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-material.h>
26 #include <dali/internal/render/shaders/scene-graph-shader.h>
27 #include <dali/internal/render/renderers/render-new-renderer.h>
28 #include <dali/internal/render/data-providers/node-data-provider.h>
29 #include <dali/internal/update/resources/complete-status-manager.h>
30 #include <dali/internal/update/nodes/node.h>
31 #include <dali/internal/update/resources/resource-tracker.h>
32 #include <dali/internal/render/queue/render-queue.h>
33 #include <dali/internal/common/internal-constants.h>
36 namespace // unnamed namespace
39 const unsigned int UNIFORM_MAP_READY = 0;
40 const unsigned int COPY_UNIFORM_MAP = 1;
41 const unsigned int REGENERATE_UNIFORM_MAP = 2;
43 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
45 // Iterate thru uniformMap.
46 // Any maps that aren't in localMap should be added in a single step
47 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
49 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
51 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
54 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
56 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
57 if( map->uniformNameHash == nameHash )
59 if( map->uniformName == uniformMap[i].uniformName )
68 // it's a new mapping. Add raw ptr to temporary list
69 newUniformMappings.PushBack( &uniformMap[i] );
73 if( newUniformMappings.Count() > 0 )
75 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
77 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
78 end = newUniformMappings.End() ;
82 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
83 localMap.PushBack( map );
85 //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
103 mRegenerateUniformMap(0),
104 mResendDataProviders(false),
105 mResendGeometry(false),
106 mHasUntrackedResources(false),
107 mFinishedResourceAcquisition(false),
108 mResourcesReady(false),
111 mUniformMapChanged[0]=false;
112 mUniformMapChanged[1]=false;
114 // Observe our own PropertyOwner's uniform map
115 AddUniformMapObserver( *this );
118 Renderer::~Renderer()
122 mMaterial->RemoveConnectionObserver(*this);
127 mGeometry->RemoveConnectionObserver(*this);
132 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
134 mMaterial->PrepareRender( updateBufferIndex );
136 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
138 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
139 DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
141 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
143 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
146 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
147 AddMappings( localMap, rendererUniformMap );
149 AddMappings( localMap, mMaterial->GetUniformMap() );
150 AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
151 AddMappings( localMap, mGeometry->GetUniformMap() );
154 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
156 // Copy old map into current map
157 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
158 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
160 localMap.Resize( oldMap.Count() );
162 unsigned int index=0;
163 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
165 localMap[index] = *iter;
169 mUniformMapChanged[updateBufferIndex] = true;
170 mRegenerateUniformMap--;
173 if( mResendDataProviders )
175 RenderDataProvider* dataProvider = NewRenderDataProvider();
177 // Tell renderer about a new provider
178 // @todo MESH_REWORK Should we instead create a new renderer when these change?
180 typedef MessageValue1< Render::NewRenderer, OwnerPointer<RenderDataProvider> > DerivedType;
181 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
182 new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetRenderDataProvider, dataProvider );
183 mResendDataProviders = false;
186 if( mResendGeometry )
188 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
189 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
191 typedef MessageValue1< Render::NewRenderer, RenderGeometry* > DerivedType;
192 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
194 new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetGeometry, geometry );
195 mResendGeometry = false;
199 void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
201 DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
203 mMaterial = material;
204 mMaterial->AddConnectionObserver( *this );
205 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
207 mResendDataProviders = true;
210 void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
212 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
215 mGeometry->RemoveConnectionObserver(*this);
216 mGeometry->OnRendererDisconnect();
219 mGeometry = geometry;
220 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
221 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
225 mResendGeometry = true;
229 void Renderer::SetDepthIndex( int depthIndex )
231 mDepthIndex = depthIndex;
234 //Called when a node with this renderer is added to the stage
235 void Renderer::OnStageConnect()
240 RenderDataProvider* dataProvider = NewRenderDataProvider();
242 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
243 mRenderer = Render::NewRenderer::New( dataProvider, renderGeometry );
244 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
245 mResendDataProviders = false;
246 mResendGeometry = false;
