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>
27 #include <dali/integration-api/gl-context-helper-abstraction.h>
29 #include <dali/internal/event/common/scene-impl.h>
31 #include <dali/internal/update/common/scene-graph-scene.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/render-frame-buffer.h>
40 #include <dali/internal/render/renderers/render-texture.h>
41 #include <dali/internal/render/shaders/program-controller.h>
49 #if defined(DEBUG_ENABLED)
52 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
53 } // unnamed namespace
57 * Structure to contain internal data
59 struct RenderManager::Impl
61 Impl(Graphics::Controller& graphicsController,
62 Integration::DepthBufferAvailable depthBufferAvailableParam,
63 Integration::StencilBufferAvailable stencilBufferAvailableParam,
64 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
65 : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
66 currentContext(&context),
67 graphicsController(graphicsController),
71 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
76 frameBufferContainer(),
77 lastFrameWasRendered(false),
78 programController(graphicsController),
79 depthBufferAvailable(depthBufferAvailableParam),
80 stencilBufferAvailable(stencilBufferAvailableParam),
81 partialUpdateAvailable(partialUpdateAvailableParam),
82 defaultSurfaceOrientation(0)
84 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
85 threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
86 threadPool->Initialize(1u);
91 threadPool.reset(nullptr); // reset now to maintain correct destruction order
94 void AddRenderTracker(Render::RenderTracker* renderTracker)
96 DALI_ASSERT_DEBUG(renderTracker != NULL);
97 mRenderTrackers.PushBack(renderTracker);
100 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
102 mRenderTrackers.EraseObject(renderTracker);
105 Context* CreateSceneContext()
107 Context* context = new Context(graphicsController.GetGlAbstraction());
108 sceneContextContainer.PushBack(context);
112 void DestroySceneContext(Context* sceneContext)
114 auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
115 if(iter != sceneContextContainer.End())
117 (*iter)->GlContextDestroyed();
118 sceneContextContainer.Erase(iter);
122 Context* ReplaceSceneContext(Context* oldSceneContext)
124 Context* newContext = new Context(graphicsController.GetGlAbstraction());
126 oldSceneContext->GlContextDestroyed();
128 std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
132 void UpdateTrackers()
134 for(auto&& iter : mRenderTrackers)
136 iter->PollSyncObject();
140 // the order is important for destruction,
141 // programs are owned by context at the moment.
142 Context context; ///< Holds the GL state of the share resource context
143 Context* currentContext; ///< Holds the GL state of the current context for rendering
144 OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
145 Graphics::Controller& graphicsController;
146 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
148 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
150 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
152 uint32_t 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<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
157 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
158 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
159 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
160 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
161 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
162 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
164 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
166 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
168 ProgramController programController; ///< Owner of the GL programs
170 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
171 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
172 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
174 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
175 Vector<GLuint> boundTextures; ///< The textures bound for rendering
176 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
178 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
181 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
182 Integration::DepthBufferAvailable depthBufferAvailable,
183 Integration::StencilBufferAvailable stencilBufferAvailable,
184 Integration::PartialUpdateAvailable partialUpdateAvailable)
186 RenderManager* manager = new RenderManager;
187 manager->mImpl = new Impl(graphicsController,
188 depthBufferAvailable,
189 stencilBufferAvailable,
190 partialUpdateAvailable);
194 RenderManager::RenderManager()
199 RenderManager::~RenderManager()
204 RenderQueue& RenderManager::GetRenderQueue()
206 return mImpl->renderQueue;
209 void RenderManager::ContextCreated()
211 mImpl->context.GlContextCreated();
212 mImpl->programController.GlContextCreated();
214 // renderers, textures and gpu buffers cannot reinitialize themselves
215 // so they rely on someone reloading the data for them
218 void RenderManager::ContextDestroyed()
220 mImpl->context.GlContextDestroyed();
221 mImpl->programController.GlContextDestroyed();
224 for(auto&& texture : mImpl->textureContainer)
226 texture->GlContextDestroyed();
229 //Inform framebuffers
230 for(auto&& framebuffer : mImpl->frameBufferContainer)
232 framebuffer->GlContextDestroyed();
236 for(auto&& renderer : mImpl->rendererContainer)
238 renderer->GlContextDestroyed();
242 for(auto&& context : mImpl->sceneContextContainer)
244 context->GlContextDestroyed();
248 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
250 mImpl->programController.SetShaderSaver(upstream);
253 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
255 mImpl->defaultSurfaceRect = rect;
258 void RenderManager::SetDefaultSurfaceOrientation(int orientation)
260 mImpl->defaultSurfaceOrientation = orientation;
263 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
265 // Initialize the renderer as we are now in render thread
266 renderer->Initialize(mImpl->context);
268 mImpl->rendererContainer.PushBack(renderer.Release());
271 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
273 mImpl->rendererContainer.EraseObject(renderer);
