476afdf4b3fb11d695b68cfc9224e8487d3b06df
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2023 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  */
16
17 // CLASS HEADER
18 #include "scene-graph-renderer.h"
19
20 // INTERNAL INCLUDES
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>
34
35 #include <dali/integration-api/debug.h>
36
37 namespace Dali
38 {
39 namespace Internal
40 {
41 namespace SceneGraph
42 {
43 namespace // unnamed namespace
44 {
45 #ifdef DEBUG_ENABLED
46 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
47 #endif
48
49 // Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
50 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
51
52 // Flags for re-sending data to renderer.
53 enum Flags
54 {
55   RESEND_GEOMETRY                    = 1 << 0,
56   RESEND_FACE_CULLING_MODE           = 1 << 1,
57   RESEND_BLEND_COLOR                 = 1 << 2,
58   RESEND_BLEND_BIT_MASK              = 1 << 3,
59   RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
60   RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
61   RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
62   RESEND_DEPTH_WRITE_MODE            = 1 << 7,
63   RESEND_DEPTH_TEST_MODE             = 1 << 8,
64   RESEND_DEPTH_FUNCTION              = 1 << 9,
65   RESEND_RENDER_MODE                 = 1 << 10,
66   RESEND_STENCIL_FUNCTION            = 1 << 11,
67   RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
68   RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
69   RESEND_STENCIL_MASK                = 1 << 14,
70   RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
71   RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
72   RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
73   RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
74   RESEND_SHADER                      = 1 << 19,
75   RESEND_DRAW_COMMANDS               = 1 << 20,
76   RESEND_SET_RENDER_CALLBACK         = 1 << 21
77 };
78
79 } // Anonymous namespace
80
81 RendererKey Renderer::NewKey()
82 {
83   void* ptr = gRendererMemoryPool.AllocateRawThreadSafe();
84   auto  key = gRendererMemoryPool.GetKeyFromPtr(static_cast<Renderer*>(ptr));
85   new(ptr) Renderer();
86   return RendererKey(key);
87 }
88
89 Renderer::Renderer()
90 : mSceneController(nullptr),
91   mRenderer{},
92   mTextureSet(nullptr),
93   mGeometry(nullptr),
94   mShader(nullptr),
95   mBlendColor(nullptr),
96   mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
97   mIndexedDrawFirstElement(0u),
98   mIndexedDrawElementsCount(0u),
99   mBlendBitmask(0u),
100   mResendFlag(0u),
101   mDepthFunction(DepthFunction::LESS),
102   mFaceCullingMode(FaceCullingMode::NONE),
103   mBlendMode(BlendMode::AUTO),
104   mDepthWriteMode(DepthWriteMode::AUTO),
105   mDepthTestMode(DepthTestMode::AUTO),
106   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
107   mUpdateDecay(Renderer::Decay::INITIAL),
108   mRegenerateUniformMap(false),
109   mPremultipledAlphaEnabled(false),
110   mDirtyFlag(true),
111   mOpacity(1.0f),
112   mDepthIndex(0)
113 {
114 }
115
116 Renderer::~Renderer()
117 {
118 }
119
120 void Renderer::operator delete(void* ptr)
121 {
122   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
123 }
124
125 Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
126 {
127   return gRendererMemoryPool.GetPtrFromKey(rendererKey);
128 }
129
130 RendererKey Renderer::GetKey(const Renderer& renderer)
131 {
132   return RendererKey(gRendererMemoryPool.GetKeyFromPtr(const_cast<Renderer*>(&renderer)));
133 }
134
135 RendererKey Renderer::GetKey(Renderer* renderer)
136 {
137   return RendererKey(gRendererMemoryPool.GetKeyFromPtr(renderer));
138 }
139
140 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
141 {
142   bool rendererUpdated        = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
143   auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
144   bool shaderMapChanged       = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
145   if(shaderMapChanged)
146   {
147     mShaderMapChangeCounter = shaderMapChangeCounter;
148   }
149
150   if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
151   {
152     // The map has changed since the last time we checked.
153     rendererUpdated       = true;
154     mRegenerateUniformMap = true;
155     mUpdateDecay          = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
156
157     // Update local counters to identify any future changes to maps
158     // (unlikely, but allowed by API).