250 //Called when the node with this renderer has gone out of the stage
251 void Renderer::OnStageDisconnect()
254 if( mReferenceCount == 0 )
256 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
259 mGeometry->OnRendererDisconnect();
265 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
266 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
268 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
269 mSceneController = &sceneController;
273 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
274 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
276 //Remove renderer from RenderManager
279 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
281 mSceneController = NULL;
285 RenderDataProvider* Renderer::NewRenderDataProvider()
287 RenderDataProvider* dataProvider = new RenderDataProvider();
289 dataProvider->mMaterialDataProvider = mMaterial;
290 dataProvider->mUniformMapDataProvider = this;
291 dataProvider->mShader = mMaterial->GetShader();
293 size_t textureCount( mMaterial->GetTextureCount() );
294 dataProvider->mTextures.resize( textureCount );
295 for( unsigned int i(0); i<textureCount; ++i )
297 dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
298 mMaterial->GetTextureId(i),
299 mMaterial->GetTextureSampler(i));
305 Render::Renderer& Renderer::GetRenderer()
310 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
312 return mCollectedUniformMap[bufferIndex];
315 void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
317 mHasUntrackedResources = false;
318 mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
320 DALI_ASSERT_DEBUG( mSceneController );
322 CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
323 mResourcesReady = false;
325 mFinishedResourceAcquisition = false;
327 // Can only be considered ready when all the scene graph objects are connected to the renderer
328 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
329 ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
331 unsigned int completeCount = 0;
332 unsigned int neverCount = 0;
333 unsigned int frameBufferCount = 0;
335 size_t textureCount( mMaterial->GetTextureCount() );
336 if( textureCount > 0 )
338 unsigned int opaqueCount = 0;
339 for( unsigned int i(0); i<textureCount; ++i )
341 ResourceId textureId = mMaterial->GetTextureId(i);
342 BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
343 if( metaData.IsFullyOpaque() )
348 switch( completeStatusManager.GetStatus( textureId ) )
350 case CompleteStatusManager::NOT_READY:
352 if( metaData.GetIsFramebuffer() )
356 if( completeStatusManager.FindResourceTracker(textureId) != NULL )
359 std::size_t numTrackedResources = mTrackedResources.Count();
360 for( size_t i=0; i < numTrackedResources; ++i )
362 if(mTrackedResources[i] == textureId)
370 mTrackedResources.PushBack( textureId );
375 mHasUntrackedResources = true;
380 case CompleteStatusManager::COMPLETE:
386 case CompleteStatusManager::NEVER:
393 mMaterial->SetTexturesRequireBlending( opaqueCount != textureCount );
396 // We are ready if all samplers are complete, or those that aren't are framebuffers
397 // We are complete if all samplers are either complete or will nmResendGeometryever complete
398 mResourcesReady = ( completeCount + frameBufferCount >= textureCount ) ;
399 mFinishedResourceAcquisition = ( completeCount + neverCount >= textureCount );
403 void Renderer::GetReadyAndComplete(bool& ready, bool& complete) const
405 ready = mResourcesReady;
408 CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
410 std::size_t numTrackedResources = mTrackedResources.Count();
411 if( mHasUntrackedResources || numTrackedResources == 0 )
413 complete = mFinishedResourceAcquisition;
417 // If there are tracked resources and no untracked resources, test the trackers
418 bool trackersComplete = true;
419 for( size_t i=0; i < numTrackedResources; ++i )
421 ResourceId id = mTrackedResources[i];
422 ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
423 if( tracker && ! tracker->IsComplete() )
425 trackersComplete = false;
430 complete = mFinishedResourceAcquisition || trackersComplete;
434 // Called by ProcessRenderTasks after DoPrepareRender
435 bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
439 if( mMaterial != NULL )
441 Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
442 switch( blendPolicy )
444 case Material::OPAQUE:
449 case Material::TRANSPARENT:
454 case Material::USE_ACTOR_COLOR:
456 opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
465 void Renderer::ConnectionsChanged( PropertyOwner& object )
467 // One of our child objects has changed it's connections. Ensure the uniform
468 // map gets regenerated during PrepareRender
469 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
471 // Ensure the child object pointers get re-sent to the renderer
472 mResendDataProviders = true;
475 void Renderer::ConnectedUniformMapChanged()
477 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
480 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
482 // The mappings are either from PropertyOwner base class, or the Actor
483 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
486 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
488 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
492 else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
498 } // namespace SceneGraph
499 } // namespace Internal