GlSyncAbstraction& glSyncAbstraction )
80 : context( glAbstraction ),
81 glSyncAbstraction( glSyncAbstraction ),
84 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
86 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
91 frameBufferContainer(),
92 lastFrameWasRendered( false ),
93 programController( glAbstraction )
101 void AddRenderTracker( Render::RenderTracker* renderTracker )
103 DALI_ASSERT_DEBUG( renderTracker != NULL );
104 mRenderTrackers.PushBack( renderTracker );
107 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
109 mRenderTrackers.EraseObject( renderTracker );
112 void UpdateTrackers()
114 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
116 (*iter)->PollSyncObject();
120 // the order is important for destruction,
121 // programs are owned by context at the moment.
122 Context context; ///< holds the GL state
123 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
124 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
126 // Render instructions describe what should be rendered during RenderManager::Render()
127 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
128 RenderInstructionContainer instructions;
130 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
132 unsigned int frameCount; ///< The current frame count
133 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
135 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
137 RendererOwnerContainer rendererContainer; ///< List of owned renderers
138 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
139 TextureOwnerContainer textureContainer; ///< List of owned textures
140 FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
141 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
142 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
144 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
146 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
148 ProgramController programController; ///< Owner of the GL programs
152 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
153 Integration::GlSyncAbstraction& glSyncAbstraction )
155 RenderManager* manager = new RenderManager;
156 manager->mImpl = new Impl( glAbstraction,
161 RenderManager::RenderManager()
166 RenderManager::~RenderManager()
171 RenderQueue& RenderManager::GetRenderQueue()
173 return mImpl->renderQueue;
176 void RenderManager::ContextCreated()
178 mImpl->context.GlContextCreated();
179 mImpl->programController.GlContextCreated();
181 // renderers, textures and gpu buffers cannot reinitialize themselves
182 // so they rely on someone reloading the data for them
185 void RenderManager::ContextDestroyed()
187 mImpl->context.GlContextDestroyed();
188 mImpl->programController.GlContextDestroyed();
191 for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
193 (*iter)->GlContextDestroyed();
196 //Inform framebuffers
197 for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
199 (*iter)->GlContextDestroyed();
203 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
204 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
205 for( ; iter != end; ++iter )
207 GlResourceOwner* renderer = *iter;
208 renderer->GlContextDestroyed(); // Clear up vertex buffers
212 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
214 mImpl->programController.SetShaderSaver( upstream );
217 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
219 return mImpl->instructions;
222 void RenderManager::SetBackgroundColor( const Vector4& color )
224 mImpl->backgroundColor = color;
227 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
229 mImpl->defaultSurfaceRect = rect;
232 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
234 // Initialize the renderer as we are now in render thread
235 renderer->Initialize( mImpl->context );
237 mImpl->rendererContainer.PushBack( renderer.Release() );
240 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
242 mImpl->rendererContainer.EraseObject( renderer );
245 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
247 mImpl->samplerContainer.PushBack( sampler.Release() );
250 void RenderManager::RemoveSampler( Render::Sampler* sampler )
252 mImpl->samplerContainer.EraseObject( sampler );
255 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
257 texture->Initialize( mImpl->context );
258 mImpl->textureContainer.PushBack( texture.Release() );
261 void RenderManager::RemoveTexture( Render::Texture* texture )
263 DALI_ASSERT_DEBUG( NULL != texture );
265 TextureOwnerContainer& textures = mImpl->textureContainer;
268 for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
270 if ( *iter == texture )
272 texture->Destroy( mImpl->context );
273 textures.Erase( iter ); // Texture found; now destroy it
279 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
281 texture->Upload( mImpl->context, pixelData, params );
284 void RenderManager::GenerateMipmaps( Render::Texture* texture )
286 texture->GenerateMipmaps( mImpl->context );
289 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
291 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
292 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
295 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
297 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
298 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
299 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
302 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
304 mImpl->frameBufferContainer.PushBack( frameBuffer );
305 frameBuffer->Initialize(mImpl->context);
308 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
310 DALI_ASSERT_DEBUG( NULL != frameBuffer );
312 FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
315 for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
317 if ( *iter == frameBuffer )
319 frameBuffer->Destroy( mImpl->context );
320 framebuffers.Erase( iter ); // frameBuffer found; now destroy it
326 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
328 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
331 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
333 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
336 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
338 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
341 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
343 propertyBuffer->SetFormat( format.Release() );