276 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
278 mImpl->samplerContainer.PushBack(sampler.Release());
281 void RenderManager::RemoveSampler(Render::Sampler* sampler)
283 mImpl->samplerContainer.EraseObject(sampler);
286 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
288 texture->Initialize(mImpl->context);
289 mImpl->textureContainer.PushBack(texture.Release());
292 void RenderManager::RemoveTexture(Render::Texture* texture)
294 DALI_ASSERT_DEBUG(NULL != texture);
296 // Find the texture, use reference to pointer so we can do the erase safely
297 for(auto&& iter : mImpl->textureContainer)
301 texture->Destroy(mImpl->context);
302 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
308 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
310 texture->Upload(mImpl->context, pixelData, params);
313 void RenderManager::GenerateMipmaps(Render::Texture* texture)
315 texture->GenerateMipmaps(mImpl->context);
318 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
320 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
321 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode);
324 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
326 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
327 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
328 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
331 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
333 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
334 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
335 frameBufferPtr->Initialize(mImpl->context);
338 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
340 DALI_ASSERT_DEBUG(NULL != frameBuffer);
342 // Find the sampler, use reference so we can safely do the erase
343 for(auto&& iter : mImpl->frameBufferContainer)
345 if(iter == frameBuffer)
347 frameBuffer->Destroy(mImpl->context);
348 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
354 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
356 scene->Initialize(*mImpl->CreateSceneContext());
357 mImpl->sceneContainer.push_back(scene);
360 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
362 mImpl->DestroySceneContext(scene->GetContext());
364 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
365 if(iter != mImpl->sceneContainer.end())
367 mImpl->sceneContainer.erase(iter);
371 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
373 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
374 scene->Initialize(*newContext);
377 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
379 frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
382 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
384 frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
387 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
389 frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
392 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
394 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
397 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
399 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
402 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
404 vertexBuffer->SetFormat(format.Release());
407 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
409 vertexBuffer->SetData(data.Release(), size);
412 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
414 geometry->SetIndexBuffer(indices);
417 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
419 mImpl->geometryContainer.PushBack(geometry.Release());
422 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
424 mImpl->geometryContainer.EraseObject(geometry);
427 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
429 DALI_ASSERT_DEBUG(NULL != geometry);
432 for(auto&& iter : mImpl->geometryContainer)
436 iter->AddVertexBuffer(vertexBuffer);
442 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
444 DALI_ASSERT_DEBUG(NULL != geometry);
447 for(auto&& iter : mImpl->geometryContainer)
451 iter->RemoveVertexBuffer(vertexBuffer);
457 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
459 geometry->SetType(Render::Geometry::Type(geometryType));
462 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
464 mImpl->AddRenderTracker(renderTracker);
467 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
469 mImpl->RemoveRenderTracker(renderTracker);
472 ProgramCache* RenderManager::GetProgramCache()
474 return &(mImpl->programController);
477 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
479 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
481 // Core::Render documents that GL context must be current before calling Render
482 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
484 // Increment the frame count at the beginning of each frame
487 // Process messages queued during previous update
488 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
491 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
493 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
496 const bool haveInstructions = count > 0u;
498 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");
500 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
501 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
503 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
505 // Switch to the shared context
506 if(mImpl->currentContext != &mImpl->context)
508 mImpl->currentContext = &mImpl->context;
510 if(mImpl->currentContext->IsSurfacelessContextSupported())
512 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
515 // Clear the current cached program when the context is switched
516 mImpl->programController.ClearCurrentProgram();
519 // Upload the geometries
520 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
522 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
523 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
525 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
527 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
528 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
530 DALI_ASSERT_DEBUG(viewMatrix);
531 DALI_ASSERT_DEBUG(projectionMatrix);
533 if(viewMatrix && projectionMatrix)
535 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
537 // Iterate through each render list.
