/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
// INTERNAL INCLUDES
#include <dali/internal/render/common/render-debug.h>
-#include <dali/internal/render/common/render-list.h>
#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/common/render-list.h>
#include <dali/internal/render/gl-resources/context.h>
#include <dali/internal/render/renderers/render-renderer.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
+using Dali::Internal::SceneGraph::RenderInstruction;
using Dali::Internal::SceneGraph::RenderItem;
using Dali::Internal::SceneGraph::RenderList;
using Dali::Internal::SceneGraph::RenderListContainer;
-using Dali::Internal::SceneGraph::RenderInstruction;
namespace Dali
{
-
namespace Internal
{
-
namespace Render
{
+namespace
+{
+// Table for fast look-up of Dali::DepthFunction enum to a GL depth function.
+// Note: These MUST be in the same order as Dali::DepthFunction enum.
+const int DaliDepthToGLDepthTable[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL};
+
+// Table for fast look-up of Dali::StencilFunction enum to a GL stencil function.
+// Note: These MUST be in the same order as Dali::StencilFunction enum.
+const int DaliStencilFunctionToGL[] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
+
+// Table for fast look-up of Dali::StencilOperation enum to a GL stencil operation.
+// Note: These MUST be in the same order as Dali::StencilOperation enum.
+const int DaliStencilOperationToGL[] = {GL_ZERO, GL_KEEP, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP};
+
+inline Graphics::Viewport ViewportFromClippingBox(ClippingBox clippingBox, int orientation)
+{
+ Graphics::Viewport viewport{static_cast<float>(clippingBox.x), static_cast<float>(clippingBox.y), static_cast<float>(clippingBox.width), static_cast<float>(clippingBox.height), 0.0f, 0.0f};
+
+ if(orientation == 90 || orientation == 270)
+ {
+ viewport.width = static_cast<float>(clippingBox.height);
+ viewport.height = static_cast<float>(clippingBox.width);
+ }
+ return viewport;
+}
+
+inline Graphics::Rect2D RecalculateRect(Graphics::Rect2D rect, int orientation, Graphics::Viewport viewport)
+{
+ Graphics::Rect2D newRect;
+
+ // scissor's value should be set based on the default system coordinates.
+ // when the surface is rotated, the input valus already were set with the rotated angle.
+ // So, re-calculation is needed.
+ if(orientation == 90)
+ {
+ newRect.x = viewport.height - (rect.y + rect.height);
+ newRect.y = rect.x;
+ newRect.width = rect.height;
+ newRect.height = rect.width;
+ }
+ else if(orientation == 180)
+ {
+ newRect.x = viewport.width - (rect.x + rect.width);
+ newRect.y = viewport.height - (rect.y + rect.height);
+ newRect.width = rect.width;
+ newRect.height = rect.height;
+ }
+ else if(orientation == 270)
+ {
+ newRect.x = rect.y;
+ newRect.y = viewport.width - (rect.x + rect.width);
+ newRect.width = rect.height;
+ newRect.height = rect.width;
+ }
+ else
+ {
+ newRect.x = rect.x;
+ newRect.y = rect.y;
+ newRect.width = rect.width;
+ newRect.height = rect.height;
+ }
+ return newRect;
+}
+
+inline Graphics::Rect2D Rect2DFromClippingBox(ClippingBox clippingBox, int orientation, Graphics::Viewport viewport)
+{
+ Graphics::Rect2D rect2D{clippingBox.x, clippingBox.y, static_cast<uint32_t>(abs(clippingBox.width)), static_cast<uint32_t>(abs(clippingBox.height))};
+ return RecalculateRect(rect2D, orientation, viewport);
+}
+
+inline Graphics::Rect2D Rect2DFromRect(Dali::Rect<int> rect, int orientation, Graphics::Viewport viewport)
+{
+ Graphics::Rect2D rect2D{rect.x, rect.y, static_cast<uint32_t>(abs(rect.width)), static_cast<uint32_t>(abs(rect.height))};
+ return RecalculateRect(rect2D, orientation, viewport);
+}
+
+/**
+ * @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;
+}
/**
- * Helper to set the depth function
- * @param[in] context The GL context
- * @param[in] depthFunction The depth function
+ * @brief Set up the stencil and color buffer for automatic clipping (StencilMode::AUTO).
+ * @param[in] item The current RenderItem about to be rendered
+ * @param[in] context The context
+ * @param[in/out] lastClippingDepth The stencil depth of the last renderer drawn.
