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 switch(mRegenerateUniformMap)
182 case UNIFORM_MAP_READY: // Now, only set to zero on start and by render side
184 mUniformMapChanged[updateBufferIndex] = false;
187 case REGENERATE_UNIFORM_MAP:
189 CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
192 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
194 auto size = rendererUniformMap.Count();
197 size += mShader->GetUniformMap().Count();
200 localMap.Reserve(size);
202 AddMappings(localMap, rendererUniformMap);
206 AddMappings(localMap, mShader->GetUniformMap());
208 mUniformMapChanged[updateBufferIndex] = true;
211 case COPY_UNIFORM_MAP:
213 // Copy old map into current map
214 CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
215 CollectedUniformMap& oldMap = mCollectedUniformMap[1 - updateBufferIndex];
217 localMap.Resize(oldMap.Count());
220 for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
222 localMap[index] = *iter;
224 mUniformMapChanged[updateBufferIndex] = true;
229 bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
233 if(mResendFlag & RESEND_GEOMETRY)
235 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
236 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
237 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
240 if(mResendFlag & RESEND_DRAW_COMMANDS)
242 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
243 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
244 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
247 if(mResendFlag & RESEND_FACE_CULLING_MODE)
249 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
250 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
251 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
254 if(mResendFlag & RESEND_BLEND_BIT_MASK)
256 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
257 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
258 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
261 if(mResendFlag & RESEND_BLEND_COLOR)
263 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
264 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
265 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
268 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
270 using DerivedType = MessageValue1<Render::Renderer, bool>;
271 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
272 new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
275 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
277 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
278 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
279 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
282 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
284 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
285 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
286 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
289 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
291 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
292 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
293 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
296 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
298 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
299 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
300 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
303 if(mResendFlag & RESEND_DEPTH_FUNCTION)
305 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
306 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
307 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
310 if(mResendFlag & RESEND_RENDER_MODE)
312 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
313 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
314 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
317 if(mResendFlag & RESEND_STENCIL_FUNCTION)
319 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
320 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
321 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
324 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
326 using DerivedType = MessageValue1<Render::Renderer, int>;
327 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
328 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
331 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
333 using DerivedType = MessageValue1<Render::Renderer, int>;
334 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
335 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
338 if(mResendFlag & RESEND_STENCIL_MASK)
340 using DerivedType = MessageValue1<Render::Renderer, int>;
341 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
342 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
345 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
347 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
348 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
349 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
352 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
354 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
355 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
356 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
359 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
361 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
362 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
363 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
366 if(mResendFlag & RESEND_SHADER)
368 using DerivedType = MessageValue1<Render::Renderer, bool>;
369 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
370 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
376 return rendererUpdated;
379 void Renderer::AgeUniformMap()
381 if(mRegenerateUniformMap > 0)
383 mRegenerateUniformMap--;
387 void Renderer::SetTextures(TextureSet* textureSet)
389 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
393 mTextureSet->RemoveObserver(this);
396 mTextureSet = textureSet;
397 mTextureSet->AddObserver(this);
398 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
403 void Renderer::SetShader(Shader* shader)
405 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
409 mShader->RemoveConnectionObserver(*this);
413 mShader->AddConnectionObserver(*this);
414 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
415 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
417 if(mRenderDataProvider)
419 mRenderDataProvider->mShader = mShader;
423 void Renderer::SetGeometry(Render::Geometry* geometry)
425 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
426 mGeometry = geometry;
430 mResendFlag |= RESEND_GEOMETRY;
434 void Renderer::SetDepthIndex(int depthIndex)
436 mDepthIndex = depthIndex;
439 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
441 mFaceCullingMode = faceCullingMode;
442 mResendFlag |= RESEND_FACE_CULLING_MODE;
445 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
447 return mFaceCullingMode;
450 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
452 mBlendMode = blendingMode;
455 BlendMode::Type Renderer::GetBlendMode() const
460 void Renderer::SetBlendingOptions(uint32_t options)
462 if(mBlendBitmask != options)
464 mBlendBitmask = options;
465 mResendFlag |= RESEND_BLEND_BIT_MASK;
469 uint32_t Renderer::GetBlendingOptions() const
471 return mBlendBitmask;
