2 * Copyright (c) 2021 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/queue/render-queue.h>
26 #include <dali/internal/render/renderers/render-geometry.h>
27 #include <dali/internal/render/shaders/program.h>
28 #include <dali/internal/render/shaders/scene-graph-shader.h>
29 #include <dali/internal/update/controllers/render-message-dispatcher.h>
30 #include <dali/internal/update/controllers/scene-controller.h>
31 #include <dali/internal/update/nodes/node.h>
32 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
40 namespace // unnamed namespace
42 const uint32_t UNIFORM_MAP_READY = 0;
43 const uint32_t COPY_UNIFORM_MAP = 1;
44 const uint32_t REGENERATE_UNIFORM_MAP = 2;
46 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
47 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
49 void AddMappings(CollectedUniformMap& localMap, const UniformMap& uniformMap)
51 // Iterate thru uniformMap.
52 // Any maps that aren't in localMap should be added in a single step
54 // keep a static vector to avoid temporary heap allocation.
55 // As this function gets called only from update thread we don't have to
56 // make it thread safe (so no need to keep a thread_local variable).
57 static CollectedUniformMap newUniformMappings;
59 newUniformMappings.Clear();
61 for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
65 for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
67 const UniformPropertyMapping& map = (*iter);
68 if(map.uniformName == uniformMap[i].uniformName)
76 newUniformMappings.PushBack(uniformMap[i]);
80 if(newUniformMappings.Count() > 0)
82 localMap.Reserve(localMap.Count() + newUniformMappings.Count());
84 for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
85 end = newUniformMappings.End();
89 const UniformPropertyMapping& map = (*iter);
90 localMap.PushBack(map);
95 // Flags for re-sending data to renderer.
98 RESEND_GEOMETRY = 1 << 0,
99 RESEND_FACE_CULLING_MODE = 1 << 1,
100 RESEND_BLEND_COLOR = 1 << 2,
101 RESEND_BLEND_BIT_MASK = 1 << 3,
102 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
103 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
104 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
105 RESEND_DEPTH_WRITE_MODE = 1 << 7,
106 RESEND_DEPTH_TEST_MODE = 1 << 8,
107 RESEND_DEPTH_FUNCTION = 1 << 9,
108 RESEND_RENDER_MODE = 1 << 10,
109 RESEND_STENCIL_FUNCTION = 1 << 11,
110 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
111 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
112 RESEND_STENCIL_MASK = 1 << 14,
113 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
114 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
115 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
116 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
117 RESEND_SHADER = 1 << 19,
118 RESEND_DRAW_COMMANDS = 1 << 20
121 } // Anonymous namespace
123 Renderer* Renderer::New()
125 return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
129 : mSceneController(nullptr),
131 mTextureSet(nullptr),
134 mRenderDataProvider(nullptr),
135 mBlendColor(nullptr),
136 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
137 mIndexedDrawFirstElement(0u),
138 mIndexedDrawElementsCount(0u),
140 mRegenerateUniformMap(0u),
142 mDepthFunction(DepthFunction::LESS),
143 mFaceCullingMode(FaceCullingMode::NONE),
144 mBlendMode(BlendMode::AUTO),
145 mDepthWriteMode(DepthWriteMode::AUTO),
146 mDepthTestMode(DepthTestMode::AUTO),
147 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
148 mPremultipledAlphaEnabled(false),
152 mUniformMapChanged[0] = false;
153 mUniformMapChanged[1] = false;
155 // Observe our own PropertyOwner's uniform map
156 AddUniformMapObserver(*this);
159 Renderer::~Renderer()
163 mTextureSet->RemoveObserver(this);
164 mTextureSet = nullptr;
168 mShader->RemoveConnectionObserver(*this);
173 void Renderer::operator delete(void* ptr)
175 gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
178 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
180 if(mRegenerateUniformMap == UNIFORM_MAP_READY)
182 mUniformMapChanged[updateBufferIndex] = false;
186 if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
188 CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
191 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
193 auto size = rendererUniformMap.Count();
197 size += mShader->GetUniformMap().Count();
200 localMap.Reserve(size);
202 AddMappings(localMap, rendererUniformMap);
206 AddMappings(localMap, mShader->GetUniformMap());
209 else if(mRegenerateUniformMap == COPY_UNIFORM_MAP)
211 // Copy old map into current map
212 CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
213 CollectedUniformMap& oldMap = mCollectedUniformMap[1 - updateBufferIndex];
215 localMap.Resize(oldMap.Count());
218 for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
220 localMap[index] = *iter;
224 mUniformMapChanged[updateBufferIndex] = true;
225 mRegenerateUniformMap--;
228 bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
232 if(mResendFlag & RESEND_GEOMETRY)
234 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
235 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
239 if(mResendFlag & RESEND_DRAW_COMMANDS)
241 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
242 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
246 if(mResendFlag & RESEND_FACE_CULLING_MODE)
248 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
249 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
253 if(mResendFlag & RESEND_BLEND_BIT_MASK)
255 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
256 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
260 if(mResendFlag & RESEND_BLEND_COLOR)
262 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
263 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
267 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
269 using DerivedType = MessageValue1<Render::Renderer, bool>;
270 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271 new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
