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/native-frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/renderers/scene-graph-renderer.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< RenderTracker* > RenderTrackerContainer;
75 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
76 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
79 * Structure to contain internal data
81 struct RenderManager::Impl
83 Impl( Dali::Integration::GlAbstraction& glAbstraction,
84 ResourcePostProcessList& resourcePostProcessQ,
85 PostProcessResourceDispatcher& postProcessDispatcher )
86 : context( glAbstraction ),
88 textureCache( renderQueue, postProcessDispatcher, context ),
89 resourcePostProcessQueue( resourcePostProcessQ ),
91 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
93 lastFrameTime( 0.0f ),
95 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
98 renderersAdded( false ),
99 firstRenderCompleted( false ),
100 defaultShader( NULL ),
101 programController( postProcessDispatcher, glAbstraction )
109 void AddRenderTracker( RenderTracker* renderTracker )
111 DALI_ASSERT_DEBUG( renderTracker != NULL );
112 mRenderTrackers.PushBack( renderTracker );
115 void RemoveRenderTracker( 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 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
140 TextureCache textureCache; ///< Cache for all GL textures
141 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
143 // Render instructions describe what should be rendered during RenderManager::Render()
144 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
145 RenderInstructionContainer instructions;
147 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
149 float frameTime; ///< The elapsed time since the previous frame
150 float lastFrameTime; ///< Last frame delta.
152 unsigned int 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<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
157 RendererOwnerContainer rendererContainer; ///< List of owned renderers
161 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
163 bool firstRenderCompleted; ///< False until the first render is done
164 Shader* defaultShader; ///< Default shader to use
165 ProgramController programController; ///< Owner of the GL programs
168 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
170 RenderManager* manager = new RenderManager;
171 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
175 RenderManager::RenderManager()
180 RenderManager::~RenderManager()
185 RenderQueue& RenderManager::GetRenderQueue()
187 return mImpl->renderQueue;
190 TextureCache& RenderManager::GetTextureCache()
192 return mImpl->textureCache;
195 void RenderManager::ContextCreated()
197 mImpl->context.GlContextCreated();
198 mImpl->programController.GlContextCreated();
200 // renderers, textures and gpu buffers cannot reinitialize themselves
201 // so they rely on someone reloading the data for them
204 void RenderManager::ContextDestroyed()
206 // @todo Set an atomic value to prevent render manager rendering again until
207 // ContextCreated has been called.
209 mImpl->context.GlContextDestroyed();
210 mImpl->programController.GlContextDestroyed();
212 // inform texture cache
213 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
216 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
217 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
218 for( ; iter != end; ++iter )
220 GlResourceOwner* renderer = *iter;
221 renderer->GlContextDestroyed(); // Clear up vertex buffers
225 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
227 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
230 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
232 return mImpl->instructions;
235 void RenderManager::SetBackgroundColor( const Vector4& color )
237 mImpl->backgroundColor = color;
240 void RenderManager::SetFrameDeltaTime( float deltaTime )
242 mImpl->frameTime = deltaTime;
245 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
247 mImpl->defaultSurfaceRect = rect;
250 void RenderManager::AddRenderer( Renderer* renderer )
252 // Initialize the renderer as we are now in render thread
253 renderer->Initialize( mImpl->context, mImpl->textureCache );
255 mImpl->rendererContainer.PushBack( renderer );
257 if( !mImpl->renderersAdded )
259 mImpl->renderersAdded = true;
263 void RenderManager::RemoveRenderer( Renderer* renderer )
265 DALI_ASSERT_DEBUG( NULL != renderer );
267 RendererOwnerContainer& renderers = mImpl->rendererContainer;
270 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
272 if ( *iter == renderer )
274 renderers.Erase( iter ); // Renderer found; now destroy it
280 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
282 mImpl->AddRenderTracker(renderTracker);
285 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
287 mImpl->RemoveRenderTracker(renderTracker);
290 void RenderManager::SetDefaultShader( Shader* shader )
292 mImpl->defaultShader = shader;
295 ProgramCache* RenderManager::GetProgramCache()
297 return &(mImpl->programController);
300 bool RenderManager::Render( Integration::RenderStatus& status )
302 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
304 // Core::Render documents that GL context must be current before calling Render
305 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
307 status.SetHasRendered( false );
309 // Increment the frame count at the beginning of each frame
310 ++(mImpl->frameCount);
311 mImpl->context.SetFrameCount(mImpl->frameCount);
312 mImpl->context.ClearRendererCount();
313 mImpl->context.ClearCulledCount();
315 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
317 SET_SNAPSHOT_FRAME_LOG_LEVEL;
319 // Process messages queued during previous update
320 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
322 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
323 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
325 // switch rendering to adaptor provided (default) buffer
326 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
328 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
329 mImpl->defaultSurfaceRect.y,
330 mImpl->defaultSurfaceRect.width,
331 mImpl->defaultSurfaceRect.height );
333 mImpl->context.ClearColor( mImpl->backgroundColor.r,
334 mImpl->backgroundColor.g,
335 mImpl->backgroundColor.b,
336 mImpl->backgroundColor.a );
338 mImpl->context.ClearStencil( 0 );
340 // Clear the entire color, depth and stencil buffers for the default framebuffer.
