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_FUNCTION = 1 << 9,
113 Renderer* Renderer::New()
115 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
119 :mSceneController( 0 ),
126 mFaceCullingMode( FaceCullingMode::NONE ),
127 mBlendMode( BlendMode::AUTO ),
128 mDepthWriteMode( DepthWriteMode::AUTO ),
129 mDepthFunction( DepthFunction::LESS ),
130 mIndexedDrawFirstElement( 0 ),
131 mIndexedDrawElementsCount( 0 ),
132 mReferenceCount( 0 ),
133 mRegenerateUniformMap( 0 ),
135 mResourcesReady( false ),
136 mFinishedResourceAcquisition( false ),
137 mPremultipledAlphaEnabled(false),
140 mUniformMapChanged[0] = false;
141 mUniformMapChanged[1] = false;
143 // Observe our own PropertyOwner's uniform map
144 AddUniformMapObserver( *this );
147 Renderer::~Renderer()
151 mTextureSet->RemoveObserver(this);
156 mShader->RemoveConnectionObserver(*this);
162 void Renderer::operator delete( void* ptr )
164 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
168 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
170 mResourcesReady = false;
171 mFinishedResourceAcquisition = false;
173 // Can only be considered ready when all the scene graph objects are connected to the renderer
174 if( mGeometry && mShader )
178 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
182 mResourcesReady = true;
183 mFinishedResourceAcquisition = true;
187 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
189 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
190 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
192 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
194 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
197 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
198 AddMappings( localMap, rendererUniformMap );
199 AddMappings( localMap, mShader->GetUniformMap() );
201 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
203 // Copy old map into current map
204 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
205 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
207 localMap.Resize( oldMap.Count() );
209 unsigned int index=0;
210 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
212 localMap[index] = *iter;
216 mUniformMapChanged[updateBufferIndex] = true;
217 mRegenerateUniformMap--;
220 if( mResendFlag != 0 )
222 if( mResendFlag & RESEND_DATA_PROVIDER )
224 RenderDataProvider* dataProvider = NewRenderDataProvider();
226 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
227 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
228 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
231 if( mResendFlag & RESEND_GEOMETRY )
233 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
234 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
236 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
239 if( mResendFlag & RESEND_FACE_CULLING_MODE )
241 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
242 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
243 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
246 if( mResendFlag & RESEND_BLEND_BIT_MASK )
248 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
249 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
250 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
253 if( mResendFlag & RESEND_BLEND_COLOR )
255 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
256 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
257 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
260 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
262 typedef MessageValue1< Render::Renderer, bool > DerivedType;
263 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
264 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
267 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
269 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
270 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
271 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
274 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
276 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
277 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
278 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
281 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
283 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
284 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
285 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
288 if( mResendFlag & RESEND_DEPTH_FUNCTION )
290 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
291 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
292 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
299 void Renderer::SetTextures( TextureSet* textureSet )
301 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
305 mTextureSet->RemoveObserver(this);
308 mTextureSet = textureSet;
309 mTextureSet->AddObserver( this );
310 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
311 mResendFlag |= RESEND_DATA_PROVIDER;
314 void Renderer::SetShader( Shader* shader )
316 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
320 mShader->RemoveConnectionObserver(*this);
324 mShader->AddConnectionObserver( *this );
325 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
326 mResendFlag |= RESEND_DATA_PROVIDER;
329 void Renderer::SetGeometry( Render::Geometry* geometry )
331 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
332 mGeometry = geometry;
336 mResendFlag |= RESEND_GEOMETRY;
340 void Renderer::SetDepthIndex( int depthIndex )
342 mDepthIndex = depthIndex;
345 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
347 mFaceCullingMode = faceCullingMode;
348 mResendFlag |= RESEND_FACE_CULLING_MODE;
351 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
353 mBlendMode = blendingMode;
356 void Renderer::SetBlendingOptions( unsigned int options )
358 if( mBlendBitmask != options)
360 mBlendBitmask = options;
361 mResendFlag |= RESEND_BLEND_BIT_MASK;
365 void Renderer::SetBlendColor( const Vector4& blendColor )
369 mBlendColor = new Vector4( blendColor );
373 *mBlendColor = blendColor;
376 mResendFlag |= RESEND_BLEND_COLOR;
379 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
381 mIndexedDrawFirstElement = firstElement;
382 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
385 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
387 mIndexedDrawElementsCount = elementsCount;
388 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
391 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
393 mPremultipledAlphaEnabled = preMultipled;
394 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
397 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
399 mDepthWriteMode = depthWriteMode;
400 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
403 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
405 mDepthFunction = depthFunction;
406 mResendFlag |= RESEND_DEPTH_FUNCTION;
409 //Called when a node with this renderer is added to the stage
410 void Renderer::OnStageConnect()
415 RenderDataProvider* dataProvider = NewRenderDataProvider();
417 mRenderer = Render::Renderer::New( dataProvider, mGeometry,
418 mBlendBitmask, mBlendColor,
419 static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
420 mPremultipledAlphaEnabled,
424 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
429 //Called when the node with this renderer has gone out of the stage
430 void Renderer::OnStageDisconnect()
433 if( mReferenceCount == 0 )
435 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
440 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
441 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
443 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
444 mSceneController = &sceneController;
448 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
449 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
451 //Remove renderer from RenderManager
454 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
456 mSceneController = NULL;
460 RenderDataProvider* Renderer::NewRenderDataProvider()
462 RenderDataProvider* dataProvider = new RenderDataProvider();
464 dataProvider->mUniformMapDataProvider = this;
465 dataProvider->mShader = mShader;
469 size_t textureCount( mTextureSet->GetTextureCount() );
470 dataProvider->mTextures.resize( textureCount );
471 for( unsigned int i(0); i<textureCount; ++i )
473 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
474 mTextureSet->GetTextureSampler(i));
481 Render::Renderer& Renderer::GetRenderer()
486 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
488 return mCollectedUniformMap[bufferIndex];
491 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
493 ready = mResourcesReady;
494 complete = mFinishedResourceAcquisition;
497 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
499 Renderer::Opacity opacity = Renderer::OPAQUE;
503 case BlendMode::ON: // If the renderer should always be use blending
505 opacity = Renderer::TRANSLUCENT;
508 case BlendMode::AUTO:
510 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
511 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
513 opacity = Renderer::TRANSLUCENT;
515 else // renderer should determine opacity using the actor color
517 float alpha = node.GetWorldColor( updateBufferIndex ).a;
518 if( alpha <= FULLY_TRANSPARENT )
520 opacity = TRANSPARENT;
522 else if( alpha <= FULLY_OPAQUE )
524 opacity = TRANSLUCENT;
529 case BlendMode::OFF: // the renderer should never use blending
532 opacity = Renderer::OPAQUE;
541 void Renderer::TextureSetChanged()
543 mResendFlag |= RESEND_DATA_PROVIDER;
546 void Renderer::ConnectionsChanged( PropertyOwner& object )
548 // One of our child objects has changed it's connections. Ensure the uniform
549 // map gets regenerated during PrepareRender
550 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
552 // Ensure the child object pointers get re-sent to the renderer
553 mResendFlag |= RESEND_DATA_PROVIDER;
556 void Renderer::ConnectedUniformMapChanged()
558 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
561 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
563 // The mappings are either from PropertyOwner base class, or the Actor
564 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
567 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
569 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
573 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
579 } // namespace SceneGraph
580 } // namespace Internal