274 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
276 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
277 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
281 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
283 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
284 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
288 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
290 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
291 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
292 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
295 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
297 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
298 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
299 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
302 if(mResendFlag & RESEND_DEPTH_FUNCTION)
304 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
305 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
306 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
309 if(mResendFlag & RESEND_RENDER_MODE)
311 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
312 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
313 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
316 if(mResendFlag & RESEND_STENCIL_FUNCTION)
318 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
319 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
320 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
323 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
325 using DerivedType = MessageValue1<Render::Renderer, int>;
326 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
327 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
330 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
332 using DerivedType = MessageValue1<Render::Renderer, int>;
333 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
334 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
337 if(mResendFlag & RESEND_STENCIL_MASK)
339 using DerivedType = MessageValue1<Render::Renderer, int>;
340 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
341 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
344 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
346 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
347 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
348 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
351 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
353 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
354 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
355 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
358 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
360 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
361 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
362 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
365 if(mResendFlag & RESEND_SHADER)
367 using DerivedType = MessageValue1<Render::Renderer, bool>;
368 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
369 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
375 return rendererUpdated;
378 void Renderer::SetTextures(TextureSet* textureSet)
380 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
384 mTextureSet->RemoveObserver(this);
387 mTextureSet = textureSet;
388 mTextureSet->AddObserver(this);
389 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
394 void Renderer::SetShader(Shader* shader)
396 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
400 mShader->RemoveConnectionObserver(*this);
404 mShader->AddConnectionObserver(*this);
405 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
406 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
408 if(mRenderDataProvider)
410 mRenderDataProvider->mShader = mShader;
414 void Renderer::SetGeometry(Render::Geometry* geometry)
416 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
417 mGeometry = geometry;
421 mResendFlag |= RESEND_GEOMETRY;
425 void Renderer::SetDepthIndex(int depthIndex)
427 mDepthIndex = depthIndex;
430 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
432 mFaceCullingMode = faceCullingMode;
433 mResendFlag |= RESEND_FACE_CULLING_MODE;
436 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
438 return mFaceCullingMode;
441 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
443 mBlendMode = blendingMode;
446 BlendMode::Type Renderer::GetBlendMode() const
451 void Renderer::SetBlendingOptions(uint32_t options)
453 if(mBlendBitmask != options)
455 mBlendBitmask = options;
456 mResendFlag |= RESEND_BLEND_BIT_MASK;
460 uint32_t Renderer::GetBlendingOptions() const
462 return mBlendBitmask;
465 void Renderer::SetBlendColor(const Vector4& blendColor)
467 if(blendColor == Color::TRANSPARENT)
469 mBlendColor = nullptr;
475 mBlendColor = new Vector4(blendColor);
479 *mBlendColor = blendColor;
483 mResendFlag |= RESEND_BLEND_COLOR;
486 Vector4 Renderer::GetBlendColor() const
492 return Color::TRANSPARENT;
495 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
497 mIndexedDrawFirstElement = firstElement;
498 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
501 uint32_t Renderer::GetIndexedDrawFirstElement() const
503 return mIndexedDrawFirstElement;
506 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
508 mIndexedDrawElementsCount = elementsCount;
509 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
512 uint32_t Renderer::GetIndexedDrawElementsCount() const
514 return mIndexedDrawElementsCount;
517 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
519 mPremultipledAlphaEnabled = preMultipled;
520 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
523 bool Renderer::IsPreMultipliedAlphaEnabled() const
525 return mPremultipledAlphaEnabled;
528 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
530 mDepthWriteMode = depthWriteMode;
531 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