341 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
342 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
343 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
344 mImpl->context.SetScissorTest( false );
345 mImpl->context.ColorMask( true );
346 mImpl->context.DepthMask( true );
347 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
348 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
350 // reset the program matrices for all programs once per frame
351 // this ensures we will set view and projection matrix once per program per camera
352 // @todo move programs out of context onto a program controller and let that handle this
353 mImpl->programController.ResetProgramMatrices();
355 // if we don't have default shader, no point doing the render calls
356 if( mImpl->defaultShader )
358 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
359 for ( size_t i = 0; i < count; ++i )
361 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
363 DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
365 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
366 if ( countRenderList > 0 )
368 status.SetHasRendered( true );
371 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
372 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
374 mImpl->UpdateTrackers();
376 mImpl->firstRenderCompleted = true;
380 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
382 // Update the frame time
383 mImpl->lastFrameTime = mImpl->frameTime;
385 // check if anything has been posted to the update thread
386 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
389 * The rendering has finished; swap to the next buffer.
390 * Ideally the update has just finished using this buffer; otherwise the render thread
391 * should block until the update has finished.
393 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
395 DALI_PRINT_RENDER_END();
397 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
398 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
400 return updateRequired;
403 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
405 Rect<int> viewportRect;
408 if ( instruction.mIsClearColorSet )
410 clearColor = instruction.mClearColor;
414 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
417 FrameBufferTexture* offscreen = NULL;
419 if ( instruction.mOffscreenTextureId != 0 )
421 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
422 DALI_ASSERT_DEBUG( NULL != offscreen );
424 if( NULL != offscreen &&
425 offscreen->Prepare() )
427 // Check whether a viewport is specified, otherwise the full surface size is used
428 if ( instruction.mIsViewportSet )
430 // For glViewport the lower-left corner is (0,0)
431 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
432 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
436 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
441 // Offscreen is NULL or could not be prepared.
445 else // !(instruction.mOffscreenTexture)
447 // switch rendering to adaptor provided (default) buffer
448 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
450 // Check whether a viewport is specified, otherwise the full surface size is used
451 if ( instruction.mIsViewportSet )
453 // For glViewport the lower-left corner is (0,0)
454 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
455 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
459 viewportRect = mImpl->defaultSurfaceRect;
463 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
465 if ( instruction.mIsClearColorSet )
467 mImpl->context.ClearColor( clearColor.r,
472 // Clear the viewport area only
473 mImpl->context.SetScissorTest( true );
474 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
475 mImpl->context.ColorMask( true );
476 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
477 mImpl->context.SetScissorTest( false );
480 Render::ProcessRenderInstruction( instruction,
483 mImpl->renderBufferIndex,
486 if(instruction.mOffscreenTextureId != 0)
488 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
489 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
492 if( instruction.mRenderTracker && offscreen != NULL )
494 instruction.mRenderTracker->CreateSyncObject();
495 instruction.mRenderTracker = NULL; // Only create once.
499 } // namespace SceneGraph
501 } // namespace Internal