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-texture-set.h>
25 #include <dali/internal/render/shaders/scene-graph-shader.h>
26 #include <dali/internal/render/renderers/render-renderer.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/update/nodes/node.h>
29 #include <dali/internal/render/queue/render-queue.h>
30 #include <dali/internal/common/internal-constants.h>
31 #include <dali/internal/common/memory-pool-object-allocator.h>
34 namespace // unnamed namespace
37 const unsigned int UNIFORM_MAP_READY = 0;
38 const unsigned int COPY_UNIFORM_MAP = 1;
39 const unsigned int REGENERATE_UNIFORM_MAP = 2;
41 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
42 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
44 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
46 // Iterate thru uniformMap.
47 // Any maps that aren't in localMap should be added in a single step
48 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
50 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
52 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
55 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
57 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
58 if( map->uniformNameHash == nameHash )
60 if( map->uniformName == uniformMap[i].uniformName )
69 // it's a new mapping. Add raw ptr to temporary list
70 newUniformMappings.PushBack( &uniformMap[i] );
74 if( newUniformMappings.Count() > 0 )
76 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
78 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
79 end = newUniformMappings.End() ;
83 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
84 localMap.PushBack( map );
89 // flags for resending data to renderer
92 RESEND_DATA_PROVIDER = 1,
93 RESEND_GEOMETRY = 1 << 1,
94 RESEND_FACE_CULLING_MODE = 1 << 2,
95 RESEND_BLEND_COLOR = 1 << 3,
96 RESEND_BLEND_BIT_MASK = 1 << 4,
97 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
98 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
99 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
100 RESEND_DEPTH_WRITE_MODE = 1 << 8,
101 RESEND_DEPTH_TEST_MODE = 1 << 9,
102 RESEND_DEPTH_FUNCTION = 1 << 10,
114 Renderer* Renderer::New()
116 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
120 : mSceneController( 0 ),
126 mIndexedDrawFirstElement( 0u ),
127 mIndexedDrawElementsCount( 0u ),
129 mReferenceCount( 0u ),
130 mRegenerateUniformMap( 0u ),
132 mDepthFunction( DepthFunction::LESS ),
133 mFaceCullingMode( FaceCullingMode::NONE ),
134 mBlendMode( BlendMode::AUTO ),
135 mDepthWriteMode( DepthWriteMode::AUTO ),
136 mDepthTestMode( DepthTestMode::AUTO ),
137 mResourcesReady( false ),
138 mFinishedResourceAcquisition( false ),
139 mPremultipledAlphaEnabled( false ),
142 mUniformMapChanged[0] = false;
143 mUniformMapChanged[1] = false;
145 // Observe our own PropertyOwner's uniform map
146 AddUniformMapObserver( *this );
149 Renderer::~Renderer()
153 mTextureSet->RemoveObserver(this);
158 mShader->RemoveConnectionObserver(*this);
164 void Renderer::operator delete( void* ptr )
166 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
170 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
172 mResourcesReady = false;
173 mFinishedResourceAcquisition = false;
175 // Can only be considered ready when all the scene graph objects are connected to the renderer
176 if( mGeometry && mShader )
180 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
184 mResourcesReady = true;
185 mFinishedResourceAcquisition = true;
189 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
191 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
192 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
194 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
196 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
199 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
200 AddMappings( localMap, rendererUniformMap );
204 AddMappings( localMap, mShader->GetUniformMap() );
207 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
209 // Copy old map into current map
210 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
211 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
213 localMap.Resize( oldMap.Count() );
215 unsigned int index=0;
216 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
218 localMap[index] = *iter;
222 mUniformMapChanged[updateBufferIndex] = true;
223 mRegenerateUniformMap--;
226 if( mResendFlag != 0 )
228 if( mResendFlag & RESEND_DATA_PROVIDER )
230 RenderDataProvider* dataProvider = NewRenderDataProvider();
232 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
233 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
234 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
237 if( mResendFlag & RESEND_GEOMETRY )
239 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
240 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
242 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
245 if( mResendFlag & RESEND_FACE_CULLING_MODE )
247 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
248 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
249 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
252 if( mResendFlag & RESEND_BLEND_BIT_MASK )
254 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
255 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
256 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
259 if( mResendFlag & RESEND_BLEND_COLOR )
261 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
262 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
263 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
266 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
268 typedef MessageValue1< Render::Renderer, bool > DerivedType;
269 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
270 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
273 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
275 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
276 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
277 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
280 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
282 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
283 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
284 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
287 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
289 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
290 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
291 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
294 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
296 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