159     mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
160   }
161   if(mUpdateDecay > 0)
162   {
163     mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
164   }
165
166   if(mResendFlag != 0)
167   {
168     Render::Renderer* rendererPtr = mRenderer.Get();
169     if(mResendFlag & RESEND_GEOMETRY)
170     {
171       typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
172       uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
173       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetGeometry, mGeometry);
174     }
175
176     if(mResendFlag & RESEND_DRAW_COMMANDS)
177     {
178       using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
179       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
180       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
181     }
182
183     if(mResendFlag & RESEND_FACE_CULLING_MODE)
184     {
185       using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
186       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
187       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
188     }
189
190     if(mResendFlag & RESEND_BLEND_BIT_MASK)
191     {
192       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
193       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
194       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
195     }
196
197     if(mResendFlag & RESEND_BLEND_COLOR)
198     {
199       using DerivedType = MessageValue1<Render::Renderer, Vector4>;
200       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
201       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendColor, GetBlendColor());
202     }
203
204     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
205     {
206       using DerivedType = MessageValue1<Render::Renderer, bool>;
207       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
208       new(slot) DerivedType(rendererPtr, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
209     }
210
211     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
212     {
213       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
214       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
215       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
216     }
217
218     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
219     {
220       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
221       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
222       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
223     }
224
225     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
226     {
227       using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
228       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
229       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
230     }
231
232     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
233     {
234       using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
235       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
237     }
238
239     if(mResendFlag & RESEND_DEPTH_FUNCTION)
240     {
241       using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
242       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthFunction, mDepthFunction);
244     }
245
246     if(mResendFlag & RESEND_RENDER_MODE)
247     {
248       using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
249       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
251     }
252
253     if(mResendFlag & RESEND_STENCIL_FUNCTION)
254     {
255       using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
256       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
258     }
259
260     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
261     {
262       using DerivedType = MessageValue1<Render::Renderer, int>;
263       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
265     }
266
267     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
268     {
269       using DerivedType = MessageValue1<Render::Renderer, int>;
270       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
272     }
273
274     if(mResendFlag & RESEND_STENCIL_MASK)
275     {
276       using DerivedType = MessageValue1<Render::Renderer, int>;
277       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
279     }
280
281     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
282     {
283       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
284       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
286     }
287
288     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
289     {
290       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
291       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
292       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
293     }
294
295     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
296     {
297       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
298       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
299       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
300     }
301
302     if(mResendFlag & RESEND_SHADER)
303     {
304       using DerivedType = MessageValue1<Render::Renderer, bool>;
305       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
306       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetShaderChanged, true);
307     }
308
309     if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
310     {
311       using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
312       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
313       new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderCallback, mRenderCallback);
314     }
315
316     SetUpdated(true);
317
318     mResendFlag = 0;
319   }
320
321   // Ensure collected map is up to date
322   UpdateUniformMap(updateBufferIndex);
323
324   return rendererUpdated;
325 }
