2 * Copyright (c) 2022 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/event/rendering/decorated-visual-renderer-impl.h> // For DecoratedVisualRenderer::AnimatableDecoratedVisualProperties
25 #include <dali/internal/render/data-providers/node-data-provider.h>
26 #include <dali/internal/render/data-providers/render-data-provider.h>
27 #include <dali/internal/render/queue/render-queue.h>
28 #include <dali/internal/render/renderers/render-geometry.h>
29 #include <dali/internal/render/shaders/program.h>
30 #include <dali/internal/render/shaders/render-shader.h>
31 #include <dali/internal/update/controllers/render-message-dispatcher.h>
32 #include <dali/internal/update/controllers/scene-controller.h>
33 #include <dali/internal/update/nodes/node.h>
34 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
36 #include <dali/integration-api/debug.h>
44 namespace // unnamed namespace
47 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
50 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
51 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
53 // Flags for re-sending data to renderer.
56 RESEND_GEOMETRY = 1 << 0,
57 RESEND_FACE_CULLING_MODE = 1 << 1,
58 RESEND_BLEND_COLOR = 1 << 2,
59 RESEND_BLEND_BIT_MASK = 1 << 3,
60 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
61 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
62 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
63 RESEND_DEPTH_WRITE_MODE = 1 << 7,
64 RESEND_DEPTH_TEST_MODE = 1 << 8,
65 RESEND_DEPTH_FUNCTION = 1 << 9,
66 RESEND_RENDER_MODE = 1 << 10,
67 RESEND_STENCIL_FUNCTION = 1 << 11,
68 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
69 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
70 RESEND_STENCIL_MASK = 1 << 14,
71 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
72 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
73 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
74 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
75 RESEND_SHADER = 1 << 19,
76 RESEND_DRAW_COMMANDS = 1 << 20,
77 RESEND_SET_RENDER_CALLBACK = 1 << 21
80 } // Anonymous namespace
82 Renderer* Renderer::New()
84 return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
88 : mSceneController(nullptr),
94 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
95 mIndexedDrawFirstElement(0u),
96 mIndexedDrawElementsCount(0u),
99 mDepthFunction(DepthFunction::LESS),
100 mFaceCullingMode(FaceCullingMode::NONE),
101 mBlendMode(BlendMode::AUTO),
102 mDepthWriteMode(DepthWriteMode::AUTO),
103 mDepthTestMode(DepthTestMode::AUTO),
104 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
105 mUpdateDecay(Renderer::Decay::INITIAL),
106 mRegenerateUniformMap(false),
107 mPremultipledAlphaEnabled(false),
112 // Observe our own PropertyOwner's uniform map.
113 AddUniformMapObserver(*this);
116 Renderer::~Renderer()
120 mShader->RemoveUniformMapObserver(*this);
125 void Renderer::operator delete(void* ptr)
127 gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
130 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
132 bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
134 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
136 // The map has changed since the last time we checked.
