Merge "Updated all code to new format" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2021 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/queue/render-queue.h>
26 #include <dali/internal/render/renderers/render-geometry.h>
27 #include <dali/internal/render/shaders/program.h>
28 #include <dali/internal/render/shaders/scene-graph-shader.h>
29 #include <dali/internal/update/controllers/render-message-dispatcher.h>
30 #include <dali/internal/update/controllers/scene-controller.h>
31 #include <dali/internal/update/nodes/node.h>
32 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
33
34 namespace Dali
35 {
36 namespace Internal
37 {
38 namespace SceneGraph
39 {
40 namespace // unnamed namespace
41 {
42 const uint32_t UNIFORM_MAP_READY      = 0;
43 const uint32_t COPY_UNIFORM_MAP       = 1;
44 const uint32_t REGENERATE_UNIFORM_MAP = 2;
45
46 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
47 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
48
49 void AddMappings(CollectedUniformMap& localMap, const UniformMap& uniformMap)
50 {
51   // Iterate thru uniformMap.
52   // Any maps that aren't in localMap should be added in a single step
53
54   // keep a static vector to avoid temporary heap allocation.
55   // As this function gets called only from update thread we don't have to
56   // make it thread safe (so no need to keep a thread_local variable).
57   static CollectedUniformMap newUniformMappings;
58
59   newUniformMappings.Clear();
60
61   for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
62   {
63     bool found = false;
64
65     for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
66     {
67       const UniformPropertyMapping& map = (*iter);
68       if(map.uniformName == uniformMap[i].uniformName)
69       {
70         found = true;
71         break;
72       }
73     }
74     if(!found)
75     {
76       newUniformMappings.PushBack(uniformMap[i]);
77     }
78   }
79
80   if(newUniformMappings.Count() > 0)
81   {
82     localMap.Reserve(localMap.Count() + newUniformMappings.Count());
83
84     for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
85                                       end  = newUniformMappings.End();
86         iter != end;
87         ++iter)
88     {
89       const UniformPropertyMapping& map = (*iter);
90       localMap.PushBack(map);
91     }
92   }
93 }
94
95 // Flags for re-sending data to renderer.
96 enum Flags
97 {
98   RESEND_GEOMETRY                    = 1 << 0,
99   RESEND_FACE_CULLING_MODE           = 1 << 1,
100   RESEND_BLEND_COLOR                 = 1 << 2,
101   RESEND_BLEND_BIT_MASK              = 1 << 3,
102   RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
103   RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
104   RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
105   RESEND_DEPTH_WRITE_MODE            = 1 << 7,
106   RESEND_DEPTH_TEST_MODE             = 1 << 8,
107   RESEND_DEPTH_FUNCTION              = 1 << 9,
108   RESEND_RENDER_MODE                 = 1 << 10,
109   RESEND_STENCIL_FUNCTION            = 1 << 11,
110   RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
111   RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
112   RESEND_STENCIL_MASK                = 1 << 14,
113   RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
114   RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
115   RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
116   RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
117   RESEND_SHADER                      = 1 << 19,
118   RESEND_DRAW_COMMANDS               = 1 << 20
119 };
120
121 } // Anonymous namespace
122
123 Renderer* Renderer::New()
124 {
125   return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
126 }
127
128 Renderer::Renderer()
129 : mSceneController(nullptr),
130   mRenderer(nullptr),
131   mTextureSet(nullptr),
132   mGeometry(nullptr),
133   mShader(nullptr),
134   mRenderDataProvider(nullptr),
135   mBlendColor(nullptr),
136   mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
137   mIndexedDrawFirstElement(0u),
138   mIndexedDrawElementsCount(0u),
139   mBlendBitmask(0u),
140   mRegenerateUniformMap(0u),
141   mResendFlag(0u),
142   mDepthFunction(DepthFunction::LESS),
143   mFaceCullingMode(FaceCullingMode::NONE),
144   mBlendMode(BlendMode::AUTO),
145   mDepthWriteMode(DepthWriteMode::AUTO),
146   mDepthTestMode(DepthTestMode::AUTO),
147   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
148   mPremultipledAlphaEnabled(false),
149   mOpacity(1.0f),
150   mDepthIndex(0)
151 {
152   mUniformMapChanged[0] = false;
153   mUniformMapChanged[1] = false;
154
155   // Observe our own PropertyOwner's uniform map
156   AddUniformMapObserver(*this);
157 }
158
159 Renderer::~Renderer()
160 {
161   if(mTextureSet)
162   {
163     mTextureSet->RemoveObserver(this);
164     mTextureSet = nullptr;
165   }
166   if(mShader)
167   {
168     mShader->RemoveConnectionObserver(*this);
169     mShader = nullptr;
170   }
171 }
172
173 void Renderer::operator delete(void* ptr)
174 {
175   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
176 }
177
178 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
179 {
180   if(mRegenerateUniformMap == UNIFORM_MAP_READY)
181   {
182     mUniformMapChanged[updateBufferIndex] = false;
183   }
184   else
185   {
186     if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
187     {
188       CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
189       localMap.Clear();
190
191       const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
192
193       auto size = rendererUniformMap.Count();
194
195       if(mShader)
196       {
197         size += mShader->GetUniformMap().Count();
198       }
199
200       localMap.Reserve(size);