326
327 void Renderer::SetTextures(TextureSet* textureSet)
328 {
329   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
330
331   mTextureSet = textureSet;
332
333   mDirtyFlag = true;
334   SetUpdated(true);
335 }
336
337 const Vector<Render::TextureKey>* Renderer::GetTextures() const
338 {
339   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
340 }
341
342 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
343 {
344   return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
345 }
346
347 void Renderer::SetShader(Shader* shader)
348 {
349   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
350
351   mShader                 = shader;
352   mShaderMapChangeCounter = 0u;
353   mRegenerateUniformMap   = true;
354   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
355   mDirtyFlag = true;
356 }
357
358 void Renderer::SetGeometry(Render::Geometry* geometry)
359 {
360   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
361   mGeometry = geometry;
362
363   if(mRenderer)
364   {
365     mResendFlag |= RESEND_GEOMETRY;
366   }
367 }
368
369 void Renderer::SetDepthIndex(int depthIndex)
370 {
371   mDepthIndex = depthIndex;
372
373   mDirtyFlag = true;
374   SetUpdated(true);
375 }
376
377 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
378 {
379   mFaceCullingMode = faceCullingMode;
380   mResendFlag |= RESEND_FACE_CULLING_MODE;
381 }
382
383 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
384 {
385   return mFaceCullingMode;
386 }
387
388 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
389 {
390   mBlendMode = blendingMode;
391
392   mDirtyFlag = true;
393   SetUpdated(true);
394 }
395
396 BlendMode::Type Renderer::GetBlendMode() const
397 {
398   return mBlendMode;
399 }
400
401 void Renderer::SetBlendingOptions(uint32_t options)
402 {
403   if(mBlendBitmask != options)
404   {
405     mBlendBitmask = options;
406     mResendFlag |= RESEND_BLEND_BIT_MASK;
407     mDirtyFlag = true;
408   }
409 }
410
411 uint32_t Renderer::GetBlendingOptions() const
412 {
413   return mBlendBitmask;
414 }
415
416 void Renderer::SetBlendColor(const Vector4& blendColor)
417 {
418   if(blendColor == Color::TRANSPARENT)
419   {
420     mBlendColor = nullptr;
421   }
422   else
423   {
424     if(!mBlendColor)
425     {
426       mBlendColor = new Vector4(blendColor);
427     }
428     else
429     {
430       *mBlendColor = blendColor;
431     }
432   }
433
434   mResendFlag |= RESEND_BLEND_COLOR;
435 }
436
437 Vector4 Renderer::GetBlendColor() const
438 {
439   if(mBlendColor)
440   {
441     return *mBlendColor;
442   }
443   return Color::TRANSPARENT;
444 }
445
446 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
447 {
448   mIndexedDrawFirstElement = firstElement;
449   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
450 }
451
452 uint32_t Renderer::GetIndexedDrawFirstElement() const
453 {
454   return mIndexedDrawFirstElement;
455 }
456
457 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
458 {
459   mIndexedDrawElementsCount = elementsCount;
460   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
461 }
462
463 uint32_t Renderer::GetIndexedDrawElementsCount() const
464 {
465   return mIndexedDrawElementsCount;
466 }
467
468 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
469 {
470   mPremultipledAlphaEnabled = preMultipled;
471   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
472 }
473
474 bool Renderer::IsPreMultipliedAlphaEnabled() const
475 {
476   return mPremultipledAlphaEnabled;
477 }
478
479 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
480 {
481   mDepthWriteMode = depthWriteMode;
482   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
483 }
484
485 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
486 {
487   return mDepthWriteMode;
488 }
489
490 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
491 {
492   mDepthTestMode = depthTestMode;
493   mResendFlag |= RESEND_DEPTH_TEST_MODE;
494 }
495
496 DepthTestMode::Type Renderer::GetDepthTestMode() const
497 {
498   return mDepthTestMode;
499 }
500
501 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
502 {
503   mDepthFunction = depthFunction;
504   mResendFlag |= RESEND_DEPTH_FUNCTION;
505 }
506
507 DepthFunction::Type Renderer::GetDepthFunction() const
508 {
509   return mDepthFunction;
510 }
511
512 void Renderer::SetRenderMode(RenderMode::Type mode)
513 {
514   mStencilParameters.renderMode = mode;
515   mResendFlag |= RESEND_RENDER_MODE;
516 }
517
518 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
519 {
520   mStencilParameters.stencilFunction = stencilFunction;
521   mResendFlag |= RESEND_STENCIL_FUNCTION;
522 }
523
524 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
525 {
526   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
527   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
528 }
529
530 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
531 {
532   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
533   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
534 }
535
536 void Renderer::SetStencilMask(int stencilMask)
537 {
538   mStencilParameters.stencilMask = stencilMask;
539   mResendFlag |= RESEND_STENCIL_MASK;
540 }
541
542 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
543 {
544   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
545   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
546 }
547
548 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
549 {
550   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
551   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
552 }
553
554 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
555 {
556   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
557   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
558 }
559
560 void Renderer::SetRenderCallback(RenderCallback* callback)
561 {
562   mRenderCallback = callback;
