2 * Copyright (c) 2018 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>
39 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
53 CollectedUniformMap newUniformMappings;
55 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
57 UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
60 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
62 const UniformPropertyMapping* map = (*iter);
63 if( map->uniformNameHash == nameHash )
65 if( map->uniformName == uniformMap[i].uniformName )
74 // it's a new mapping. Add raw ptr to temporary list
75 newUniformMappings.PushBack( &uniformMap[i] );
79 if( newUniformMappings.Count() > 0 )
81 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
83 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
84 end = newUniformMappings.End() ;
88 const UniformPropertyMapping* map = (*iter);
89 localMap.PushBack( map );
94 // Flags for re-sending data to renderer.
97 RESEND_GEOMETRY = 1 << 0,
98 RESEND_FACE_CULLING_MODE = 1 << 1,
99 RESEND_BLEND_COLOR = 1 << 2,
100 RESEND_BLEND_BIT_MASK = 1 << 3,
101 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
102 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
103 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
104 RESEND_DEPTH_WRITE_MODE = 1 << 7,
105 RESEND_DEPTH_TEST_MODE = 1 << 8,
106 RESEND_DEPTH_FUNCTION = 1 << 9,
107 RESEND_RENDER_MODE = 1 << 10,
108 RESEND_STENCIL_FUNCTION = 1 << 11,
109 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
110 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
111 RESEND_STENCIL_MASK = 1 << 14,
112 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
113 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
114 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
115 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
116 RESEND_SHADER = 1 << 19,
119 } // Anonymous namespace
121 Renderer* Renderer::New()
123 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
127 : mSceneController( 0 ),
132 mRenderDataProvider( NULL ),
134 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
135 mIndexedDrawFirstElement( 0u ),
136 mIndexedDrawElementsCount( 0u ),
138 mRegenerateUniformMap( 0u ),
140 mDepthFunction( DepthFunction::LESS ),
141 mFaceCullingMode( FaceCullingMode::NONE ),
142 mBlendMode( BlendMode::AUTO ),
143 mDepthWriteMode( DepthWriteMode::AUTO ),
144 mDepthTestMode( DepthTestMode::AUTO ),
145 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
146 mPremultipledAlphaEnabled( false ),
151 mUniformMapChanged[0] = false;
152 mUniformMapChanged[1] = false;
154 // Observe our own PropertyOwner's uniform map
155 AddUniformMapObserver( *this );
158 Renderer::~Renderer()
162 mTextureSet->RemoveObserver( this );
167 mShader->RemoveConnectionObserver( *this );
172 void Renderer::operator delete( void* ptr )
174 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
178 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
181 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
183 mUniformMapChanged[updateBufferIndex] = false;
188 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
190 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
193 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
194 AddMappings( localMap, rendererUniformMap );
198 AddMappings( localMap, mShader->GetUniformMap() );
201 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
203 // Copy old map into current map
204 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
205 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
207 localMap.Resize( oldMap.Count() );
210 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
212 localMap[index] = *iter;
216 mUniformMapChanged[updateBufferIndex] = true;
217 mRegenerateUniformMap--;
220 if( mResendFlag != 0 )
223 if( mResendFlag & RESEND_GEOMETRY )
225 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
226 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
227 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
230 if( mResendFlag & RESEND_FACE_CULLING_MODE )
232 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
233 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
234 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
237 if( mResendFlag & RESEND_BLEND_BIT_MASK )
239 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
240 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
241 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
244 if( mResendFlag & RESEND_BLEND_COLOR )
246 typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
247 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
248 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
251 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
253 typedef MessageValue1< Render::Renderer, bool > DerivedType;
254 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
255 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
258 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
260 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
261 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
262 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
265 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
267 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
268 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
269 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
272 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
274 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
275 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
276 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
279 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
281 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