+ * @param[in/out] lastClippingId The clipping ID of the last renderer drawn.
*/
-inline void SetDepthFunction( Context& context, DepthFunction::Type depthFunction )
+inline void SetupStencilClipping(const RenderItem& item, Context& context, uint32_t& lastClippingDepth, uint32_t& lastClippingId)
{
- switch( depthFunction )
+ const Dali::Internal::SceneGraph::Node* node = item.mNode;
+ const uint32_t clippingId = node->GetClippingId();
+ // If there is no clipping Id, then either we haven't reached a clipping Node yet, or there aren't any.
+ // Either way we can skip clipping setup for this renderer.
+ if(clippingId == 0u)
+ {
+ // Exit immediately if there are no clipping actions to perform (EG. we have not yet hit a clipping node).
+ context.EnableStencilBuffer(false);
+ return;
+ }
+
+ context.EnableStencilBuffer(true);
+
+ const uint32_t clippingDepth = node->GetClippingDepth();
+
+ // Pre-calculate a mask which has all bits set up to and including the current clipping depth.
+ // EG. If depth is 3, the mask would be "111" in binary.
+ const uint32_t currentDepthMask = (1u << clippingDepth) - 1u;
+
+ // Are we are writing to the stencil buffer?
+ if(item.mNode->GetClippingMode() == Dali::ClippingMode::CLIP_CHILDREN)
{
- case DepthFunction::OFF:
+ // We are writing to the stencil buffer.
+ // If clipping Id is 1, this is the first clipping renderer within this render-list.
+ if(clippingId == 1u)
{
- context.EnableDepthBuffer( false );
- break;
+ // We are enabling the stencil-buffer for the first time within this render list.
+ // Clear the buffer at this point.
+ context.StencilMask(0xff);
+ context.Clear(GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
}
- case DepthFunction::NEVER:
+ else if((clippingDepth < lastClippingDepth) ||
+ ((clippingDepth == lastClippingDepth) && (clippingId > lastClippingId)))
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_NEVER );
- break;
+ // The above if() statement tests if we need to clear some (not all) stencil bit-planes.
+ // We need to do this if either of the following are true:
+ // 1) We traverse up the scene-graph to a previous stencil depth
+ // 2) We are at the same stencil depth but the clipping Id has increased.
+ //
+ // This calculation takes the new depth to move to, and creates an inverse-mask of that number of consecutive bits.
+ // This has the effect of clearing everything except the bit-planes up to (and including) our current depth.
+ const uint32_t stencilClearMask = (currentDepthMask >> 1u) ^ 0xff;
+
+ context.StencilMask(stencilClearMask);
+ context.Clear(GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
}
- case DepthFunction::ALWAYS:
+
+ // We keep track of the last clipping Id and depth so we can determine when we are
+ // moving back up the scene graph and require some of the stencil bit-planes to be deleted.
+ lastClippingDepth = clippingDepth;
+ lastClippingId = clippingId;
+
+ // We only ever write to bit-planes up to the current depth as we may need
+ // to erase individual bit-planes and revert to a previous clipping area.
+ // Our reference value for testing (in StencilFunc) is written to to the buffer, but we actually
+ // want to test a different value. IE. All the bit-planes up to but not including the current depth.
+ // So we use the Mask parameter of StencilFunc to mask off the top bit-plane when testing.
+ // Here we create our test mask to innore the top bit of the reference test value.
+ // As the mask is made up of contiguous "1" values, we can do this quickly with a bit-shift.
+ const uint32_t testMask = currentDepthMask >> 1u;
+
+ context.StencilFunc(GL_EQUAL, currentDepthMask, testMask); // Test against existing stencil bit-planes. All must match up to (but not including) this depth.
+ context.StencilMask(currentDepthMask); // Write to the new stencil bit-plane (the other previous bit-planes are also written to).
+ context.StencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ }
+ else
+ {
+ // We are reading from the stencil buffer. Set up the stencil accordingly
+ // This calculation sets all the bits up to the current depth bit.
+ // This has the effect of testing that the pixel being written to exists in every bit-plane up to the current depth.
+ context.StencilFunc(GL_EQUAL, currentDepthMask, currentDepthMask);
+ context.StencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ }
+}
+
+/**
+ * @brief Sets up the depth buffer for reading and writing based on the current render item.
