Convert Renderer ptrs to 32 bit keys
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2023 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/data-providers/render-data-provider.h>
26 #include <dali/internal/render/queue/render-queue.h>
27 #include <dali/internal/render/renderers/render-geometry.h>
28 #include <dali/internal/render/shaders/program.h>
29 #include <dali/internal/render/shaders/render-shader.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller.h>
32 #include <dali/internal/update/nodes/node.h>
33 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
34
35 #include <dali/integration-api/debug.h>
36
37 namespace Dali
38 {
39 namespace Internal
40 {
41 namespace SceneGraph
42 {
43 namespace // unnamed namespace
44 {
45 #ifdef DEBUG_ENABLED
46 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
47 #endif
48
49 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
50 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
51
52 // Flags for re-sending data to renderer.
53 enum Flags
54 {
55   RESEND_GEOMETRY                    = 1 << 0,
56   RESEND_FACE_CULLING_MODE           = 1 << 1,
57   RESEND_BLEND_COLOR                 = 1 << 2,
58   RESEND_BLEND_BIT_MASK              = 1 << 3,
59   RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
60   RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
61   RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
62   RESEND_DEPTH_WRITE_MODE            = 1 << 7,
63   RESEND_DEPTH_TEST_MODE             = 1 << 8,
64   RESEND_DEPTH_FUNCTION              = 1 << 9,
65   RESEND_RENDER_MODE                 = 1 << 10,
66   RESEND_STENCIL_FUNCTION            = 1 << 11,
67   RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
68   RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
69   RESEND_STENCIL_MASK                = 1 << 14,
70   RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
71   RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
72   RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
73   RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
74   RESEND_SHADER                      = 1 << 19,
75   RESEND_DRAW_COMMANDS               = 1 << 20,
76   RESEND_SET_RENDER_CALLBACK         = 1 << 21
77 };
78
79 } // Anonymous namespace
80
81 Renderer* Renderer::New()
82 {
83   return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
84 }
85
86 // Becomes
87
88 RendererIndex Renderer::NewKey()
89 {
90   void* ptr = gRendererMemoryPool.AllocateRawThreadSafe();
91   auto  key = gRendererMemoryPool.GetIndexOfObject(static_cast<Renderer*>(ptr));
92   new(ptr) Renderer();
93   return key;
94 }
95
96 Renderer::Renderer()
97 : mSceneController(nullptr),
98   mRenderer(nullptr),
99   mTextureSet(nullptr),
100   mGeometry(nullptr),
101   mShader(nullptr),
102   mBlendColor(nullptr),
103   mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
104   mIndexedDrawFirstElement(0u),
105   mIndexedDrawElementsCount(0u),
106   mBlendBitmask(0u),
107   mResendFlag(0u),
108   mDepthFunction(DepthFunction::LESS),
109   mFaceCullingMode(FaceCullingMode::NONE),
110   mBlendMode(BlendMode::AUTO),
111   mDepthWriteMode(DepthWriteMode::AUTO),
112   mDepthTestMode(DepthTestMode::AUTO),
113   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
114   mUpdateDecay(Renderer::Decay::INITIAL),
115   mRegenerateUniformMap(false),
116   mPremultipledAlphaEnabled(false),
117   mDirtyFlag(true),
118   mOpacity(1.0f),
119   mDepthIndex(0)
120 {
121 }
122
123 Renderer::~Renderer()
124 {
125 }
126
127 void Renderer::operator delete(void* ptr)
128 {
129   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
130 }
131
132 Renderer* Renderer::Get(RendererIndex rendererIndex)
133 {
134   return gRendererMemoryPool.GetPtrToObject(rendererIndex);
135 }
136
137 RendererIndex Renderer::GetIndex(const Renderer& renderer)
138 {
139   return gRendererMemoryPool.GetIndexOfObject(const_cast<Renderer*>(&renderer));
140 }
141
142 RendererIndex Renderer::GetIndex(Renderer* renderer)
143 {
144   return gRendererMemoryPool.GetIndexOfObject(renderer);
145 }
146
147 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
148 {
149   bool rendererUpdated        = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
150   auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
151   bool shaderMapChanged       = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
152   if(shaderMapChanged)
153   {
154     mShaderMapChangeCounter = shaderMapChangeCounter;
155   }
156
157   if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
158   {
159     // The map has changed since the last time we checked.