137 rendererUpdated = true;
138 mRegenerateUniformMap = true;
139 mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
140 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
144 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
149 if(mResendFlag & RESEND_GEOMETRY)
151 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
152 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
153 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
156 if(mResendFlag & RESEND_DRAW_COMMANDS)
158 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
159 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
160 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
163 if(mResendFlag & RESEND_FACE_CULLING_MODE)
165 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
166 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
167 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
170 if(mResendFlag & RESEND_BLEND_BIT_MASK)
172 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
173 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
174 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
177 if(mResendFlag & RESEND_BLEND_COLOR)
179 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
180 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
181 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
184 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
186 using DerivedType = MessageValue1<Render::Renderer, bool>;
187 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
188 new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
191 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
193 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
194 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
195 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
198 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
200 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
201 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
202 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
205 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
207 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
208 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
209 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
212 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
214 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
215 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
216 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
219 if(mResendFlag & RESEND_DEPTH_FUNCTION)
221 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
222 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
223 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
226 if(mResendFlag & RESEND_RENDER_MODE)
228 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
229 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
230 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
233 if(mResendFlag & RESEND_STENCIL_FUNCTION)
235 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
236 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
237 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
240 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
242 using DerivedType = MessageValue1<Render::Renderer, int>;
243 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
244 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
247 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
249 using DerivedType = MessageValue1<Render::Renderer, int>;
250 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
251 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
254 if(mResendFlag & RESEND_STENCIL_MASK)
256 using DerivedType = MessageValue1<Render::Renderer, int>;
257 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
258 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
261 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
263 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
264 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
265 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
268 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
270 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
271 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
272 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
275 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
277 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
278 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
279 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
282 if(mResendFlag & RESEND_SHADER)
284 using DerivedType = MessageValue1<Render::Renderer, bool>;
285 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
286 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
289 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
291 using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
292 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
293 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
301 // Ensure collected map is up to date
302 UpdateUniformMap(updateBufferIndex);
304 return rendererUpdated;
307 void Renderer::SetTextures(TextureSet* textureSet)
309 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
311 mTextureSet = textureSet;
317 const Vector<Render::Texture*>* Renderer::GetTextures() const
319 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
322 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
324 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
327 void Renderer::SetShader(Shader* shader)
329 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
333 mShader->RemoveUniformMapObserver(*this);
337 mShader->AddUniformMapObserver(*this);
338 mRegenerateUniformMap = true;
339 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
343 void Renderer::SetGeometry(Render::Geometry* geometry)
345 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
346 mGeometry = geometry;
350 mResendFlag |= RESEND_GEOMETRY;
354 void Renderer::SetDepthIndex(int depthIndex)
356 mDepthIndex = depthIndex;
362 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
364 mFaceCullingMode = faceCullingMode;
365 mResendFlag |= RESEND_FACE_CULLING_MODE;
368 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
370 return mFaceCullingMode;
373 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
375 mBlendMode = blendingMode;
381 BlendMode::Type Renderer::GetBlendMode() const
386 void Renderer::SetBlendingOptions(uint32_t options)
388 if(mBlendBitmask != options)
390 mBlendBitmask = options;
391 mResendFlag |= RESEND_BLEND_BIT_MASK;
396 uint32_t Renderer::GetBlendingOptions() const
398 return mBlendBitmask;
401 void Renderer::SetBlendColor(const Vector4& blendColor)
403 if(blendColor == Color::TRANSPARENT)
405 mBlendColor = nullptr;
411 mBlendColor = new Vector4(blendColor);
415 *mBlendColor = blendColor;
419 mResendFlag |= RESEND_BLEND_COLOR;
422 Vector4 Renderer::GetBlendColor() const
428 return Color::TRANSPARENT;
431 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
433 mIndexedDrawFirstElement = firstElement;
434 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
437 uint32_t Renderer::GetIndexedDrawFirstElement() const
439 return mIndexedDrawFirstElement;