538 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
540 const RenderList* renderList = instruction.GetRenderList(index);
542 if(renderList && !renderList->IsEmpty())
544 const std::size_t itemCount = renderList->Count();
545 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
547 const RenderItem& item = renderList->GetItem(itemIndex);
548 if(DALI_LIKELY(item.mRenderer))
550 item.mRenderer->Upload(*mImpl->currentContext);
561 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
563 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
568 Internal::Scene& sceneInternal = GetImplementation(scene);
569 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
571 if(sceneObject->IsRenderingSkipped())
573 // We don't need to calculate dirty rects
577 class DamagedRectsCleaner
580 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
581 : mDamagedRects(damagedRects),
586 void SetCleanOnReturn(bool cleanOnReturn)
588 mCleanOnReturn = cleanOnReturn;
591 ~DamagedRectsCleaner()
595 mDamagedRects.clear();
600 std::vector<Rect<int>>& mDamagedRects;
604 Rect<int32_t> surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>(scene.GetSize().width), static_cast<int32_t>(scene.GetSize().height));
606 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
607 DamagedRectsCleaner damagedRectCleaner(damagedRects);
609 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
610 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
611 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
612 for(DirtyRect& dirtyRect : itemsDirtyRects)
614 dirtyRect.visited = false;
617 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
618 for(uint32_t i = 0; i < count; ++i)
620 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
622 if(instruction.mFrameBuffer)
624 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
627 const Camera* camera = instruction.GetCamera();
628 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
630 const Node* node = instruction.GetCamera()->GetNode();
635 Quaternion orientation;
636 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
638 Vector3 orientationAxis;
639 Radian orientationAngle;
640 orientation.ToAxisAngle(orientationAxis, orientationAngle);
642 if(position.x > Math::MACHINE_EPSILON_10000 ||
643 position.y > Math::MACHINE_EPSILON_10000 ||
644 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
645 orientationAngle != ANGLE_180 ||
646 scale != Vector3(1.0f, 1.0f, 1.0f))
657 Rect<int32_t> viewportRect;
658 if(instruction.mIsViewportSet)
660 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
661 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
662 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
664 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
669 viewportRect = surfaceRect;
672 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
673 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
674 if(viewMatrix && projectionMatrix)
676 const RenderListContainer::SizeType count = instruction.RenderListCount();
677 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
679 const RenderList* renderList = instruction.GetRenderList(index);
680 if(renderList && !renderList->IsEmpty())
682 const std::size_t count = renderList->Count();
683 for(uint32_t index = 0u; index < count; ++index)
685 RenderItem& item = renderList->GetItem(index);
686 // If the item does 3D transformation, do early exit and clean the damaged rect array
687 if(item.mUpdateSize == Vector3::ZERO)
693 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
694 // If the item refers to updated node or renderer.
695 if(item.mIsUpdated ||
697 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
699 item.mIsUpdated = false;
700 item.mNode->SetUpdated(false);
702 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
703 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
705 const int left = rect.x;
706 const int top = rect.y;
707 const int right = rect.x + rect.width;
708 const int bottom = rect.y + rect.height;
709 rect.x = (left / 16) * 16;
710 rect.y = (top / 16) * 16;
711 rect.width = ((right + 16) / 16) * 16 - rect.x;
712 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
714 // Found valid dirty rect.