+ * The items read and write mode are used if specified.
+ * - If AUTO is selected for reading, the decision will be based on the Layer Behavior.
+ * - If AUTO is selected for writing, the decision will be based on the items opacity.
+ * @param[in] item The RenderItem to set up the depth buffer for.
+ * @param[in] context The context used to execute GL commands.
+ * @param[in] depthTestEnabled True if depth testing has been enabled.
+ * @param[in/out] firstDepthBufferUse Initialize to true on the first call, this method will set it to false afterwards.
+ */
+inline void SetupDepthBuffer(const RenderItem& item, Context& context, bool depthTestEnabled, bool& firstDepthBufferUse)
+{
+ // Set up whether or not to write to the depth buffer.
+ const DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
+ // Most common mode (AUTO) is tested first.
+ const bool enableDepthWrite = ((depthWriteMode == DepthWriteMode::AUTO) && depthTestEnabled && item.mIsOpaque) ||
+ (depthWriteMode == DepthWriteMode::ON);
+
+ // Set up whether or not to read from (test) the depth buffer.
+ const DepthTestMode::Type depthTestMode = item.mRenderer->GetDepthTestMode();
+ // Most common mode (AUTO) is tested first.
+ const bool enableDepthTest = ((depthTestMode == DepthTestMode::AUTO) && depthTestEnabled) ||
+ (depthTestMode == DepthTestMode::ON);
+
+ // Is the depth buffer in use?
+ if(enableDepthWrite || enableDepthTest)
+ {
+ // The depth buffer must be enabled if either reading or writing.
+ context.EnableDepthBuffer(true);
+
+ // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
+ context.DepthFunc(DaliDepthToGLDepthTable[item.mRenderer->GetDepthFunction()]);
+
+ // If this is the first use of the depth buffer this RenderTask, perform a clear.
+ // Note: We could do this at the beginning of the RenderTask and rely on the
+ // context cache to ignore the clear if not required, but, we would have to enable
+ // the depth buffer to do so, which could be a redundant enable.
+ if(DALI_UNLIKELY(firstDepthBufferUse))
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_ALWAYS );
- break;
+ // This is the first time the depth buffer is being written to or read.
+ firstDepthBufferUse = false;
+
+ // Note: The buffer will only be cleared if written to since a previous clear.
+ context.DepthMask(true);
+ context.Clear(GL_DEPTH_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
}
- case DepthFunction::LESS:
+
+ // Set up the depth mask based on our depth write setting.
+ context.DepthMask(enableDepthWrite);
+ }
+ else
+ {
+ // The depth buffer is not being used by this renderer, so we must disable it to stop it being tested.
+ context.EnableDepthBuffer(false);
+ }
+}
+
+} // Unnamed namespace
+
+/**
+ * @brief This method is responsible for making decisions on when to apply and unapply scissor clipping, and what rectangular dimensions should be used.
+ * A stack of scissor clips at each depth of clipping is maintained, so it can be applied and unapplied.
+ * As the clips are hierarchical, this RenderItems AABB is clipped against the current "active" scissor bounds via an intersection operation.
+ * @param[in] item The current RenderItem about to be rendered
+ * @param[in] context The context
+ * @param[in] instruction The render-instruction to process.
+ */
+inline void RenderAlgorithms::SetupScissorClipping(const RenderItem& item, Context& context, const RenderInstruction& instruction)
+{
+ // Get the number of child scissors in the stack (do not include layer or root box).
+ size_t childStackDepth = mScissorStack.size() - 1u;
+ const uint32_t scissorDepth = item.mNode->GetScissorDepth();
+ const bool clippingNode = item.mNode->GetClippingMode() == Dali::ClippingMode::CLIP_TO_BOUNDING_BOX;
+ bool traversedUpTree = false;
+
+ // If we are using scissor clipping and we are at the same depth (or less), we need to undo previous clips.
+ // We do this by traversing up the scissor clip stack and then apply the appropriate clip for the current render item.
+ // To know this, we use clippingDepth. This value is set on *every* node, but only increased as clipping nodes are hit depth-wise.
+ // So we know if we are at depth 4 and the stackDepth is 5, that we have gone up.
+ // If the depth is the same then we are effectively part of a different sub-tree from the parent, we must also remove the current clip.
+ // Note: Stack depth must always be at least 1, as we will have the layer or stage size as the root value.
