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/renderers/shader-cache.h>
42 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
43 #include <dali/internal/render/shaders/program-controller.h>
51 #if defined(DEBUG_ENABLED)
54 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
55 } // unnamed namespace
59 * Structure to contain internal data
61 struct RenderManager::Impl
63 Impl(Graphics::Controller& graphicsController,
64 Integration::DepthBufferAvailable depthBufferAvailableParam,
65 Integration::StencilBufferAvailable stencilBufferAvailableParam,
66 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
67 : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
68 currentContext(&context),
69 graphicsController(graphicsController),
71 renderAlgorithms(graphicsController),
73 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
77 frameBufferContainer(),
78 lastFrameWasRendered(false),
79 programController(graphicsController),
80 shaderCache(graphicsController),
81 depthBufferAvailable(depthBufferAvailableParam),
82 stencilBufferAvailable(stencilBufferAvailableParam),
83 partialUpdateAvailable(partialUpdateAvailableParam)
85 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
86 threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
87 threadPool->Initialize(1u);
89 uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
91 // initialize main command buffer
92 auto info = Graphics::CommandBufferCreateInfo().SetLevel( Graphics::CommandBufferLevel::PRIMARY );
93 mainCommandBuffer = graphicsController.CreateCommandBuffer( info, nullptr );
98 threadPool.reset(nullptr); // reset now to maintain correct destruction order
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 Context* CreateSceneContext()
114 Context* context = new Context(graphicsController.GetGlAbstraction());
115 sceneContextContainer.PushBack(context);
119 void DestroySceneContext(Context* sceneContext)
121 auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
122 if(iter != sceneContextContainer.End())
124 (*iter)->GlContextDestroyed();
125 sceneContextContainer.Erase(iter);
129 Context* ReplaceSceneContext(Context* oldSceneContext)
131 Context* newContext = new Context(graphicsController.GetGlAbstraction());
133 oldSceneContext->GlContextDestroyed();
135 std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
139 void UpdateTrackers()
141 for(auto&& iter : mRenderTrackers)
143 iter->PollSyncObject();
147 // the order is important for destruction,
148 // programs are owned by context at the moment.
149 Context context; ///< Holds the GL state of the share resource context
150 Context* currentContext; ///< Holds the GL state of the current context for rendering
151 OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
152 Graphics::Controller& graphicsController;
153 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
155 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
157 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
159 uint32_t frameCount; ///< The current frame count
160 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
162 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
163 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
164 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
165 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
166 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
167 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
169 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
171 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
173 ProgramController programController; ///< Owner of the GL programs
174 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
176 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
178 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
179 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
180 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
182 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
183 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
184 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of binded textures
186 Graphics::UniquePtr<Graphics::CommandBuffer> mainCommandBuffer; ///< Main command buffer
188 Graphics::UniquePtr<Graphics::RenderPass> mainRenderPass; ///< Main renderpass
193 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
194 Integration::DepthBufferAvailable depthBufferAvailable,
195 Integration::StencilBufferAvailable stencilBufferAvailable,
196 Integration::PartialUpdateAvailable partialUpdateAvailable)
198 RenderManager* 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::ContextCreated()
223 mImpl->context.GlContextCreated();
224 mImpl->programController.GlContextCreated();
226 // renderers, textures and gpu buffers cannot reinitialize themselves
227 // so they rely on someone reloading the data for them
230 void RenderManager::ContextDestroyed()
232 mImpl->context.GlContextDestroyed();
233 mImpl->programController.GlContextDestroyed();
236 for(auto&& texture : mImpl->textureContainer)
241 //Inform framebuffers
242 for(auto&& framebuffer : mImpl->frameBufferContainer)
244 framebuffer->Destroy();
248 for(auto&& renderer : mImpl->rendererContainer)
250 renderer->GlContextDestroyed();
254 for(auto&& context : mImpl->sceneContextContainer)
256 context->GlContextDestroyed();
260 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
262 mImpl->programController.SetShaderSaver(upstream);
265 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
267 // Initialize the renderer as we are now in render thread
268 renderer->Initialize(mImpl->context, mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
270 mImpl->rendererContainer.PushBack(renderer.Release());
273 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
275 mImpl->rendererContainer.EraseObject(renderer);
278 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
280 sampler->Initialize(mImpl->graphicsController);
281 mImpl->samplerContainer.PushBack(sampler.Release());
284 void RenderManager::RemoveSampler(Render::Sampler* sampler)
