2 * Copyright (c) 2023 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.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/blending-options.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/render/data-providers/node-data-provider.h>
25 #include <dali/internal/render/data-providers/render-data-provider.h>
26 #include <dali/internal/render/queue/render-queue.h>
27 #include <dali/internal/render/renderers/render-geometry.h>
28 #include <dali/internal/render/shaders/program.h>
29 #include <dali/internal/render/shaders/render-shader.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller.h>
32 #include <dali/internal/update/nodes/node.h>
33 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
35 #include <dali/integration-api/debug.h>
43 namespace // unnamed namespace
46 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
49 // Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
50 MemoryPoolObjectAllocator<Renderer>& GetRendererMemoryPool()
52 static MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
53 return gRendererMemoryPool;
56 // Flags for re-sending data to renderer.
59 RESEND_GEOMETRY = 1 << 0,
60 RESEND_FACE_CULLING_MODE = 1 << 1,
61 RESEND_BLEND_COLOR = 1 << 2,
62 RESEND_BLEND_BIT_MASK = 1 << 3,
63 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
64 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
65 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
66 RESEND_DEPTH_WRITE_MODE = 1 << 7,
67 RESEND_DEPTH_TEST_MODE = 1 << 8,
68 RESEND_DEPTH_FUNCTION = 1 << 9,
69 RESEND_RENDER_MODE = 1 << 10,
70 RESEND_STENCIL_FUNCTION = 1 << 11,
71 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
72 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
73 RESEND_STENCIL_MASK = 1 << 14,
74 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
75 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
76 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
77 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
78 RESEND_SHADER = 1 << 19,
79 RESEND_DRAW_COMMANDS = 1 << 20,
80 RESEND_SET_RENDER_CALLBACK = 1 << 21
83 } // Anonymous namespace
85 RendererKey Renderer::NewKey()
87 void* ptr = GetRendererMemoryPool().AllocateRawThreadSafe();
88 auto key = GetRendererMemoryPool().GetKeyFromPtr(static_cast<Renderer*>(ptr));
90 return RendererKey(key);
94 : mSceneController(nullptr),
100 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
101 mIndexedDrawFirstElement(0u),
102 mIndexedDrawElementsCount(0u),
105 mDepthFunction(DepthFunction::LESS),
106 mFaceCullingMode(FaceCullingMode::NONE),
107 mBlendMode(BlendMode::AUTO),
108 mDepthWriteMode(DepthWriteMode::AUTO),
109 mDepthTestMode(DepthTestMode::AUTO),
110 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
111 mUpdateDecay(Renderer::Decay::INITIAL),
112 mRegenerateUniformMap(false),
113 mPremultipledAlphaEnabled(false),
120 Renderer::~Renderer()
124 void Renderer::operator delete(void* ptr)
126 GetRendererMemoryPool().FreeThreadSafe(static_cast<Renderer*>(ptr));
129 Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
131 return GetRendererMemoryPool().GetPtrFromKey(rendererKey);
134 RendererKey Renderer::GetKey(const Renderer& renderer)
136 return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(const_cast<Renderer*>(&renderer)));
139 RendererKey Renderer::GetKey(Renderer* renderer)
141 return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(renderer));
144 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
146 bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
147 auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
148 bool shaderMapChanged = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
151 mShaderMapChangeCounter = shaderMapChangeCounter;
154 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
156 // The map has changed since the last time we checked.
157 rendererUpdated = true;
158 mRegenerateUniformMap = true;
159 mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
161 // Update local counters to identify any future changes to maps
162 // (unlikely, but allowed by API).
