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[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  */
16
17 // CLASS HEADER
18 #include "scene-graph-renderer.h"
19
20 // INTERNAL INCLUDES
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>
33
34 namespace Dali
35 {
36 namespace Internal
37 {
38 namespace SceneGraph
39 {
40 namespace // unnamed namespace
41 {
42 const uint32_t UNIFORM_MAP_READY      = 0;
43 const uint32_t COPY_UNIFORM_MAP       = 1;
44 const uint32_t REGENERATE_UNIFORM_MAP = 2;
45
46 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
47 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
48
49 void AddMappings(CollectedUniformMap& localMap, const UniformMap& uniformMap)
50 {
51   // Iterate thru uniformMap.
52   // Any maps that aren't in localMap should be added in a single step
53
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;
58
59   newUniformMappings.Clear();
60
61   for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
62   {
63     bool found = false;
64
65     for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
66     {
67       const UniformPropertyMapping& map = (*iter);
68       if(map.uniformName == uniformMap[i].uniformName)
69       {
70         found = true;
71         break;
72       }
73     }
74     if(!found)
75     {
76       newUniformMappings.PushBack(uniformMap[i]);
77     }
78   }
79
80   if(newUniformMappings.Count() > 0)
81   {
82     localMap.Reserve(localMap.Count() + newUniformMappings.Count());
83
84     for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
85                                       end  = newUniformMappings.End();
86         iter != end;
87         ++iter)
88     {
89       const UniformPropertyMapping& map = (*iter);
90       localMap.PushBack(map);
91     }
92   }
93 }
94
95 // Flags for re-sending data to renderer.
96 enum Flags
97 {
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
119 };
120
121 } // Anonymous namespace
122
123 Renderer* Renderer::New()
124 {
125   return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
126 }
127
128 Renderer::Renderer()
129 : mSceneController(nullptr),
130   mRenderer(nullptr),
131   mTextureSet(nullptr),
132   mGeometry(nullptr),
133   mShader(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),
139   mBlendBitmask(0u),
140   mRegenerateUniformMap(0u),
141   mResendFlag(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),
149   mOpacity(1.0f),
150   mDepthIndex(0)
151 {
152   mUniformMapChanged[0] = false;
153   mUniformMapChanged[1] = false;
154
155   // Observe our own PropertyOwner's uniform map
156   AddUniformMapObserver(*this);
157 }
158
159 Renderer::~Renderer()
160 {
161   if(mTextureSet)
162   {
163     mTextureSet->RemoveObserver(this);
164     mTextureSet = nullptr;
165   }
166   if(mShader)
167   {
168     mShader->RemoveConnectionObserver(*this);
169     mShader = nullptr;
170   }
171 }
172
173 void Renderer::operator delete(void* ptr)
174 {
175   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
176 }
177
178 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
179 {
180   if(mRegenerateUniformMap == UNIFORM_MAP_READY)
181   {
182     mUniformMapChanged[updateBufferIndex] = false;
183   }
184   else
185   {
186     if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
187     {
188       CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
189       localMap.Clear();
190
191       const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
192
193       auto size = rendererUniformMap.Count();
194       if(mShader)
195       {
196         size += mShader->GetUniformMap().Count();
197       }
198
199       localMap.Reserve(size);
200
201       AddMappings(localMap, rendererUniformMap);
202
203       if(mShader)
204       {
205         AddMappings(localMap, mShader->GetUniformMap());
206       }
207     }
208     else if(mRegenerateUniformMap == COPY_UNIFORM_MAP)
209     {
210       // Copy old map into current map
211       CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
212       CollectedUniformMap& oldMap   = mCollectedUniformMap[1 - updateBufferIndex];
213
214       localMap.Resize(oldMap.Count());
215
216       uint32_t index = 0;
217       for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
218       {
219         localMap[index] = *iter;
220       }
221     }
222
223     mUniformMapChanged[updateBufferIndex] = true;
224     mRegenerateUniformMap--;
225   }
226
227   bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
228
229   if(mResendFlag != 0)
230   {
231     if(mResendFlag & RESEND_GEOMETRY)
232     {
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);
236     }
237
238     if(mResendFlag & RESEND_DRAW_COMMANDS)
239     {
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());
243     }
244
245     if(mResendFlag & RESEND_FACE_CULLING_MODE)
246     {
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);
250     }
251
252     if(mResendFlag & RESEND_BLEND_BIT_MASK)
253     {
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);
257     }
258
259     if(mResendFlag & RESEND_BLEND_COLOR)
260     {
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());
264     }
265
266     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
267     {
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);
271     }
272
273     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
274     {
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);
278     }
279
280     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
281     {
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);
285     }
286
287     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
288     {
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);
292     }
293
294     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
295     {
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);
299     }
300
301     if(mResendFlag & RESEND_DEPTH_FUNCTION)
302     {
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);
306     }
307