286 mImpl->samplerContainer.EraseObject(sampler);
289 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
291 texture->Initialize(mImpl->graphicsController);
292 mImpl->textureContainer.PushBack(texture.Release());
295 void RenderManager::RemoveTexture(Render::Texture* texture)
297 DALI_ASSERT_DEBUG(NULL != texture);
299 // Find the texture, use reference to pointer so we can do the erase safely
300 for(auto&& iter : mImpl->textureContainer)
305 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
311 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
313 texture->Upload(pixelData, params);
316 void RenderManager::GenerateMipmaps(Render::Texture* texture)
318 texture->GenerateMipmaps();
321 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
323 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
324 static_cast<Dali::FilterMode::Type>(magFilterMode));
327 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
329 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
330 static_cast<Dali::WrapMode::Type>(sWrapMode),
331 static_cast<Dali::WrapMode::Type>(tWrapMode));
334 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
336 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
337 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
338 frameBufferPtr->Initialize(mImpl->graphicsController);
341 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
343 DALI_ASSERT_DEBUG(NULL != frameBuffer);
345 // Find the sampler, use reference so we can safely do the erase
346 for(auto&& iter : mImpl->frameBufferContainer)
348 if(iter == frameBuffer)
350 frameBuffer->Destroy();
351 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
358 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
360 scene->Initialize(*mImpl->CreateSceneContext());
361 mImpl->sceneContainer.push_back(scene);
364 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
366 mImpl->DestroySceneContext(scene->GetContext());
368 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
369 if(iter != mImpl->sceneContainer.end())
371 mImpl->sceneContainer.erase(iter);
375 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
377 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
378 scene->Initialize(*newContext);
381 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
383 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
386 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
388 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
391 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
393 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
396 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
398 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
401 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
403 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
406 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
408 vertexBuffer->SetFormat(format.Release());
411 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
413 vertexBuffer->SetData(data.Release(), size);
416 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
418 geometry->SetIndexBuffer(indices);
421 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
423 mImpl->geometryContainer.PushBack(geometry.Release());
426 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
428 mImpl->geometryContainer.EraseObject(geometry);
431 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
433 DALI_ASSERT_DEBUG(NULL != geometry);
436 for(auto&& iter : mImpl->geometryContainer)
440 iter->AddVertexBuffer(vertexBuffer);
446 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
448 DALI_ASSERT_DEBUG(NULL != geometry);
451 for(auto&& iter : mImpl->geometryContainer)
455 iter->RemoveVertexBuffer(vertexBuffer);
461 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
463 geometry->SetType(Render::Geometry::Type(geometryType));
466 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
468 mImpl->AddRenderTracker(renderTracker);
471 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
473 mImpl->RemoveRenderTracker(renderTracker);
476 ProgramCache* RenderManager::GetProgramCache()
478 return &(mImpl->programController);
481 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
483 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
485 // Core::Render documents that GL context must be current before calling Render
486 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
488 // Increment the frame count at the beginning of each frame
491 // Process messages queued during previous update
492 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
495 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
497 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
500 const bool haveInstructions = count > 0u;
502 // Reset main command buffer
503 mImpl->mainCommandBuffer->Reset();
505 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");
507 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
508 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
510 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
512 // Switch to the shared context
513 if(mImpl->currentContext != &mImpl->context)
515 mImpl->currentContext = &mImpl->context;
517 if(mImpl->currentContext->IsSurfacelessContextSupported())
519 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
522 // Clear the current cached program when the context is switched
523 mImpl->programController.ClearCurrentProgram();
526 // Upload the geometries
527 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
529 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
530 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
532 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
534 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
535 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
537 DALI_ASSERT_DEBUG(viewMatrix);
538 DALI_ASSERT_DEBUG(projectionMatrix);
540 if(viewMatrix && projectionMatrix)
542 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
544 // Iterate through each render list.