163 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
167 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
172 Render::Renderer* rendererPtr = mRenderer.Get();
173 if(mResendFlag & RESEND_GEOMETRY)
175 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
176 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
177 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetGeometry, mGeometry);
180 if(mResendFlag & RESEND_DRAW_COMMANDS)
182 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
183 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
184 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
187 if(mResendFlag & RESEND_FACE_CULLING_MODE)
189 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
190 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
191 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
194 if(mResendFlag & RESEND_BLEND_BIT_MASK)
196 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
197 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
198 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
201 if(mResendFlag & RESEND_BLEND_COLOR)
203 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
204 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
205 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendColor, GetBlendColor());
208 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
210 using DerivedType = MessageValue1<Render::Renderer, bool>;
211 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
212 new(slot) DerivedType(rendererPtr, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
215 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
217 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
218 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
219 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
222 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
224 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
225 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
226 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
229 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
231 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
232 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
233 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
236 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
238 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
239 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
240 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
243 if(mResendFlag & RESEND_DEPTH_FUNCTION)
245 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
246 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
247 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthFunction, mDepthFunction);
250 if(mResendFlag & RESEND_RENDER_MODE)
252 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
253 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
254 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
257 if(mResendFlag & RESEND_STENCIL_FUNCTION)
259 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
260 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
261 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
264 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
266 using DerivedType = MessageValue1<Render::Renderer, int>;
267 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
268 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
271 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
273 using DerivedType = MessageValue1<Render::Renderer, int>;
274 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
275 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
278 if(mResendFlag & RESEND_STENCIL_MASK)
280 using DerivedType = MessageValue1<Render::Renderer, int>;
281 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
282 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
285 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
287 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
288 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
289 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
292 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
294 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
295 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
296 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
299 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
301 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
302 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
303 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
306 if(mResendFlag & RESEND_SHADER)
308 using DerivedType = MessageValue1<Render::Renderer, bool>;
309 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
310 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetShaderChanged, true);
313 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
315 using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
316 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
317 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderCallback, mRenderCallback);
325 // Ensure collected map is up to date
326 UpdateUniformMap(updateBufferIndex);
328 return rendererUpdated;
331 void Renderer::SetTextures(TextureSet* textureSet)
333 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
335 mTextureSet = textureSet;
341 const Vector<Render::TextureKey>* Renderer::GetTextures() const
343 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
346 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
348 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
351 void Renderer::SetShader(Shader* shader)
353 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
356 mShaderMapChangeCounter = 0u;
357 mRegenerateUniformMap = true;
358 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
362 void Renderer::SetGeometry(Render::Geometry* geometry)
364 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
365 mGeometry = geometry;
369 mResendFlag |= RESEND_GEOMETRY;
373 void Renderer::SetDepthIndex(int depthIndex)
375 mDepthIndex = depthIndex;
381 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
383 mFaceCullingMode = faceCullingMode;
384 mResendFlag |= RESEND_FACE_CULLING_MODE;
387 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
389 return mFaceCullingMode;
392 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
394 mBlendMode = blendingMode;
400 BlendMode::Type Renderer::GetBlendMode() const
405 void Renderer::SetBlendingOptions(uint32_t options)
407 if(mBlendBitmask != options)
409 mBlendBitmask = options;
410 mResendFlag |= RESEND_BLEND_BIT_MASK;
415 uint32_t Renderer::GetBlendingOptions() const
417 return mBlendBitmask;
420 void Renderer::SetBlendColor(const Vector4& blendColor)
422 if(blendColor == Color::TRANSPARENT)
424 mBlendColor = nullptr;
430 mBlendColor = new Vector4(blendColor);
