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),
111 // Observe our own PropertyOwner's uniform map.
112 AddUniformMapObserver(*this);
115 Renderer::~Renderer()
119 mShader->RemoveUniformMapObserver(*this);
124 void Renderer::operator delete(void* ptr)
126 gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
129 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
131 bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
133 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
135 // The map has changed since the last time we checked.
136 rendererUpdated = true;
137 mRegenerateUniformMap = true;
138 mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
139 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
143 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
148 if(mResendFlag & RESEND_GEOMETRY)
150 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
151 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
152 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
155 if(mResendFlag & RESEND_DRAW_COMMANDS)
157 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
158 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
159 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
162 if(mResendFlag & RESEND_FACE_CULLING_MODE)
164 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
165 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
166 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
169 if(mResendFlag & RESEND_BLEND_BIT_MASK)
171 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
172 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
173 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
176 if(mResendFlag & RESEND_BLEND_COLOR)
178 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
179 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
180 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
183 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
185 using DerivedType = MessageValue1<Render::Renderer, bool>;
186 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
187 new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
190 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
192 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
193 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
194 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
197 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
199 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
200 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
201 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
204 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
206 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
207 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
208 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
211 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
213 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
214 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
215 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
218 if(mResendFlag & RESEND_DEPTH_FUNCTION)
220 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
221 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
222 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
225 if(mResendFlag & RESEND_RENDER_MODE)
227 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
228 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
229 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
232 if(mResendFlag & RESEND_STENCIL_FUNCTION)
234 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
235 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
239 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
241 using DerivedType = MessageValue1<Render::Renderer, int>;
242 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
246 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
248 using DerivedType = MessageValue1<Render::Renderer, int>;
249 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
253 if(mResendFlag & RESEND_STENCIL_MASK)
255 using DerivedType = MessageValue1<Render::Renderer, int>;
256 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
260 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
262 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
263 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
267 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
269 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
270 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
274 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
276 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
277 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
281 if(mResendFlag & RESEND_SHADER)
283 using DerivedType = MessageValue1<Render::Renderer, bool>;
284 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
288 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
290 using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
291 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
292 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
298 return rendererUpdated;
301 void Renderer::SetTextures(TextureSet* textureSet)
303 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
305 mTextureSet = textureSet;
308 const Vector<Render::Texture*>* Renderer::GetTextures() const
310 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
313 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
315 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
318 void Renderer::SetShader(Shader* shader)
320 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
324 mShader->RemoveUniformMapObserver(*this);
328 mShader->AddUniformMapObserver(*this);
329 mRegenerateUniformMap = true;
330 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
333 void Renderer::SetGeometry(Render::Geometry* geometry)
335 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
336 mGeometry = geometry;
340 mResendFlag |= RESEND_GEOMETRY;
344 void Renderer::SetDepthIndex(int depthIndex)
346 mDepthIndex = depthIndex;
349 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
351 mFaceCullingMode = faceCullingMode;
352 mResendFlag |= RESEND_FACE_CULLING_MODE;
355 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
357 return mFaceCullingMode;
360 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
362 mBlendMode = blendingMode;
365 BlendMode::Type Renderer::GetBlendMode() const
370 void Renderer::SetBlendingOptions(uint32_t options)
372 if(mBlendBitmask != options)
374 mBlendBitmask = options;
375 mResendFlag |= RESEND_BLEND_BIT_MASK;
379 uint32_t Renderer::GetBlendingOptions() const
381 return mBlendBitmask;
384 void Renderer::SetBlendColor(const Vector4& blendColor)