545 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
547 const RenderList* renderList = instruction.GetRenderList(index);
549 if(renderList && !renderList->IsEmpty())
551 const std::size_t itemCount = renderList->Count();
552 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
554 const RenderItem& item = renderList->GetItem(itemIndex);
555 if(DALI_LIKELY(item.mRenderer))
557 item.mRenderer->Upload();
568 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
570 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
575 Internal::Scene& sceneInternal = GetImplementation(scene);
576 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
578 if(sceneObject->IsRenderingSkipped())
580 // We don't need to calculate dirty rects
584 class DamagedRectsCleaner
587 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
588 : mDamagedRects(damagedRects),
593 void SetCleanOnReturn(bool cleanOnReturn)
595 mCleanOnReturn = cleanOnReturn;
598 ~DamagedRectsCleaner()
602 mDamagedRects.clear();
607 std::vector<Rect<int>>& mDamagedRects;
611 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
613 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
614 DamagedRectsCleaner damagedRectCleaner(damagedRects);
616 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
617 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
618 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
619 for(DirtyRect& dirtyRect : itemsDirtyRects)
621 dirtyRect.visited = false;
624 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
625 for(uint32_t i = 0; i < count; ++i)
627 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
629 if(instruction.mFrameBuffer)
631 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
634 const Camera* camera = instruction.GetCamera();
635 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
637 const Node* node = instruction.GetCamera()->GetNode();
642 Quaternion orientation;
643 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
645 Vector3 orientationAxis;
646 Radian orientationAngle;
647 orientation.ToAxisAngle(orientationAxis, orientationAngle);
649 if(position.x > Math::MACHINE_EPSILON_10000 ||
650 position.y > Math::MACHINE_EPSILON_10000 ||
651 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
652 orientationAngle != ANGLE_180 ||
653 scale != Vector3(1.0f, 1.0f, 1.0f))
664 Rect<int32_t> viewportRect;
665 if(instruction.mIsViewportSet)
667 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
668 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
669 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
671 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
676 viewportRect = surfaceRect;
679 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
680 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
681 if(viewMatrix && projectionMatrix)
683 const RenderListContainer::SizeType count = instruction.RenderListCount();
684 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
686 const RenderList* renderList = instruction.GetRenderList(index);
687 if(renderList && !renderList->IsEmpty())
689 const std::size_t count = renderList->Count();
690 for(uint32_t index = 0u; index < count; ++index)
692 RenderItem& item = renderList->GetItem(index);
693 // If the item does 3D transformation, do early exit and clean the damaged rect array
694 if(item.mUpdateSize == Vector3::ZERO)
700 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
701 // If the item refers to updated node or renderer.
702 if(item.mIsUpdated ||
704 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
706 item.mIsUpdated = false;
707 item.mNode->SetUpdated(false);
709 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
710 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
712 const int left = rect.x;
713 const int top = rect.y;
714 const int right = rect.x + rect.width;
715 const int bottom = rect.y + rect.height;
716 rect.x = (left / 16) * 16;
717 rect.y = (top / 16) * 16;
718 rect.width = ((right + 16) / 16) * 16 - rect.x;
719 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
721 // Found valid dirty rect.
722 // 1. Insert it in the sorted array of the dirty rects.
723 // 2. Mark the related dirty rects as visited so they will not be removed below.
724 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
725 dirtyRect.rect = rect;
726 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
727 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
730 while(++dirtyRectPos != itemsDirtyRects.end())
732 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
737 dirtyRectPos->visited = true;
738 Rect<int>& dirtRect = dirtyRectPos->rect;
739 rect.Merge(dirtRect);
742 if(c > 3) // no more then 3 previous rects
744 itemsDirtyRects.erase(dirtyRectPos);
749 damagedRects.push_back(rect);
754 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
755 // 2. Mark the related dirty rects as visited so they will not be removed below.