563   mResendFlag |= RESEND_SET_RENDER_CALLBACK;
564   mDirtyFlag = true;
565 }
566
567 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
568 {
569   return mStencilParameters;
570 }
571
572 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
573 {
574   mOpacity.Bake(updateBufferIndex, opacity);
575
576   mDirtyFlag = true;
577   SetUpdated(true);
578 }
579
580 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
581 {
582   return mOpacity[updateBufferIndex];
583 }
584
585 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
586 {
587   mRenderingBehavior = renderingBehavior;
588   SetUpdated(true);
589 }
590
591 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
592 {
593   return mRenderingBehavior;
594 }
595
596 // Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
597 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
598 {
599   mRegenerateUniformMap = true;
600   mSceneController      = &sceneController;
601
602   mRenderer = Render::Renderer::NewKey(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
603
604   mSceneController->GetRenderMessageDispatcher().AddRenderer(mRenderer);
605 }
606
607 // Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
608 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
609 {
610   // Remove renderer from RenderManager
611   if(mRenderer)
612   {
613     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(mRenderer);
614     mRenderer = Render::RendererKey{};
615   }
616   mSceneController = nullptr;
617 }
618
619 Render::RendererKey Renderer::GetRenderer()
620 {
621   return mRenderer;
622 }
623
624 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
625 {
626   Renderer::OpacityType opacityType = Renderer::OPAQUE;
627
628   if(node.IsTransparent())
629   {
630     return Renderer::TRANSPARENT;
631   }
632
633   switch(mBlendMode)
634   {
635     case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
636     {
637       opacityType = Renderer::TRANSLUCENT;
638       break;
639     }
640     case BlendMode::ON: // If the renderer should always be use blending
641     {
642       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
643       if(alpha <= FULLY_TRANSPARENT)
644       {
645         opacityType = Renderer::TRANSPARENT;
646       }
647       else
648       {
649         opacityType = Renderer::TRANSLUCENT;
650       }
651       break;
652     }
653     case BlendMode::AUTO:
654     {
655       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
656       {
657         opacityType = Renderer::TRANSLUCENT;
658         break;
659       }
660
661       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
662       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
663       {
664         opacityType = Renderer::TRANSLUCENT;
665       }
666
667       // renderer should determine opacity using the actor color
668       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
669       if(alpha <= FULLY_TRANSPARENT)
670       {
671         opacityType = Renderer::TRANSPARENT;
672       }
673       else if(alpha <= FULLY_OPAQUE)
674       {
675         opacityType = Renderer::TRANSLUCENT;
676       }
677
678       break;
679     }
680     case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
681     {
682       // renderer should determine opacity using the actor color
683       float alpha = node.GetWorldColor(updateBufferIndex).a;
684       if(alpha <= FULLY_TRANSPARENT)
685       {
686         opacityType = Renderer::TRANSPARENT;
687       }
688       else if(alpha < FULLY_OPAQUE)
689       {
690         opacityType = Renderer::TRANSLUCENT;
691       }
692       else
693       {
694         opacityType = Renderer::OPAQUE;
695       }
696       break;
697     }
698     case BlendMode::OFF: // the renderer should never use blending
699     default:
700     {
701       opacityType = Renderer::OPAQUE;
702       break;
703     }
704   }
705
706   return opacityType;
707 }
708
709 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
710 {
711   if(mRegenerateUniformMap)
712   {
713     CollectedUniformMap& localMap = mCollectedUniformMap;
714     localMap.Clear();
715
716     const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
717
718     auto size = rendererUniformMap.Count();
719     if(mShader)
720     {
721       size += mShader->GetUniformMap().Count();
722     }
723
724     localMap.Reserve(size);
725     localMap.AddMappings(rendererUniformMap);
726     if(mShader)
727     {
728       localMap.AddMappings(mShader->GetUniformMap());
729     }
730     localMap.UpdateChangeCounter();
731
732     mRegenerateUniformMap = false;
733     SetUpdated(true);
734   }
735
736   uint64_t                                  hash                   = 0xc70f6907UL;
737   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = GetUniformMapDataProvider();
738   const SceneGraph::CollectedUniformMap&    collectedUniformMap    = uniformMapDataProvider.GetCollectedUniformMap();
739   for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
740   {
741     hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
742   }
743   if(mUniformsHash != hash)
744   {
745     mUniformsHash = hash;
746     SetUpdated(true);
747   }
748 }
749
750 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
751 {
752   mDrawCommands.clear();
753   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
754   mResendFlag |= RESEND_DRAW_COMMANDS;
755 }
756
757 bool Renderer::IsDirty() const
758 {
759   // Check whether the opacity property has changed
760   return (mDirtyFlag || !mOpacity.IsClean());
761 }
762
763 void Renderer::ResetDirtyFlag()
764 {
765   mDirtyFlag = false;
766
767   SetUpdated(false);
768 }
769
770 uint32_t Renderer::GetMemoryPoolCapacity()
771 {
772   return gRendererMemoryPool.GetCapacity();
773 }
774
775 void Renderer::OnMappingChanged()
776 {
777   // Properties have been registered on the base class.
