2 * Copyright (c) 2020 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
54 // keep a static vector to avoid temporary heap allocation.
55 // As this function gets called only from update thread we don't have to
56 // make it thread safe (so no need to keep a thread_local variable).
57 static CollectedUniformMap newUniformMappings;
59 newUniformMappings.Clear();
61 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
65 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
67 const UniformPropertyMapping& map = (*iter);
68 if(map.uniformName == uniformMap[i].uniformName)
76 newUniformMappings.PushBack(uniformMap[i]);
80 if( newUniformMappings.Count() > 0 )
82 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
84 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
85 end = newUniformMappings.End() ;
89 const UniformPropertyMapping& map = (*iter);
90 localMap.PushBack( map );
95 // Flags for re-sending data to renderer.
98 RESEND_GEOMETRY = 1 << 0,
99 RESEND_FACE_CULLING_MODE = 1 << 1,
100 RESEND_BLEND_COLOR = 1 << 2,
101 RESEND_BLEND_BIT_MASK = 1 << 3,
102 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
103 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
104 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
105 RESEND_DEPTH_WRITE_MODE = 1 << 7,
106 RESEND_DEPTH_TEST_MODE = 1 << 8,
107 RESEND_DEPTH_FUNCTION = 1 << 9,
108 RESEND_RENDER_MODE = 1 << 10,
109 RESEND_STENCIL_FUNCTION = 1 << 11,
110 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
111 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
112 RESEND_STENCIL_MASK = 1 << 14,
113 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
114 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
115 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
116 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
117 RESEND_SHADER = 1 << 19,
118 RESEND_DRAW_COMMANDS = 1 << 20
121 } // Anonymous namespace
123 Renderer* Renderer::New()
125 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
129 : mSceneController( nullptr ),
130 mRenderer( nullptr ),
131 mTextureSet( nullptr ),
132 mGeometry( nullptr ),
134 mRenderDataProvider( nullptr ),
135 mBlendColor( nullptr ),
136 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
137 mIndexedDrawFirstElement( 0u ),
138 mIndexedDrawElementsCount( 0u ),
140 mRegenerateUniformMap( 0u ),
142 mDepthFunction( DepthFunction::LESS ),
143 mFaceCullingMode( FaceCullingMode::NONE ),
144 mBlendMode( BlendMode::AUTO ),
145 mDepthWriteMode( DepthWriteMode::AUTO ),
146 mDepthTestMode( DepthTestMode::AUTO ),
147 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
148 mPremultipledAlphaEnabled( false ),
152 mUniformMapChanged[0] = false;
153 mUniformMapChanged[1] = false;
155 // Observe our own PropertyOwner's uniform map
156 AddUniformMapObserver( *this );
159 Renderer::~Renderer()
163 mTextureSet->RemoveObserver( this );
164 mTextureSet = nullptr;
168 mShader->RemoveConnectionObserver( *this );
173 void Renderer::operator delete( void* ptr )
175 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
179 bool Renderer::PrepareRender( BufferIndex updateBufferIndex )
181 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
183 mUniformMapChanged[updateBufferIndex] = false;
187 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
189 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
192 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
194 auto size = rendererUniformMap.Count();
198 size += mShader->GetUniformMap().Count();
201 localMap.Reserve(size);
203 AddMappings( localMap, rendererUniformMap );
207 AddMappings( localMap, mShader->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() );
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 bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag;
231 if( mResendFlag != 0 )
233 if( mResendFlag & RESEND_GEOMETRY )
235 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
236 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
237 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
240 if( mResendFlag & RESEND_DRAW_COMMANDS )
242 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
243 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
244 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size() );
247 if( mResendFlag & RESEND_FACE_CULLING_MODE )
249 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
250 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
251 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
254 if( mResendFlag & RESEND_BLEND_BIT_MASK )
256 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
257 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
258 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
261 if( mResendFlag & RESEND_BLEND_COLOR )
263 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
264 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
265 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
268 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
270 using DerivedType = MessageValue1<Render::Renderer, bool>;
271 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
272 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
275 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
277 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
278 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
279 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
282 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
284 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
285 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
286 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
289 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