756 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
757 while(dirtyRectPos != itemsDirtyRects.end())
759 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
764 dirtyRectPos->visited = true;
774 // Check removed nodes or removed renderers dirty rects
775 auto i = itemsDirtyRects.begin();
776 auto j = itemsDirtyRects.begin();
777 while(i != itemsDirtyRects.end())
785 Rect<int>& dirtRect = i->rect;
786 damagedRects.push_back(dirtRect);
791 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
792 damagedRectCleaner.SetCleanOnReturn(false);
795 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
797 Rect<int> clippingRect;
798 RenderScene(status, scene, renderToFbo, clippingRect);
801 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
803 // Reset main algorithms command buffer
804 mImpl->renderAlgorithms.ResetCommandBuffer();
806 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
808 Internal::Scene& sceneInternal = GetImplementation(scene);
809 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
811 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
813 for(uint32_t i = 0; i < count; ++i)
815 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
817 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
822 // Mark that we will require a post-render step to be performed (includes swap-buffers).
823 status.SetNeedsPostRender(true);
825 Rect<int32_t> viewportRect;
828 if(instruction.mIsClearColorSet)
830 clearColor = instruction.mClearColor;
834 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
837 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
838 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
840 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
841 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
843 if(instruction.mFrameBuffer)
845 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
846 // todo: use no-clear renderpass instead (not implemented yet)
848 // Set the clear color for first color attachment
849 if( instruction.mIsClearColorSet )
851 clearValues[0].color = {
852 instruction.mClearColor.r,
853 instruction.mClearColor.g,
854 instruction.mClearColor.b,
855 instruction.mClearColor.a
859 mainCommandBuffer->BeginRenderPass(
860 instruction.mFrameBuffer->GetGraphicsRenderPass( Graphics::AttachmentLoadOp::CLEAR, Graphics::AttachmentStoreOp::STORE ),
861 instruction.mFrameBuffer->GetGraphicsRenderTarget(),
862 { instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() },
866 if(mImpl->currentContext != &mImpl->context)
868 // Switch to shared context for off-screen buffer
869 mImpl->currentContext = &mImpl->context;
871 if(mImpl->currentContext->IsSurfacelessContextSupported())
873 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
876 // Clear the current cached program when the context is switched
877 mImpl->programController.ClearCurrentProgram();
882 if(mImpl->currentContext->IsSurfacelessContextSupported())
884 if(mImpl->currentContext != sceneObject->GetContext())
886 // Switch the correct context if rendering to a surface
887 mImpl->currentContext = sceneObject->GetContext();
889 // Clear the current cached program when the context is switched
890 mImpl->programController.ClearCurrentProgram();
895 // Make sure that GL context must be created
896 mImpl->currentContext->GlContextCreated();
898 // reset the program matrices for all programs once per frame
899 // this ensures we will set view and projection matrix once per program per camera
900 mImpl->programController.ResetProgramMatrices();
902 if(instruction.mFrameBuffer)
905 //instruction.mFrameBuffer->Bind(*mImpl->currentContext);
906 // @todo Temporarily set per renderer per pipeline. Should use RenderPass instead
908 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
909 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
911 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
916 mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
919 // @todo Should this be a command in it's own right?
921 if(!instruction.mFrameBuffer)
923 mImpl->currentContext->Viewport(surfaceRect.x,
928 mainCommandBuffer->SetViewport( {surfaceRect.x,
931 surfaceRect.height} );
935 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
936 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
937 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
938 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
939 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
941 mImpl->currentContext->ColorMask(true);
943 if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
945 mImpl->currentContext->DepthMask(true);
946 clearMask |= GL_DEPTH_BUFFER_BIT;
949 if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
951 mImpl->currentContext->ClearStencil(0);
952 mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
953 clearMask |= GL_STENCIL_BUFFER_BIT;
956 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
958 // Offscreen buffer rendering
959 if(instruction.mIsViewportSet)
961 // For glViewport the lower-left corner is (0,0)
962 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
963 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
967 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
969 surfaceOrientation = 0;
971 else // No Offscreen frame buffer rendering
973 // Check whether a viewport is specified, otherwise the full surface size is used
974 if(instruction.mIsViewportSet)
976 // For glViewport the lower-left corner is (0,0)
977 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
978 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
982 viewportRect = surfaceRect;
986 // Set surface orientation
987 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
989 /*** Clear region of framebuffer or surface before drawing ***/
991 bool clearFullFrameRect = true;
992 if(instruction.mFrameBuffer != nullptr)
994 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
995 clearFullFrameRect = (frameRect == viewportRect);
999 clearFullFrameRect = (surfaceRect == viewportRect);
1002 if(!clippingRect.IsEmpty())
1004 if(!clippingRect.Intersect(viewportRect))
1006 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1007 clippingRect = Rect<int>();
1009 clearFullFrameRect = false;
1012 // @todo The following block should be a command in it's own right.
