2 * Copyright (c) 2017 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;
46 namespace //Unnamed namespace
49 // Return false if the node or it's parents are exclusive to another render-task.
50 bool CheckExclusivity( const Node& node, const RenderTask& task )
52 const RenderTask* exclusiveTo = node.GetExclusiveRenderTask();
55 return ( exclusiveTo == &task );
58 const Node* parent = node.GetParent();
61 return CheckExclusivity( *parent, task );
64 // No exclusive flags set.
68 Layer* FindLayer( Node& node )
70 Node* currentNode( &node );
74 if( ( layer = currentNode->GetLayer() ) != NULL )
79 currentNode = currentNode->GetParent();
86 * Rebuild the Layer::colorRenderables and overlayRenderables members,
87 * including only renderers which are included in the current render-task.
89 * @param[in] updateBufferIndex The current update buffer index.
90 * @param[in] node The current node of the scene-graph.
91 * @param[in] currentLayer The current layer containing lists of opaque/transparent renderables.
92 * @param[in] renderTask The current render-task.
93 * @param[in] inheritedDrawMode The draw mode of the parent
94 * @param[in] parentDepthIndex The inherited parent node depth index
95 * @param[in] currentClippingId The current Clipping Id
96 * Note: ClippingId is passed by reference, so it is permanently modified when traversing back up the tree for uniqueness.
97 * @param[in] clippingDepth The current stencil clipping depth
98 * @param[in] clippingDepth The current scissor clipping depth
99 * @param[out] clippingUsed Gets set to true if any clipping nodes have been found
101 void AddRenderablesForTask( BufferIndex updateBufferIndex,
104 RenderTask& renderTask,
105 int inheritedDrawMode,
106 uint32_t& currentClippingId,
107 uint32_t clippingDepth,
108 uint32_t scissorDepth,
111 // Short-circuit for invisible nodes
112 if( !node.IsVisible( updateBufferIndex ) )
117 // Check whether node is exclusive to a different render-task
118 const RenderTask* exclusiveTo = node.GetExclusiveRenderTask();
119 if( exclusiveTo && ( exclusiveTo != &renderTask ) )
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 const unsigned int count = node.GetRendererCount();
142 // Update the clipping Id and depth for this node (if clipping is enabled).
143 const Dali::ClippingMode::Type clippingMode = node.GetClippingMode();
144 if( DALI_UNLIKELY( clippingMode != ClippingMode::DISABLED ) )
146 if( DALI_LIKELY( clippingMode == ClippingMode::CLIP_TO_BOUNDING_BOX ) )
148 ++scissorDepth; // This only modifies the local value (which is passed in when the method recurses).
149 // If we do not have any renderers, create one to house the scissor operation.
152 layer->colorRenderables.PushBack( Renderable( &node, nullptr ) );
157 // We only need clipping Id for stencil clips. This means we can deliberately avoid modifying it for bounding box clips,
158 // thus allowing bounding box clipping to still detect clip depth changes without turning on the stencil buffer for non-clipped nodes.
159 ++currentClippingId; // This modifies the reference passed in as well as the local value, causing the value to be global to the recursion.
160 ++clippingDepth; // This only modifies the local value (which is passed in when the method recurses).
164 // Set the information in the node.
165 node.SetClippingInformation( currentClippingId, clippingDepth, scissorDepth );
167 for( unsigned int i = 0; i < count; ++i )
169 SceneGraph::Renderer* renderer = node.GetRendererAt( i );
171 // Normal is the more-likely draw mode to occur.
172 if( DALI_LIKELY( inheritedDrawMode == DrawMode::NORMAL ) )
174 layer->colorRenderables.PushBack( Renderable( &node, renderer ) );
178 layer->overlayRenderables.PushBack( Renderable( &node, renderer ) );
183 NodeContainer& children = node.GetChildren();
184 const NodeIter endIter = children.End();
185 for( NodeIter iter = children.Begin(); iter != endIter; ++iter )
187 Node& child = **iter;
188 AddRenderablesForTask( updateBufferIndex, child, *layer, renderTask, inheritedDrawMode, currentClippingId, clippingDepth, scissorDepth, clippingUsed );
193 * Process the list of render-tasks; the output is a series of render instructions.
194 * @note When ProcessRenderTasks is called, the layers should already the transparent/opaque renderers which are ready to render.
195 * If there is only one default render-task, then no further processing is required.
196 * @param[in] updateBufferIndex The current update buffer index.
197 * @param[in] taskContainer The container of render-tasks.
