2 * Copyright (c) 2020 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/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
32 #include <dali/internal/common/blending-options.h>
40 namespace // unnamed namespace
43 const uint32_t UNIFORM_MAP_READY = 0;
44 const uint32_t COPY_UNIFORM_MAP = 1;
45 const uint32_t REGENERATE_UNIFORM_MAP = 2;
47 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
48 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
50 void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
52 // Iterate thru uniformMap.
53 // Any maps that aren't in localMap should be added in a single step
55 // keep a static vector to avoid temporary heap allocation.
56 // As this function gets called only from update thread we don't have to
57 // make it thread safe (so no need to keep a thread_local variable).
58 static CollectedUniformMap newUniformMappings;
60 newUniformMappings.Clear();
62 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
66 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
68 const UniformPropertyMapping& map = (*iter);
69 if(map.uniformName == uniformMap[i].uniformName)
77 newUniformMappings.PushBack(uniformMap[i]);
81 if( newUniformMappings.Count() > 0 )
83 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
85 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
86 end = newUniformMappings.End() ;
90 const UniformPropertyMapping& map = (*iter);
91 localMap.PushBack( map );
96 // Flags for re-sending data to renderer.
99 RESEND_GEOMETRY = 1 << 0,
100 RESEND_FACE_CULLING_MODE = 1 << 1,
101 RESEND_BLEND_COLOR = 1 << 2,
102 RESEND_BLEND_BIT_MASK = 1 << 3,
103 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
104 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
105 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
106 RESEND_DEPTH_WRITE_MODE = 1 << 7,
107 RESEND_DEPTH_TEST_MODE = 1 << 8,
108 RESEND_DEPTH_FUNCTION = 1 << 9,
109 RESEND_RENDER_MODE = 1 << 10,
110 RESEND_STENCIL_FUNCTION = 1 << 11,
111 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
112 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
113 RESEND_STENCIL_MASK = 1 << 14,
114 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
115 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
116 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
117 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
118 RESEND_SHADER = 1 << 19,
119 RESEND_DRAW_COMMANDS = 1 << 20
122 } // Anonymous namespace
124 Renderer* Renderer::New()
126 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
130 : mSceneController( nullptr ),
131 mRenderer( nullptr ),
132 mTextureSet( nullptr ),
133 mGeometry( nullptr ),
135 mRenderDataProvider( nullptr ),
136 mBlendColor( nullptr ),
137 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
138 mIndexedDrawFirstElement( 0u ),
139 mIndexedDrawElementsCount( 0u ),
141 mRegenerateUniformMap( 0u ),
143 mDepthFunction( DepthFunction::LESS ),
144 mFaceCullingMode( FaceCullingMode::NONE ),
145 mBlendMode( BlendMode::AUTO ),
146 mDepthWriteMode( DepthWriteMode::AUTO ),
147 mDepthTestMode( DepthTestMode::AUTO ),
148 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
149 mPremultipledAlphaEnabled( false ),
153 mUniformMapChanged[0] = false;
154 mUniformMapChanged[1] = false;
156 // Observe our own PropertyOwner's uniform map
157 AddUniformMapObserver( *this );
160 Renderer::~Renderer()
164 mTextureSet->RemoveObserver( this );
165 mTextureSet = nullptr;
169 mShader->RemoveConnectionObserver( *this );
174 void Renderer::operator delete( void* ptr )
176 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
180 bool Renderer::PrepareRender( BufferIndex updateBufferIndex )
182 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
184 mUniformMapChanged[updateBufferIndex] = false;
188 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
190 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
193 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
195 auto size = rendererUniformMap.Count();
199 size += mShader->GetUniformMap().Count();
202 localMap.Reserve(size);
204 AddMappings( localMap, rendererUniformMap );
208 AddMappings( localMap, mShader->GetUniformMap() );
211 else if( mRegenerateUniformMap == 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;
226 mUniformMapChanged[updateBufferIndex] = true;
227 mRegenerateUniformMap--;
230 bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag;
232 if( mResendFlag != 0 )
234 if( mResendFlag & RESEND_GEOMETRY )
236 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
237 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
238 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
241 if( mResendFlag & RESEND_DRAW_COMMANDS )
243 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
244 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
245 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size() );
248 if( mResendFlag & RESEND_FACE_CULLING_MODE )
250 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
251 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
252 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
255 if( mResendFlag & RESEND_BLEND_BIT_MASK )
257 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
258 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
259 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
262 if( mResendFlag & RESEND_BLEND_COLOR )
264 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
265 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
266 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
269 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
271 using DerivedType = MessageValue1<Render::Renderer, bool>;
272 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
273 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
276 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
278 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
279 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