+ if((childStackDepth > 0u) && (scissorDepth < childStackDepth))
+ {
+ while(scissorDepth < childStackDepth)
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_LESS );
- break;
+ mScissorStack.pop_back();
+ --childStackDepth;
}
- case DepthFunction::GREATER:
+
+ // We traversed up the tree, we need to apply a new scissor rectangle (unless we are at the root).
+ traversedUpTree = true;
+ }
+ if(clippingNode && childStackDepth > 0u && childStackDepth == scissorDepth) // case of sibling clip area
+ {
+ mScissorStack.pop_back();
+ --childStackDepth;
+ }
+
+ // If we are on a clipping node, or we have traveled up the tree and gone back past a clipping node, may need to apply a new scissor clip.
+ if(clippingNode || traversedUpTree)
+ {
+ // First, check if we are a clipping node.
+ if(clippingNode)
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_GREATER );
- break;
+ // This is a clipping node. We generate the AABB for this node and intersect it with the previous intersection further up the tree.
+
+ // Get the AABB bounding box for the current render item.
+ const ClippingBox scissorBox(item.CalculateViewportSpaceAABB(item.mSize, mViewportRectangle.width, mViewportRectangle.height));
+
+ // Get the AABB for the parent item that we must intersect with.
+ const ClippingBox& parentBox(mScissorStack.back());
+
+ // We must reduce the clipping area based on the parents area to allow nested clips. This is a set intersection function.
+ // We add the new scissor box to the stack so we can return to it if needed.
+ mScissorStack.emplace_back(IntersectAABB(parentBox, scissorBox));
}
- case DepthFunction::EQUAL:
+
+ // The scissor test is enabled if we have any children on the stack, OR, if there are none but it is a user specified layer scissor box.
+ // IE. It is not enabled if we are at the top of the stack and the layer does not have a specified clipping box.
+ const bool scissorEnabled = (mScissorStack.size() > 0u) || mHasLayerScissor;
+
+ // Enable the scissor test based on the above calculation
+ context.SetScissorTest(scissorEnabled);
+
+ // If scissor is enabled, we use the calculated screen-space coordinates (now in the stack).
+ if(scissorEnabled)
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_EQUAL );
- break;
+ ClippingBox useScissorBox(mScissorStack.back());
+
+ if(instruction.mFrameBuffer && instruction.GetCamera()->IsYAxisInverted())
+ {
+ useScissorBox.y = (instruction.mFrameBuffer->GetHeight() - useScissorBox.height) - useScissorBox.y;
+ }
+ context.Scissor(useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height);
}
- case DepthFunction::NOT_EQUAL:
+ }
+}
+
+inline void RenderAlgorithms::SetupClipping(const RenderItem& item,
+ Context& context,
+ bool& usedStencilBuffer,
+ uint32_t& lastClippingDepth,
+ uint32_t& lastClippingId,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ const RenderInstruction& instruction)
+{
+ RenderMode::Type renderMode = RenderMode::AUTO;
+ const Renderer* renderer = item.mRenderer;
+ if(renderer)
+ {
+ renderMode = renderer->GetRenderMode();
+ }
+
+ // Setup the stencil using either the automatic clipping feature, or, the manual per-renderer stencil API.
+ // Note: This switch is in order of most likely value first.
+ switch(renderMode)
+ {
+ case RenderMode::AUTO:
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_NOTEQUAL );
+ // Turn the color buffer on as we always want to render this renderer, regardless of clipping hierarchy.
+ context.ColorMask(true);
+
+ // The automatic clipping feature will manage the scissor and stencil functions, only if stencil buffer is available for the latter.
+ // As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip.
+ // We process both based on our current and old clipping depths for each mode.
+ // Both methods with return rapidly if there is nothing to be done for that type of clipping.
+ SetupScissorClipping(item, context, instruction);
+
+ if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ SetupStencilClipping(item, context, lastClippingDepth, lastClippingId);
+ }
break;
}
- case DepthFunction::LESS_EQUAL:
+
+ case RenderMode::NONE:
+ case RenderMode::COLOR:
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_LEQUAL );
+ // No clipping is performed for these modes.
+ // Note: We do not turn off scissor clipping as it may be used for the whole layer.
+ // The stencil buffer will not be used at all, but we only need to disable it if it's available.
+ if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ context.EnableStencilBuffer(false);
+ }
+
+ // Setup the color buffer based on the RenderMode.
