2 * Copyright (c) 2018 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/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
39 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
53 CollectedUniformMap newUniformMappings;
55 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
57 UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
60 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
62 const UniformPropertyMapping* map = (*iter);
63 if( map->uniformNameHash == nameHash )
65 if( map->uniformName == uniformMap[i].uniformName )
74 // it's a new mapping. Add raw ptr to temporary list
75 newUniformMappings.PushBack( &uniformMap[i] );
79 if( newUniformMappings.Count() > 0 )
81 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
83 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
84 end = newUniformMappings.End() ;
88 const UniformPropertyMapping* map = (*iter);
89 localMap.PushBack( map );
94 // Flags for re-sending data to renderer.
97 RESEND_GEOMETRY = 1 << 0,
98 RESEND_FACE_CULLING_MODE = 1 << 1,
99 RESEND_BLEND_COLOR = 1 << 2,
100 RESEND_BLEND_BIT_MASK = 1 << 3,
101 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
102 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
103 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
104 RESEND_DEPTH_WRITE_MODE = 1 << 7,
105 RESEND_DEPTH_TEST_MODE = 1 << 8,
106 RESEND_DEPTH_FUNCTION = 1 << 9,
107 RESEND_RENDER_MODE = 1 << 10,
108 RESEND_STENCIL_FUNCTION = 1 << 11,
109 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
110 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
111 RESEND_STENCIL_MASK = 1 << 14,
112 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
113 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
114 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
115 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18
118 } // Anonymous namespace
120 Renderer* Renderer::New()
122 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
126 : mSceneController( 0 ),
131 mRenderDataProvider( NULL ),
133 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
134 mIndexedDrawFirstElement( 0u ),
135 mIndexedDrawElementsCount( 0u ),
137 mRegenerateUniformMap( 0u ),
139 mDepthFunction( DepthFunction::LESS ),
140 mFaceCullingMode( FaceCullingMode::NONE ),
141 mBlendMode( BlendMode::AUTO ),
142 mDepthWriteMode( DepthWriteMode::AUTO ),
143 mDepthTestMode( DepthTestMode::AUTO ),
144 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
145 mPremultipledAlphaEnabled( false ),
150 mUniformMapChanged[0] = false;
151 mUniformMapChanged[1] = false;
153 // Observe our own PropertyOwner's uniform map
154 AddUniformMapObserver( *this );
157 Renderer::~Renderer()
161 mTextureSet->RemoveObserver( this );
166 mShader->RemoveConnectionObserver( *this );
171 void Renderer::operator delete( void* ptr )
173 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
177 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
180 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
182 mUniformMapChanged[updateBufferIndex] = false;
187 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
189 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
192 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
193 AddMappings( localMap, rendererUniformMap );
197 AddMappings( localMap, mShader->GetUniformMap() );
200 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
202 // Copy old map into current map
203 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
204 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
206 localMap.Resize( oldMap.Count() );
209 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
211 localMap[index] = *iter;
215 mUniformMapChanged[updateBufferIndex] = true;
216 mRegenerateUniformMap--;
219 if( mResendFlag != 0 )
222 if( mResendFlag & RESEND_GEOMETRY )
224 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
225 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
226 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
229 if( mResendFlag & RESEND_FACE_CULLING_MODE )
231 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
232 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
233 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
236 if( mResendFlag & RESEND_BLEND_BIT_MASK )
238 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
239 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
240 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
243 if( mResendFlag & RESEND_BLEND_COLOR )
245 typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
246 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
247 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
250 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
252 typedef MessageValue1< Render::Renderer, bool > DerivedType;
253 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
254 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
257 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
259 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
260 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
261 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
264 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
266 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
267 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
268 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
271 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
273 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
274 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
275 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
278 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
280 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
281 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
282 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
285 if( mResendFlag & RESEND_DEPTH_FUNCTION )
287 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
288 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
289 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
292 if( mResendFlag & RESEND_RENDER_MODE )
294 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
295 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
296 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
299 if( mResendFlag & RESEND_STENCIL_FUNCTION )
301 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
302 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
303 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
306 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
308 typedef MessageValue1< Render::Renderer, int > DerivedType;
309 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
310 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
313 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
315 typedef MessageValue1< Render::Renderer, int > DerivedType;
316 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
317 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
320 if( mResendFlag & RESEND_STENCIL_MASK )
322 typedef MessageValue1< Render::Renderer, int > DerivedType;
323 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
324 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
327 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
329 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
330 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
331 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
334 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
336 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
337 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
338 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
341 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
343 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
344 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
345 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
352 void Renderer::SetTextures( TextureSet* textureSet )
354 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
358 mTextureSet->RemoveObserver(this);
361 mTextureSet = textureSet;
362 mTextureSet->AddObserver( this );
363 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
368 void Renderer::SetShader( Shader* shader )
370 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
374 mShader->RemoveConnectionObserver(*this);
378 mShader->AddConnectionObserver( *this );