280 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
283 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
285 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
286 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
287 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
290 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
292 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
293 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
294 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
297 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
299 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
300 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
301 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
304 if( mResendFlag & RESEND_DEPTH_FUNCTION )
306 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
307 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
308 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
311 if( mResendFlag & RESEND_RENDER_MODE )
313 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
314 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
315 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
318 if( mResendFlag & RESEND_STENCIL_FUNCTION )
320 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
321 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
322 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
325 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
327 using DerivedType = MessageValue1<Render::Renderer, int>;
328 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
329 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
332 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
334 using DerivedType = MessageValue1<Render::Renderer, int>;
335 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
336 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
339 if( mResendFlag & RESEND_STENCIL_MASK )
341 using DerivedType = MessageValue1<Render::Renderer, int>;
342 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
343 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
346 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
348 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
349 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
350 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
353 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
355 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
356 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
357 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
360 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
362 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
363 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
364 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
367 if( mResendFlag & RESEND_SHADER )
369 using DerivedType = MessageValue1<Render::Renderer, bool>;
370 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
371 new (slot) DerivedType( mRenderer, &Render::Renderer::SetShaderChanged, true );
377 return rendererUpdated;
380 void Renderer::SetTextures( TextureSet* textureSet )
382 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
386 mTextureSet->RemoveObserver(this);
389 mTextureSet = textureSet;
390 mTextureSet->AddObserver( this );
391 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
396 void Renderer::SetShader( Shader* shader )
398 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
402 mShader->RemoveConnectionObserver(*this);
406 mShader->AddConnectionObserver( *this );
407 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
408 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
410 if( mRenderDataProvider )
412 mRenderDataProvider->mShader = mShader;
416 void Renderer::SetGeometry( Render::Geometry* geometry )
418 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
419 mGeometry = geometry;
423 mResendFlag |= RESEND_GEOMETRY;
427 void Renderer::SetDepthIndex( int depthIndex )
429 mDepthIndex = depthIndex;
432 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
434 mFaceCullingMode = faceCullingMode;
435 mResendFlag |= RESEND_FACE_CULLING_MODE;
438 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
440 return mFaceCullingMode;
443 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
445 mBlendMode = blendingMode;
448 BlendMode::Type Renderer::GetBlendMode() const
453 void Renderer::SetBlendingOptions( uint32_t options )
455 if( mBlendBitmask != options)
457 mBlendBitmask = options;
458 mResendFlag |= RESEND_BLEND_BIT_MASK;
462 uint32_t Renderer::GetBlendingOptions() const
464 return mBlendBitmask;
467 void Renderer::SetBlendColor( const Vector4& blendColor )
469 if( blendColor == Color::TRANSPARENT )
471 mBlendColor = nullptr;
477 mBlendColor = new Vector4( blendColor );
481 *mBlendColor = blendColor;
485 mResendFlag |= RESEND_BLEND_COLOR;
488 Vector4 Renderer::GetBlendColor() const
494 return Color::TRANSPARENT;
497 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
499 mIndexedDrawFirstElement = firstElement;
500 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
503 uint32_t Renderer::GetIndexedDrawFirstElement() const
505 return mIndexedDrawFirstElement;
508 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
510 mIndexedDrawElementsCount = elementsCount;
511 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
514 uint32_t Renderer::GetIndexedDrawElementsCount() const
516 return mIndexedDrawElementsCount;
519 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
521 mPremultipledAlphaEnabled = preMultipled;
522 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
525 bool Renderer::IsPreMultipliedAlphaEnabled() const
527 return mPremultipledAlphaEnabled;
530 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
532 mDepthWriteMode = depthWriteMode;
533 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
536 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