160     rendererUpdated       = true;
161     mRegenerateUniformMap = true;
162     mUpdateDecay          = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
163
164     // Update local counters to identify any future changes to maps
165     // (unlikely, but allowed by API).
166     mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
167   }
168   if(mUpdateDecay > 0)
169   {
170     mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
171   }
172
173   if(mResendFlag != 0)
174   {
175     if(mResendFlag & RESEND_GEOMETRY)
176     {
177       typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
178       uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
179       new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
180     }
181
182     if(mResendFlag & RESEND_DRAW_COMMANDS)
183     {
184       using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
185       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
186       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
187     }
188
189     if(mResendFlag & RESEND_FACE_CULLING_MODE)
190     {
191       using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
192       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
193       new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
194     }
195
196     if(mResendFlag & RESEND_BLEND_BIT_MASK)
197     {
198       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
199       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
200       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
201     }
202
203     if(mResendFlag & RESEND_BLEND_COLOR)
204     {
205       using DerivedType = MessageValue1<Render::Renderer, Vector4>;
206       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
207       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
208     }
209
210     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
211     {
212       using DerivedType = MessageValue1<Render::Renderer, bool>;
213       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
214       new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
215     }
216
217     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
218     {
219       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
220       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
221       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
222     }
223
224     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
225     {
226       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
227       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
228       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
229     }
230
231     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
232     {
233       using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
234       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
235       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
236     }
237
238     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
239     {
240       using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
241       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
242       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
243     }
244
245     if(mResendFlag & RESEND_DEPTH_FUNCTION)
246     {
247       using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
248       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
249       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
250     }
251
252     if(mResendFlag & RESEND_RENDER_MODE)
253     {
254       using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
255       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
256       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
257     }
258
259     if(mResendFlag & RESEND_STENCIL_FUNCTION)
260     {
261       using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
262       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
263       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
264     }
265
266     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
267     {
268       using DerivedType = MessageValue1<Render::Renderer, int>;
269       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
270       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
271     }
272
273     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
274     {
275       using DerivedType = MessageValue1<Render::Renderer, int>;
276       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
277       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
278     }
279
280     if(mResendFlag & RESEND_STENCIL_MASK)
281     {
282       using DerivedType = MessageValue1<Render::Renderer, int>;
283       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
284       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
285     }
286
287     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
288     {
289       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
290       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
291       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
292     }
293
294     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
295     {
296       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
297       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
298       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
299     }
300
301     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
302     {
303       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
304       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
305       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
306     }
307
308     if(mResendFlag & RESEND_SHADER)
309     {
310       using DerivedType = MessageValue1<Render::Renderer, bool>;
311       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
312       new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
313     }
314
315     if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
316     {
