} // unnamed namespace
#endif
-namespace
-{
-const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
-
-/**
- * @brief Find the intersection of two AABB rectangles.
- * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles.
- * @param[in] aabbA Rectangle A
- * @param[in] aabbB Rectangle B
- * @return The intersection of rectangle A & B (result is a rectangle)
- */
-inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB )
-{
- ClippingBox intersectionBox;
-
- // First calculate the largest starting positions in X and Y.
- intersectionBox.x = std::max( aabbA.x, aabbB.x );
- intersectionBox.y = std::max( aabbA.y, aabbB.y );
-
- // Now calculate the smallest ending positions, and take the largest starting
- // positions from the result, to get the width and height respectively.
- // If the two boxes do not intersect at all, then we need a 0 width and height clipping area.
- // We use max here to clamp both width and height to >= 0 for this use-case.
- intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 );
- intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 );
-
- return intersectionBox;
-}
-
-}
-
/**
* Structure to contain internal data
*/
Integration::GlSyncAbstraction& glSyncAbstraction,
Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
- Integration::StencilBufferAvailable stencilBufferAvailableParam,
- Integration::PartialUpdateAvailable partialUpdateAvailableParam )
+ Integration::StencilBufferAvailable stencilBufferAvailableParam )
: context( glAbstraction, &surfaceContextContainer ),
currentContext( &context ),
glAbstraction( glAbstraction ),
programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
stencilBufferAvailable( stencilBufferAvailableParam ),
- partialUpdateAvailable( partialUpdateAvailableParam ),
defaultSurfaceOrientation( 0 )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
- Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<GLuint> boundTextures; ///< The textures bound for rendering
Integration::GlSyncAbstraction& glSyncAbstraction,
Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable,
- Integration::PartialUpdateAvailable partialUpdateAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
manager->mImpl = new Impl( glAbstraction,
glSyncAbstraction,
glContextHelperAbstraction,
depthBufferAvailable,
- stencilBufferAvailable,
- partialUpdateAvailable );
+ stencilBufferAvailable );
return manager;
}
DALI_PRINT_RENDER_END();
}
-bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
-{
- // merge bounding
- int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
- int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
- int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
- Rect<int32_t> screenRect;
-
- bool isPartialUpdate = false;
-
- const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
- // Iterate through each render list.
-
- for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
- {
- const RenderList* renderList = instruction.GetRenderList( index );
-
- if( renderList && !renderList->IsEmpty() && renderList->IsPartialUpdateEnabled() )
- {
- const std::size_t itemCount = renderList->Count();
- for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
- {
- const RenderItem& item = renderList->GetItem( itemIndex );
-
- if( item.mPartialUpdateEnabled )
- {
- isPartialUpdate = true;
-
- screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
-
- dx1 = std::min( screenRect.x, dx1 );
- dx2 = std::max( screenRect.x + screenRect.width, dx2);
- dy1 = std::min( screenRect.y, dy1 );
- dy2 = std::max( screenRect.y + screenRect.height, dy2 );
-
- if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight )
- {
- return false;
- }
- }
- }
- }
- }
-
- if( isPartialUpdate )
- {
- if( dx1 < 0.0f )
- {
- dx1 = 0.0f;
- }
- if( dy1 < 0.0f )
- {
- dy1 = 0.0f;
- }
- if( dx2 > viewportRect.width )
- {
- dx2 = viewportRect.width;
- }
- if( dy2 > viewportRect.height )
- {
- dy2 = viewportRect.height;
- }
-
- damagedRect.x = dx1;
- damagedRect.y = dy1;
- damagedRect.width = dx2 - dx1;
- damagedRect.height = dy2 - dy1;
- }
-
- return isPartialUpdate;
-}
-
void RenderManager::DoRender( RenderInstruction& instruction )
{
Rect<int32_t> viewportRect;
Vector4 clearColor;
- bool isPartialUpdate = false;
- Dali::DamagedRect damagedRect;
- Dali::DamagedRect mergedRect;
- Dali::ClippingBox scissorBox;
- Dali::ClippingBox intersectRect;
if ( instruction.mIsClearColorSet )
{
Vector4 backgroundColor = mImpl->backgroundColor;
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
- Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
if ( instruction.mFrameBuffer != 0 )
mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
}
-
- if( surfaceFrameBuffer &&
- partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
- {
- const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
- // Iterate through each render list.
- if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
- {
- isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
- }
-
- if( !isPartialUpdate )
- {
- damagedRect = surfaceRect;
- }
-
- surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect );
-
- if( mergedRect.IsEmpty() )
- {
- isPartialUpdate = false;
- }
- else
- {
- scissorBox.x = mergedRect.x;
- scissorBox.y = mergedRect.y;
- scissorBox.width = mergedRect.width;
- scissorBox.height = mergedRect.height;
- }
- }
-
if ( surfaceFrameBuffer )
{
- mImpl->currentContext->Viewport( surfaceRect.x,
- surfaceRect.y,
- surfaceRect.width,
- surfaceRect.height );
-
+ mImpl->currentContext->Viewport( surfaceRect.x,
+ surfaceRect.y,
+ surfaceRect.width,
+ surfaceRect.height );
- mImpl->currentContext->ClearColor( backgroundColor.r,
- backgroundColor.g,
- backgroundColor.b,
- backgroundColor.a );
+ mImpl->currentContext->ClearColor( backgroundColor.r,
+ backgroundColor.g,
+ backgroundColor.b,
+ backgroundColor.a );
}
// Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
// It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
// e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
// and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
- if( isPartialUpdate )
- {
- mImpl->currentContext->SetScissorTest( true );
- mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
- }
- else
- {
- mImpl->currentContext->SetScissorTest( false );
- }
+
+ mImpl->currentContext->SetScissorTest( false );
GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
- if( isPartialUpdate )
- {
- mImpl->currentContext->SetScissorTest( false );
- }
-
-
if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
{
if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
// Clear the viewport area only
mImpl->currentContext->SetScissorTest( true );
- if( isPartialUpdate )
- {
- intersectRect = IntersectAABB( scissorBox, viewportRect );
- mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height );
- }
- else
- {
- mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
- }
+ mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
mImpl->currentContext->ColorMask( true );
mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
mImpl->currentContext->SetScissorTest( false );
depthBufferAvailable,
stencilBufferAvailable,
mImpl->boundTextures,
- surfaceOrientation,
- scissorBox );
+ surfaceOrientation );
// Synchronise the FBO/Texture access when there are multiple contexts
if ( mImpl->currentContext->IsSurfacelessContextSupported() )