715 // 1. Insert it in the sorted array of the dirty rects.
716 // 2. Mark the related dirty rects as visited so they will not be removed below.
717 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
718 dirtyRect.rect = rect;
719 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
720 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
723 while(++dirtyRectPos != itemsDirtyRects.end())
725 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
730 dirtyRectPos->visited = true;
731 Rect<int>& dirtRect = dirtyRectPos->rect;
732 rect.Merge(dirtRect);
735 if(c > 3) // no more then 3 previous rects
737 itemsDirtyRects.erase(dirtyRectPos);
742 damagedRects.push_back(rect);
747 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
748 // 2. Mark the related dirty rects as visited so they will not be removed below.
749 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
750 while(dirtyRectPos != itemsDirtyRects.end())
752 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
757 dirtyRectPos->visited = true;
767 // Check removed nodes or removed renderers dirty rects
768 auto i = itemsDirtyRects.begin();
769 auto j = itemsDirtyRects.begin();
770 while(i != itemsDirtyRects.end())
778 Rect<int>& dirtRect = i->rect;
779 damagedRects.push_back(dirtRect);
784 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
785 damagedRectCleaner.SetCleanOnReturn(false);
788 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
790 Rect<int> clippingRect;
791 RenderScene(status, scene, renderToFbo, clippingRect);
794 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
796 Internal::Scene& sceneInternal = GetImplementation(scene);
797 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
799 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
801 for(uint32_t i = 0; i < count; ++i)
803 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
805 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
810 // Mark that we will require a post-render step to be performed (includes swap-buffers).
811 status.SetNeedsPostRender(true);
813 Rect<int32_t> viewportRect;
816 if(instruction.mIsClearColorSet)
818 clearColor = instruction.mClearColor;
822 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
825 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
826 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
827 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
828 int surfaceOrientation = sceneInternal.GetSurfaceOrientation();
830 if(instruction.mFrameBuffer)
833 if(mImpl->currentContext != &mImpl->context)
835 // Switch to shared context for off-screen buffer
836 mImpl->currentContext = &mImpl->context;
838 if(mImpl->currentContext->IsSurfacelessContextSupported())
840 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
843 // Clear the current cached program when the context is switched
844 mImpl->programController.ClearCurrentProgram();
849 if(mImpl->currentContext->IsSurfacelessContextSupported())
851 if(mImpl->currentContext != sceneObject->GetContext())
853 // Switch the correct context if rendering to a surface
854 mImpl->currentContext = sceneObject->GetContext();
856 // Clear the current cached program when the context is switched
857 mImpl->programController.ClearCurrentProgram();
861 surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>(scene.GetSize().width), static_cast<int32_t>(scene.GetSize().height));
864 // Make sure that GL context must be created
865 mImpl->currentContext->GlContextCreated();
867 // reset the program matrices for all programs once per frame
868 // this ensures we will set view and projection matrix once per program per camera
869 mImpl->programController.ResetProgramMatrices();
871 if(instruction.mFrameBuffer)
873 instruction.mFrameBuffer->Bind(*mImpl->currentContext);
875 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
876 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
878 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTextureId(i0));
883 mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
886 if(!instruction.mFrameBuffer)
888 mImpl->currentContext->Viewport(surfaceRect.x,
894 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
895 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
896 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
897 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
898 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
900 mImpl->currentContext->ColorMask(true);
902 if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
904 mImpl->currentContext->DepthMask(true);
905 clearMask |= GL_DEPTH_BUFFER_BIT;
908 if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
910 mImpl->currentContext->ClearStencil(0);
911 mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
912 clearMask |= GL_STENCIL_BUFFER_BIT;
915 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
917 // Offscreen buffer rendering
918 if(instruction.mIsViewportSet)
920 // For glViewport the lower-left corner is (0,0)
921 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
922 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
926 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