386 if(blendColor == Color::TRANSPARENT)
388 mBlendColor = nullptr;
394 mBlendColor = new Vector4(blendColor);
398 *mBlendColor = blendColor;
402 mResendFlag |= RESEND_BLEND_COLOR;
405 Vector4 Renderer::GetBlendColor() const
411 return Color::TRANSPARENT;
414 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
416 mIndexedDrawFirstElement = firstElement;
417 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
420 uint32_t Renderer::GetIndexedDrawFirstElement() const
422 return mIndexedDrawFirstElement;
425 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
427 mIndexedDrawElementsCount = elementsCount;
428 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
431 uint32_t Renderer::GetIndexedDrawElementsCount() const
433 return mIndexedDrawElementsCount;
436 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
438 mPremultipledAlphaEnabled = preMultipled;
439 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
442 bool Renderer::IsPreMultipliedAlphaEnabled() const
444 return mPremultipledAlphaEnabled;
447 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
449 mDepthWriteMode = depthWriteMode;
450 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
453 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
455 return mDepthWriteMode;
458 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
460 mDepthTestMode = depthTestMode;
461 mResendFlag |= RESEND_DEPTH_TEST_MODE;
464 DepthTestMode::Type Renderer::GetDepthTestMode() const
466 return mDepthTestMode;
469 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
471 mDepthFunction = depthFunction;
472 mResendFlag |= RESEND_DEPTH_FUNCTION;
475 DepthFunction::Type Renderer::GetDepthFunction() const
477 return mDepthFunction;
480 void Renderer::SetRenderMode(RenderMode::Type mode)
482 mStencilParameters.renderMode = mode;
483 mResendFlag |= RESEND_RENDER_MODE;
486 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
488 mStencilParameters.stencilFunction = stencilFunction;
489 mResendFlag |= RESEND_STENCIL_FUNCTION;
492 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
494 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
495 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
498 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
500 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
501 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
504 void Renderer::SetStencilMask(int stencilMask)
506 mStencilParameters.stencilMask = stencilMask;
507 mResendFlag |= RESEND_STENCIL_MASK;
510 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
512 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
513 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
516 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
518 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
519 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
522 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
524 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
525 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
528 void Renderer::SetRenderCallback(RenderCallback* callback)
530 mRenderCallback = callback;
531 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
534 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
536 return mStencilParameters;
539 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
541 mOpacity.Bake(updateBufferIndex, opacity);
544 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
546 return mOpacity[updateBufferIndex];
549 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
551 mRenderingBehavior = renderingBehavior;
554 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
556 return mRenderingBehavior;
559 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
560 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
562 mRegenerateUniformMap = true;
563 mSceneController = &sceneController;
565 mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
567 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
568 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
571 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
572 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
574 //Remove renderer from RenderManager
577 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
580 mSceneController = nullptr;
583 Render::Renderer& Renderer::GetRenderer()
588 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
590 Renderer::OpacityType opacityType = Renderer::OPAQUE;
592 if(node.IsTransparent())
594 return Renderer::TRANSPARENT;
599 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
601 opacityType = Renderer::TRANSLUCENT;
604 case BlendMode::ON: // If the renderer should always be use blending
606 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
607 if(alpha <= FULLY_TRANSPARENT)
609 opacityType = Renderer::TRANSPARENT;
613 opacityType = Renderer::TRANSLUCENT;
617 case BlendMode::AUTO:
619 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
621 opacityType = Renderer::TRANSLUCENT;
625 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
626 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
628 opacityType = Renderer::TRANSLUCENT;
631 // renderer should determine opacity using the actor color
632 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
633 if(alpha <= FULLY_TRANSPARENT)
635 opacityType = Renderer::TRANSPARENT;
637 else if(alpha <= FULLY_OPAQUE)
639 opacityType = Renderer::TRANSLUCENT;
644 case BlendMode::OFF: // the renderer should never use blending
647 opacityType = Renderer::OPAQUE;
655 bool Renderer::UpdateUniformMap()
657 bool updated = false;
659 if(mRegenerateUniformMap)
661 CollectedUniformMap& localMap = mCollectedUniformMap;
664 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
666 auto size = rendererUniformMap.Count();
669 size += mShader->GetUniformMap().Count();
672 localMap.Reserve(size);
673 localMap.AddMappings(rendererUniformMap);
676 localMap.AddMappings(mShader->GetUniformMap());
678 localMap.UpdateChangeCounter();
679 mRegenerateUniformMap = false;
685 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
687 mDrawCommands.clear();
688 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
689 mResendFlag |= RESEND_DRAW_COMMANDS;
692 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
694 // The mappings are either from PropertyOwner base class, or the Shader
695 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
698 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
700 return mCollectedUniformMap;
703 Vector3 Renderer::CalculateVisualTransformedUpdateSize(BufferIndex updateBufferIndex, const Vector3& originalSize)
705 if(mVisualProperties)
707 // TODO : We may need to get some method that visual properties changed, without hash.