538 return mDepthWriteMode;
541 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
543 mDepthTestMode = depthTestMode;
544 mResendFlag |= RESEND_DEPTH_TEST_MODE;
547 DepthTestMode::Type Renderer::GetDepthTestMode() const
549 return mDepthTestMode;
552 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
554 mDepthFunction = depthFunction;
555 mResendFlag |= RESEND_DEPTH_FUNCTION;
558 DepthFunction::Type Renderer::GetDepthFunction() const
560 return mDepthFunction;
563 void Renderer::SetRenderMode( RenderMode::Type mode )
565 mStencilParameters.renderMode = mode;
566 mResendFlag |= RESEND_RENDER_MODE;
569 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
571 mStencilParameters.stencilFunction = stencilFunction;
572 mResendFlag |= RESEND_STENCIL_FUNCTION;
575 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
577 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
578 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
581 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
583 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
584 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
587 void Renderer::SetStencilMask( int stencilMask )
589 mStencilParameters.stencilMask = stencilMask;
590 mResendFlag |= RESEND_STENCIL_MASK;
593 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
595 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
596 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
599 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
601 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
602 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
605 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
607 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
608 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
611 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
613 return mStencilParameters;
616 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
618 mOpacity.Bake( updateBufferIndex, opacity );
621 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
623 return mOpacity[updateBufferIndex];
626 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
628 mRenderingBehavior = renderingBehavior;
631 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
633 return mRenderingBehavior;
636 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
637 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
639 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
640 mSceneController = &sceneController;
642 mRenderDataProvider = new RenderDataProvider( mOpacity );
643 mRenderDataProvider->mUniformMapDataProvider = this;
645 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
646 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
648 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
649 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
652 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
653 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
655 //Remove renderer from RenderManager
658 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
661 mSceneController = nullptr;
662 mRenderDataProvider = nullptr;
665 void Renderer::UpdateTextureSet()
667 if( mRenderDataProvider )
671 uint32_t textureCount = mTextureSet->GetTextureCount();
672 mRenderDataProvider->mTextures.resize( textureCount );
673 mRenderDataProvider->mSamplers.resize( textureCount );
674 for( uint32_t i = 0; i<textureCount; ++i )
676 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
677 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
682 mRenderDataProvider->mTextures.clear();
683 mRenderDataProvider->mSamplers.clear();
688 Render::Renderer& Renderer::GetRenderer()
693 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
695 return mCollectedUniformMap[bufferIndex];
698 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
700 Renderer::OpacityType opacityType = Renderer::OPAQUE;
704 case BlendMode::ON: // If the renderer should always be use blending
706 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
707 if( alpha <= FULLY_TRANSPARENT )
709 opacityType = Renderer::TRANSPARENT;
713 opacityType = Renderer::TRANSLUCENT;
717 case BlendMode::AUTO:
719 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
721 opacityType = Renderer::TRANSLUCENT;
725 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
726 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
728 opacityType = Renderer::TRANSLUCENT;
731 // renderer should determine opacity using the actor color
732 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
733 if( alpha <= FULLY_TRANSPARENT )
735 opacityType = Renderer::TRANSPARENT;
737 else if( alpha <= FULLY_OPAQUE )
739 opacityType = Renderer::TRANSLUCENT;
744 case BlendMode::OFF: // the renderer should never use blending
747 opacityType = Renderer::OPAQUE;
755 void Renderer::TextureSetChanged()
757 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
762 void Renderer::TextureSetDeleted()
764 mTextureSet = nullptr;
766 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
771 void Renderer::ConnectionsChanged( PropertyOwner& object )
773 // One of our child objects has changed it's connections. Ensure the uniform
774 // map gets regenerated during PrepareRender
775 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
778 void Renderer::ConnectedUniformMapChanged()
780 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
783 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
785 // The mappings are either from PropertyOwner base class, or the Actor
786 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
789 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
791 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
797 void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
799 mDrawCommands.clear();
800 mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
801 mResendFlag |= RESEND_DRAW_COMMANDS;
804 } // namespace SceneGraph
805 } // namespace Internal