201
202       AddMappings(localMap, rendererUniformMap);
203
204       if(mShader)
205       {
206         AddMappings(localMap, mShader->GetUniformMap());
207       }
208     }
209     else if(mRegenerateUniformMap == COPY_UNIFORM_MAP)
210     {
211       // Copy old map into current map
212       CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
213       CollectedUniformMap& oldMap   = mCollectedUniformMap[1 - updateBufferIndex];
214
215       localMap.Resize(oldMap.Count());
216
217       uint32_t index = 0;
218       for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
219       {
220         localMap[index] = *iter;
221       }
222     }
223
224     mUniformMapChanged[updateBufferIndex] = true;
225     mRegenerateUniformMap--;
226   }
227
228   bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
229
230   if(mResendFlag != 0)
231   {
232     if(mResendFlag & RESEND_GEOMETRY)
233     {
234       typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
235       uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236       new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
237     }
238
239     if(mResendFlag & RESEND_DRAW_COMMANDS)
240     {
241       using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
242       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
244     }
245
246     if(mResendFlag & RESEND_FACE_CULLING_MODE)
247     {
248       using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
249       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250       new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
251     }
252
253     if(mResendFlag & RESEND_BLEND_BIT_MASK)
254     {
255       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
256       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
258     }
259
260     if(mResendFlag & RESEND_BLEND_COLOR)
261     {
262       using DerivedType = MessageValue1<Render::Renderer, Vector4>;
263       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
265     }
266
267     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
268     {
269       using DerivedType = MessageValue1<Render::Renderer, bool>;
270       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271       new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
272     }
273
274     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
275     {
276       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
277       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
279     }
280
281     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
282     {
283       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
284       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
286     }
287
288     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
289     {
290       using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
291       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
292       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
293     }
294
295     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
296     {
297       using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
298       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
299       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
300     }
301
302     if(mResendFlag & RESEND_DEPTH_FUNCTION)
303     {
304       using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
305       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
306       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
307     }
308
309     if(mResendFlag & RESEND_RENDER_MODE)
310     {
311       using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
312       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
313       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
314     }
315
316     if(mResendFlag & RESEND_STENCIL_FUNCTION)
317     {
318       using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
319       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
320       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
321     }
322
323     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
324     {
325       using DerivedType = MessageValue1<Render::Renderer, int>;
326       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
327       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
328     }
329
330     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
331     {
332       using DerivedType = MessageValue1<Render::Renderer, int>;
333       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
334       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
335     }
336
337     if(mResendFlag & RESEND_STENCIL_MASK)
338     {
339       using DerivedType = MessageValue1<Render::Renderer, int>;
340       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
341       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
342     }
343
344     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
345     {
346       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
347       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
348       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
349     }
350
351     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
352     {
353       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
354       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
355       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
356     }
357
358     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
359     {
360       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
361       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
362       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
