1 #ifndef DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H
2 #define DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H
5 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/internal/common/buffer-index.h>
23 #include <dali/internal/update/manager/sorted-layers.h>
24 #include <dali/public-api/common/dali-vector.h>
45 class RenderInstructionContainer;
49 * @brief This class handles the sorting and preparation of Renderers for each layer.
51 class RenderInstructionProcessor
58 RenderInstructionProcessor();
63 ~RenderInstructionProcessor();
66 * @brief Structure to store information for sorting the renderers.
67 * (Note, depthIndex is stored within the renderItem).
80 RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
81 const Shader* shader; ///< The shader instance
82 const void* textureSet; ///< The textureSet instance
83 const Render::Geometry* geometry; ///< The geometry instance
84 float zValue; ///< The Z value of the given renderer (either distance from camera, or a custom calculated value)
89 * @brief Sorts and prepares the list of opaque/transparent Renderers for each layer.
90 * Whilst iterating through each layer, update the RenderItems ModelView matrices
92 * The opaque and transparent render lists are sorted first by depth
93 * index, then by Z (for transparent only), then by shader
94 * and geometry. The render algorithm should then work through both
95 * lists simultaneously, working through opaque then transparent
96 * items at each depth index, resetting the flags appropriately.
98 * @param[in] updateBufferIndex The current update buffer index.
99 * @param[in] sortedLayers The layers containing lists of opaque/transparent renderables.
100 * @param[in] renderTask The rendering task information.
101 * @param[in] cull Whether frustum culling is enabled or not
102 * @param[in] hasClippingNodes Whether any clipping nodes exist within this layer, to optimize sorting if not
103 * @param[out] instructions The rendering instructions for the next frame.
105 void Prepare( BufferIndex updateBufferIndex,
106 SortedLayerPointers& sortedLayers,
107 RenderTask& renderTask,
109 bool hasClippingNodes,
110 RenderInstructionContainer& instructions );
115 * Undefine copy and assignment operators.
117 RenderInstructionProcessor( const RenderInstructionProcessor& renderInstructionProcessor ); ///< No definition
118 RenderInstructionProcessor& operator=( const RenderInstructionProcessor& renderInstructionProcessor ); ///< No definition
123 * @brief Sort render items
124 * @param bufferIndex The buffer to read from
125 * @param renderList to sort
126 * @param layer where the Renderers are from
127 * @param respectClippingOrder Sort with the correct clipping hierarchy.
129 inline void SortRenderItems( BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder );
131 /// Sort comparitor function pointer type.
132 typedef bool ( *ComparitorPointer )( const SortAttributes& lhs, const SortAttributes& rhs );
133 typedef std::vector< SortAttributes > SortingHelper;
135 Dali::Vector< ComparitorPointer > mSortComparitors; ///< Contains all sort comparitors, used for quick look-up
136 RenderInstructionProcessor::SortingHelper mSortingHelper; ///< Helper used to sort Renderers
141 } // namespace SceneGraph
143 } // namespace Internal
147 #endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H