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 );
202 AddMappings( localMap, mShader->GetUniformMap() );
205 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
207 // Copy old map into current map
208 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
209 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
211 localMap.Resize( oldMap.Count() );
213 unsigned int index=0;
214 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
216 localMap[index] = *iter;
220 mUniformMapChanged[updateBufferIndex] = true;
221 mRegenerateUniformMap--;
224 if( mResendFlag != 0 )
226 if( mResendFlag & RESEND_DATA_PROVIDER )
228 RenderDataProvider* dataProvider = NewRenderDataProvider();
230 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
231 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
232 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
235 if( mResendFlag & RESEND_GEOMETRY )
237 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
238 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
240 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
243 if( mResendFlag & RESEND_FACE_CULLING_MODE )
245 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
246 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
247 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
250 if( mResendFlag & RESEND_BLEND_BIT_MASK )
252 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
253 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
254 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
257 if( mResendFlag & RESEND_BLEND_COLOR )
259 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
260 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
261 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
264 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
266 typedef MessageValue1< Render::Renderer, bool > DerivedType;
267 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
268 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
271 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
273 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
274 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
275 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
278 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
280 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
281 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
282 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
285 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
287 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
288 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
289 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
292 if( mResendFlag & RESEND_DEPTH_FUNCTION )
294 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
295 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
296 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
303 void Renderer::SetTextures( TextureSet* textureSet )
305 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
309 mTextureSet->RemoveObserver(this);
312 mTextureSet = textureSet;
313 mTextureSet->AddObserver( this );
314 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
315 mResendFlag |= RESEND_DATA_PROVIDER;
318 void Renderer::SetShader( Shader* shader )
320 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
324 mShader->RemoveConnectionObserver(*this);
328 mShader->AddConnectionObserver( *this );
329 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
330 mResendFlag |= RESEND_DATA_PROVIDER;
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 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
357 mBlendMode = blendingMode;
360 void Renderer::SetBlendingOptions( unsigned int options )
362 if( mBlendBitmask != options)
364 mBlendBitmask = options;
365 mResendFlag |= RESEND_BLEND_BIT_MASK;
369 void Renderer::SetBlendColor( const Vector4& blendColor )
373 mBlendColor = new Vector4( blendColor );
377 *mBlendColor = blendColor;
380 mResendFlag |= RESEND_BLEND_COLOR;
383 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
385 mIndexedDrawFirstElement = firstElement;
386 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
389 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
391 mIndexedDrawElementsCount = elementsCount;
392 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
395 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
397 mPremultipledAlphaEnabled = preMultipled;
398 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
401 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
403 mDepthWriteMode = depthWriteMode;
404 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
407 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
409 mDepthFunction = depthFunction;
410 mResendFlag |= RESEND_DEPTH_FUNCTION;
413 //Called when a node with this renderer is added to the stage
414 void Renderer::OnStageConnect()
419 RenderDataProvider* dataProvider = NewRenderDataProvider();
421 mRenderer = Render::Renderer::New( dataProvider, mGeometry,
422 mBlendBitmask, mBlendColor,
423 static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
424 mPremultipledAlphaEnabled,
428 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
433 //Called when the node with this renderer has gone out of the stage
434 void Renderer::OnStageDisconnect()
437 if( mReferenceCount == 0 )
439 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
444 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
445 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
447 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
448 mSceneController = &sceneController;
452 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
453 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
455 //Remove renderer from RenderManager
458 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
460 mSceneController = NULL;
464 RenderDataProvider* Renderer::NewRenderDataProvider()
466 RenderDataProvider* dataProvider = new RenderDataProvider();
468 dataProvider->mUniformMapDataProvider = this;
469 dataProvider->mShader = mShader;
473 size_t textureCount( mTextureSet->GetTextureCount() );
474 dataProvider->mTextures.resize( textureCount );
475 for( unsigned int i(0); i<textureCount; ++i )
477 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
478 mTextureSet->GetTextureSampler(i));
485 Render::Renderer& Renderer::GetRenderer()
490 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
492 return mCollectedUniformMap[bufferIndex];
495 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
497 ready = mResourcesReady;
498 complete = mFinishedResourceAcquisition;
501 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
503 Renderer::Opacity opacity = Renderer::OPAQUE;
507 case BlendMode::ON: // If the renderer should always be use blending
509 opacity = Renderer::TRANSLUCENT;
512 case BlendMode::AUTO:
514 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
515 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
517 opacity = Renderer::TRANSLUCENT;
519 else // renderer should determine opacity using the actor color
521 float alpha = node.GetWorldColor( updateBufferIndex ).a;
522 if( alpha <= FULLY_TRANSPARENT )
524 opacity = TRANSPARENT;
526 else if( alpha <= FULLY_OPAQUE )
528 opacity = TRANSLUCENT;
533 case BlendMode::OFF: // the renderer should never use blending
536 opacity = Renderer::OPAQUE;
545 void Renderer::TextureSetChanged()
547 mResendFlag |= RESEND_DATA_PROVIDER;
550 void Renderer::ConnectionsChanged( PropertyOwner& object )
552 // One of our child objects has changed it's connections. Ensure the uniform
553 // map gets regenerated during PrepareRender
554 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
556 // Ensure the child object pointers get re-sent to the renderer
557 mResendFlag |= RESEND_DATA_PROVIDER;
560 void Renderer::ConnectedUniformMapChanged()
562 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
565 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
567 // The mappings are either from PropertyOwner base class, or the Actor
568 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
571 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
573 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
577 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
583 } // namespace SceneGraph
584 } // namespace Internal