291 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
292 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
293 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
296 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
298 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
299 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
300 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
303 if( mResendFlag & RESEND_DEPTH_FUNCTION )
305 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
306 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
307 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
310 if( mResendFlag & RESEND_RENDER_MODE )
312 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
313 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
314 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
317 if( mResendFlag & RESEND_STENCIL_FUNCTION )
319 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
320 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
321 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
324 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
326 using DerivedType = MessageValue1<Render::Renderer, int>;
327 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
328 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
331 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
333 using DerivedType = MessageValue1<Render::Renderer, int>;
334 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
335 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
338 if( mResendFlag & RESEND_STENCIL_MASK )
340 using DerivedType = MessageValue1<Render::Renderer, int>;
341 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
342 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
345 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
347 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
348 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
349 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
352 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
354 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
355 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
356 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
359 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
361 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
362 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
363 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
366 if( mResendFlag & RESEND_SHADER )
368 using DerivedType = MessageValue1<Render::Renderer, bool>;
369 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
370 new (slot) DerivedType( mRenderer, &Render::Renderer::SetShaderChanged, true );
376 return rendererUpdated;
379 void Renderer::SetTextures( TextureSet* textureSet )
381 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
385 mTextureSet->RemoveObserver(this);
388 mTextureSet = textureSet;
389 mTextureSet->AddObserver( this );
390 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
395 void Renderer::SetShader( Shader* shader )
397 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
401 mShader->RemoveConnectionObserver(*this);
405 mShader->AddConnectionObserver( *this );
406 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
407 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
409 if( mRenderDataProvider )
411 mRenderDataProvider->mShader = mShader;
415 void Renderer::SetGeometry( Render::Geometry* geometry )
417 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
418 mGeometry = geometry;
422 mResendFlag |= RESEND_GEOMETRY;
426 void Renderer::SetDepthIndex( int depthIndex )
428 mDepthIndex = depthIndex;
431 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
433 mFaceCullingMode = faceCullingMode;
434 mResendFlag |= RESEND_FACE_CULLING_MODE;
437 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
439 return mFaceCullingMode;
442 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
444 mBlendMode = blendingMode;
447 BlendMode::Type Renderer::GetBlendMode() const
452 void Renderer::SetBlendingOptions( uint32_t options )
454 if( mBlendBitmask != options)
456 mBlendBitmask = options;
457 mResendFlag |= RESEND_BLEND_BIT_MASK;
461 uint32_t Renderer::GetBlendingOptions() const
463 return mBlendBitmask;
466 void Renderer::SetBlendColor( const Vector4& blendColor )
468 if( blendColor == Color::TRANSPARENT )
470 mBlendColor = nullptr;
476 mBlendColor = new Vector4( blendColor );
480 *mBlendColor = blendColor;
484 mResendFlag |= RESEND_BLEND_COLOR;
487 Vector4 Renderer::GetBlendColor() const
493 return Color::TRANSPARENT;
496 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
498 mIndexedDrawFirstElement = firstElement;
499 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
502 uint32_t Renderer::GetIndexedDrawFirstElement() const
504 return mIndexedDrawFirstElement;
507 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
509 mIndexedDrawElementsCount = elementsCount;
510 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
513 uint32_t Renderer::GetIndexedDrawElementsCount() const
515 return mIndexedDrawElementsCount;
518 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
520 mPremultipledAlphaEnabled = preMultipled;
521 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
524 bool Renderer::IsPreMultipliedAlphaEnabled() const
526 return mPremultipledAlphaEnabled;
529 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
531 mDepthWriteMode = depthWriteMode;
532 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
535 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
537 return mDepthWriteMode;
540 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
542 mDepthTestMode = depthTestMode;
