2 * Copyright (c) 2014 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/common/dali-common.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/render-tasks/render-task.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/owner-pointer.h>
28 #include <dali/internal/render/queue/render-queue.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/renderers/scene-graph-renderer.h>
38 #include <dali/internal/render/renderers/render-geometry.h>
39 #include <dali/internal/render/shaders/program-controller.h>
41 // Uncomment the next line to enable frame snapshot logging
42 //#define FRAME_SNAPSHOT_LOGGING
44 #ifdef FRAME_SNAPSHOT_LOGGING
46 using namespace Dali::Internal::Render;
48 namespace // unnamed namespace
50 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
51 } // unnamed namespace
53 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
54 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
56 #else // FRAME_SNAPSHOT_LOGGING
58 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
60 #endif // FRAME_SNAPSHOT_LOGGING
71 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
72 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
74 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
75 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
77 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
78 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
79 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
82 * Structure to contain internal data
84 struct RenderManager::Impl
86 Impl( Dali::Integration::GlAbstraction& glAbstraction,
87 ResourcePostProcessList& resourcePostProcessQ,
88 PostProcessResourceDispatcher& postProcessDispatcher )
89 : context( glAbstraction ),
91 textureCache( renderQueue, postProcessDispatcher, context ),
92 resourcePostProcessQueue( resourcePostProcessQ ),
94 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
96 lastFrameTime( 0.0f ),
98 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
101 renderersAdded( false ),
102 firstRenderCompleted( false ),
103 defaultShader( NULL ),
104 programController( glAbstraction )
112 void AddRenderTracker( RenderTracker* renderTracker )
114 DALI_ASSERT_DEBUG( renderTracker != NULL );
115 mRenderTrackers.PushBack( renderTracker );
118 void RemoveRenderTracker( RenderTracker* renderTracker )
120 DALI_ASSERT_DEBUG( renderTracker != NULL );
121 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
123 if( *iter == renderTracker )
125 mRenderTrackers.Erase( iter );
131 void UpdateTrackers()
133 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
135 (*iter)->PollSyncObject();
139 // the order is important for destruction,
140 // programs are owned by context at the moment.
141 Context context; ///< holds the GL state
142 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
143 TextureCache textureCache; ///< Cache for all GL textures
144 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
146 // Render instructions describe what should be rendered during RenderManager::Render()
147 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
148 RenderInstructionContainer instructions;
150 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
152 volatile float frameTime; ///< The elapsed time since the previous frame
153 float lastFrameTime; ///< Last frame delta.
155 unsigned int frameCount; ///< The current frame count
156 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
158 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
160 RendererOwnerContainer rendererContainer; ///< List of owned renderers
161 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
165 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
167 bool firstRenderCompleted; ///< False until the first render is done
168 Shader* defaultShader; ///< Default shader to use
169 ProgramController programController; ///< Owner of the GL programs
172 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
174 RenderManager* manager = new RenderManager;
175 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
179 RenderManager::RenderManager()
184 RenderManager::~RenderManager()
189 RenderQueue& RenderManager::GetRenderQueue()
191 return mImpl->renderQueue;
194 TextureCache& RenderManager::GetTextureCache()
196 return mImpl->textureCache;
199 void RenderManager::ContextCreated()
201 mImpl->context.GlContextCreated();
202 mImpl->programController.GlContextCreated();
204 // renderers, textures and gpu buffers cannot reinitialize themselves
205 // so they rely on someone reloading the data for them
208 void RenderManager::ContextDestroyed()
210 // @todo Set an atomic value to prevent render manager rendering again until
211 // ContextCreated has been called.
213 mImpl->context.GlContextDestroyed();
214 mImpl->programController.GlContextDestroyed();
216 // inform texture cache
217 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
220 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
221 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
222 for( ; iter != end; ++iter )
224 GlResourceOwner* renderer = *iter;
225 renderer->GlContextDestroyed(); // Clear up vertex buffers
229 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
231 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
234 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
236 mImpl->programController.SetShaderSaver( upstream );
239 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
241 return mImpl->instructions;
244 void RenderManager::SetBackgroundColor( const Vector4& color )
246 mImpl->backgroundColor = color;
249 void RenderManager::SetFrameDeltaTime( float deltaTime )
251 Dali::Mutex::ScopedLock lock( mMutex );
252 mImpl->frameTime = deltaTime;
255 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
257 mImpl->defaultSurfaceRect = rect;
260 void RenderManager::AddRenderer( Renderer* renderer )
262 // Initialize the renderer as we are now in render thread
263 renderer->Initialize( mImpl->context, mImpl->textureCache );
265 mImpl->rendererContainer.PushBack( renderer );
267 if( !mImpl->renderersAdded )
269 mImpl->renderersAdded = true;
273 void RenderManager::RemoveRenderer( Renderer* renderer )
275 DALI_ASSERT_DEBUG( NULL != renderer );
277 RendererOwnerContainer& renderers = mImpl->rendererContainer;
280 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
282 if ( *iter == renderer )
284 renderers.Erase( iter ); // Renderer found; now destroy it
290 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
292 mImpl->renderGeometryContainer.PushBack( renderGeometry );
295 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
297 DALI_ASSERT_DEBUG( NULL != renderGeometry );
299 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
302 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
304 if ( *iter == renderGeometry )
306 geometries.Erase( iter ); // Geometry found; now destroy it
312 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer, const GpuBuffer::Target& target, const GpuBuffer::Usage& usage )