198 * @param[in] rootNode The root node of the scene-graph.
199 * @param[in] sortedLayers The layers containing lists of opaque / transparent renderables.
200 * @param[out] instructions The instructions for rendering the next frame.
201 * @param[in] renderInstructionProcessor An instance of the RenderInstructionProcessor used to sort and handle the renderers for each layer.
202 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled (used to measure FPS above 60)
203 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object (used to measure FPS above 60)
204 * @param[in] processOffscreen Whether the offscreen render tasks are the ones processed. Otherwise it processes the onscreen tasks.
206 void ProcessTasks( BufferIndex updateBufferIndex,
207 RenderTaskList::RenderTaskContainer& taskContainer,
209 SortedLayerPointers& sortedLayers,
210 RenderInstructionContainer& instructions,
211 RenderInstructionProcessor& renderInstructionProcessor,
212 bool renderToFboEnabled,
213 bool isRenderingToFbo,
214 bool processOffscreen )
216 uint32_t clippingId = 0u;
217 bool hasClippingNodes = false;
219 bool isFirstRenderTask = true;
220 for( RenderTaskList::RenderTaskContainer::Iterator iter = taskContainer.Begin(), endIter = taskContainer.End(); endIter != iter; ++iter )
222 RenderTask& renderTask = **iter;
224 const bool hasFrameBuffer = NULL != renderTask.GetFrameBuffer();
225 const bool isDefaultRenderTask = isFirstRenderTask;
226 isFirstRenderTask = false;
228 if( ( !renderToFboEnabled && ( ( !processOffscreen && hasFrameBuffer ) ||
229 ( processOffscreen && !hasFrameBuffer ) ) ) ||
230 ( renderToFboEnabled && ( ( processOffscreen && !hasFrameBuffer ) ||
231 ( isDefaultRenderTask && processOffscreen ) ||
232 ( !isDefaultRenderTask && !processOffscreen && hasFrameBuffer ) ) ) ||
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 const unsigned int currentNumberOfInstructions = instructions.Count( updateBufferIndex );
257 if( renderTask.IsRenderRequired() )
259 for( size_t i = 0u, layerCount = sortedLayers.size(); i < layerCount; ++i )
261 sortedLayers[i]->ClearRenderables();
264 AddRenderablesForTask( updateBufferIndex,
268 sourceNode->GetDrawMode(),
274 renderInstructionProcessor.Prepare( updateBufferIndex,
277 renderTask.GetCullMode(),
282 if( !processOffscreen && isDefaultRenderTask && renderToFboEnabled && !isRenderingToFbo && hasFrameBuffer )
284 // Traverse the instructions of the default render task and mark them to be rendered into the frame buffer.
285 for( unsigned int index = currentNumberOfInstructions, count = instructions.Count( updateBufferIndex ); index < count; ++index )
287 RenderInstruction& instruction = instructions.At( updateBufferIndex, index );
288 instruction.mIgnoreRenderToFbo = true;
294 } // Anonymous namespace.
296 RenderTaskProcessor::RenderTaskProcessor()
300 RenderTaskProcessor::~RenderTaskProcessor()
304 void RenderTaskProcessor::Process( BufferIndex updateBufferIndex,
305 RenderTaskList& renderTasks,
307 SortedLayerPointers& sortedLayers,
308 RenderInstructionContainer& instructions,
309 bool renderToFboEnabled,
310 bool isRenderingToFbo )
312 RenderTaskList::RenderTaskContainer& taskContainer = renderTasks.GetTasks();
314 if( taskContainer.IsEmpty() )
316 // Early-exit if there are no tasks to process
320 // For each render-task:
321 // 1) Prepare the render-task
322 // 2) Clear the layer-stored lists of renderers (TODO check if the layer is not changed and don't clear in this case)
323 // 3) Traverse the scene-graph, filling the lists for the current render-task
324 // 4) Prepare render-instructions
326 DALI_LOG_INFO( gRenderTaskLogFilter, Debug::General, "RenderTaskProcessor::Process() Offscreens first\n" );
328 // First process off screen render tasks - we may need the results of these for the on screen renders
330 ProcessTasks( updateBufferIndex,
335 mRenderInstructionProcessor,
340 DALI_LOG_INFO( gRenderTaskLogFilter, Debug::General, "RenderTaskProcessor::Process() Onscreen\n" );
342 // Now that the off screen renders are done we can process on screen render tasks.
343 // Reset the clipping Id for the OnScreen render tasks.
345 ProcessTasks( updateBufferIndex,
350 mRenderInstructionProcessor,