346 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
348 propertyBuffer->SetData( data.Release(), size );
351 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
353 geometry->SetIndexBuffer( indices );
356 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
358 mImpl->geometryContainer.PushBack( geometry.Release() );
361 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
363 mImpl->geometryContainer.EraseObject( geometry );
366 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
368 DALI_ASSERT_DEBUG( NULL != geometry );
370 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
373 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
375 if ( *iter == geometry )
377 (*iter)->AddPropertyBuffer( propertyBuffer );
383 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
385 DALI_ASSERT_DEBUG( NULL != geometry );
387 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
390 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
392 if ( *iter == geometry )
394 (*iter)->RemovePropertyBuffer( propertyBuffer );
400 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
402 geometry->SetType( Render::Geometry::Type(geometryType) );
405 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
407 mImpl->AddRenderTracker(renderTracker);
410 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
412 mImpl->RemoveRenderTracker(renderTracker);
415 ProgramCache* RenderManager::GetProgramCache()
417 return &(mImpl->programController);
420 void RenderManager::Render( Integration::RenderStatus& status )
422 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
424 // Core::Render documents that GL context must be current before calling Render
425 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
427 // Increment the frame count at the beginning of each frame
428 ++(mImpl->frameCount);
430 // Process messages queued during previous update
431 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
433 const size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
434 const bool haveInstructions = count > 0u;
436 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
437 if( haveInstructions || mImpl->lastFrameWasRendered )
439 // Mark that we will require a post-render step to be performed (includes swap-buffers).
440 status.SetNeedsPostRender( true );
442 // switch rendering to adaptor provided (default) buffer
443 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
445 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
446 mImpl->defaultSurfaceRect.y,
447 mImpl->defaultSurfaceRect.width,
448 mImpl->defaultSurfaceRect.height );
450 mImpl->context.ClearColor( mImpl->backgroundColor.r,
451 mImpl->backgroundColor.g,
452 mImpl->backgroundColor.b,
453 mImpl->backgroundColor.a );
455 mImpl->context.ClearStencil( 0 );
457 // Clear the entire color, depth and stencil buffers for the default framebuffer.
458 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
459 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
460 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
461 mImpl->context.SetScissorTest( false );
462 mImpl->context.ColorMask( true );
463 mImpl->context.DepthMask( true );
464 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
465 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
467 // reset the program matrices for all programs once per frame
468 // this ensures we will set view and projection matrix once per program per camera
469 mImpl->programController.ResetProgramMatrices();
471 for( size_t i = 0; i < count; ++i )
473 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
475 DoRender( instruction );
478 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
479 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
481 mImpl->UpdateTrackers();
483 //Notify RenderGeometries that rendering has finished
484 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
486 (*iter)->OnRenderFinished();
490 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
491 mImpl->lastFrameWasRendered = haveInstructions;
494 * The rendering has finished; swap to the next buffer.
495 * Ideally the update has just finished using this buffer; otherwise the render thread
496 * should block until the update has finished.
498 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
500 DALI_PRINT_RENDER_END();
503 void RenderManager::DoRender( RenderInstruction& instruction )
505 Rect<int> viewportRect;
508 if ( instruction.mIsClearColorSet )
510 clearColor = instruction.mClearColor;
514 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
517 if( instruction.mFrameBuffer != 0 )
519 instruction.mFrameBuffer->Bind( mImpl->context );
520 if ( instruction.mIsViewportSet )
522 // For glViewport the lower-left corner is (0,0)
523 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
524 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
528 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
531 else // !(instruction.mOffscreenTexture)
533 // switch rendering to adaptor provided (default) buffer
534 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
536 // Check whether a viewport is specified, otherwise the full surface size is used
537 if ( instruction.mIsViewportSet )
539 // For glViewport the lower-left corner is (0,0)
540 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
541 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
545 viewportRect = mImpl->defaultSurfaceRect;
549 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
551 if ( instruction.mIsClearColorSet )
553 mImpl->context.ClearColor( clearColor.r,
558 // Clear the viewport area only
559 mImpl->context.SetScissorTest( true );
560 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
561 mImpl->context.ColorMask( true );
562 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
563 mImpl->context.SetScissorTest( false );
566 Render::ProcessRenderInstruction( instruction,
568 mImpl->renderBufferIndex );
570 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
572 // This will create a sync object every frame this render tracker
573 // is alive (though it should be now be created only for
574 // render-once render tasks)
575 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
576 instruction.mRenderTracker = NULL; // Only create once.
580 } // namespace SceneGraph
582 } // namespace Internal