434 *mBlendColor = blendColor;
438 mResendFlag |= RESEND_BLEND_COLOR;
441 Vector4 Renderer::GetBlendColor() const
447 return Color::TRANSPARENT;
450 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
452 mIndexedDrawFirstElement = firstElement;
453 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
456 uint32_t Renderer::GetIndexedDrawFirstElement() const
458 return mIndexedDrawFirstElement;
461 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
463 mIndexedDrawElementsCount = elementsCount;
464 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
467 uint32_t Renderer::GetIndexedDrawElementsCount() const
469 return mIndexedDrawElementsCount;
472 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
474 mPremultipledAlphaEnabled = preMultipled;
475 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
478 bool Renderer::IsPreMultipliedAlphaEnabled() const
480 return mPremultipledAlphaEnabled;
483 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
485 mDepthWriteMode = depthWriteMode;
486 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
489 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
491 return mDepthWriteMode;
494 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
496 mDepthTestMode = depthTestMode;
497 mResendFlag |= RESEND_DEPTH_TEST_MODE;
500 DepthTestMode::Type Renderer::GetDepthTestMode() const
502 return mDepthTestMode;
505 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
507 mDepthFunction = depthFunction;
508 mResendFlag |= RESEND_DEPTH_FUNCTION;
511 DepthFunction::Type Renderer::GetDepthFunction() const
513 return mDepthFunction;
516 void Renderer::SetRenderMode(RenderMode::Type mode)
518 mStencilParameters.renderMode = mode;
519 mResendFlag |= RESEND_RENDER_MODE;
522 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
524 mStencilParameters.stencilFunction = stencilFunction;
525 mResendFlag |= RESEND_STENCIL_FUNCTION;
528 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
530 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
531 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
534 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
536 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
537 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
540 void Renderer::SetStencilMask(int stencilMask)
542 mStencilParameters.stencilMask = stencilMask;
543 mResendFlag |= RESEND_STENCIL_MASK;
546 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
548 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
549 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
552 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
554 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
555 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
558 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
560 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
561 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
564 void Renderer::SetRenderCallback(RenderCallback* callback)
566 mRenderCallback = callback;
567 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
571 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
573 return mStencilParameters;
576 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
578 mOpacity.Bake(updateBufferIndex, opacity);
584 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
586 return mOpacity[updateBufferIndex];
589 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
591 mRenderingBehavior = renderingBehavior;
595 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
597 return mRenderingBehavior;
600 // Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
601 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
603 mRegenerateUniformMap = true;
604 mSceneController = &sceneController;
606 mRenderer = Render::Renderer::NewKey(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
608 mSceneController->GetRenderMessageDispatcher().AddRenderer(mRenderer);
611 // Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
612 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
614 // Remove renderer from RenderManager
617 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(mRenderer);
618 mRenderer = Render::RendererKey{};
620 mSceneController = nullptr;
623 Render::RendererKey Renderer::GetRenderer()
628 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
630 Renderer::OpacityType opacityType = Renderer::OPAQUE;
632 if(node.IsTransparent())
634 return Renderer::TRANSPARENT;
639 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
641 opacityType = Renderer::TRANSLUCENT;
644 case BlendMode::ON: // If the renderer should always be use blending
646 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
647 if(alpha <= FULLY_TRANSPARENT)
649 opacityType = Renderer::TRANSPARENT;
653 opacityType = Renderer::TRANSLUCENT;
657 case BlendMode::AUTO:
659 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
661 opacityType = Renderer::TRANSLUCENT;
665 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
666 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
668 opacityType = Renderer::TRANSLUCENT;
671 // renderer should determine opacity using the actor color
672 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
673 if(alpha <= FULLY_TRANSPARENT)
675 opacityType = Renderer::TRANSPARENT;
677 else if(alpha <= FULLY_OPAQUE)
679 opacityType = Renderer::TRANSLUCENT;
684 case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
686 // renderer should determine opacity using the actor color
687 float alpha = node.GetWorldColor(updateBufferIndex).a;
688 if(alpha <= FULLY_TRANSPARENT)
690 opacityType = Renderer::TRANSPARENT;
692 else if(alpha < FULLY_OPAQUE)
694 opacityType = Renderer::TRANSLUCENT;
698 opacityType = Renderer::OPAQUE;
702 case BlendMode::OFF: // the renderer should never use blending
705 opacityType = Renderer::OPAQUE;
713 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
715 if(mRegenerateUniformMap)
717 CollectedUniformMap& localMap = mCollectedUniformMap;
720 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
722 auto size = rendererUniformMap.Count();
725 size += mShader->GetUniformMap().Count();
728 localMap.Reserve(size);
729 localMap.AddMappings(rendererUniformMap);
732 localMap.AddMappings(mShader->GetUniformMap());
734 localMap.UpdateChangeCounter();
736 mRegenerateUniformMap = false;
741 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
743 mDrawCommands.clear();
744 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
745 mResendFlag |= RESEND_DRAW_COMMANDS;
748 bool Renderer::IsDirty() const
750 // Check whether the opacity property has changed
751 return (mDirtyFlag || !mOpacity.IsClean());
754 void Renderer::ResetDirtyFlag()
761 uint32_t Renderer::GetMemoryPoolCapacity()
763 return GetRendererMemoryPool().GetCapacity();
766 void Renderer::OnMappingChanged()
768 // Properties have been registered on the base class.