778   mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
779 }
780
781 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
782 {
783   return mCollectedUniformMap;
784 }
785
786 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
787 {
788   if(mVisualProperties)
789   {
790     auto& coefficient = mVisualProperties->mCoefficient;
791
792     // TODO : We may need to get some method that visual properties changed, without hash.
793     // Or, need to call this API in PreRender side.
794
795     uint64_t hash = 0xc70f6907UL;
796
797     hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
798     hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
799     hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
800     hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
801     hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
802     hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
803
804     if(coefficient.hash != hash)
805     {
806       coefficient.hash = hash;
807
808       // VisualProperty
809       const Vector2 transformOffset         = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
810       const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
811       const Vector2 transformSize           = mVisualProperties->mTransformSize.Get(updateBufferIndex);
812       const Vector2 transformOrigin         = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
813       const Vector2 transformAnchorPoint    = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
814       const Vector2 extraSize               = mVisualProperties->mExtraSize.Get(updateBufferIndex);
815
816       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size   %5.3f %5.3f\n", transformSize.x, transformSize.y);
817       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
818       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
819       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
820       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size       %5.3f %5.3f\n", extraSize.x, extraSize.y);
821
822       // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
823       //                                    Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
824       //                            extraSize;
825       // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
826       //                                      Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
827
828       // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
829       // const Vector2 decoratedVisualSize    = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
830
831       // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
832       //                          + anchorPoint * visualSize
833       //                          + origin * uSize.xy
834       //                          + visualOffset;
835
836       // Calculate same logic of visual's vertex shader transform.
837       // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
838       // maxVertexPosition =  0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
839
840       // Update cached VisualTransformedUpdateSizeCoefficientCache
841
842       // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
843
844       // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
845       // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
846       //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
847       //    + transformOrigin
848       // CA = transformSize * transformOffsetSizeMode.zw + extraSize
849       // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
850       //    + transformOffset * transformOffsetSizeMode.xy
851       // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
852
853       coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
854       coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
855       coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
856       coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
857     }
858     if(mVisualProperties->mExtendedProperties)
859     {
860       const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
861
862       uint64_t decoratedHash = 0xc70f6907UL;
863
864       decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
865       decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
866       decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
867
868       if(coefficient.decoratedHash != decoratedHash)
869       {
870         coefficient.decoratedHash = decoratedHash;
871
872         // DecoratedVisualProperty
873         const float borderlineWidth  = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
874         const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
875         const float blurRadius       = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
876
877         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width  %5.3f\n", borderlineWidth);
878         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
879         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius       %5.3f\n", blurRadius);
880
881         // D coefficients be used only decoratedVisual.
882         // It can be calculated parallely with transform.
883
884         coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
885       }
886     }
887
888     // Calculate vertex position by coefficient
889     // It will reduce the number of operations
890
891     // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
892     // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
893
894     // When we set
895     // basicVertexPosition = XB * originalSize + CB
896     // scaleVertexPosition = XA * originalSize + CA + D
897
898     // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
899     //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
900
901     // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
902     //                  = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
903     //                  = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
904     // Cause transform matrix will think center of vertex is (0, 0)
905
906     const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
907     const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
908
909     const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
910     const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
911
912     // TODO : We need to re-generate coefficient to consitder area width/height
913     const Vector4 resultArea = Vector4(originalXY.x,
914                                        originalXY.y,
915                                        scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
916                                        scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
917
918     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);
919
920     return resultArea;
921   }
922   return originalUpdateArea;
923 }
924
925 } // namespace SceneGraph
926 } // namespace Internal
927 } // namespace Dali