2 * Copyright (c) 2015 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/update/controllers/scene-controller.h>
22 #include <dali/internal/render/renderers/render-geometry.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/rendering/scene-graph-geometry.h>
25 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
26 #include <dali/internal/render/shaders/scene-graph-shader.h>
27 #include <dali/internal/render/renderers/render-renderer.h>
28 #include <dali/internal/render/data-providers/node-data-provider.h>
29 #include <dali/internal/update/nodes/node.h>
30 #include <dali/internal/render/queue/render-queue.h>
31 #include <dali/internal/common/internal-constants.h>
32 #include <dali/internal/common/memory-pool-object-allocator.h>
35 namespace // unnamed namespace
38 const unsigned int UNIFORM_MAP_READY = 0;
39 const unsigned int COPY_UNIFORM_MAP = 1;
40 const unsigned int REGENERATE_UNIFORM_MAP = 2;
42 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
43 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
45 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
47 // Iterate thru uniformMap.
48 // Any maps that aren't in localMap should be added in a single step
49 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
51 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
53 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
56 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
58 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
59 if( map->uniformNameHash == nameHash )
61 if( map->uniformName == uniformMap[i].uniformName )
70 // it's a new mapping. Add raw ptr to temporary list
71 newUniformMappings.PushBack( &uniformMap[i] );
75 if( newUniformMappings.Count() > 0 )
77 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
79 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
80 end = newUniformMappings.End() ;
84 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
85 localMap.PushBack( map );
90 // flags for resending data to renderer
93 RESEND_DATA_PROVIDER = 1,
94 RESEND_GEOMETRY = 1 << 1,
95 RESEND_FACE_CULLING_MODE = 1 << 2,
96 RESEND_BLEND_COLOR = 1 << 3,
97 RESEND_BLEND_BIT_MASK = 1 << 4,
98 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
99 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
100 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
112 Renderer* Renderer::New()
114 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
118 :mSceneController( 0 ),
125 mFaceCullingMode( Dali::Renderer::NONE ),
126 mBlendingMode( Dali::BlendingMode::AUTO ),
127 mReferenceCount( 0 ),
128 mRegenerateUniformMap( 0 ),
130 mResourcesReady( false ),
131 mFinishedResourceAcquisition( false ),
132 mIndexedDrawFirstElement( 0 ),
133 mIndexedDrawElementsCount( 0 ),
136 mUniformMapChanged[0] = false;
137 mUniformMapChanged[1] = false;
139 // Observe our own PropertyOwner's uniform map
140 AddUniformMapObserver( *this );
143 Renderer::~Renderer()
147 mTextureSet->RemoveConnectionObserver(*this);
152 mGeometry->RemoveConnectionObserver(*this);
157 mShader->RemoveConnectionObserver(*this);
163 void Renderer::operator delete( void* ptr )
165 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
169 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
171 mResourcesReady = false;
172 mFinishedResourceAcquisition = false;
174 // Can only be considered ready when all the scene graph objects are connected to the renderer
175 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) && ( mShader ) )
179 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
183 mResourcesReady = true;
184 mFinishedResourceAcquisition = true;
188 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
190 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
191 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
193 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
195 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
198 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
199 AddMappings( localMap, rendererUniformMap );
203 AddMappings( localMap, mTextureSet->GetUniformMap() );
206 AddMappings( localMap, mShader->GetUniformMap() );
207 AddMappings( localMap, mGeometry->GetUniformMap() );
210 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
212 // Copy old map into current map
213 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
214 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
216 localMap.Resize( oldMap.Count() );
218 unsigned int index=0;
219 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
221 localMap[index] = *iter;
225 mUniformMapChanged[updateBufferIndex] = true;
226 mRegenerateUniformMap--;
229 if( mResendFlag == 0 )
234 if( mResendFlag & RESEND_DATA_PROVIDER )
236 RenderDataProvider* dataProvider = NewRenderDataProvider();
238 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
239 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
240 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
241 mResendFlag &= ~RESEND_DATA_PROVIDER;
244 if( mResendFlag & RESEND_GEOMETRY )
246 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
247 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
249 typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
250 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
252 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
253 mResendFlag &= ~RESEND_GEOMETRY;
256 if( mResendFlag & RESEND_FACE_CULLING_MODE )
258 typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
259 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
260 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
261 mResendFlag &= ~RESEND_FACE_CULLING_MODE;
264 if( mResendFlag & RESEND_BLEND_BIT_MASK )
266 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
267 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
268 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
269 mResendFlag &= ~RESEND_BLEND_BIT_MASK;
272 if( mResendFlag & RESEND_BLEND_COLOR )
274 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
275 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
276 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
277 mResendFlag &= ~RESEND_BLEND_COLOR;
280 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
282 typedef MessageValue1< Render::Renderer, bool > DerivedType;
283 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
284 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
285 mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
288 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