769 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
772 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
774 return mCollectedUniformMap;
777 bool Renderer::IsUpdated() const
779 if(Updated() || (mShader && mShader->Updated()))
786 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
788 if(mVisualProperties)
790 auto& coefficient = mVisualProperties->mCoefficient;
792 // Recalculate only if coefficient need to be updated.
793 if(coefficient.IsUpdated())
796 const Vector2 transformOffset = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
797 const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
798 const Vector2 transformSize = mVisualProperties->mTransformSize.Get(updateBufferIndex);
799 const Vector2 transformOrigin = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
800 const Vector2 transformAnchorPoint = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
801 const Vector2 extraSize = mVisualProperties->mExtraSize.Get(updateBufferIndex);
803 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size %5.3f %5.3f\n", transformSize.x, transformSize.y);
804 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
805 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
806 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
807 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size %5.3f %5.3f\n", extraSize.x, extraSize.y);
809 // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
810 // Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
812 // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
813 // Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
815 // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
816 // const Vector2 decoratedVisualSize = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
818 // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
819 // + anchorPoint * visualSize
820 // + origin * uSize.xy
823 // Calculate same logic of visual's vertex shader transform.
824 // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
825 // maxVertexPosition = 0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
827 // Update cached VisualTransformedUpdateSizeCoefficientCache
829 // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
831 // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
832 // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
833 // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
835 // CA = transformSize * transformOffsetSizeMode.zw + extraSize
836 // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
837 // + transformOffset * transformOffsetSizeMode.xy
838 // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
840 coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
841 coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
842 coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
843 coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
846 float coefD = 0.0f; ///< Default as 0.0f when we don't use decorated renderer.
848 if(mVisualProperties->mExtendedProperties)
850 const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
852 auto& decoratedCoefficient = decoratedVisualProperties->mCoefficient;
854 // Recalculate only if coefficient need to be updated.
855 if(decoratedCoefficient.IsUpdated())
857 // DecoratedVisualProperty
858 const float borderlineWidth = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
859 const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
860 const float blurRadius = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
862 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width %5.3f\n", borderlineWidth);
863 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
864 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius %5.3f\n", blurRadius);
866 // D coefficients be used only decoratedVisual.
867 // It can be calculated parallely with visual transform.
868 decoratedCoefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
871 // Update coefD so we can use this value out of this scope.
872 coefD = decoratedCoefficient.coefD;
875 // Calculate vertex position by coefficient
876 // It will reduce the number of operations
878 // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
879 // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
882 // basicVertexPosition = XB * originalSize + CB
883 // scaleVertexPosition = XA * originalSize + CA + D
885 // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
886 // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
888 // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
889 // = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
890 // = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
891 // Cause transform matrix will think center of vertex is (0, 0)
893 const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
894 const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
896 const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
897 const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
899 // TODO : We need to re-generate coefficient to consitder area width/height
900 const Vector4 resultArea = Vector4(originalXY.x,
902 scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefD,
903 scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefD);
905 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f %f %f--> %f %f %f %f\n", originalUpdateArea.x, originalUpdateArea.y, originalUpdateArea.z, originalUpdateArea.w, resultArea.x, resultArea.y, resultArea.z, resultArea.w);
909 return originalUpdateArea;
912 } // namespace SceneGraph
913 } // namespace Internal