708 // Or, need to call this API in PreRender side.
710 uint64_t hash = 0xc70f6907UL;
712 hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
713 hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
714 hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
715 hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
716 hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
717 hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
719 if(mVisualPropertiesCoefficient.hash != hash)
721 mVisualPropertiesCoefficient.hash = hash;
724 const Vector2 transformOffset = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
725 const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
726 const Vector2 transformSize = mVisualProperties->mTransformSize.Get(updateBufferIndex);
727 const Vector2 transformOrigin = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
728 const Vector2 transformAnchorPoint = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
729 const Vector2 extraSize = mVisualProperties->mExtraSize.Get(updateBufferIndex);
731 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size %5.3f %5.3f\n", transformSize.x, transformSize.y);
732 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
733 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
734 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
735 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size %5.3f %5.3f\n", extraSize.x, extraSize.y);
737 // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
738 // Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
740 // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
741 // Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
743 // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
744 // const Vector2 decoratedVisualSize = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
746 // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
747 // + anchorPoint * visualSize
748 // + origin * uSize.xy
751 // Calculate same logic of visual's vertex shader transform.
752 // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
753 // maxVertexPosition = 0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
755 // Update cached VisualTransformedUpdateSizeCoefficientCache
757 // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
759 // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
760 // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
761 // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
763 // CA = transformSize * transformOffsetSizeMode.zw + extraSize
764 // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
765 // + transformOffset * transformOffsetSizeMode.xy
766 // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
768 mVisualPropertiesCoefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
769 mVisualPropertiesCoefficient.coefXB = mVisualPropertiesCoefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
770 mVisualPropertiesCoefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
771 mVisualPropertiesCoefficient.coefCB = mVisualPropertiesCoefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
773 if(mVisualProperties->mExtendedProperties)
775 const auto decoratedVisualProperties = static_cast<DecoratedVisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
777 uint64_t decoratedHash = 0xc70f6907UL;
779 decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
780 decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
781 decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
783 if(mVisualPropertiesCoefficient.decoratedHash != decoratedHash)
785 mVisualPropertiesCoefficient.decoratedHash = decoratedHash;
787 // DecoratedVisualProperty
788 const float borderlineWidth = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
789 const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
790 const float blurRadius = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
792 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width %5.3f\n", borderlineWidth);
793 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
794 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius %5.3f\n", blurRadius);
796 // D coefficients be used only decoratedVisual.
797 // It can be calculated parallely with transform.
799 mVisualPropertiesCoefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
803 // Calculate vertex position by coefficient
804 // It will reduce the number of operations
806 // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
807 // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
810 // basicVertexPosition = XB * originalSize + CB
811 // scaleVertexPosition = XA * originalSize + CA + D
813 // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
814 // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
816 // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
817 // = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
818 // = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
819 // Cause transform matrix will think center of vertex is (0, 0)
821 const Vector2 basicVertexPosition = mVisualPropertiesCoefficient.coefXB * originalSize.GetVectorXY() + mVisualPropertiesCoefficient.coefCB;
822 const Vector2 scaleVertexPosition = mVisualPropertiesCoefficient.coefXA * originalSize.GetVectorXY() + mVisualPropertiesCoefficient.coefCA;
824 // VisualTransform don't set z value. Just copy from original z size
825 const Vector3 resultSize = Vector3(scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + mVisualPropertiesCoefficient.coefD,
826 scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + mVisualPropertiesCoefficient.coefD,
829 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f --> %f %f\n", originalSize.x, originalSize.y, resultSize.x, resultSize.y);
836 } // namespace SceneGraph
837 } // namespace Internal