317       using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
318       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
319       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
320     }
321
322     SetUpdated(true);
323
324     mResendFlag = 0;
325   }
326
327   // Ensure collected map is up to date
328   UpdateUniformMap(updateBufferIndex);
329
330   return rendererUpdated;
331 }
332
333 void Renderer::SetTextures(TextureSet* textureSet)
334 {
335   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
336
337   mTextureSet = textureSet;
338
339   mDirtyFlag = true;
340   SetUpdated(true);
341 }
342
343 const Vector<Render::Texture*>* Renderer::GetTextures() const
344 {
345   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
346 }
347
348 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
349 {
350   return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
351 }
352
353 void Renderer::SetShader(Shader* shader)
354 {
355   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
356
357   mShader                 = shader;
358   mShaderMapChangeCounter = 0u;
359   mRegenerateUniformMap   = true;
360   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
361   mDirtyFlag = true;
362 }
363
364 void Renderer::SetGeometry(Render::Geometry* geometry)
365 {
366   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
367   mGeometry = geometry;
368
369   if(mRenderer)
370   {
371     mResendFlag |= RESEND_GEOMETRY;
372   }
373 }
374
375 void Renderer::SetDepthIndex(int depthIndex)
376 {
377   mDepthIndex = depthIndex;
378
379   mDirtyFlag = true;
380   SetUpdated(true);
381 }
382
383 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
384 {
385   mFaceCullingMode = faceCullingMode;
386   mResendFlag |= RESEND_FACE_CULLING_MODE;
387 }
388
389 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
390 {
391   return mFaceCullingMode;
392 }
393
394 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
395 {
396   mBlendMode = blendingMode;
397
398   mDirtyFlag = true;
399   SetUpdated(true);
400 }
401
402 BlendMode::Type Renderer::GetBlendMode() const
403 {
404   return mBlendMode;
405 }
406
407 void Renderer::SetBlendingOptions(uint32_t options)
408 {
409   if(mBlendBitmask != options)
410   {
411     mBlendBitmask = options;
412     mResendFlag |= RESEND_BLEND_BIT_MASK;
413     mDirtyFlag = true;
414   }
415 }
416
417 uint32_t Renderer::GetBlendingOptions() const
418 {
419   return mBlendBitmask;
420 }
421
422 void Renderer::SetBlendColor(const Vector4& blendColor)
423 {
424   if(blendColor == Color::TRANSPARENT)
425   {
426     mBlendColor = nullptr;
427   }
428   else
429   {
430     if(!mBlendColor)
431     {
432       mBlendColor = new Vector4(blendColor);
433     }
434     else
435     {
436       *mBlendColor = blendColor;
437     }
438   }
439
440   mResendFlag |= RESEND_BLEND_COLOR;
441 }
442
443 Vector4 Renderer::GetBlendColor() const
444 {
445   if(mBlendColor)
446   {
447     return *mBlendColor;
448   }
449   return Color::TRANSPARENT;
450 }
451
452 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
453 {
454   mIndexedDrawFirstElement = firstElement;
455   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
456 }
457
458 uint32_t Renderer::GetIndexedDrawFirstElement() const
459 {
460   return mIndexedDrawFirstElement;
461 }
462
463 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
464 {
465   mIndexedDrawElementsCount = elementsCount;
466   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
467 }
468
469 uint32_t Renderer::GetIndexedDrawElementsCount() const
470 {
471   return mIndexedDrawElementsCount;
472 }
473
474 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
475 {
476   mPremultipledAlphaEnabled = preMultipled;
477   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
478 }
479
480 bool Renderer::IsPreMultipliedAlphaEnabled() const
481 {
482   return mPremultipledAlphaEnabled;
483 }
484
485 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
486 {
487   mDepthWriteMode = depthWriteMode;
488   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
489 }
490
491 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
492 {
493   return mDepthWriteMode;
494 }
495
496 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
497 {
498   mDepthTestMode = depthTestMode;
499   mResendFlag |= RESEND_DEPTH_TEST_MODE;
500 }
501
502 DepthTestMode::Type Renderer::GetDepthTestMode() const
503 {
504   return mDepthTestMode;
505 }
506
507 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
508 {
509   mDepthFunction = depthFunction;
510   mResendFlag |= RESEND_DEPTH_FUNCTION;
511 }
512
513 DepthFunction::Type Renderer::GetDepthFunction() const
514 {
515   return mDepthFunction;
516 }
517
518 void Renderer::SetRenderMode(RenderMode::Type mode)
519 {
520   mStencilParameters.renderMode = mode;
521   mResendFlag |= RESEND_RENDER_MODE;
522 }
523
524 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
525 {
526   mStencilParameters.stencilFunction = stencilFunction;
527   mResendFlag |= RESEND_STENCIL_FUNCTION;
528 }
529
530 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
531 {
532   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
533   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
534 }
535
536 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
537 {
538   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
539   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
540 }
541
542 void Renderer::SetStencilMask(int stencilMask)
543 {
544   mStencilParameters.stencilMask = stencilMask;
545   mResendFlag |= RESEND_STENCIL_MASK;
546 }
547
548 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
549 {
550   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
551   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
552 }
553
554 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
555 {
556   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
557   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
558 }
559
560 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
561 {