282 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
283 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
286 if( mResendFlag & RESEND_DEPTH_FUNCTION )
288 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
289 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
290 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
293 if( mResendFlag & RESEND_RENDER_MODE )
295 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
296 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
297 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
300 if( mResendFlag & RESEND_STENCIL_FUNCTION )
302 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
303 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
304 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
307 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
309 typedef MessageValue1< Render::Renderer, int > DerivedType;
310 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
311 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
314 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
316 typedef MessageValue1< Render::Renderer, int > DerivedType;
317 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
318 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
321 if( mResendFlag & RESEND_STENCIL_MASK )
323 typedef MessageValue1< Render::Renderer, int > DerivedType;
324 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
325 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
328 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
330 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
331 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
332 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
335 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
337 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
338 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
339 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
342 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
344 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
345 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
346 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
349 if( mResendFlag & RESEND_SHADER )
351 typedef MessageValue1< Render::Renderer, bool > DerivedType;
352 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
353 new (slot) DerivedType( mRenderer, &Render::Renderer::SetShaderChanged, true );
360 void Renderer::SetTextures( TextureSet* textureSet )
362 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
366 mTextureSet->RemoveObserver(this);
369 mTextureSet = textureSet;
370 mTextureSet->AddObserver( this );
371 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
376 void Renderer::SetShader( Shader* shader )
378 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
382 mShader->RemoveConnectionObserver(*this);
386 mShader->AddConnectionObserver( *this );
387 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
388 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
390 if( mRenderDataProvider )
392 mRenderDataProvider->mShader = mShader;
396 void Renderer::SetGeometry( Render::Geometry* geometry )
398 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
399 mGeometry = geometry;
403 mResendFlag |= RESEND_GEOMETRY;
407 void Renderer::SetDepthIndex( int depthIndex )
409 mDepthIndex = depthIndex;
413 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
415 mFaceCullingMode = faceCullingMode;
416 mResendFlag |= RESEND_FACE_CULLING_MODE;
419 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
421 return mFaceCullingMode;
424 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
426 mBlendMode = blendingMode;
430 BlendMode::Type Renderer::GetBlendMode() const
435 void Renderer::SetBlendingOptions( uint32_t options )
437 if( mBlendBitmask != options)
439 mBlendBitmask = options;
440 mResendFlag |= RESEND_BLEND_BIT_MASK;
444 uint32_t Renderer::GetBlendingOptions() const
446 return mBlendBitmask;
449 void Renderer::SetBlendColor( const Vector4& blendColor )
451 if( blendColor == Color::TRANSPARENT )
459 mBlendColor = new Vector4( blendColor );
463 *mBlendColor = blendColor;
467 mResendFlag |= RESEND_BLEND_COLOR;
470 Vector4 Renderer::GetBlendColor() const
476 return Color::TRANSPARENT;
479 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
481 mIndexedDrawFirstElement = firstElement;
482 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
485 uint32_t Renderer::GetIndexedDrawFirstElement() const
487 return mIndexedDrawFirstElement;
490 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
492 mIndexedDrawElementsCount = elementsCount;
493 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
496 uint32_t Renderer::GetIndexedDrawElementsCount() const
498 return mIndexedDrawElementsCount;
501 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
503 mPremultipledAlphaEnabled = preMultipled;
504 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
507 bool Renderer::IsPreMultipliedAlphaEnabled() const
509 return mPremultipledAlphaEnabled;
512 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
514 mDepthWriteMode = depthWriteMode;
515 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
518 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
520 return mDepthWriteMode;
523 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
525 mDepthTestMode = depthTestMode;
526 mResendFlag |= RESEND_DEPTH_TEST_MODE;
529 DepthTestMode::Type Renderer::GetDepthTestMode() const
531 return mDepthTestMode;
534 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
536 mDepthFunction = depthFunction;
537 mResendFlag |= RESEND_DEPTH_FUNCTION;
540 DepthFunction::Type Renderer::GetDepthFunction() const