379 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
380 mResendFlag |= RESEND_GEOMETRY;
382 if( mRenderDataProvider )
384 mRenderDataProvider->mShader = mShader;
388 void Renderer::SetGeometry( Render::Geometry* geometry )
390 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
391 mGeometry = geometry;
395 mResendFlag |= RESEND_GEOMETRY;
399 void Renderer::SetDepthIndex( int depthIndex )
401 mDepthIndex = depthIndex;
405 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
407 mFaceCullingMode = faceCullingMode;
408 mResendFlag |= RESEND_FACE_CULLING_MODE;
411 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
413 return mFaceCullingMode;
416 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
418 mBlendMode = blendingMode;
422 BlendMode::Type Renderer::GetBlendMode() const
427 void Renderer::SetBlendingOptions( uint32_t options )
429 if( mBlendBitmask != options)
431 mBlendBitmask = options;
432 mResendFlag |= RESEND_BLEND_BIT_MASK;
436 uint32_t Renderer::GetBlendingOptions() const
438 return mBlendBitmask;
441 void Renderer::SetBlendColor( const Vector4& blendColor )
443 if( blendColor == Color::TRANSPARENT )
451 mBlendColor = new Vector4( blendColor );
455 *mBlendColor = blendColor;
459 mResendFlag |= RESEND_BLEND_COLOR;
462 Vector4 Renderer::GetBlendColor() const
468 return Color::TRANSPARENT;
471 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
473 mIndexedDrawFirstElement = firstElement;
474 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
477 uint32_t Renderer::GetIndexedDrawFirstElement() const
479 return mIndexedDrawFirstElement;
482 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
484 mIndexedDrawElementsCount = elementsCount;
485 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
488 uint32_t Renderer::GetIndexedDrawElementsCount() const
490 return mIndexedDrawElementsCount;
493 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
495 mPremultipledAlphaEnabled = preMultipled;
496 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
499 bool Renderer::IsPreMultipliedAlphaEnabled() const
501 return mPremultipledAlphaEnabled;
504 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
506 mDepthWriteMode = depthWriteMode;
507 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
510 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
512 return mDepthWriteMode;
515 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
517 mDepthTestMode = depthTestMode;
518 mResendFlag |= RESEND_DEPTH_TEST_MODE;
521 DepthTestMode::Type Renderer::GetDepthTestMode() const
523 return mDepthTestMode;
526 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
528 mDepthFunction = depthFunction;
529 mResendFlag |= RESEND_DEPTH_FUNCTION;
532 DepthFunction::Type Renderer::GetDepthFunction() const
534 return mDepthFunction;
537 void Renderer::SetRenderMode( RenderMode::Type mode )
539 mStencilParameters.renderMode = mode;
540 mResendFlag |= RESEND_RENDER_MODE;
543 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
545 mStencilParameters.stencilFunction = stencilFunction;
546 mResendFlag |= RESEND_STENCIL_FUNCTION;
549 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
551 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
552 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
555 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
557 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
558 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
561 void Renderer::SetStencilMask( int stencilMask )
563 mStencilParameters.stencilMask = stencilMask;
564 mResendFlag |= RESEND_STENCIL_MASK;
567 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
569 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
570 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
573 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
575 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
576 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
579 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
581 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
582 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
585 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
587 return mStencilParameters;
590 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
593 mOpacity.Bake( updateBufferIndex, opacity );
596 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
598 return mOpacity[updateBufferIndex];
601 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
603 mRenderingBehavior = renderingBehavior;
607 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
609 return mRenderingBehavior;
612 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
613 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
615 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
616 mSceneController = &sceneController;
618 mRenderDataProvider = new RenderDataProvider( mOpacity );
619 mRenderDataProvider->mUniformMapDataProvider = this;
621 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
622 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
623 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
624 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
627 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
628 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
630 //Remove renderer from RenderManager
633 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
636 mSceneController = NULL;
637 mRenderDataProvider = NULL;
640 void Renderer::UpdateTextureSet()
642 if( mRenderDataProvider )
646 uint32_t textureCount = mTextureSet->GetTextureCount();
647 mRenderDataProvider->mTextures.resize( textureCount );
648 mRenderDataProvider->mSamplers.resize( textureCount );
649 for( uint32_t i = 0; i<textureCount; ++i )
651 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
652 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
657 mRenderDataProvider->mTextures.clear();
658 mRenderDataProvider->mSamplers.clear();
664 Render::Renderer& Renderer::GetRenderer()
669 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
671 return mCollectedUniformMap[bufferIndex];
674 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
676 Renderer::OpacityType opacityType = Renderer::OPAQUE;
680 case BlendMode::ON: // If the renderer should always be use blending
682 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
683 if( alpha <= FULLY_TRANSPARENT )
685 opacityType = Renderer::TRANSPARENT;
689 opacityType = Renderer::TRANSLUCENT;
693 case BlendMode::AUTO:
695 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
696 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
698 opacityType = Renderer::TRANSLUCENT;
701 // renderer should determine opacity using the actor color
702 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
703 if( alpha <= FULLY_TRANSPARENT )
705 opacityType = Renderer::TRANSPARENT;
707 else if( alpha <= FULLY_OPAQUE )
709 opacityType = Renderer::TRANSLUCENT;
713 case BlendMode::OFF: // the renderer should never use blending
716 opacityType = Renderer::OPAQUE;
724 void Renderer::TextureSetChanged()
726 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
731 void Renderer::TextureSetDeleted()
735 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
740 void Renderer::ConnectionsChanged( PropertyOwner& object )
742 // One of our child objects has changed it's connections. Ensure the uniform
743 // map gets regenerated during PrepareRender
744 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
747 void Renderer::ConnectedUniformMapChanged()
749 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
752 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
754 // The mappings are either from PropertyOwner base class, or the Actor
755 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
758 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
760 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
766 void Renderer::SetDirty( bool value )
771 mShader->SetPropertyDirty( value );
775 bool Renderer::IsDirty() const
783 ret = mShader->IsPropertyDirty();
786 // check native image
787 if( !ret && mTextureSet )
789 uint32_t textureCount = mTextureSet->GetTextureCount();
793 Dali::Internal::Render::Texture* texture;
794 for( uint32_t i = 0; i<textureCount; ++i )
796 texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
797 if( texture && texture->IsNativeImage() )
809 } // namespace SceneGraph
810 } // namespace Internal