562   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
563   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
564 }
565
566 void Renderer::SetRenderCallback(RenderCallback* callback)
567 {
568   mRenderCallback = callback;
569   mResendFlag |= RESEND_SET_RENDER_CALLBACK;
570   mDirtyFlag = true;
571 }
572
573 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
574 {
575   return mStencilParameters;
576 }
577
578 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
579 {
580   mOpacity.Bake(updateBufferIndex, opacity);
581
582   mDirtyFlag = true;
583   SetUpdated(true);
584 }
585
586 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
587 {
588   return mOpacity[updateBufferIndex];
589 }
590
591 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
592 {
593   mRenderingBehavior = renderingBehavior;
594   SetUpdated(true);
595 }
596
597 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
598 {
599   return mRenderingBehavior;
600 }
601
602 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
603 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
604 {
605   mRegenerateUniformMap = true;
606   mSceneController      = &sceneController;
607
608   mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
609
610   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
611   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
612 }
613
614 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
615 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
616 {
617   //Remove renderer from RenderManager
618   if(mRenderer)
619   {
620     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
621     mRenderer = nullptr;
622   }
623   mSceneController = nullptr;
624 }
625
626 Render::Renderer& Renderer::GetRenderer()
627 {
628   return *mRenderer;
629 }
630
631 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
632 {
633   Renderer::OpacityType opacityType = Renderer::OPAQUE;
634
635   if(node.IsTransparent())
636   {
637     return Renderer::TRANSPARENT;
638   }
639
640   switch(mBlendMode)
641   {
642     case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
643     {
644       opacityType = Renderer::TRANSLUCENT;
645       break;
646     }
647     case BlendMode::ON: // If the renderer should always be use blending
648     {
649       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
650       if(alpha <= FULLY_TRANSPARENT)
651       {
652         opacityType = Renderer::TRANSPARENT;
653       }
654       else
655       {
656         opacityType = Renderer::TRANSLUCENT;
657       }
658       break;
659     }
660     case BlendMode::AUTO:
661     {
662       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
663       {
664         opacityType = Renderer::TRANSLUCENT;
665         break;
666       }
667
668       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
669       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
670       {
671         opacityType = Renderer::TRANSLUCENT;
672       }
673
674       // renderer should determine opacity using the actor color
675       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
676       if(alpha <= FULLY_TRANSPARENT)
677       {
678         opacityType = Renderer::TRANSPARENT;
679       }
680       else if(alpha <= FULLY_OPAQUE)
681       {
682         opacityType = Renderer::TRANSLUCENT;
683       }
684
685       break;
686     }
687     case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
688     {
689       // renderer should determine opacity using the actor color
690       float alpha = node.GetWorldColor(updateBufferIndex).a;
691       if(alpha <= FULLY_TRANSPARENT)
692       {
693         opacityType = Renderer::TRANSPARENT;
694       }
695       else if(alpha < FULLY_OPAQUE)
696       {
697         opacityType = Renderer::TRANSLUCENT;
698       }
699       else
700       {
701         opacityType = Renderer::OPAQUE;
702       }
703       break;
704     }
705     case BlendMode::OFF: // the renderer should never use blending
706     default:
707     {
708       opacityType = Renderer::OPAQUE;
709       break;
710     }
711   }
712
713   return opacityType;
714 }
715
716 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
717 {
718   if(mRegenerateUniformMap)
719   {
720     CollectedUniformMap& localMap = mCollectedUniformMap;
721     localMap.Clear();
722
723     const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
724
725     auto size = rendererUniformMap.Count();
726     if(mShader)
727     {
728       size += mShader->GetUniformMap().Count();
729     }
730
731     localMap.Reserve(size);
732     localMap.AddMappings(rendererUniformMap);
733     if(mShader)
734     {
735       localMap.AddMappings(mShader->GetUniformMap());
736     }
737     localMap.UpdateChangeCounter();
738
739     mRegenerateUniformMap = false;
740     SetUpdated(true);
741   }
742
743   uint64_t                                  hash                   = 0xc70f6907UL;
744   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = GetUniformMapDataProvider();
745   const SceneGraph::CollectedUniformMap&    collectedUniformMap    = uniformMapDataProvider.GetCollectedUniformMap();
746   for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
747   {
748     hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
749   }
750   if(mUniformsHash != hash)
751   {
752     mUniformsHash = hash;
753     SetUpdated(true);
754   }
755 }
756
757 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
758 {
759   mDrawCommands.clear();
760   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
761   mResendFlag |= RESEND_DRAW_COMMANDS;
762 }
763
764 bool Renderer::IsDirty() const
765 {
766   // Check whether the opacity property has changed
767   return (mDirtyFlag || !mOpacity.IsClean());
768 }
769
770 void Renderer::ResetDirtyFlag()
771 {
772   mDirtyFlag = false;
773
774   SetUpdated(false);
775 }
776
777 uint32_t Renderer::GetMemoryPoolCapacity()
778 {
779   return gRendererMemoryPool.GetCapacity();
780 }
781
782 void Renderer::OnMappingChanged()
783 {
784   // Properties have been registered on the base class.