442 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
444 mIndexedDrawElementsCount = elementsCount;
445 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
448 uint32_t Renderer::GetIndexedDrawElementsCount() const
450 return mIndexedDrawElementsCount;
453 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
455 mPremultipledAlphaEnabled = preMultipled;
456 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
459 bool Renderer::IsPreMultipliedAlphaEnabled() const
461 return mPremultipledAlphaEnabled;
464 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
466 mDepthWriteMode = depthWriteMode;
467 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
470 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
472 return mDepthWriteMode;
475 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
477 mDepthTestMode = depthTestMode;
478 mResendFlag |= RESEND_DEPTH_TEST_MODE;
481 DepthTestMode::Type Renderer::GetDepthTestMode() const
483 return mDepthTestMode;
486 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
488 mDepthFunction = depthFunction;
489 mResendFlag |= RESEND_DEPTH_FUNCTION;
492 DepthFunction::Type Renderer::GetDepthFunction() const
494 return mDepthFunction;
497 void Renderer::SetRenderMode(RenderMode::Type mode)
499 mStencilParameters.renderMode = mode;
500 mResendFlag |= RESEND_RENDER_MODE;
503 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
505 mStencilParameters.stencilFunction = stencilFunction;
506 mResendFlag |= RESEND_STENCIL_FUNCTION;
509 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
511 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
512 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
515 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
517 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
518 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
521 void Renderer::SetStencilMask(int stencilMask)
523 mStencilParameters.stencilMask = stencilMask;
524 mResendFlag |= RESEND_STENCIL_MASK;
527 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
529 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
530 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
533 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
535 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
536 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
539 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
541 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
542 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
545 void Renderer::SetRenderCallback(RenderCallback* callback)
547 mRenderCallback = callback;
548 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
552 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
554 return mStencilParameters;
557 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
559 mOpacity.Bake(updateBufferIndex, opacity);
565 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
567 return mOpacity[updateBufferIndex];
570 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
572 mRenderingBehavior = renderingBehavior;
576 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
578 return mRenderingBehavior;
581 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
582 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
584 mRegenerateUniformMap = true;
585 mSceneController = &sceneController;
587 mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
589 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
590 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
593 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
594 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
596 //Remove renderer from RenderManager
599 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
602 mSceneController = nullptr;
605 Render::Renderer& Renderer::GetRenderer()
610 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
612 Renderer::OpacityType opacityType = Renderer::OPAQUE;
614 if(node.IsTransparent())
616 return Renderer::TRANSPARENT;
621 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
623 opacityType = Renderer::TRANSLUCENT;
626 case BlendMode::ON: // If the renderer should always be use blending
628 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
629 if(alpha <= FULLY_TRANSPARENT)
631 opacityType = Renderer::TRANSPARENT;
635 opacityType = Renderer::TRANSLUCENT;
639 case BlendMode::AUTO:
641 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
643 opacityType = Renderer::TRANSLUCENT;
647 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
648 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
650 opacityType = Renderer::TRANSLUCENT;
653 // renderer should determine opacity using the actor color
654 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
655 if(alpha <= FULLY_TRANSPARENT)
657 opacityType = Renderer::TRANSPARENT;
659 else if(alpha <= FULLY_OPAQUE)
661 opacityType = Renderer::TRANSLUCENT;
666 case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
668 // renderer should determine opacity using the actor color
669 float alpha = node.GetWorldColor(updateBufferIndex).a;
670 if(alpha <= FULLY_TRANSPARENT)
672 opacityType = Renderer::TRANSPARENT;
674 else if(alpha < FULLY_OPAQUE)
676 opacityType = Renderer::TRANSLUCENT;
680 opacityType = Renderer::OPAQUE;
684 case BlendMode::OFF: // the renderer should never use blending
687 opacityType = Renderer::OPAQUE;
695 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
697 if(mRegenerateUniformMap)
699 CollectedUniformMap& localMap = mCollectedUniformMap;
702 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
704 auto size = rendererUniformMap.Count();
707 size += mShader->GetUniformMap().Count();
710 localMap.Reserve(size);
711 localMap.AddMappings(rendererUniformMap);
714 localMap.AddMappings(mShader->GetUniformMap());
716 localMap.UpdateChangeCounter();
717 mRegenerateUniformMap = false;
721 uint64_t hash = 0xc70f6907UL;
722 const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = GetUniformMapDataProvider();
723 const SceneGraph::CollectedUniformMap& collectedUniformMap = uniformMapDataProvider.GetCollectedUniformMap();
724 for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
726 hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
728 if(mUniformsHash != hash)
730 mUniformsHash = hash;
735 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
737 mDrawCommands.clear();
738 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
739 mResendFlag |= RESEND_DRAW_COMMANDS;
742 bool Renderer::IsDirty() const
744 // Check whether the opacity property has changed
745 return (mDirtyFlag || !mOpacity.IsClean());
748 void Renderer::ResetDirtyFlag()
755 uint32_t Renderer::GetMemoryPoolCapacity()
757 return gRendererMemoryPool.GetCapacity();
760 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
762 // The mappings are either from PropertyOwner base class, or the Shader
763 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
766 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
768 return mCollectedUniformMap;
771 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
773 if(mVisualProperties)
775 // TODO : We may need to get some method that visual properties changed, without hash.