308     if(mResendFlag & RESEND_RENDER_MODE)
309     {
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);
313     }
314
315     if(mResendFlag & RESEND_STENCIL_FUNCTION)
316     {
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);
320     }
321
322     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
323     {
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);
327     }
328
329     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
330     {
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);
334     }
335
336     if(mResendFlag & RESEND_STENCIL_MASK)
337     {
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);
341     }
342
343     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
344     {
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);
348     }
349
350     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
351     {
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);
355     }
356
357     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
358     {
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);
362     }
363
364     if(mResendFlag & RESEND_SHADER)
365     {
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);
369     }
370
371     mResendFlag = 0;
372   }
373
374   return rendererUpdated;
375 }
376
377 void Renderer::SetTextures(TextureSet* textureSet)
378 {
379   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
380
381   if(mTextureSet)
382   {
383     mTextureSet->RemoveObserver(this);
384   }
385
386   mTextureSet = textureSet;
387   mTextureSet->AddObserver(this);
388   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
389
390   UpdateTextureSet();
391 }
392
393 void Renderer::SetShader(Shader* shader)
394 {
395   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
396
397   if(mShader)
398   {
399     mShader->RemoveConnectionObserver(*this);
400   }
401
402   mShader = shader;
403   mShader->AddConnectionObserver(*this);
404   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
405   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
406
407   if(mRenderDataProvider)
408   {
409     mRenderDataProvider->mShader = mShader;
410   }
411 }
412
413 void Renderer::SetGeometry(Render::Geometry* geometry)
414 {
415   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
416   mGeometry = geometry;
417
418   if(mRenderer)
419   {
420     mResendFlag |= RESEND_GEOMETRY;
421   }
422 }
423
424 void Renderer::SetDepthIndex(int depthIndex)
425 {
426   mDepthIndex = depthIndex;
427 }
428
429 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
430 {
431   mFaceCullingMode = faceCullingMode;
432   mResendFlag |= RESEND_FACE_CULLING_MODE;
433 }
434
435 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
436 {
437   return mFaceCullingMode;
438 }
439
440 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
441 {
442   mBlendMode = blendingMode;
443 }
444
445 BlendMode::Type Renderer::GetBlendMode() const
446 {
447   return mBlendMode;
448 }
449
450 void Renderer::SetBlendingOptions(uint32_t options)
451 {
452   if(mBlendBitmask != options)
453   {
454     mBlendBitmask = options;
455     mResendFlag |= RESEND_BLEND_BIT_MASK;
456   }
457 }
458
459 uint32_t Renderer::GetBlendingOptions() const
460 {
461   return mBlendBitmask;
462 }
463
464 void Renderer::SetBlendColor(const Vector4& blendColor)
465 {
466   if(blendColor == Color::TRANSPARENT)
467   {
468     mBlendColor = nullptr;
469   }
470   else
471   {
472     if(!mBlendColor)
473     {
474       mBlendColor = new Vector4(blendColor);
475     }
476     else
477     {
478       *mBlendColor = blendColor;
479     }
480   }
481
482   mResendFlag |= RESEND_BLEND_COLOR;
483 }
484
485 Vector4 Renderer::GetBlendColor() const
486 {
487   if(mBlendColor)
488   {
489     return *mBlendColor;
490   }
491   return Color::TRANSPARENT;
492 }
493
494 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
495 {
496   mIndexedDrawFirstElement = firstElement;
497   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
498 }
499
500 uint32_t Renderer::GetIndexedDrawFirstElement() const
501 {
502   return mIndexedDrawFirstElement;
503 }
504
505 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
506 {
507   mIndexedDrawElementsCount = elementsCount;
508   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
509 }
510
511 uint32_t Renderer::GetIndexedDrawElementsCount() const
512 {
513   return mIndexedDrawElementsCount;
514 }
515
516 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
517 {
518   mPremultipledAlphaEnabled = preMultipled;
519   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
520 }
521
522 bool Renderer::IsPreMultipliedAlphaEnabled() const
523 {
524   return mPremultipledAlphaEnabled;
525 }
526
527 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
528 {
529   mDepthWriteMode = depthWriteMode;
530   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
531 }
532
533 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
534 {
535   return mDepthWriteMode;
536 }
537
538 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
539 {
540   mDepthTestMode = depthTestMode;
541   mResendFlag |= RESEND_DEPTH_TEST_MODE;
542 }
543
544 DepthTestMode::Type Renderer::GetDepthTestMode() const
545 {
546   return mDepthTestMode;
547 }
548
549 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
550 {
551   mDepthFunction = depthFunction;
552   mResendFlag |= RESEND_DEPTH_FUNCTION;
553 }
554
555 DepthFunction::Type Renderer::GetDepthFunction() const
556 {
557   return mDepthFunction;
558 }
559
560 void Renderer::SetRenderMode(RenderMode::Type mode)
561 {
562   mStencilParameters.renderMode = mode;
563   mResendFlag |= RESEND_RENDER_MODE;
564 }
565
566 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
567 {
568   mStencilParameters.stencilFunction = stencilFunction;
569   mResendFlag |= RESEND_STENCIL_FUNCTION;
570 }
571
572 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
573 {
574   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
575   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