543 mResendFlag |= RESEND_DEPTH_TEST_MODE;
546 DepthTestMode::Type Renderer::GetDepthTestMode() const
548 return mDepthTestMode;
551 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
553 mDepthFunction = depthFunction;
554 mResendFlag |= RESEND_DEPTH_FUNCTION;
557 DepthFunction::Type Renderer::GetDepthFunction() const
559 return mDepthFunction;
562 void Renderer::SetRenderMode( RenderMode::Type mode )
564 mStencilParameters.renderMode = mode;
565 mResendFlag |= RESEND_RENDER_MODE;
568 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
570 mStencilParameters.stencilFunction = stencilFunction;
571 mResendFlag |= RESEND_STENCIL_FUNCTION;
574 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
576 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
577 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
580 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
582 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
583 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
586 void Renderer::SetStencilMask( int stencilMask )
588 mStencilParameters.stencilMask = stencilMask;
589 mResendFlag |= RESEND_STENCIL_MASK;
592 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
594 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
595 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
598 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
600 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
601 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
604 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
606 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
607 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
610 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
612 return mStencilParameters;
615 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
617 mOpacity.Bake( updateBufferIndex, opacity );
620 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
622 return mOpacity[updateBufferIndex];
625 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
627 mRenderingBehavior = renderingBehavior;
630 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
632 return mRenderingBehavior;
635 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
636 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
638 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
639 mSceneController = &sceneController;
641 mRenderDataProvider = new RenderDataProvider( mOpacity );
642 mRenderDataProvider->mUniformMapDataProvider = this;
644 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
645 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
647 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
648 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
651 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
652 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
654 //Remove renderer from RenderManager
657 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
660 mSceneController = nullptr;
661 mRenderDataProvider = nullptr;
664 void Renderer::UpdateTextureSet()
666 if( mRenderDataProvider )
670 uint32_t textureCount = mTextureSet->GetTextureCount();
671 mRenderDataProvider->mTextures.resize( textureCount );
672 mRenderDataProvider->mSamplers.resize( textureCount );
673 for( uint32_t i = 0; i<textureCount; ++i )
675 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
676 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
681 mRenderDataProvider->mTextures.clear();
682 mRenderDataProvider->mSamplers.clear();
687 Render::Renderer& Renderer::GetRenderer()
692 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
694 return mCollectedUniformMap[bufferIndex];
697 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
699 Renderer::OpacityType opacityType = Renderer::OPAQUE;
703 case BlendMode::ON: // If the renderer should always be use blending
705 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
706 if( alpha <= FULLY_TRANSPARENT )
708 opacityType = Renderer::TRANSPARENT;
712 opacityType = Renderer::TRANSLUCENT;
716 case BlendMode::AUTO:
718 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
719 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
721 opacityType = Renderer::TRANSLUCENT;
724 // renderer should determine opacity using the actor color
725 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
726 if( alpha <= FULLY_TRANSPARENT )
728 opacityType = Renderer::TRANSPARENT;
730 else if( alpha <= FULLY_OPAQUE )
732 opacityType = Renderer::TRANSLUCENT;
736 case BlendMode::OFF: // the renderer should never use blending
739 opacityType = Renderer::OPAQUE;
747 void Renderer::TextureSetChanged()
749 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
754 void Renderer::TextureSetDeleted()
756 mTextureSet = nullptr;
758 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
763 void Renderer::ConnectionsChanged( PropertyOwner& object )
765 // One of our child objects has changed it's connections. Ensure the uniform
766 // map gets regenerated during PrepareRender
767 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
770 void Renderer::ConnectedUniformMapChanged()
772 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
775 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
777 // The mappings are either from PropertyOwner base class, or the Actor
778 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
781 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
783 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
789 void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
791 mDrawCommands.clear();
792 mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
793 mResendFlag |= RESEND_DRAW_COMMANDS;
796 } // namespace SceneGraph
797 } // namespace Internal