785   mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
786 }
787
788 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
789 {
790   return mCollectedUniformMap;
791 }
792
793 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
794 {
795   if(mVisualProperties)
796   {
797     auto& coefficient = mVisualProperties->mCoefficient;
798
799     // TODO : We may need to get some method that visual properties changed, without hash.
800     // Or, need to call this API in PreRender side.
801
802     uint64_t hash = 0xc70f6907UL;
803
804     hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
805     hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
806     hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
807     hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
808     hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
809     hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
810
811     if(coefficient.hash != hash)
812     {
813       coefficient.hash = hash;
814
815       // VisualProperty
816       const Vector2 transformOffset         = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
817       const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
818       const Vector2 transformSize           = mVisualProperties->mTransformSize.Get(updateBufferIndex);
819       const Vector2 transformOrigin         = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
820       const Vector2 transformAnchorPoint    = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
821       const Vector2 extraSize               = mVisualProperties->mExtraSize.Get(updateBufferIndex);
822
823       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size   %5.3f %5.3f\n", transformSize.x, transformSize.y);
824       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
825       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
826       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
827       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size       %5.3f %5.3f\n", extraSize.x, extraSize.y);
828
829       // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
830       //                                    Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
831       //                            extraSize;
832       // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
833       //                                      Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
834
835       // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
836       // const Vector2 decoratedVisualSize    = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
837
838       // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
839       //                          + anchorPoint * visualSize
840       //                          + origin * uSize.xy
841       //                          + visualOffset;
842
843       // Calculate same logic of visual's vertex shader transform.
844       // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
845       // maxVertexPosition =  0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
846
847       // Update cached VisualTransformedUpdateSizeCoefficientCache
848
849       // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
850
851       // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
852       // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
853       //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
854       //    + transformOrigin
855       // CA = transformSize * transformOffsetSizeMode.zw + extraSize
856       // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
857       //    + transformOffset * transformOffsetSizeMode.xy
858       // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
859
860       coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
861       coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
862       coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
863       coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
864     }
865     if(mVisualProperties->mExtendedProperties)
866     {
867       const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
868
869       uint64_t decoratedHash = 0xc70f6907UL;
870
871       decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
872       decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
873       decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
874
875       if(coefficient.decoratedHash != decoratedHash)
876       {
877         coefficient.decoratedHash = decoratedHash;
878
879         // DecoratedVisualProperty
880         const float borderlineWidth  = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
881         const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
882         const float blurRadius       = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
883
884         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width  %5.3f\n", borderlineWidth);
885         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
886         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius       %5.3f\n", blurRadius);
887
888         // D coefficients be used only decoratedVisual.
889         // It can be calculated parallely with transform.
890
891         coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
892       }
893     }
894
895     // Calculate vertex position by coefficient
896     // It will reduce the number of operations
897
898     // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
899     // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
900
901     // When we set
902     // basicVertexPosition = XB * originalSize + CB
903     // scaleVertexPosition = XA * originalSize + CA + D
904
905     // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
906     //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
907
908     // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
909     //                  = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
910     //                  = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
911     // Cause transform matrix will think center of vertex is (0, 0)
912
913     const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
914     const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
915
916     const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
917     const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
918
919     // TODO : We need to re-generate coefficient to consitder area width/height
920     const Vector4 resultArea = Vector4(originalXY.x,
921                                        originalXY.y,
922                                        scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
923                                        scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
924
925     DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f %f %f--> %f %f %f %f\n", originalUpdateArea.x, originalUpdateArea.y, originalUpdateArea.z, originalUpdateArea.w, resultArea.x, resultArea.y, resultArea.z, resultArea.w);
926
927     return resultArea;
928   }
929   return originalUpdateArea;
930 }
931
932 } // namespace SceneGraph
933 } // namespace Internal
934 } // namespace Dali