576 }
577
578 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
579 {
580   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
581   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
582 }
583
584 void Renderer::SetStencilMask(int stencilMask)
585 {
586   mStencilParameters.stencilMask = stencilMask;
587   mResendFlag |= RESEND_STENCIL_MASK;
588 }
589
590 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
591 {
592   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
593   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
594 }
595
596 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
597 {
598   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
599   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
600 }
601
602 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
603 {
604   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
605   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
606 }
607
608 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
609 {
610   return mStencilParameters;
611 }
612
613 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
614 {
615   mOpacity.Bake(updateBufferIndex, opacity);
616 }
617
618 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
619 {
620   return mOpacity[updateBufferIndex];
621 }
622
623 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
624 {
625   mRenderingBehavior = renderingBehavior;
626 }
627
628 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
629 {
630   return mRenderingBehavior;
631 }
632
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)
635 {
636   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
637   mSceneController      = &sceneController;
638
639   mRenderDataProvider                          = new RenderDataProvider(mOpacity);
640   mRenderDataProvider->mUniformMapDataProvider = this;
641
642   mRenderer = Render::Renderer::New(mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
643
644   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
645   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
646 }
647
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)
650 {
651   //Remove renderer from RenderManager
652   if(mRenderer)
653   {
654     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
655     mRenderer = nullptr;
656   }
657   mSceneController    = nullptr;
658   mRenderDataProvider = nullptr;
659 }
660
661 void Renderer::UpdateTextureSet()
662 {
663   if(mRenderDataProvider)
664   {
665     if(mTextureSet)
666     {
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)
671       {
672         mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
673         mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
674       }
675     }
676     else
677     {
678       mRenderDataProvider->mTextures.clear();
679       mRenderDataProvider->mSamplers.clear();
680     }
681   }
682 }
683
684 Render::Renderer& Renderer::GetRenderer()
685 {
686   return *mRenderer;
687 }
688
689 const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
690 {
691   return mCollectedUniformMap[bufferIndex];
692 }
693
694 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
695 {
696   Renderer::OpacityType opacityType = Renderer::OPAQUE;
697
698   if(node.IsTransparent())
699   {
700     return Renderer::TRANSPARENT;
701   }
702
703   switch(mBlendMode)
704   {
705     case BlendMode::ON: // If the renderer should always be use blending
706     {
707       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
708       if(alpha <= FULLY_TRANSPARENT)
709       {
710         opacityType = Renderer::TRANSPARENT;
711       }
712       else
713       {
714         opacityType = Renderer::TRANSLUCENT;
715       }
716       break;
717     }
718     case BlendMode::AUTO:
719     {
720       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
721       {
722         opacityType = Renderer::TRANSLUCENT;
723         break;
724       }
725
726       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
727       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
728       {
729         opacityType = Renderer::TRANSLUCENT;
730       }
731
732       // renderer should determine opacity using the actor color
733       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
734       if(alpha <= FULLY_TRANSPARENT)
735       {
736         opacityType = Renderer::TRANSPARENT;
737       }
738       else if(alpha <= FULLY_OPAQUE)
739       {
740         opacityType = Renderer::TRANSLUCENT;
741       }
742
743       break;
744     }
745     case BlendMode::OFF: // the renderer should never use blending
746     default:
747     {
748       opacityType = Renderer::OPAQUE;
749       break;
750     }
751   }
752
753   return opacityType;
754 }
755
756 void Renderer::TextureSetChanged()
757 {
758   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
759
760   UpdateTextureSet();
761 }
762
763 void Renderer::TextureSetDeleted()
764 {
765   mTextureSet = nullptr;
766
767   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
768
769   UpdateTextureSet();
770 }
771
772 void Renderer::ConnectionsChanged(PropertyOwner& object)
773 {
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;
777 }
778
779 void Renderer::ConnectedUniformMapChanged()
780 {
781   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
782 }
783
784 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
785 {
786   // The mappings are either from PropertyOwner base class, or the Actor
787   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
788 }
789
790 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
791 {
792   if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
793   {
794     mShader = nullptr;
795   }
796 }
797
798 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
799 {
800   mDrawCommands.clear();
801   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
802   mResendFlag |= RESEND_DRAW_COMMANDS;
803 }
804
805 } // namespace SceneGraph
806 } // namespace Internal
807 } // namespace Dali