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/update/manager/render-task-processor.h>
22 #include <dali/internal/update/manager/sorted-layers.h>
23 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
24 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
25 #include <dali/internal/update/nodes/scene-graph-layer.h>
26 #include <dali/internal/render/common/render-item.h>
27 #include <dali/internal/render/common/render-tracker.h>
28 #include <dali/internal/render/common/render-instruction.h>
29 #include <dali/internal/render/common/render-instruction-container.h>
30 #include <dali/internal/render/renderers/render-renderer.h>
31 #include <dali/integration-api/debug.h>
33 #if defined(DEBUG_ENABLED)
34 extern Debug::Filter* gRenderTaskLogFilter;
47 namespace //Unnamed namespace
50 // Return false if the node or it's parents are exclusive to another render-task.
51 bool CheckExclusivity( const Node& node, const RenderTask& task )
53 const RenderTask* exclusiveTo = node.GetExclusiveRenderTask();
56 return ( exclusiveTo == &task );
59 const Node* parent = node.GetParent();
62 return CheckExclusivity( *parent, task );
65 // No exclusive flags set.
69 Layer* FindLayer( Node& node )
71 Node* currentNode( &node );
75 if( ( layer = currentNode->GetLayer() ) != NULL )
80 currentNode = currentNode->GetParent();
87 * Rebuild the Layer::colorRenderables and overlayRenderables members,
88 * including only renderers which are included in the current render-task.
89 * Returns true if all renderers have finished acquiring resources.
91 * @param[in] updateBufferIndex The current update buffer index.
92 * @param[in] node The current node of the scene-graph.
93 * @param[in] currentLayer The current layer containing lists of opaque/transparent renderables.
94 * @param[in] renderTask The current render-task.
95 * @param[in] inheritedDrawMode The draw mode of the parent
96 * @param[in] parentDepthIndex The inherited parent node depth index
97 * @param[in] currentClippingId The current Clipping Id
98 * Note: ClippingId is passed by reference, so it is permanently modified when traversing back up the tree for uniqueness.
99 * @param[in] clippingDepth The current clipping depth
101 bool AddRenderablesForTask( BufferIndex updateBufferIndex,
104 RenderTask& renderTask,
105 int inheritedDrawMode,
106 uint32_t& currentClippingId,
107 uint32_t clippingDepth )
109 bool resourcesFinished = true;
111 // Short-circuit for invisible nodes
112 if( !node.IsVisible( updateBufferIndex ) )
114 return resourcesFinished;
117 // Check whether node is exclusive to a different render-task
118 const RenderTask* exclusiveTo = node.GetExclusiveRenderTask();
119 if( exclusiveTo && ( exclusiveTo != &renderTask ) )
121 return resourcesFinished;
124 // Assume all children go to this layer (if this node is a layer).
125 Layer* layer = node.GetLayer();
128 // Layers do not inherit the DrawMode from their parents
129 inheritedDrawMode = node.GetDrawMode();
133 // This node is not a layer.
134 layer = ¤tLayer;
135 inheritedDrawMode |= node.GetDrawMode();
138 DALI_ASSERT_DEBUG( NULL != layer );
140 // Update the clipping Id and depth for this node (if clipping is enabled).
141 if( DALI_UNLIKELY( node.GetClippingMode() != ClippingMode::DISABLED ) )
143 ++currentClippingId; // This modifies the reference passed in as well as the local value, causing the value to be global to the recursion.
144 ++clippingDepth; // This only modifies the local value (which is passed in when the method recurses).
146 // Set the information in the node.
147 node.SetClippingInformation( currentClippingId, clippingDepth );
149 const unsigned int count = node.GetRendererCount();
150 for( unsigned int i = 0; i < count; ++i )
152 SceneGraph::Renderer* renderer = node.GetRendererAt( i );
154 bool complete = false;
155 renderer->GetReadyAndComplete( ready, complete );
157 DALI_LOG_INFO( gRenderTaskLogFilter, Debug::General, "Testing renderable:%p ready:%s complete:%s\n", renderer, ready ? "T" : "F", complete ? "T" : "F" );
159 resourcesFinished &= complete;
161 if( ready ) // IE. should be rendered (all resources are available)
163 // Normal is the more-likely draw mode to occur.
164 if( DALI_LIKELY( inheritedDrawMode == DrawMode::NORMAL ) )
166 layer->colorRenderables.PushBack( Renderable( &node, renderer ) );
170 layer->overlayRenderables.PushBack( Renderable( &node, renderer ) );
176 NodeContainer& children = node.GetChildren();
177 const NodeIter endIter = children.End();
178 for( NodeIter iter = children.Begin(); iter != endIter; ++iter )
180 Node& child = **iter;
181 bool childResourcesComplete = AddRenderablesForTask( updateBufferIndex, child, *layer, renderTask, inheritedDrawMode, currentClippingId, clippingDepth );
182 resourcesFinished &= childResourcesComplete;
185 return resourcesFinished;
188 } // Anonymous namespace.