1013 // Currently takes account of surface orientation in Context.
1014 // Or move entirely to RenderPass implementation
1015 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
1016 if(instruction.mIsClearColorSet)
1018 mImpl->currentContext->ClearColor(clearColor.r,
1022 if(!clearFullFrameRect)
1024 if(!clippingRect.IsEmpty())
1026 mImpl->currentContext->SetScissorTest(true);
1027 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1028 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1029 mImpl->currentContext->SetScissorTest(false);
1033 mImpl->currentContext->SetScissorTest(true);
1034 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
1035 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1036 mImpl->currentContext->SetScissorTest(false);
1041 mImpl->currentContext->SetScissorTest(false);
1042 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1046 // Clear the list of bound textures
1047 mImpl->boundTextures.Clear();
1049 mImpl->renderAlgorithms.ProcessRenderInstruction(
1051 *mImpl->currentContext,
1052 mImpl->renderBufferIndex,
1053 depthBufferAvailable,
1054 stencilBufferAvailable,
1055 mImpl->boundTextures,
1058 surfaceOrientation);
1060 // Synchronise the FBO/Texture access when there are multiple contexts
1061 if(mImpl->currentContext->IsSurfacelessContextSupported())
1063 // Check whether any bound texture is in the dependency list
1064 bool textureFound = false;
1066 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1068 for(auto texture : mImpl->textureDependencyList)
1070 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
1071 return texture == graphicsTexture;
1072 }) != mImpl->boundTextures.End();
1078 if(instruction.mFrameBuffer)
1080 // For off-screen buffer
1082 // Wait until all rendering calls for the currently context are executed
1083 // mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1085 // Clear the dependency list
1086 mImpl->textureDependencyList.Clear();
1090 // Worker thread lambda function
1091 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1092 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1093 // Switch to the shared context in the worker thread
1094 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1096 // Wait until all rendering calls for the shared context are executed
1097 glContextHelperAbstraction.WaitClient();
1099 // Must clear the context in the worker thread
1100 // Otherwise the shared context cannot be switched to from the render thread
1101 glContextHelperAbstraction.MakeContextNull();
1104 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1107 mImpl->threadPool->Wait();
1109 // Clear the dependency list
1110 mImpl->textureDependencyList.Clear();
1116 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1118 // This will create a sync object every frame this render tracker
1119 // is alive (though it should be now be created only for
1120 // render-once render tasks)
1121 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1122 instruction.mRenderTracker = nullptr; // Only create once.
1127 mImpl->currentContext->Flush();
1131 mainCommandBuffer->EndRenderPass();
1132 mImpl->renderAlgorithms.SubmitCommandBuffer();
1135 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1136 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1139 void RenderManager::PostRender(bool uploadOnly)
1141 // Submit main command buffer
1142 //mImpl->renderAlgorithms.SubmitCommandBuffer();
1146 if(mImpl->currentContext->IsSurfacelessContextSupported())
1148 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1151 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1152 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1155 //Notify RenderGeometries that rendering has finished
1156 for(auto&& iter : mImpl->geometryContainer)
1158 iter->OnRenderFinished();
1161 mImpl->UpdateTrackers();
1163 uint32_t count = 0u;
1164 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1166 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1169 const bool haveInstructions = count > 0u;
1171 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1172 mImpl->lastFrameWasRendered = haveInstructions;
1175 * The rendering has finished; swap to the next buffer.
1176 * Ideally the update has just finished using this buffer; otherwise the render thread
1177 * should block until the update has finished.
1179 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1181 DALI_PRINT_RENDER_END();
1184 } // namespace SceneGraph
1186 } // namespace Internal