474 void Renderer::SetBlendColor(const Vector4& blendColor)
476 if(blendColor == Color::TRANSPARENT)
478 mBlendColor = nullptr;
484 mBlendColor = new Vector4(blendColor);
488 *mBlendColor = blendColor;
492 mResendFlag |= RESEND_BLEND_COLOR;
495 Vector4 Renderer::GetBlendColor() const
501 return Color::TRANSPARENT;
504 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
506 mIndexedDrawFirstElement = firstElement;
507 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
510 uint32_t Renderer::GetIndexedDrawFirstElement() const
512 return mIndexedDrawFirstElement;
515 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
517 mIndexedDrawElementsCount = elementsCount;
518 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
521 uint32_t Renderer::GetIndexedDrawElementsCount() const
523 return mIndexedDrawElementsCount;
526 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
528 mPremultipledAlphaEnabled = preMultipled;
529 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
532 bool Renderer::IsPreMultipliedAlphaEnabled() const
534 return mPremultipledAlphaEnabled;
537 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
539 mDepthWriteMode = depthWriteMode;
540 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
543 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
545 return mDepthWriteMode;
548 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
550 mDepthTestMode = depthTestMode;
551 mResendFlag |= RESEND_DEPTH_TEST_MODE;
554 DepthTestMode::Type Renderer::GetDepthTestMode() const
556 return mDepthTestMode;
559 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
561 mDepthFunction = depthFunction;
562 mResendFlag |= RESEND_DEPTH_FUNCTION;
565 DepthFunction::Type Renderer::GetDepthFunction() const
567 return mDepthFunction;
570 void Renderer::SetRenderMode(RenderMode::Type mode)
572 mStencilParameters.renderMode = mode;
573 mResendFlag |= RESEND_RENDER_MODE;
576 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
578 mStencilParameters.stencilFunction = stencilFunction;
579 mResendFlag |= RESEND_STENCIL_FUNCTION;
582 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
584 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
585 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
588 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
590 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
591 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
594 void Renderer::SetStencilMask(int stencilMask)
596 mStencilParameters.stencilMask = stencilMask;
597 mResendFlag |= RESEND_STENCIL_MASK;
600 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
602 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
603 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
606 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
608 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
609 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
612 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
614 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
615 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
618 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
620 return mStencilParameters;
623 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
625 mOpacity.Bake(updateBufferIndex, opacity);
628 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
630 return mOpacity[updateBufferIndex];
633 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
635 mRenderingBehavior = renderingBehavior;
638 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
640 return mRenderingBehavior;
643 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
644 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
646 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
647 mSceneController = &sceneController;
649 mRenderDataProvider = new RenderDataProvider(mOpacity);
650 mRenderDataProvider->mUniformMapDataProvider = this;
652 mRenderer = Render::Renderer::New(mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
654 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
655 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
658 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
659 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
661 //Remove renderer from RenderManager
664 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
667 mSceneController = nullptr;
668 mRenderDataProvider = nullptr;
671 void Renderer::UpdateTextureSet()
673 if(mRenderDataProvider)
677 uint32_t textureCount = mTextureSet->GetTextureCount();
678 mRenderDataProvider->mTextures.resize(textureCount);
679 mRenderDataProvider->mSamplers.resize(textureCount);
680 for(uint32_t i = 0; i < textureCount; ++i)
682 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
683 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
688 mRenderDataProvider->mTextures.clear();
689 mRenderDataProvider->mSamplers.clear();
694 Render::Renderer& Renderer::GetRenderer()
699 const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
701 return mCollectedUniformMap[bufferIndex];
704 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
706 Renderer::OpacityType opacityType = Renderer::OPAQUE;
708 if(node.IsTransparent())
710 return Renderer::TRANSPARENT;
715 case BlendMode::ON: // If the renderer should always be use blending
717 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
718 if(alpha <= FULLY_TRANSPARENT)
720 opacityType = Renderer::TRANSPARENT;
724 opacityType = Renderer::TRANSLUCENT;
728 case BlendMode::AUTO:
730 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
732 opacityType = Renderer::TRANSLUCENT;
736 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
737 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
739 opacityType = Renderer::TRANSLUCENT;
742 // renderer should determine opacity using the actor color
743 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
744 if(alpha <= FULLY_TRANSPARENT)
746 opacityType = Renderer::TRANSPARENT;
748 else if(alpha <= FULLY_OPAQUE)
750 opacityType = Renderer::TRANSLUCENT;
755 case BlendMode::OFF: // the renderer should never use blending
758 opacityType = Renderer::OPAQUE;
766 void Renderer::TextureSetChanged()
768 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
773 void Renderer::TextureSetDeleted()
775 mTextureSet = nullptr;
777 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
782 void Renderer::ConnectionsChanged(PropertyOwner& object)
784 // One of our child objects has changed it's connections. Ensure the uniform
785 // map gets regenerated during PrepareRender
786 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
789 void Renderer::ConnectedUniformMapChanged()
791 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
794 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
796 // The mappings are either from PropertyOwner base class, or the Actor
797 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
800 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
802 if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
808 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
810 mDrawCommands.clear();
811 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
812 mResendFlag |= RESEND_DRAW_COMMANDS;
815 } // namespace SceneGraph
816 } // namespace Internal