297 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
298 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
301 if( mResendFlag & RESEND_DEPTH_FUNCTION )
303 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
304 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
305 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
312 void Renderer::SetTextures( TextureSet* textureSet )
314 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
318 mTextureSet->RemoveObserver(this);
321 mTextureSet = textureSet;
322 mTextureSet->AddObserver( this );
323 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
324 mResendFlag |= RESEND_DATA_PROVIDER;
327 void Renderer::SetShader( Shader* shader )
329 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
333 mShader->RemoveConnectionObserver(*this);
337 mShader->AddConnectionObserver( *this );
338 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
339 mResendFlag |= RESEND_DATA_PROVIDER;
342 void Renderer::SetGeometry( Render::Geometry* geometry )
344 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
345 mGeometry = geometry;
349 mResendFlag |= RESEND_GEOMETRY;
353 void Renderer::SetDepthIndex( int depthIndex )
355 mDepthIndex = depthIndex;
358 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
360 mFaceCullingMode = faceCullingMode;
361 mResendFlag |= RESEND_FACE_CULLING_MODE;
364 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
366 mBlendMode = blendingMode;
369 void Renderer::SetBlendingOptions( unsigned int options )
371 if( mBlendBitmask != options)
373 mBlendBitmask = options;
374 mResendFlag |= RESEND_BLEND_BIT_MASK;
378 void Renderer::SetBlendColor( const Vector4& blendColor )
382 mBlendColor = new Vector4( blendColor );
386 *mBlendColor = blendColor;
389 mResendFlag |= RESEND_BLEND_COLOR;
392 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
394 mIndexedDrawFirstElement = firstElement;
395 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
398 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
400 mIndexedDrawElementsCount = elementsCount;
401 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
404 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
406 mPremultipledAlphaEnabled = preMultipled;
407 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
410 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
412 mDepthWriteMode = depthWriteMode;
413 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
416 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
418 mDepthTestMode = depthTestMode;
419 mResendFlag |= RESEND_DEPTH_TEST_MODE;
422 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
424 mDepthFunction = depthFunction;
425 mResendFlag |= RESEND_DEPTH_FUNCTION;
428 //Called when a node with this renderer is added to the stage
429 void Renderer::OnStageConnect()
434 RenderDataProvider* dataProvider = NewRenderDataProvider();
436 mRenderer = Render::Renderer::New( dataProvider, mGeometry,
437 mBlendBitmask, mBlendColor,
438 static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
439 mPremultipledAlphaEnabled,
444 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
449 //Called when the node with this renderer has gone out of the stage
450 void Renderer::OnStageDisconnect()
453 if( mReferenceCount == 0 )
455 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
460 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
461 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
463 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
464 mSceneController = &sceneController;
468 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
469 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
471 //Remove renderer from RenderManager
474 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
476 mSceneController = NULL;
480 RenderDataProvider* Renderer::NewRenderDataProvider()
482 RenderDataProvider* dataProvider = new RenderDataProvider();
484 dataProvider->mUniformMapDataProvider = this;
485 dataProvider->mShader = mShader;
489 size_t textureCount( mTextureSet->GetTextureCount() );
490 dataProvider->mTextures.resize( textureCount );
491 dataProvider->mSamplers.resize( textureCount );
492 for( unsigned int i(0); i<textureCount; ++i )
494 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
495 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
498 textureCount = mTextureSet->GetNewTextureCount();
499 dataProvider->mNewTextures.resize( textureCount );
500 dataProvider->mSamplers.resize( textureCount );
501 for( unsigned int i(0); i<textureCount; ++i )
503 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
504 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
511 Render::Renderer& Renderer::GetRenderer()
516 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
518 return mCollectedUniformMap[bufferIndex];
521 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
523 ready = mResourcesReady;
524 complete = mFinishedResourceAcquisition;
527 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
529 Renderer::Opacity opacity = Renderer::OPAQUE;
533 case BlendMode::ON: // If the renderer should always be use blending
535 opacity = Renderer::TRANSLUCENT;
538 case BlendMode::AUTO:
540 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
541 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
543 opacity = Renderer::TRANSLUCENT;
545 else // renderer should determine opacity using the actor color
547 float alpha = node.GetWorldColor( updateBufferIndex ).a;
548 if( alpha <= FULLY_TRANSPARENT )
550 opacity = TRANSPARENT;
552 else if( alpha <= FULLY_OPAQUE )
554 opacity = TRANSLUCENT;
559 case BlendMode::OFF: // the renderer should never use blending
562 opacity = Renderer::OPAQUE;
571 void Renderer::TextureSetChanged()
573 mResendFlag |= RESEND_DATA_PROVIDER;
576 void Renderer::ConnectionsChanged( PropertyOwner& object )
578 // One of our child objects has changed it's connections. Ensure the uniform
579 // map gets regenerated during PrepareRender
580 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
582 // Ensure the child object pointers get re-sent to the renderer
583 mResendFlag |= RESEND_DATA_PROVIDER;
586 void Renderer::ConnectedUniformMapChanged()
588 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
591 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
593 // The mappings are either from PropertyOwner base class, or the Actor
594 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
597 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
599 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
603 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
609 } // namespace SceneGraph
610 } // namespace Internal