2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
22 #include <dali/public-api/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
36 #include <dali/internal/render/gl-resources/texture-cache.h>
37 #include <dali/internal/render/queue/render-queue.h>
38 #include <dali/internal/render/renderers/render-frame-buffer.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
53 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
54 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
56 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
57 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
59 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
60 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
62 typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer;
63 typedef TextureOwnerContainer::Iterator TextureOwnerIter;
65 typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
66 typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
68 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
69 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
71 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
72 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
73 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
76 * Structure to contain internal data
78 struct RenderManager::Impl
80 Impl( Integration::GlAbstraction& glAbstraction,
81 Integration::GlSyncAbstraction& glSyncAbstraction,
82 LockedResourceQueue& textureUploadedQ,
83 TextureUploadedDispatcher& postProcessDispatcher )
84 : context( glAbstraction ),
85 glSyncAbstraction( glSyncAbstraction ),
87 textureCache( renderQueue, postProcessDispatcher, context ),
88 textureUploadedQueue( textureUploadedQ ),
90 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
92 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
97 frameBufferContainer(),
98 renderersAdded( false ),
99 firstRenderCompleted( false ),
100 defaultShader( NULL ),
101 programController( glAbstraction )
109 void AddRenderTracker( Render::RenderTracker* renderTracker )
111 DALI_ASSERT_DEBUG( renderTracker != NULL );
112 mRenderTrackers.PushBack( renderTracker );
115 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
117 DALI_ASSERT_DEBUG( renderTracker != NULL );
118 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
120 if( *iter == renderTracker )
122 mRenderTrackers.Erase( iter );
128 void UpdateTrackers()
130 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
132 (*iter)->PollSyncObject();
136 // the order is important for destruction,
137 // programs are owned by context at the moment.
138 Context context; ///< holds the GL state
139 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
140 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
141 TextureCache textureCache; ///< Cache for all GL textures
142 LockedResourceQueue& textureUploadedQueue; ///< A queue for requesting resource post processing in update thread
144 // Render instructions describe what should be rendered during RenderManager::Render()
145 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
146 RenderInstructionContainer instructions;
148 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
150 unsigned int frameCount; ///< The current frame count
151 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
153 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
155 RendererOwnerContainer rendererContainer; ///< List of owned renderers
156 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
157 TextureOwnerContainer textureContainer; ///< List of owned textures
158 FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
159 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
160 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
164 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
166 bool firstRenderCompleted; ///< False until the first render is done
167 Shader* defaultShader; ///< Default shader to use
168 ProgramController programController; ///< Owner of the GL programs
172 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
173 Integration::GlSyncAbstraction& glSyncAbstraction,
174 LockedResourceQueue& textureUploadedQ )
176 RenderManager* manager = new RenderManager;
177 manager->mImpl = new Impl( glAbstraction,
184 RenderManager::RenderManager()
189 RenderManager::~RenderManager()
194 RenderQueue& RenderManager::GetRenderQueue()
196 return mImpl->renderQueue;
199 TextureCache& RenderManager::GetTextureCache()
201 return mImpl->textureCache;
204 void RenderManager::ContextCreated()
206 mImpl->context.GlContextCreated();
207 mImpl->programController.GlContextCreated();
209 // renderers, textures and gpu buffers cannot reinitialize themselves
210 // so they rely on someone reloading the data for them
213 void RenderManager::ContextDestroyed()
215 mImpl->context.GlContextDestroyed();
216 mImpl->programController.GlContextDestroyed();
218 // inform texture cache
219 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
222 for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
224 (*iter)->GlContextDestroyed();
227 //Inform framebuffers
228 for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
230 (*iter)->GlContextDestroyed();
234 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
235 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
236 for( ; iter != end; ++iter )
238 GlResourceOwner* renderer = *iter;
239 renderer->GlContextDestroyed(); // Clear up vertex buffers
243 void RenderManager::DispatchTextureUploaded(ResourceId request)
245 mImpl->textureUploadedQueue.PushBack( request );
248 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
250 mImpl->programController.SetShaderSaver( upstream );
253 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
255 return mImpl->instructions;
258 void RenderManager::SetBackgroundColor( const Vector4& color )
260 mImpl->backgroundColor = color;
263 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
265 mImpl->defaultSurfaceRect = rect;
268 void RenderManager::AddRenderer( Render::Renderer* renderer )
270 // Initialize the renderer as we are now in render thread
271 renderer->Initialize( mImpl->context, mImpl->textureCache );