928 surfaceOrientation = 0;
930 else // No Offscreen frame buffer rendering
932 // Check whether a viewport is specified, otherwise the full surface size is used
933 if(instruction.mIsViewportSet)
935 // For glViewport the lower-left corner is (0,0)
936 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
937 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
941 viewportRect = surfaceRect;
945 // Set surface orientation
946 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
948 bool clearFullFrameRect = true;
949 if(instruction.mFrameBuffer != nullptr)
951 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
952 clearFullFrameRect = (frameRect == viewportRect);
956 clearFullFrameRect = (surfaceRect == viewportRect);
959 if(!clippingRect.IsEmpty())
961 if(!clippingRect.Intersect(viewportRect))
963 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
964 clippingRect = Rect<int>();
966 clearFullFrameRect = false;
969 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
971 if(instruction.mIsClearColorSet)
973 mImpl->currentContext->ClearColor(clearColor.r,
977 if(!clearFullFrameRect)
979 if(!clippingRect.IsEmpty())
981 mImpl->currentContext->SetScissorTest(true);
982 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
983 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
984 mImpl->currentContext->SetScissorTest(false);
988 mImpl->currentContext->SetScissorTest(true);
989 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
990 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
991 mImpl->currentContext->SetScissorTest(false);
996 mImpl->currentContext->SetScissorTest(false);
997 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1001 // Clear the list of bound textures
1002 mImpl->boundTextures.Clear();
1004 mImpl->renderAlgorithms.ProcessRenderInstruction(
1006 *mImpl->currentContext,
1007 mImpl->renderBufferIndex,
1008 depthBufferAvailable,
1009 stencilBufferAvailable,
1010 mImpl->boundTextures,
1013 // Synchronise the FBO/Texture access when there are multiple contexts
1014 if(mImpl->currentContext->IsSurfacelessContextSupported())
1016 // Check whether any binded texture is in the dependency list
1017 bool textureFound = false;
1019 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1021 for(auto textureId : mImpl->textureDependencyList)
1023 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [textureId](GLuint id) {
1024 return textureId == id;
1025 }) != mImpl->boundTextures.End();
1031 if(instruction.mFrameBuffer)
1033 // For off-screen buffer
1035 // Wait until all rendering calls for the currently context are executed
1036 mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1038 // Clear the dependency list
1039 mImpl->textureDependencyList.Clear();
1043 // Worker thread lambda function
1044 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1045 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1046 // Switch to the shared context in the worker thread
1047 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1049 // Wait until all rendering calls for the shared context are executed
1050 glContextHelperAbstraction.WaitClient();
1052 // Must clear the context in the worker thread
1053 // Otherwise the shared context cannot be switched to from the render thread
1054 glContextHelperAbstraction.MakeContextNull();
1057 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1060 mImpl->threadPool->Wait();
1062 // Clear the dependency list
1063 mImpl->textureDependencyList.Clear();
1069 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1071 // This will create a sync object every frame this render tracker
1072 // is alive (though it should be now be created only for
1073 // render-once render tasks)
1074 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1075 instruction.mRenderTracker = nullptr; // Only create once.
1080 mImpl->currentContext->Flush();
1084 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1085 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1088 void RenderManager::PostRender(bool uploadOnly)
1092 if(mImpl->currentContext->IsSurfacelessContextSupported())
1094 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1097 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1098 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1101 //Notify RenderGeometries that rendering has finished
1102 for(auto&& iter : mImpl->geometryContainer)
1104 iter->OnRenderFinished();
1107 mImpl->UpdateTrackers();
1109 uint32_t count = 0u;
1110 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1112 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1115 const bool haveInstructions = count > 0u;
1117 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1118 mImpl->lastFrameWasRendered = haveInstructions;
1121 * The rendering has finished; swap to the next buffer.
1122 * Ideally the update has just finished using this buffer; otherwise the render thread
1123 * should block until the update has finished.
1125 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1127 DALI_PRINT_RENDER_END();
1130 } // namespace SceneGraph
1132 } // namespace Internal