534 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
536 return mDepthWriteMode;
539 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
541 mDepthTestMode = depthTestMode;
542 mResendFlag |= RESEND_DEPTH_TEST_MODE;
545 DepthTestMode::Type Renderer::GetDepthTestMode() const
547 return mDepthTestMode;
550 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
552 mDepthFunction = depthFunction;
553 mResendFlag |= RESEND_DEPTH_FUNCTION;
556 DepthFunction::Type Renderer::GetDepthFunction() const
558 return mDepthFunction;
561 void Renderer::SetRenderMode(RenderMode::Type mode)
563 mStencilParameters.renderMode = mode;
564 mResendFlag |= RESEND_RENDER_MODE;
567 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
569 mStencilParameters.stencilFunction = stencilFunction;
570 mResendFlag |= RESEND_STENCIL_FUNCTION;
573 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
575 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
576 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
579 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
581 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
582 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
585 void Renderer::SetStencilMask(int stencilMask)
587 mStencilParameters.stencilMask = stencilMask;
588 mResendFlag |= RESEND_STENCIL_MASK;
591 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
593 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
594 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
597 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
599 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
600 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
603 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
605 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
606 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
609 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
611 return mStencilParameters;
614 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
616 mOpacity.Bake(updateBufferIndex, opacity);
619 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
621 return mOpacity[updateBufferIndex];
624 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
626 mRenderingBehavior = renderingBehavior;
629 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
631 return mRenderingBehavior;
634 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
635 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
637 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
638 mSceneController = &sceneController;
640 mRenderDataProvider = new RenderDataProvider(mOpacity);
641 mRenderDataProvider->mUniformMapDataProvider = this;
643 mRenderer = Render::Renderer::New(mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
645 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
646 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
649 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
650 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
652 //Remove renderer from RenderManager
655 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
658 mSceneController = nullptr;
659 mRenderDataProvider = nullptr;
662 void Renderer::UpdateTextureSet()
664 if(mRenderDataProvider)
668 uint32_t textureCount = mTextureSet->GetTextureCount();
669 mRenderDataProvider->mTextures.resize(textureCount);
670 mRenderDataProvider->mSamplers.resize(textureCount);
671 for(uint32_t i = 0; i < textureCount; ++i)
673 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
674 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
679 mRenderDataProvider->mTextures.clear();
680 mRenderDataProvider->mSamplers.clear();
685 Render::Renderer& Renderer::GetRenderer()
690 const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
692 return mCollectedUniformMap[bufferIndex];
695 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
697 Renderer::OpacityType opacityType = Renderer::OPAQUE;
701 case BlendMode::ON: // If the renderer should always be use blending
703 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
704 if(alpha <= FULLY_TRANSPARENT)
706 opacityType = Renderer::TRANSPARENT;
710 opacityType = Renderer::TRANSLUCENT;
714 case BlendMode::AUTO:
716 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
718 opacityType = Renderer::TRANSLUCENT;
722 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
723 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
725 opacityType = Renderer::TRANSLUCENT;
728 // renderer should determine opacity using the actor color
729 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
730 if(alpha <= FULLY_TRANSPARENT)
732 opacityType = Renderer::TRANSPARENT;
734 else if(alpha <= FULLY_OPAQUE)
736 opacityType = Renderer::TRANSLUCENT;
741 case BlendMode::OFF: // the renderer should never use blending
744 opacityType = Renderer::OPAQUE;
752 void Renderer::TextureSetChanged()
754 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
759 void Renderer::TextureSetDeleted()
761 mTextureSet = nullptr;
763 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
768 void Renderer::ConnectionsChanged(PropertyOwner& object)
770 // One of our child objects has changed it's connections. Ensure the uniform
771 // map gets regenerated during PrepareRender
772 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
775 void Renderer::ConnectedUniformMapChanged()
777 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
780 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
782 // The mappings are either from PropertyOwner base class, or the Actor
783 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
786 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
788 if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
794 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
796 mDrawCommands.clear();
797 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
798 mResendFlag |= RESEND_DRAW_COMMANDS;
801 } // namespace SceneGraph
802 } // namespace Internal