Revert "[Tizen] Do not skip rendering if update required keep rendering"
[platform/core/uifw/dali-adaptor.git] / dali / internal / adaptor / common / combined-update-render-controller.cpp
index 7373ed8..3697bc4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -117,6 +117,7 @@ CombinedUpdateRenderController::CombinedUpdateRenderController(AdaptorInternalSe
   mDefaultHalfFrameNanoseconds(0u),
   mUpdateRequestCount(0u),
   mRunning(FALSE),
+  mVsyncRender(TRUE),
   mThreadId(0),
   mThreadMode(threadMode),
   mUpdateRenderRunCount(0),
@@ -145,6 +146,8 @@ CombinedUpdateRenderController::CombinedUpdateRenderController(AdaptorInternalSe
     currentSurface->SetThreadSynchronization(*this);
   }
 
+  mVsyncRender = environmentOptions.VsyncRenderRequired();
+
   mSleepTrigger = TriggerEventFactory::CreateTriggerEvent(MakeCallback(this, &CombinedUpdateRenderController::ProcessSleepRequest), TriggerEventInterface::KEEP_ALIVE_AFTER_TRIGGER);
 }
 
@@ -607,9 +610,9 @@ void CombinedUpdateRenderController::UpdateRenderThread()
         auto numberOfPrecompiledShader = precompiledShader->shaderCount;
         for(int i = 0; i < numberOfPrecompiledShader; ++i)
         {
-          auto vertexShader   = graphics.GetController().GetGlAbstraction().GetVertexShaderPrefix() + std::string(precompiledShader->vertexPrefix[i].data()) + std::string(precompiledShader->vertexShader.data());
-          auto fragmentShader = graphics.GetController().GetGlAbstraction().GetFragmentShaderPrefix() + std::string(precompiledShader->fragmentPrefix[i].data()) + std::string(precompiledShader->fragmentShader.data());
-          PreCompileShader(std::move(vertexShader), std::move(fragmentShader));
+          auto vertexShader   = graphics.GetController().GetGraphicsConfig().GetVertexShaderPrefix() + std::string(precompiledShader->vertexPrefix[i].data()) + std::string(precompiledShader->vertexShader.data());
+          auto fragmentShader = graphics.GetController().GetGraphicsConfig().GetFragmentShaderPrefix() + std::string(precompiledShader->fragmentPrefix[i].data()) + std::string(precompiledShader->fragmentShader.data());
+          PreCompileShader(std::move(vertexShader), std::move(fragmentShader), static_cast<uint32_t>(i) < precompiledShader->shaderName.size() ? std::string(precompiledShader->shaderName[i]) : "");
         }
         DALI_LOG_RELEASE_INFO("ShaderPreCompiler[ENABLE], shader count :%d \n", numberOfPrecompiledShader);
       }
@@ -623,7 +626,7 @@ void CombinedUpdateRenderController::UpdateRenderThread()
   while(UpdateRenderReady(useElapsedTime, updateRequired, timeToSleepUntil))
   {
     LOG_UPDATE_RENDER_TRACE;
-    TRACE_UPDATE_RENDER_SCOPE("DALI_UPDATE_RENDER");
+    TRACE_UPDATE_RENDER_BEGIN("DALI_UPDATE_RENDER");
 
     // For thread safe
     bool                          uploadOnly     = mUploadWithoutRendering;
@@ -733,12 +736,6 @@ void CombinedUpdateRenderController::UpdateRenderThread()
       mNotificationTrigger.Trigger();
       LOG_UPDATE_RENDER("Notification Triggered");
     }
-  
-    if(uploadOnly && (keepUpdatingStatus & Dali::Integration::KeepUpdating::STAGE_KEEP_RENDERING))
-    {
-      // Render forcely if there exist some keep rendering required.
-      uploadOnly = false;
-    }
 
     // Optional logging of update/render status
     mUpdateStatusLogger.Log(keepUpdatingStatus);
@@ -833,10 +830,6 @@ void CombinedUpdateRenderController::UpdateRenderThread()
         }
       }
     }
-    else
-    {
-      DALI_LOG_RELEASE_INFO("DALI Rendering skip (upload only)\n");
-    }
 
     TRACE_UPDATE_RENDER_BEGIN("DALI_POST_RENDER");
     if(!uploadOnly)
@@ -919,8 +912,10 @@ void CombinedUpdateRenderController::UpdateRenderThread()
       }
     }
 
+    TRACE_UPDATE_RENDER_END("DALI_UPDATE_RENDER");
+
     // Render to FBO is intended to measure fps above 60 so sleep is not wanted.
-    if(0u == renderToFboInterval)
+    if(mVsyncRender && 0u == renderToFboInterval)
     {
       TRACE_UPDATE_RENDER_SCOPE("DALI_UPDATE_RENDER_SLEEP");
       // Sleep until at least the the default frame duration has elapsed. This will return immediately if the specified end-time has already passed.
@@ -1054,7 +1049,7 @@ void CombinedUpdateRenderController::SurfaceResized(uint32_t resizedCount)
   }
 }
 
-void CombinedUpdateRenderController::PreCompileShader(std::string vertexShader, std::string fragmentShader)
+void CombinedUpdateRenderController::PreCompileShader(std::string vertexShader, std::string fragmentShader, std::string shaderName)
 {
   GraphicsInterface& graphics = mAdaptorInterfaces.GetGraphicsInterface();
 
@@ -1084,6 +1079,7 @@ void CombinedUpdateRenderController::PreCompileShader(std::string vertexShader,
 
   auto createInfo = Graphics::ProgramCreateInfo();
   createInfo.SetShaderState(shaderStates);
+  createInfo.SetName(shaderName);
 
   auto graphicsProgram = graphics.GetController().CreateProgram(createInfo, nullptr);
   ShaderPreCompiler::Get().AddPreCompiledProgram(std::move(graphicsProgram));