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-geometry.h>
25 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
26 #include <dali/internal/render/shaders/scene-graph-shader.h>
27 #include <dali/internal/render/renderers/render-renderer.h>
28 #include <dali/internal/render/data-providers/node-data-provider.h>
29 #include <dali/internal/update/nodes/node.h>
30 #include <dali/internal/render/queue/render-queue.h>
31 #include <dali/internal/common/internal-constants.h>
32 #include <dali/internal/common/memory-pool-object-allocator.h>
35 namespace // unnamed namespace
38 const unsigned int UNIFORM_MAP_READY = 0;
39 const unsigned int COPY_UNIFORM_MAP = 1;
40 const unsigned int REGENERATE_UNIFORM_MAP = 2;
42 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
43 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
45 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
47 // Iterate thru uniformMap.
48 // Any maps that aren't in localMap should be added in a single step
49 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
51 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
53 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
56 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
58 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
59 if( map->uniformNameHash == nameHash )
61 if( map->uniformName == uniformMap[i].uniformName )
70 // it's a new mapping. Add raw ptr to temporary list
71 newUniformMappings.PushBack( &uniformMap[i] );
75 if( newUniformMappings.Count() > 0 )
77 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
79 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
80 end = newUniformMappings.End() ;
84 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
85 localMap.PushBack( map );
90 // flags for resending data to renderer
93 RESEND_DATA_PROVIDER = 1,
94 RESEND_GEOMETRY = 1 << 1,
95 RESEND_FACE_CULLING_MODE = 1 << 2,
96 RESEND_BLEND_COLOR = 1 << 3,
97 RESEND_BLEND_BIT_MASK = 1 << 4,
98 RESEND_PREMULTIPLIED_ALPHA = 1 << 5
110 Renderer* Renderer::New()
112 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
116 :mSceneController(0),
123 mFaceCullingMode( Dali::Renderer::NONE ),
124 mBlendingMode( Dali::BlendingMode::AUTO ),
126 mRegenerateUniformMap(0),
128 mResourcesReady(false),
129 mFinishedResourceAcquisition(false),
132 mUniformMapChanged[0]=false;
133 mUniformMapChanged[1]=false;
135 // Observe our own PropertyOwner's uniform map
136 AddUniformMapObserver( *this );
139 Renderer::~Renderer()
143 mTextureSet->RemoveConnectionObserver(*this);
148 mGeometry->RemoveConnectionObserver(*this);
153 mShader->RemoveConnectionObserver(*this);
159 void Renderer::operator delete( void* ptr )
161 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
165 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
167 mResourcesReady = false;
168 mFinishedResourceAcquisition = false;
170 // Can only be considered ready when all the scene graph objects are connected to the renderer
171 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) && ( mShader ) )
175 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
179 mResourcesReady = true;
180 mFinishedResourceAcquisition = true;
184 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
186 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
187 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
189 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
191 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
194 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
195 AddMappings( localMap, rendererUniformMap );
199 AddMappings( localMap, mTextureSet->GetUniformMap() );
202 AddMappings( localMap, mShader->GetUniformMap() );
203 AddMappings( localMap, mGeometry->GetUniformMap() );
206 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
208 // Copy old map into current map
209 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
210 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
212 localMap.Resize( oldMap.Count() );
214 unsigned int index=0;
215 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
217 localMap[index] = *iter;
221 mUniformMapChanged[updateBufferIndex] = true;
222 mRegenerateUniformMap--;
225 if( mResendFlag == 0 )
230 if( mResendFlag & RESEND_DATA_PROVIDER )
232 RenderDataProvider* dataProvider = NewRenderDataProvider();
234 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
235 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
236 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
237 mResendFlag &= ~RESEND_DATA_PROVIDER;
240 if( mResendFlag & RESEND_GEOMETRY )
242 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
243 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
245 typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
246 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
248 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
249 mResendFlag &= ~RESEND_GEOMETRY;
252 if( mResendFlag & RESEND_FACE_CULLING_MODE )
254 typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
255 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
256 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
257 mResendFlag &= ~RESEND_FACE_CULLING_MODE;
260 if( mResendFlag & RESEND_BLEND_BIT_MASK )
262 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
263 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
264 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
265 mResendFlag &= ~RESEND_BLEND_BIT_MASK;
268 if( mResendFlag & RESEND_BLEND_COLOR )
270 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
271 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
272 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
273 mResendFlag &= ~RESEND_BLEND_COLOR;
276 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
278 typedef MessageValue1< Render::Renderer, bool > DerivedType;