191 RenderTaskProcessor::RenderTaskProcessor()
195 RenderTaskProcessor::~RenderTaskProcessor()
199 void RenderTaskProcessor::Process( BufferIndex updateBufferIndex,
200 RenderTaskList& renderTasks,
202 SortedLayerPointers& sortedLayers,
203 GeometryBatcher& geometryBatcher,
204 RenderInstructionContainer& instructions )
206 RenderTaskList::RenderTaskContainer& taskContainer = renderTasks.GetTasks();
208 if( taskContainer.IsEmpty() )
210 // Early-exit if there are no tasks to process
214 // For each render-task:
215 // 1) Prepare the render-task
216 // 2) Clear the layer-stored lists of renderers (TODO check if the layer is not changed and don't clear in this case)
217 // 3) Traverse the scene-graph, filling the lists for the current render-task
218 // 4) Prepare render-instructions
220 DALI_LOG_INFO( gRenderTaskLogFilter, Debug::General, "RenderTaskProcessor::Process() Offscreens first\n" );
222 // First process off screen render tasks - we may need the results of these for the on screen renders
223 uint32_t clippingId = 0u;
224 bool hasClippingNodes = false;
226 RenderTaskList::RenderTaskContainer::ConstIterator endIter = taskContainer.End();
227 for( RenderTaskList::RenderTaskContainer::Iterator iter = taskContainer.Begin(); endIter != iter; ++iter )
229 RenderTask& renderTask = **iter;
232 if( ( ( 0 == renderTask.GetFrameBufferId() ) && ( renderTask.GetFrameBuffer() == 0 ) ) ||
233 ( !renderTask.ReadyToRender( updateBufferIndex ) ) )
235 // Skip to next task.
239 Node* sourceNode = renderTask.GetSourceNode();
240 DALI_ASSERT_DEBUG( NULL != sourceNode ); // Otherwise Prepare() should return false
242 // Check that the source node is not exclusive to another task.
243 if( ! CheckExclusivity( *sourceNode, renderTask ) )
248 Layer* layer = FindLayer( *sourceNode );
251 // Skip to next task as no layer.
255 bool resourcesFinished = false;
256 if( renderTask.IsRenderRequired() )
258 size_t layerCount( sortedLayers.size() );
259 for( size_t i(0); i<layerCount; ++i )
261 sortedLayers[i]->ClearRenderables();
264 resourcesFinished = AddRenderablesForTask( updateBufferIndex,
268 sourceNode->GetDrawMode(),
272 renderTask.SetResourcesFinished( resourcesFinished );
274 // If the clipping Id is still 0 after adding all Renderables, there is no clipping required for this RenderTaskList.
275 hasClippingNodes = clippingId != 0u;
277 mRenderInstructionProcessor.Prepare( updateBufferIndex,
280 renderTask.GetCullMode(),
287 renderTask.SetResourcesFinished( resourcesFinished );
291 DALI_LOG_INFO( gRenderTaskLogFilter, Debug::General, "RenderTaskProcessor::Process() Onscreen\n" );
293 // Now that the off screen renders are done we can process on screen render tasks.
294 // Reset the clipping Id for the OnScreen render tasks.
296 for ( RenderTaskList::RenderTaskContainer::Iterator iter = taskContainer.Begin(); endIter != iter; ++iter )
298 RenderTask& renderTask = **iter;
301 if( ( 0 != renderTask.GetFrameBufferId() ) ||
302 ( renderTask.GetFrameBuffer() != 0 ) ||
303 ( !renderTask.ReadyToRender( updateBufferIndex ) ) )
305 // Skip to next task.
309 Node* sourceNode = renderTask.GetSourceNode();
310 DALI_ASSERT_DEBUG( NULL != sourceNode ); // Otherwise Prepare() should return false.
312 // Check that the source node is not exclusive to another task.
313 if( ! CheckExclusivity( *sourceNode, renderTask ) )
318 Layer* layer = FindLayer( *sourceNode );
321 // Skip to next task as no layer.
325 bool resourcesFinished = false;
326 if( renderTask.IsRenderRequired() )
328 size_t layerCount( sortedLayers.size() );
329 for( size_t i(0); i < layerCount; ++i )
331 sortedLayers[i]->ClearRenderables();
334 resourcesFinished = AddRenderablesForTask( updateBufferIndex,
338 sourceNode->GetDrawMode(),
342 // If the clipping Id is still 0 after adding all Renderables, there is no clipping required for this RenderTaskList.
343 hasClippingNodes = clippingId != 0;
345 mRenderInstructionProcessor.Prepare( updateBufferIndex,
348 renderTask.GetCullMode(),
354 renderTask.SetResourcesFinished( resourcesFinished );