273 mImpl->rendererContainer.PushBack( renderer );
275 if( !mImpl->renderersAdded )
277 mImpl->renderersAdded = true;
281 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
283 DALI_ASSERT_DEBUG( NULL != renderer );
285 RendererOwnerContainer& renderers = mImpl->rendererContainer;
288 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
290 if ( *iter == renderer )
292 renderers.Erase( iter ); // Renderer found; now destroy it
298 void RenderManager::AddSampler( Render::Sampler* sampler )
300 mImpl->samplerContainer.PushBack( sampler );
303 void RenderManager::RemoveSampler( Render::Sampler* sampler )
305 DALI_ASSERT_DEBUG( NULL != sampler );
307 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
310 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
312 if ( *iter == sampler )
314 samplers.Erase( iter ); // Sampler found; now destroy it
320 void RenderManager::AddTexture( Render::NewTexture* texture )
322 mImpl->textureContainer.PushBack( texture );
323 texture->Initialize(mImpl->context);
326 void RenderManager::RemoveTexture( Render::NewTexture* texture )
328 DALI_ASSERT_DEBUG( NULL != texture );
330 TextureOwnerContainer& textures = mImpl->textureContainer;
333 for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
335 if ( *iter == texture )
337 texture->Destroy( mImpl->context );
338 textures.Erase( iter ); // Texture found; now destroy it
344 void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
346 texture->Upload( mImpl->context, pixelData, params );
349 void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
351 texture->GenerateMipmaps( mImpl->context );
354 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
356 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
357 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
360 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
362 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
363 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
364 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
367 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
369 mImpl->frameBufferContainer.PushBack( frameBuffer );
370 frameBuffer->Initialize(mImpl->context);
373 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
375 DALI_ASSERT_DEBUG( NULL != frameBuffer );
377 FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
380 for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
382 if ( *iter == frameBuffer )
384 frameBuffer->Destroy( mImpl->context );
385 framebuffers.Erase( iter ); // frameBuffer found; now destroy it
391 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
393 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
396 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
398 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
401 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
403 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
405 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
408 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
410 if ( *iter == propertyBuffer )
412 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
418 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
420 propertyBuffer->SetFormat( format );
423 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
425 propertyBuffer->SetData( data, size );
428 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
430 geometry->SetIndexBuffer( indices );
433 void RenderManager::AddGeometry( Render::Geometry* geometry )
435 mImpl->geometryContainer.PushBack( geometry );
438 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
440 DALI_ASSERT_DEBUG( NULL != geometry );
442 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
445 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
447 if ( *iter == geometry )
449 geometries.Erase( iter ); // Geometry found; now destroy it
455 void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
457 DALI_ASSERT_DEBUG( NULL != geometry );
459 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
462 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
464 if ( *iter == geometry )
466 (*iter)->AddPropertyBuffer( propertyBuffer );
472 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
474 DALI_ASSERT_DEBUG( NULL != geometry );
476 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
479 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
481 if ( *iter == geometry )
483 (*iter)->RemovePropertyBuffer( propertyBuffer );
489 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
491 geometry->SetType( Render::Geometry::Type(geometryType) );
494 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
496 mImpl->AddRenderTracker(renderTracker);
499 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
501 mImpl->RemoveRenderTracker(renderTracker);
504 void RenderManager::SetDefaultShader( Shader* shader )
506 mImpl->defaultShader = shader;
509 ProgramCache* RenderManager::GetProgramCache()
511 return &(mImpl->programController);
514 bool RenderManager::Render( Integration::RenderStatus& status )
516 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
518 // Core::Render documents that GL context must be current before calling Render
519 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
521 // Increment the frame count at the beginning of each frame
522 ++(mImpl->frameCount);
524 // Process messages queued during previous update
525 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
527 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
528 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
530 // switch rendering to adaptor provided (default) buffer
531 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
533 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
534 mImpl->defaultSurfaceRect.y,
535 mImpl->defaultSurfaceRect.width,
536 mImpl->defaultSurfaceRect.height );
538 mImpl->context.ClearColor( mImpl->backgroundColor.r,
539 mImpl->backgroundColor.g,
540 mImpl->backgroundColor.b,
541 mImpl->backgroundColor.a );
543 mImpl->context.ClearStencil( 0 );
545 // Clear the entire color, depth and stencil buffers for the default framebuffer.