279 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
280 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
281 mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
285 void Renderer::SetTextures( TextureSet* textureSet )
287 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
291 mTextureSet->RemoveConnectionObserver(*this);
294 mTextureSet = textureSet;
295 mTextureSet->AddConnectionObserver( *this );
296 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
297 mResendFlag |= RESEND_DATA_PROVIDER;
300 void Renderer::SetShader( Shader* shader )
302 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
306 mShader->RemoveConnectionObserver(*this);
310 mShader->AddConnectionObserver( *this );
311 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
312 mResendFlag |= RESEND_DATA_PROVIDER;
315 void Renderer::SetGeometry( Geometry* geometry )
317 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
320 mGeometry->RemoveConnectionObserver(*this);
321 mGeometry->OnRendererDisconnect();
324 mGeometry = geometry;
325 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
326 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
330 mResendFlag |= RESEND_GEOMETRY;
334 void Renderer::SetDepthIndex( int depthIndex )
336 mDepthIndex = depthIndex;
339 void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
341 mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
342 mResendFlag |= RESEND_FACE_CULLING_MODE;
345 void Renderer::SetBlendingMode( unsigned int blendingMode )
347 mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
350 void Renderer::SetBlendingOptions( unsigned int options )
352 if( mBlendBitmask != options)
354 mBlendBitmask = options;
355 mResendFlag |= RESEND_BLEND_BIT_MASK;
359 void Renderer::SetBlendColor( const Vector4& blendColor )
363 mBlendColor = new Vector4( blendColor );
367 *mBlendColor = blendColor;
370 mResendFlag |= RESEND_BLEND_COLOR;
373 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
375 mPremultipledAlphaEnabled = preMultipled;
376 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
379 //Called when a node with this renderer is added to the stage
380 void Renderer::OnStageConnect()
385 RenderDataProvider* dataProvider = NewRenderDataProvider();
387 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
388 mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
389 mBlendBitmask, mBlendColor,
390 static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
391 mPremultipledAlphaEnabled );
392 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
397 //Called when the node with this renderer has gone out of the stage
398 void Renderer::OnStageDisconnect()
401 if( mReferenceCount == 0 )
403 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
406 mGeometry->OnRendererDisconnect();
412 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
413 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
415 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
416 mSceneController = &sceneController;
420 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
421 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
423 //Remove renderer from RenderManager
426 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
428 mSceneController = NULL;
432 RenderDataProvider* Renderer::NewRenderDataProvider()
434 RenderDataProvider* dataProvider = new RenderDataProvider();
436 dataProvider->mUniformMapDataProvider = this;
437 dataProvider->mShader = mShader;
441 size_t textureCount( mTextureSet->GetTextureCount() );
442 dataProvider->mTextures.resize( textureCount );
443 for( unsigned int i(0); i<textureCount; ++i )
445 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
446 mTextureSet->GetTextureSampler(i));
453 Render::Renderer& Renderer::GetRenderer()
458 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
460 return mCollectedUniformMap[bufferIndex];
463 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
465 ready = mResourcesReady;
466 complete = mFinishedResourceAcquisition;
469 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
471 Renderer::Opacity opacity = Renderer::OPAQUE;
473 switch( mBlendingMode )
475 case BlendingMode::ON: // If the renderer should always be use blending
477 opacity = Renderer::TRANSLUCENT;
480 case BlendingMode::AUTO:
482 bool shaderRequiresBlending( mShader->GeometryHintEnabled( Dali::ShaderEffect::HINT_BLENDING ) );
483 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
485 opacity = Renderer::TRANSLUCENT;
487 else // renderer should determine opacity using the actor color
489 float alpha = node.GetWorldColor( updateBufferIndex ).a;
490 if( alpha <= FULLY_TRANSPARENT )
492 opacity = TRANSPARENT;
494 else if( alpha <= FULLY_OPAQUE )
496 opacity = TRANSLUCENT;
501 case BlendingMode::OFF: // the renderer should never use blending
504 opacity = Renderer::OPAQUE;
513 void Renderer::ConnectionsChanged( PropertyOwner& object )
515 // One of our child objects has changed it's connections. Ensure the uniform
516 // map gets regenerated during PrepareRender
517 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
519 // Ensure the child object pointers get re-sent to the renderer
520 mResendFlag |= RESEND_DATA_PROVIDER;
523 void Renderer::ConnectedUniformMapChanged()
525 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
528 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
530 // The mappings are either from PropertyOwner base class, or the Actor
531 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
534 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
536 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
540 else if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
544 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
550 } // namespace SceneGraph
551 } // namespace Internal