2 * Copyright (c) 2021 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/render/data-providers/node-data-provider.h>
25 #include <dali/internal/render/queue/render-queue.h>
26 #include <dali/internal/render/renderers/render-geometry.h>
27 #include <dali/internal/render/shaders/program.h>
28 #include <dali/internal/render/shaders/render-shader.h>
29 #include <dali/internal/update/controllers/render-message-dispatcher.h>
30 #include <dali/internal/update/controllers/scene-controller.h>
31 #include <dali/internal/update/nodes/node.h>
32 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
40 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),
131 mTextureSet(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));
178 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
180 if(mRegenerateUniformMap == UNIFORM_MAP_READY)
182 mUniformMapChanged[updateBufferIndex] = false;
186 if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
188 CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
191 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
193 auto size = rendererUniformMap.Count();
196 size += mShader->GetUniformMap().Count();
199 localMap.Reserve(size);
201 AddMappings(localMap, rendererUniformMap);
205 AddMappings(localMap, mShader->GetUniformMap());
208 else if(mRegenerateUniformMap == COPY_UNIFORM_MAP)
210 // Copy old map into current map
211 CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
212 CollectedUniformMap& oldMap = mCollectedUniformMap[1 - updateBufferIndex];
214 localMap.Resize(oldMap.Count());
217 for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
219 localMap[index] = *iter;
223 mUniformMapChanged[updateBufferIndex] = true;
224 mRegenerateUniformMap--;
227 bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
231 if(mResendFlag & RESEND_GEOMETRY)
233 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
234 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
235 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
238 if(mResendFlag & RESEND_DRAW_COMMANDS)
240 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
241 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
242 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
245 if(mResendFlag & RESEND_FACE_CULLING_MODE)
247 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
248 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
249 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
252 if(mResendFlag & RESEND_BLEND_BIT_MASK)
254 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
255 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
256 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
259 if(mResendFlag & RESEND_BLEND_COLOR)
261 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
262 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
263 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
266 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
268 using DerivedType = MessageValue1<Render::Renderer, bool>;
269 uint32_t* 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 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
276 uint32_t* 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 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
283 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
284 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
287 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
289 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
290 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
291 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
294 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
296 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
297 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
298 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
301 if(mResendFlag & RESEND_DEPTH_FUNCTION)
303 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
304 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
305 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
308 if(mResendFlag & RESEND_RENDER_MODE)
310 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
311 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
312 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
315 if(mResendFlag & RESEND_STENCIL_FUNCTION)
317 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
318 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
319 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
322 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
324 using DerivedType = MessageValue1<Render::Renderer, int>;
325 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
326 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
329 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
331 using DerivedType = MessageValue1<Render::Renderer, int>;
332 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
333 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
336 if(mResendFlag & RESEND_STENCIL_MASK)
338 using DerivedType = MessageValue1<Render::Renderer, int>;
339 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
340 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
343 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
345 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
346 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
347 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
350 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
352 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
353 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
354 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
357 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
359 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
360 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
361 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
364 if(mResendFlag & RESEND_SHADER)
366 using DerivedType = MessageValue1<Render::Renderer, bool>;
367 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
368 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
374 return rendererUpdated;
377 void Renderer::SetTextures(TextureSet* textureSet)
379 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
383 mTextureSet->RemoveObserver(this);
386 mTextureSet = textureSet;
387 mTextureSet->AddObserver(this);
388 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
393 void Renderer::SetShader(Shader* shader)
395 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
399 mShader->RemoveConnectionObserver(*this);
403 mShader->AddConnectionObserver(*this);
404 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
405 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
407 if(mRenderDataProvider)
409 mRenderDataProvider->mShader = mShader;
413 void Renderer::SetGeometry(Render::Geometry* geometry)
415 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
416 mGeometry = geometry;
420 mResendFlag |= RESEND_GEOMETRY;
424 void Renderer::SetDepthIndex(int depthIndex)
426 mDepthIndex = depthIndex;
429 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
431 mFaceCullingMode = faceCullingMode;
432 mResendFlag |= RESEND_FACE_CULLING_MODE;
435 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
437 return mFaceCullingMode;
440 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
442 mBlendMode = blendingMode;
445 BlendMode::Type Renderer::GetBlendMode() const
450 void Renderer::SetBlendingOptions(uint32_t options)