546 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
547 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
548 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
549 mImpl->context.SetScissorTest( false );
550 mImpl->context.ColorMask( true );
551 mImpl->context.DepthMask( true );
552 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
553 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
555 // reset the program matrices for all programs once per frame
556 // this ensures we will set view and projection matrix once per program per camera
557 mImpl->programController.ResetProgramMatrices();
559 // if we don't have default shader, no point doing the render calls
560 if( mImpl->defaultShader )
562 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
563 for ( size_t i = 0; i < count; ++i )
565 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
567 DoRender( instruction, *mImpl->defaultShader );
569 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
570 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
572 mImpl->UpdateTrackers();
574 mImpl->firstRenderCompleted = true;
578 //Notify RenderGeometries that rendering has finished
579 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
581 (*iter)->OnRenderFinished();
585 * The rendering has finished; swap to the next buffer.
586 * Ideally the update has just finished using this buffer; otherwise the render thread
587 * should block until the update has finished.
589 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
591 DALI_PRINT_RENDER_END();
593 // check if anything has been posted to the update thread, if IsEmpty then no update required.
594 return !mImpl->textureUploadedQueue.IsEmpty();
597 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
599 Rect<int> viewportRect;
602 if ( instruction.mIsClearColorSet )
604 clearColor = instruction.mClearColor;
608 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
611 FrameBufferTexture* offscreen = NULL;
613 if( instruction.mFrameBuffer != 0 )
615 instruction.mFrameBuffer->Bind( mImpl->context );
616 if ( instruction.mIsViewportSet )
618 // For glViewport the lower-left corner is (0,0)
619 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
620 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
624 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
627 else // !(instruction.mOffscreenTexture)
629 // switch rendering to adaptor provided (default) buffer
630 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
632 // Check whether a viewport is specified, otherwise the full surface size is used
633 if ( instruction.mIsViewportSet )
635 // For glViewport the lower-left corner is (0,0)
636 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
637 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
641 viewportRect = mImpl->defaultSurfaceRect;
645 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
647 if ( instruction.mIsClearColorSet )
649 mImpl->context.ClearColor( clearColor.r,
654 // Clear the viewport area only
655 mImpl->context.SetScissorTest( true );
656 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
657 mImpl->context.ColorMask( true );
658 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
659 mImpl->context.SetScissorTest( false );
662 Render::ProcessRenderInstruction( instruction,
666 mImpl->renderBufferIndex );
668 if( instruction.mRenderTracker && ( offscreen != NULL || instruction.mFrameBuffer != NULL ) )
670 // This will create a sync object every frame this render tracker
671 // is alive (though it should be now be created only for
672 // render-once render tasks)
673 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
674 instruction.mRenderTracker = NULL; // Only create once.
678 } // namespace SceneGraph
680 } // namespace Internal