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_TEST_MODE = 1 << 9,
102 RESEND_DEPTH_FUNCTION = 1 << 10,
114 Renderer* Renderer::New()
116 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
120 : mSceneController( 0 ),
126 mIndexedDrawFirstElement( 0u ),
127 mIndexedDrawElementsCount( 0u ),
129 mRegenerateUniformMap( 0u ),
131 mDepthFunction( DepthFunction::LESS ),
132 mFaceCullingMode( FaceCullingMode::NONE ),
133 mBlendMode( BlendMode::AUTO ),
134 mDepthWriteMode( DepthWriteMode::AUTO ),
135 mDepthTestMode( DepthTestMode::AUTO ),
136 mResourcesReady( false ),
137 mFinishedResourceAcquisition( false ),
138 mPremultipledAlphaEnabled( false ),
141 mUniformMapChanged[0] = false;
142 mUniformMapChanged[1] = false;
144 // Observe our own PropertyOwner's uniform map
145 AddUniformMapObserver( *this );
148 Renderer::~Renderer()
152 mTextureSet->RemoveObserver(this);
157 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_TEST_MODE )
294 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
295 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
296 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
299 if( mResendFlag & RESEND_DEPTH_FUNCTION )
301 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
302 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
303 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
310 void Renderer::SetTextures( TextureSet* textureSet )
312 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
316 mTextureSet->RemoveObserver(this);
319 mTextureSet = textureSet;
320 mTextureSet->AddObserver( this );
321 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
322 mResendFlag |= RESEND_DATA_PROVIDER;
325 void Renderer::SetShader( Shader* shader )
327 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
331 mShader->RemoveConnectionObserver(*this);
335 mShader->AddConnectionObserver( *this );
336 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
337 mResendFlag |= RESEND_DATA_PROVIDER;
340 void Renderer::SetGeometry( Render::Geometry* geometry )
342 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
343 mGeometry = geometry;
347 mResendFlag |= RESEND_GEOMETRY;
351 void Renderer::SetDepthIndex( int depthIndex )
353 mDepthIndex = depthIndex;
356 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
358 mFaceCullingMode = faceCullingMode;
359 mResendFlag |= RESEND_FACE_CULLING_MODE;
362 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
364 mBlendMode = blendingMode;
367 void Renderer::SetBlendingOptions( unsigned int options )
369 if( mBlendBitmask != options)
371 mBlendBitmask = options;
372 mResendFlag |= RESEND_BLEND_BIT_MASK;
376 void Renderer::SetBlendColor( const Vector4& blendColor )
380 mBlendColor = new Vector4( blendColor );
384 *mBlendColor = blendColor;
387 mResendFlag |= RESEND_BLEND_COLOR;
390 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
392 mIndexedDrawFirstElement = firstElement;
393 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
396 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
398 mIndexedDrawElementsCount = elementsCount;
399 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
402 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
404 mPremultipledAlphaEnabled = preMultipled;
405 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
408 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
410 mDepthWriteMode = depthWriteMode;
411 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
414 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
416 mDepthTestMode = depthTestMode;
417 mResendFlag |= RESEND_DEPTH_TEST_MODE;
420 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
422 mDepthFunction = depthFunction;
423 mResendFlag |= RESEND_DEPTH_FUNCTION;
426 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
427 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
429 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
430 mSceneController = &sceneController;
431 RenderDataProvider* dataProvider = NewRenderDataProvider();
433 mRenderer = Render::Renderer::New( dataProvider, mGeometry,
434 mBlendBitmask, mBlendColor,
435 static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
436 mPremultipledAlphaEnabled,
440 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
443 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
444 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
446 //Remove renderer from RenderManager
449 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
452 mSceneController = NULL;
455 RenderDataProvider* Renderer::NewRenderDataProvider()
457 RenderDataProvider* dataProvider = new RenderDataProvider();
459 dataProvider->mUniformMapDataProvider = this;
460 dataProvider->mShader = mShader;
464 size_t textureCount( mTextureSet->GetTextureCount() );
465 dataProvider->mTextures.resize( textureCount );
466 dataProvider->mSamplers.resize( textureCount );
467 for( unsigned int i(0); i<textureCount; ++i )
469 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
470 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
473 textureCount = mTextureSet->GetNewTextureCount();
474 dataProvider->mNewTextures.resize( textureCount );
475 dataProvider->mSamplers.resize( textureCount );
476 for( unsigned int i(0); i<textureCount; ++i )
478 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
479 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
486 Render::Renderer& Renderer::GetRenderer()
491 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
493 return mCollectedUniformMap[bufferIndex];
496 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
498 ready = mResourcesReady;
499 complete = mFinishedResourceAcquisition;
502 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
504 Renderer::Opacity opacity = Renderer::OPAQUE;
508 case BlendMode::ON: // If the renderer should always be use blending
510 opacity = Renderer::TRANSLUCENT;
513 case BlendMode::AUTO:
515 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
516 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
518 opacity = Renderer::TRANSLUCENT;
520 else // renderer should determine opacity using the actor color
522 float alpha = node.GetWorldColor( updateBufferIndex ).a;
523 if( alpha <= FULLY_TRANSPARENT )
525 opacity = TRANSPARENT;
527 else if( alpha <= FULLY_OPAQUE )
529 opacity = TRANSLUCENT;
534 case BlendMode::OFF: // the renderer should never use blending
537 opacity = Renderer::OPAQUE;
546 void Renderer::TextureSetChanged()
548 mResendFlag |= RESEND_DATA_PROVIDER;
551 void Renderer::ConnectionsChanged( PropertyOwner& object )
553 // One of our child objects has changed it's connections. Ensure the uniform
554 // map gets regenerated during PrepareRender
555 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
557 // Ensure the child object pointers get re-sent to the renderer
558 mResendFlag |= RESEND_DATA_PROVIDER;
561 void Renderer::ConnectedUniformMapChanged()
563 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
566 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
568 // The mappings are either from PropertyOwner base class, or the Actor
569 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
572 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
574 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
578 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
584 } // namespace SceneGraph
585 } // namespace Internal