452 if(mBlendBitmask != options)
454 mBlendBitmask = options;
455 mResendFlag |= RESEND_BLEND_BIT_MASK;
459 uint32_t Renderer::GetBlendingOptions() const
461 return mBlendBitmask;
464 void Renderer::SetBlendColor(const Vector4& blendColor)
466 if(blendColor == Color::TRANSPARENT)
468 mBlendColor = nullptr;
474 mBlendColor = new Vector4(blendColor);
478 *mBlendColor = blendColor;
482 mResendFlag |= RESEND_BLEND_COLOR;
485 Vector4 Renderer::GetBlendColor() const
491 return Color::TRANSPARENT;
494 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
496 mIndexedDrawFirstElement = firstElement;
497 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
500 uint32_t Renderer::GetIndexedDrawFirstElement() const
502 return mIndexedDrawFirstElement;
505 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
507 mIndexedDrawElementsCount = elementsCount;
508 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
511 uint32_t Renderer::GetIndexedDrawElementsCount() const
513 return mIndexedDrawElementsCount;
516 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
518 mPremultipledAlphaEnabled = preMultipled;
519 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
522 bool Renderer::IsPreMultipliedAlphaEnabled() const
524 return mPremultipledAlphaEnabled;
527 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
529 mDepthWriteMode = depthWriteMode;
530 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
533 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
535 return mDepthWriteMode;
538 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
540 mDepthTestMode = depthTestMode;
541 mResendFlag |= RESEND_DEPTH_TEST_MODE;
544 DepthTestMode::Type Renderer::GetDepthTestMode() const
546 return mDepthTestMode;
549 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
551 mDepthFunction = depthFunction;
552 mResendFlag |= RESEND_DEPTH_FUNCTION;
555 DepthFunction::Type Renderer::GetDepthFunction() const
557 return mDepthFunction;
560 void Renderer::SetRenderMode(RenderMode::Type mode)
562 mStencilParameters.renderMode = mode;
563 mResendFlag |= RESEND_RENDER_MODE;
566 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
568 mStencilParameters.stencilFunction = stencilFunction;
569 mResendFlag |= RESEND_STENCIL_FUNCTION;
572 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
574 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
575 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
578 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
580 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
581 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
584 void Renderer::SetStencilMask(int stencilMask)
586 mStencilParameters.stencilMask = stencilMask;
587 mResendFlag |= RESEND_STENCIL_MASK;
590 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
592 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
593 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
596 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
598 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
599 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
602 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
604 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
605 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
608 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
610 return mStencilParameters;
613 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
615 mOpacity.Bake(updateBufferIndex, opacity);
618 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
620 return mOpacity[updateBufferIndex];
623 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
625 mRenderingBehavior = renderingBehavior;
628 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
630 return mRenderingBehavior;
633 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
634 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
636 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
637 mSceneController = &sceneController;
639 mRenderDataProvider = new RenderDataProvider(mOpacity);
640 mRenderDataProvider->mUniformMapDataProvider = this;
642 mRenderer = Render::Renderer::New(mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
644 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
645 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
648 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
649 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
651 //Remove renderer from RenderManager
654 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
657 mSceneController = nullptr;
658 mRenderDataProvider = nullptr;
661 void Renderer::UpdateTextureSet()
663 if(mRenderDataProvider)
667 uint32_t textureCount = mTextureSet->GetTextureCount();
668 mRenderDataProvider->mTextures.resize(textureCount);
669 mRenderDataProvider->mSamplers.resize(textureCount);
670 for(uint32_t i = 0; i < textureCount; ++i)
672 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
673 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
678 mRenderDataProvider->mTextures.clear();
679 mRenderDataProvider->mSamplers.clear();
684 Render::Renderer& Renderer::GetRenderer()
689 const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
691 return mCollectedUniformMap[bufferIndex];
694 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
696 Renderer::OpacityType opacityType = Renderer::OPAQUE;
698 if(node.IsTransparent())
700 return Renderer::TRANSPARENT;
705 case BlendMode::ON: // If the renderer should always be use blending
707 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
708 if(alpha <= FULLY_TRANSPARENT)
710 opacityType = Renderer::TRANSPARENT;
714 opacityType = Renderer::TRANSLUCENT;
718 case BlendMode::AUTO:
720 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
722 opacityType = Renderer::TRANSLUCENT;
726 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
727 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
729 opacityType = Renderer::TRANSLUCENT;
732 // renderer should determine opacity using the actor color
733 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
734 if(alpha <= FULLY_TRANSPARENT)
736 opacityType = Renderer::TRANSPARENT;
738 else if(alpha <= FULLY_OPAQUE)
740 opacityType = Renderer::TRANSLUCENT;
745 case BlendMode::OFF: // the renderer should never use blending
748 opacityType = Renderer::OPAQUE;
756 void Renderer::TextureSetChanged()
758 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
763 void Renderer::TextureSetDeleted()
765 mTextureSet = nullptr;
767 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
772 void Renderer::ConnectionsChanged(PropertyOwner& object)
774 // One of our child objects has changed it's connections. Ensure the uniform
775 // map gets regenerated during PrepareRender
776 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
779 void Renderer::ConnectedUniformMapChanged()
781 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
784 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
786 // The mappings are either from PropertyOwner base class, or the Actor
787 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
790 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
792 if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
798 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
800 mDrawCommands.clear();
801 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
802 mResendFlag |= RESEND_DRAW_COMMANDS;
805 } // namespace SceneGraph
806 } // namespace Internal