363     }
364
365     if(mResendFlag & RESEND_SHADER)
366     {
367       using DerivedType = MessageValue1<Render::Renderer, bool>;
368       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
369       new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
370     }
371
372     mResendFlag = 0;
373   }
374
375   return rendererUpdated;
376 }
377
378 void Renderer::SetTextures(TextureSet* textureSet)
379 {
380   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
381
382   if(mTextureSet)
383   {
384     mTextureSet->RemoveObserver(this);
385   }
386
387   mTextureSet = textureSet;
388   mTextureSet->AddObserver(this);
389   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
390
391   UpdateTextureSet();
392 }
393
394 void Renderer::SetShader(Shader* shader)
395 {
396   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
397
398   if(mShader)
399   {
400     mShader->RemoveConnectionObserver(*this);
401   }
402
403   mShader = shader;
404   mShader->AddConnectionObserver(*this);
405   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
406   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
407
408   if(mRenderDataProvider)
409   {
410     mRenderDataProvider->mShader = mShader;
411   }
412 }
413
414 void Renderer::SetGeometry(Render::Geometry* geometry)
415 {
416   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
417   mGeometry = geometry;
418
419   if(mRenderer)
420   {
421     mResendFlag |= RESEND_GEOMETRY;
422   }
423 }
424
425 void Renderer::SetDepthIndex(int depthIndex)
426 {
427   mDepthIndex = depthIndex;
428 }
429
430 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
431 {
432   mFaceCullingMode = faceCullingMode;
433   mResendFlag |= RESEND_FACE_CULLING_MODE;
434 }
435
436 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
437 {
438   return mFaceCullingMode;
439 }
440
441 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
442 {
443   mBlendMode = blendingMode;
444 }
445
446 BlendMode::Type Renderer::GetBlendMode() const
447 {
448   return mBlendMode;
449 }
450
451 void Renderer::SetBlendingOptions(uint32_t options)
452 {
453   if(mBlendBitmask != options)
454   {
455     mBlendBitmask = options;
456     mResendFlag |= RESEND_BLEND_BIT_MASK;
457   }
458 }
459
460 uint32_t Renderer::GetBlendingOptions() const
461 {
462   return mBlendBitmask;
463 }
464
465 void Renderer::SetBlendColor(const Vector4& blendColor)
466 {
467   if(blendColor == Color::TRANSPARENT)
468   {
469     mBlendColor = nullptr;
470   }
471   else
472   {
473     if(!mBlendColor)
474     {
475       mBlendColor = new Vector4(blendColor);
476     }
477     else
478     {
479       *mBlendColor = blendColor;
480     }
481   }
482
483   mResendFlag |= RESEND_BLEND_COLOR;
484 }
485
486 Vector4 Renderer::GetBlendColor() const
487 {
488   if(mBlendColor)
489   {
490     return *mBlendColor;
491   }
492   return Color::TRANSPARENT;
493 }
494
495 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
496 {
497   mIndexedDrawFirstElement = firstElement;
498   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
499 }
500
501 uint32_t Renderer::GetIndexedDrawFirstElement() const
502 {
503   return mIndexedDrawFirstElement;
504 }
505
506 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
507 {
508   mIndexedDrawElementsCount = elementsCount;
509   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
510 }
511
512 uint32_t Renderer::GetIndexedDrawElementsCount() const
513 {
514   return mIndexedDrawElementsCount;
515 }
516
517 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
518 {
519   mPremultipledAlphaEnabled = preMultipled;
520   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
521 }
522
523 bool Renderer::IsPreMultipliedAlphaEnabled() const
524 {
525   return mPremultipledAlphaEnabled;
526 }
527
528 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
529 {
530   mDepthWriteMode = depthWriteMode;
531   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
532 }
533
534 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
535 {
536   return mDepthWriteMode;
537 }
538
539 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
540 {
541   mDepthTestMode = depthTestMode;
542   mResendFlag |= RESEND_DEPTH_TEST_MODE;
543 }
544
545 DepthTestMode::Type Renderer::GetDepthTestMode() const
546 {
547   return mDepthTestMode;
548 }
549
550 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
551 {
552   mDepthFunction = depthFunction;
553   mResendFlag |= RESEND_DEPTH_FUNCTION;
554 }
555
556 DepthFunction::Type Renderer::GetDepthFunction() const
557 {
558   return mDepthFunction;
559 }
560
561 void Renderer::SetRenderMode(RenderMode::Type mode)
562 {
563   mStencilParameters.renderMode = mode;
564   mResendFlag |= RESEND_RENDER_MODE;
565 }
566
567 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
568 {
569   mStencilParameters.stencilFunction = stencilFunction;
570   mResendFlag |= RESEND_STENCIL_FUNCTION;
571 }
572
573 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
574 {
575   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
576   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
577 }
578
579 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
580 {
581   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
582   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
583 }
584
585 void Renderer::SetStencilMask(int stencilMask)
586 {
587   mStencilParameters.stencilMask = stencilMask;
588   mResendFlag |= RESEND_STENCIL_MASK;
589 }
590
591 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
592 {
593   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
594   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
595 }
596
597 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