290 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
291 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
292 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
293 mResendFlag &= ~RESEND_INDEXED_DRAW_FIRST_ELEMENT;
296 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
298 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
299 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
300 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
301 mResendFlag &= ~RESEND_INDEXED_DRAW_FIRST_ELEMENT;
307 void Renderer::SetTextures( TextureSet* textureSet )
309 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
313 mTextureSet->RemoveConnectionObserver(*this);
316 mTextureSet = textureSet;
317 mTextureSet->AddConnectionObserver( *this );
318 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
319 mResendFlag |= RESEND_DATA_PROVIDER;
322 void Renderer::SetShader( Shader* shader )
324 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
328 mShader->RemoveConnectionObserver(*this);
332 mShader->AddConnectionObserver( *this );
333 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
334 mResendFlag |= RESEND_DATA_PROVIDER;
337 void Renderer::SetGeometry( Geometry* geometry )
339 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
342 mGeometry->RemoveConnectionObserver(*this);
343 mGeometry->OnRendererDisconnect();
346 mGeometry = geometry;
347 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
348 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
352 mResendFlag |= RESEND_GEOMETRY;
356 void Renderer::SetDepthIndex( int depthIndex )
358 mDepthIndex = depthIndex;
361 void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
363 mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
364 mResendFlag |= RESEND_FACE_CULLING_MODE;
367 void Renderer::SetBlendingMode( unsigned int blendingMode )
369 mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
372 void Renderer::SetBlendingOptions( unsigned int options )
374 if( mBlendBitmask != options)
376 mBlendBitmask = options;
377 mResendFlag |= RESEND_BLEND_BIT_MASK;
381 void Renderer::SetBlendColor( const Vector4& blendColor )
385 mBlendColor = new Vector4( blendColor );
389 *mBlendColor = blendColor;
392 mResendFlag |= RESEND_BLEND_COLOR;
395 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
397 mIndexedDrawFirstElement = firstElement;
398 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
401 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
403 mIndexedDrawElementsCount = elementsCount;
404 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
407 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
409 mPremultipledAlphaEnabled = preMultipled;
410 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
413 //Called when a node with this renderer is added to the stage
414 void Renderer::OnStageConnect()
419 RenderDataProvider* dataProvider = NewRenderDataProvider();
421 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
422 mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
423 mBlendBitmask, mBlendColor,
424 static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
425 mPremultipledAlphaEnabled );
426 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
431 //Called when the node with this renderer has gone out of the stage
432 void Renderer::OnStageDisconnect()
435 if( mReferenceCount == 0 )
437 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
440 mGeometry->OnRendererDisconnect();
446 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
447 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
449 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
450 mSceneController = &sceneController;
454 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
455 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
457 //Remove renderer from RenderManager
460 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
462 mSceneController = NULL;
466 RenderDataProvider* Renderer::NewRenderDataProvider()
468 RenderDataProvider* dataProvider = new RenderDataProvider();
470 dataProvider->mUniformMapDataProvider = this;
471 dataProvider->mShader = mShader;
475 size_t textureCount( mTextureSet->GetTextureCount() );
476 dataProvider->mTextures.resize( textureCount );
477 for( unsigned int i(0); i<textureCount; ++i )
479 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
480 mTextureSet->GetTextureSampler(i));
487 Render::Renderer& Renderer::GetRenderer()
492 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
494 return mCollectedUniformMap[bufferIndex];
497 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
499 ready = mResourcesReady;
500 complete = mFinishedResourceAcquisition;
503 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
505 Renderer::Opacity opacity = Renderer::OPAQUE;
507 switch( mBlendingMode )
509 case BlendingMode::ON: // If the renderer should always be use blending
511 opacity = Renderer::TRANSLUCENT;
514 case BlendingMode::AUTO:
516 bool shaderRequiresBlending( mShader->GeometryHintEnabled( Dali::ShaderEffect::HINT_BLENDING ) );
517 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
519 opacity = Renderer::TRANSLUCENT;
521 else // renderer should determine opacity using the actor color
523 float alpha = node.GetWorldColor( updateBufferIndex ).a;
524 if( alpha <= FULLY_TRANSPARENT )
526 opacity = TRANSPARENT;
528 else if( alpha <= FULLY_OPAQUE )
530 opacity = TRANSLUCENT;
535 case BlendingMode::OFF: // the renderer should never use blending
538 opacity = Renderer::OPAQUE;
547 void Renderer::ConnectionsChanged( PropertyOwner& object )
549 // One of our child objects has changed it's connections. Ensure the uniform
550 // map gets regenerated during PrepareRender
551 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
553 // Ensure the child object pointers get re-sent to the renderer
554 mResendFlag |= RESEND_DATA_PROVIDER;
557 void Renderer::ConnectedUniformMapChanged()
559 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
562 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
564 // The mappings are either from PropertyOwner base class, or the Actor
565 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
568 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
570 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
574 else if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
578 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
584 } // namespace SceneGraph
585 } // namespace Internal