542 return mDepthFunction;
545 void Renderer::SetRenderMode( RenderMode::Type mode )
547 mStencilParameters.renderMode = mode;
548 mResendFlag |= RESEND_RENDER_MODE;
551 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
553 mStencilParameters.stencilFunction = stencilFunction;
554 mResendFlag |= RESEND_STENCIL_FUNCTION;
557 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
559 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
560 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
563 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
565 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
566 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
569 void Renderer::SetStencilMask( int stencilMask )
571 mStencilParameters.stencilMask = stencilMask;
572 mResendFlag |= RESEND_STENCIL_MASK;
575 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
577 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
578 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
581 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
583 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
584 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
587 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
589 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
590 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
593 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
595 return mStencilParameters;
598 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
601 mOpacity.Bake( updateBufferIndex, opacity );
604 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
606 return mOpacity[updateBufferIndex];
609 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
611 mRenderingBehavior = renderingBehavior;
615 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
617 return mRenderingBehavior;
620 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
621 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
623 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
624 mSceneController = &sceneController;
626 mRenderDataProvider = new RenderDataProvider( mOpacity );
627 mRenderDataProvider->mUniformMapDataProvider = this;
629 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
630 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
631 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
632 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
635 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
636 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
638 //Remove renderer from RenderManager
641 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
644 mSceneController = NULL;
645 mRenderDataProvider = NULL;
648 void Renderer::UpdateTextureSet()
650 if( mRenderDataProvider )
654 uint32_t textureCount = mTextureSet->GetTextureCount();
655 mRenderDataProvider->mTextures.resize( textureCount );
656 mRenderDataProvider->mSamplers.resize( textureCount );
657 for( uint32_t i = 0; i<textureCount; ++i )
659 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
660 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
665 mRenderDataProvider->mTextures.clear();
666 mRenderDataProvider->mSamplers.clear();
672 Render::Renderer& Renderer::GetRenderer()
677 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
679 return mCollectedUniformMap[bufferIndex];
682 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
684 Renderer::OpacityType opacityType = Renderer::OPAQUE;
688 case BlendMode::ON: // If the renderer should always be use blending
690 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
691 if( alpha <= FULLY_TRANSPARENT )
693 opacityType = Renderer::TRANSPARENT;
697 opacityType = Renderer::TRANSLUCENT;
701 case BlendMode::AUTO:
703 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
704 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
706 opacityType = Renderer::TRANSLUCENT;
709 // renderer should determine opacity using the actor color
710 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
711 if( alpha <= FULLY_TRANSPARENT )
713 opacityType = Renderer::TRANSPARENT;
715 else if( alpha <= FULLY_OPAQUE )
717 opacityType = Renderer::TRANSLUCENT;
721 case BlendMode::OFF: // the renderer should never use blending
724 opacityType = Renderer::OPAQUE;
732 void Renderer::TextureSetChanged()
734 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
739 void Renderer::TextureSetDeleted()
743 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
748 void Renderer::ConnectionsChanged( PropertyOwner& object )
750 // One of our child objects has changed it's connections. Ensure the uniform
751 // map gets regenerated during PrepareRender
752 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
755 void Renderer::ConnectedUniformMapChanged()
757 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
760 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
762 // The mappings are either from PropertyOwner base class, or the Actor
763 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
766 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
768 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
774 void Renderer::SetDirty( bool value )
779 mShader->SetPropertyDirty( value );
783 bool Renderer::IsDirty() const
791 ret = mShader->IsPropertyDirty();
794 // check native image
795 if( !ret && mTextureSet )
797 uint32_t textureCount = mTextureSet->GetTextureCount();
801 Dali::Internal::Render::Texture* texture;
802 for( uint32_t i = 0; i<textureCount; ++i )
804 texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
805 if( texture && texture->IsNativeImage() )
817 } // namespace SceneGraph
818 } // namespace Internal