314 DALI_ASSERT_DEBUG( NULL != renderGeometry );
316 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
319 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
321 if ( *iter == renderGeometry )
323 (*iter)->AddPropertyBuffer( propertyBuffer, target, usage );
329 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, PropertyBufferDataProvider* propertyBuffer )
331 DALI_ASSERT_DEBUG( NULL != renderGeometry );
333 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
336 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
338 if ( *iter == renderGeometry )
340 (*iter)->RemovePropertyBuffer( propertyBuffer );
347 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
349 mImpl->AddRenderTracker(renderTracker);
352 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
354 mImpl->RemoveRenderTracker(renderTracker);
357 void RenderManager::SetDefaultShader( Shader* shader )
359 mImpl->defaultShader = shader;
362 ProgramCache* RenderManager::GetProgramCache()
364 return &(mImpl->programController);
367 bool RenderManager::Render( Integration::RenderStatus& status )
369 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
371 // Core::Render documents that GL context must be current before calling Render
372 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
374 status.SetHasRendered( false );
376 // Increment the frame count at the beginning of each frame
377 ++(mImpl->frameCount);
378 mImpl->context.SetFrameCount(mImpl->frameCount);
379 mImpl->context.ClearRendererCount();
380 mImpl->context.ClearCulledCount();
382 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
384 SET_SNAPSHOT_FRAME_LOG_LEVEL;
386 // Process messages queued during previous update
387 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
389 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
390 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
392 // switch rendering to adaptor provided (default) buffer
393 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
395 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
396 mImpl->defaultSurfaceRect.y,
397 mImpl->defaultSurfaceRect.width,
398 mImpl->defaultSurfaceRect.height );
400 mImpl->context.ClearColor( mImpl->backgroundColor.r,
401 mImpl->backgroundColor.g,
402 mImpl->backgroundColor.b,
403 mImpl->backgroundColor.a );
405 mImpl->context.ClearStencil( 0 );
407 // Clear the entire color, depth and stencil buffers for the default framebuffer.
408 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
409 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
410 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
411 mImpl->context.SetScissorTest( false );
412 mImpl->context.ColorMask( true );
413 mImpl->context.DepthMask( true );
414 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
415 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
417 // reset the program matrices for all programs once per frame
418 // this ensures we will set view and projection matrix once per program per camera
419 // @todo move programs out of context onto a program controller and let that handle this
420 mImpl->programController.ResetProgramMatrices();
422 // if we don't have default shader, no point doing the render calls
423 if( mImpl->defaultShader )
425 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
426 for ( size_t i = 0; i < count; ++i )
428 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
430 DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
432 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
433 if ( countRenderList > 0 )
435 status.SetHasRendered( true );
438 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
439 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
441 mImpl->UpdateTrackers();
443 mImpl->firstRenderCompleted = true;
447 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
451 // check if anything has been posted to the update thread
452 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
454 //Notify RenderGeometries that rendering has finished
455 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
457 (*iter)->OnRenderFinished();
461 * The rendering has finished; swap to the next buffer.
462 * Ideally the update has just finished using this buffer; otherwise the render thread
463 * should block until the update has finished.
465 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
467 DALI_PRINT_RENDER_END();
469 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
470 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
472 return updateRequired;
475 void RenderManager::SetLastFrameTime()
477 Dali::Mutex::ScopedLock lock(mMutex);
478 mImpl->lastFrameTime = mImpl->frameTime;
481 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
483 Rect<int> viewportRect;
486 if ( instruction.mIsClearColorSet )
488 clearColor = instruction.mClearColor;
492 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
495 FrameBufferTexture* offscreen = NULL;
497 if ( instruction.mOffscreenTextureId != 0 )
499 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
500 DALI_ASSERT_DEBUG( NULL != offscreen );
502 if( NULL != offscreen &&
503 offscreen->Prepare() )
505 // Check whether a viewport is specified, otherwise the full surface size is used
506 if ( instruction.mIsViewportSet )
508 // For glViewport the lower-left corner is (0,0)
509 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
510 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
514 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
519 // Offscreen is NULL or could not be prepared.
523 else // !(instruction.mOffscreenTexture)
525 // switch rendering to adaptor provided (default) buffer
526 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
528 // Check whether a viewport is specified, otherwise the full surface size is used
529 if ( instruction.mIsViewportSet )
531 // For glViewport the lower-left corner is (0,0)
532 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
533 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
537 viewportRect = mImpl->defaultSurfaceRect;
541 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
543 if ( instruction.mIsClearColorSet )
545 mImpl->context.ClearColor( clearColor.r,
550 // Clear the viewport area only
551 mImpl->context.SetScissorTest( true );
552 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
553 mImpl->context.ColorMask( true );
554 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
555 mImpl->context.SetScissorTest( false );
558 Render::ProcessRenderInstruction( instruction,
562 mImpl->renderBufferIndex,
565 if(instruction.mOffscreenTextureId != 0)
567 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
568 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
571 if( instruction.mRenderTracker && offscreen != NULL )
573 instruction.mRenderTracker->CreateSyncObject();
574 instruction.mRenderTracker = NULL; // Only create once.
578 } // namespace SceneGraph
580 } // namespace Internal