776 // Or, need to call this API in PreRender side.
778 uint64_t hash = 0xc70f6907UL;
780 hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
781 hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
782 hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
783 hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
784 hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
785 hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
787 if(mVisualPropertiesCoefficient.hash != hash)
789 mVisualPropertiesCoefficient.hash = hash;
792 const Vector2 transformOffset = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
793 const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
794 const Vector2 transformSize = mVisualProperties->mTransformSize.Get(updateBufferIndex);
795 const Vector2 transformOrigin = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
796 const Vector2 transformAnchorPoint = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
797 const Vector2 extraSize = mVisualProperties->mExtraSize.Get(updateBufferIndex);
799 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size %5.3f %5.3f\n", transformSize.x, transformSize.y);
800 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
801 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
802 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
803 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size %5.3f %5.3f\n", extraSize.x, extraSize.y);
805 // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
806 // Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
808 // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
809 // Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
811 // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
812 // const Vector2 decoratedVisualSize = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
814 // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
815 // + anchorPoint * visualSize
816 // + origin * uSize.xy
819 // Calculate same logic of visual's vertex shader transform.
820 // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
821 // maxVertexPosition = 0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
823 // Update cached VisualTransformedUpdateSizeCoefficientCache
825 // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
827 // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
828 // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
829 // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
831 // CA = transformSize * transformOffsetSizeMode.zw + extraSize
832 // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
833 // + transformOffset * transformOffsetSizeMode.xy
834 // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
836 mVisualPropertiesCoefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
837 mVisualPropertiesCoefficient.coefXB = mVisualPropertiesCoefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
838 mVisualPropertiesCoefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
839 mVisualPropertiesCoefficient.coefCB = mVisualPropertiesCoefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
841 if(mVisualProperties->mExtendedProperties)
843 const auto decoratedVisualProperties = static_cast<DecoratedVisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
845 uint64_t decoratedHash = 0xc70f6907UL;
847 decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
848 decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
849 decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
851 if(mVisualPropertiesCoefficient.decoratedHash != decoratedHash)
853 mVisualPropertiesCoefficient.decoratedHash = decoratedHash;
855 // DecoratedVisualProperty
856 const float borderlineWidth = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
857 const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
858 const float blurRadius = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
860 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width %5.3f\n", borderlineWidth);
861 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
862 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius %5.3f\n", blurRadius);
864 // D coefficients be used only decoratedVisual.
865 // It can be calculated parallely with transform.
867 mVisualPropertiesCoefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
871 // Calculate vertex position by coefficient
872 // It will reduce the number of operations
874 // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
875 // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
878 // basicVertexPosition = XB * originalSize + CB
879 // scaleVertexPosition = XA * originalSize + CA + D
881 // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
882 // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
884 // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
885 // = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
886 // = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
887 // Cause transform matrix will think center of vertex is (0, 0)
889 const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
890 const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
892 const Vector2 basicVertexPosition = mVisualPropertiesCoefficient.coefXB * originalWH + mVisualPropertiesCoefficient.coefCB;
893 const Vector2 scaleVertexPosition = mVisualPropertiesCoefficient.coefXA * originalWH + mVisualPropertiesCoefficient.coefCA;
895 // TODO : We need to re-generate coefficient to consitder area width/height
896 const Vector4 resultArea = Vector4(originalXY.x,
898 scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + mVisualPropertiesCoefficient.coefD,
899 scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + mVisualPropertiesCoefficient.coefD);
901 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);
905 return originalUpdateArea;
908 } // namespace SceneGraph
909 } // namespace Internal