598 {
599   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
600   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
601 }
602
603 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
604 {
605   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
606   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
607 }
608
609 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
610 {
611   return mStencilParameters;
612 }
613
614 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
615 {
616   mOpacity.Bake(updateBufferIndex, opacity);
617 }
618
619 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
620 {
621   return mOpacity[updateBufferIndex];
622 }
623
624 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
625 {
626   mRenderingBehavior = renderingBehavior;
627 }
628
629 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
630 {
631   return mRenderingBehavior;
632 }
633
634 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
635 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
636 {
637   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
638   mSceneController      = &sceneController;
639
640   mRenderDataProvider                          = new RenderDataProvider(mOpacity);
641   mRenderDataProvider->mUniformMapDataProvider = this;
642
643   mRenderer = Render::Renderer::New(mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
644
645   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
646   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
647 }
648
649 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
650 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
651 {
652   //Remove renderer from RenderManager
653   if(mRenderer)
654   {
655     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
656     mRenderer = nullptr;
657   }
658   mSceneController    = nullptr;
659   mRenderDataProvider = nullptr;
660 }
661
662 void Renderer::UpdateTextureSet()
663 {
664   if(mRenderDataProvider)
665   {
666     if(mTextureSet)
667     {
668       uint32_t textureCount = mTextureSet->GetTextureCount();
669       mRenderDataProvider->mTextures.resize(textureCount);
670       mRenderDataProvider->mSamplers.resize(textureCount);
671       for(uint32_t i = 0; i < textureCount; ++i)
672       {
673         mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
674         mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
675       }
676     }
677     else
678     {
679       mRenderDataProvider->mTextures.clear();
680       mRenderDataProvider->mSamplers.clear();
681     }
682   }
683 }
684
685 Render::Renderer& Renderer::GetRenderer()
686 {
687   return *mRenderer;
688 }
689
690 const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
691 {
692   return mCollectedUniformMap[bufferIndex];
693 }
694
695 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
696 {
697   Renderer::OpacityType opacityType = Renderer::OPAQUE;
698
699   switch(mBlendMode)
700   {
701     case BlendMode::ON: // If the renderer should always be use blending
702     {
703       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
704       if(alpha <= FULLY_TRANSPARENT)
705       {
706         opacityType = Renderer::TRANSPARENT;
707       }
708       else
709       {
710         opacityType = Renderer::TRANSLUCENT;
711       }
712       break;
713     }
714     case BlendMode::AUTO:
715     {
716       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
717       {
718         opacityType = Renderer::TRANSLUCENT;
719         break;
720       }
721
722       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
723       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
724       {
725         opacityType = Renderer::TRANSLUCENT;
726       }
727
728       // renderer should determine opacity using the actor color
729       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
730       if(alpha <= FULLY_TRANSPARENT)
731       {
732         opacityType = Renderer::TRANSPARENT;
733       }
734       else if(alpha <= FULLY_OPAQUE)
735       {
736         opacityType = Renderer::TRANSLUCENT;
737       }
738
739       break;
740     }
741     case BlendMode::OFF: // the renderer should never use blending
742     default:
743     {
744       opacityType = Renderer::OPAQUE;
745       break;
746     }
747   }
748
749   return opacityType;
750 }
751
752 void Renderer::TextureSetChanged()
753 {
754   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
755
756   UpdateTextureSet();
757 }
758
759 void Renderer::TextureSetDeleted()
760 {
761   mTextureSet = nullptr;
762
763   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
764
765   UpdateTextureSet();
766 }
767
768 void Renderer::ConnectionsChanged(PropertyOwner& object)
769 {
770   // One of our child objects has changed it's connections. Ensure the uniform
771   // map gets regenerated during PrepareRender
772   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
773 }
774
775 void Renderer::ConnectedUniformMapChanged()
776 {
777   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
778 }
779
780 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
781 {
782   // The mappings are either from PropertyOwner base class, or the Actor
783   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
784 }
785
786 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
787 {
788   if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
789   {
790     mShader = nullptr;
791   }
792 }
793
794 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
795 {
796   mDrawCommands.clear();
797   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
798   mResendFlag |= RESEND_DRAW_COMMANDS;
799 }
800
801 } // namespace SceneGraph
802 } // namespace Internal
803 } // namespace Dali