+ context.ColorMask(renderMode == RenderMode::COLOR);
break;
}
- case DepthFunction::GREATER_EQUAL:
+
+ case RenderMode::STENCIL:
+ case RenderMode::COLOR_STENCIL:
{
- context.EnableDepthBuffer( true );
- context.DepthFunc( GL_GEQUAL );
+ if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ // We are using the low-level Renderer Stencil API.
+ // The stencil buffer must be enabled for every renderer with stencil mode on, as renderers in between can disable it.
+ // Note: As the command state is cached, it is only sent when needed.
+ context.EnableStencilBuffer(true);
+
+ // Setup the color buffer based on the RenderMode.
+ context.ColorMask(renderMode == RenderMode::COLOR_STENCIL);
+
+ // If this is the first use of the stencil buffer within this RenderList, clear it (this avoids unnecessary clears).
+ if(!usedStencilBuffer)
+ {
+ context.Clear(GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
+ usedStencilBuffer = true;
+ }
+
+ // Setup the stencil buffer based on the renderers properties.
+ context.StencilFunc(DaliStencilFunctionToGL[renderer->GetStencilFunction()],
+ renderer->GetStencilFunctionReference(),
+ renderer->GetStencilFunctionMask());
+ context.StencilOp(DaliStencilOperationToGL[renderer->GetStencilOperationOnFail()],
+ DaliStencilOperationToGL[renderer->GetStencilOperationOnZFail()],
+ DaliStencilOperationToGL[renderer->GetStencilOperationOnZPass()]);
+ context.StencilMask(renderer->GetStencilMask());
+ }
break;
}
}
}
-/**
- * Sets up the scissor test if required.
- * @param[in] renderList The render list from which to get the clipping flag
- * @param[in] context The context
- */
-inline void SetScissorTest( const RenderList& renderList, Context& context )
+inline void RenderAlgorithms::ProcessRenderList(const RenderList& renderList,
+ Context& context,
+ BufferIndex bufferIndex,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<Graphics::Texture*>& boundTextures,
+ const RenderInstruction& instruction,
+ const Rect<int32_t>& viewport,
+ const Rect<int>& rootClippingRect,
+ int orientation)
{
- // Scissor testing
- if( renderList.IsClipping() )
+ DALI_PRINT_RENDER_LIST(renderList);
+
+ // Note: The depth buffer is enabled or disabled on a per-renderer basis.
+ // Here we pre-calculate the value to use if these modes are set to AUTO.
+ const bool autoDepthTestMode((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE) &&
+ !(renderList.GetSourceLayer()->IsDepthTestDisabled()) &&
+ renderList.HasColorRenderItems());
+ const std::size_t count = renderList.Count();
+ uint32_t lastClippingDepth(0u);
+ uint32_t lastClippingId(0u);
+ bool usedStencilBuffer(false);
+ bool firstDepthBufferUse(true);
+
+ if(!mGraphicsCommandBuffer)
{
- context.SetScissorTest( true );
-
- const Dali::ClippingBox& clip = renderList.GetClippingBox();
- context.Scissor(clip.x, clip.y, clip.width, clip.height);
+ mGraphicsCommandBuffer = mGraphicsController.CreateCommandBuffer(
+ Graphics::CommandBufferCreateInfo()
+ .SetLevel(Graphics::CommandBufferLevel::SECONDARY),
+ nullptr);
}
else
{
- context.SetScissorTest( false );
+ mGraphicsCommandBuffer->Reset();
}
-}
-/**
- * Sets the render flags for depth testing and stencil buffer
- *
- * @param[in] renderList The render list from which to get the render flags
- * @param[in] context The context
- */
-inline void SetRenderFlags( const RenderList& renderList, Context& context )
-{
- const unsigned int renderFlags = renderList.GetFlags();
+ mViewportRectangle = viewport;
+ mGraphicsCommandBuffer->SetViewport(ViewportFromClippingBox(mViewportRectangle, orientation));
+ mHasLayerScissor = false;
+
+ // Setup Scissor testing (for both viewport and per-node scissor)
+ mScissorStack.clear();
- if( ( renderFlags & RenderList::DEPTH_BUFFER_ENABLED ) != 0u )
+ // Add root clipping rect (set manually for Render function by partial update for example)
+ // on the bottom of the stack
+ if(!rootClippingRect.IsEmpty())
{
- //Enable depth testing
- context.EnableDepthBuffer( true );
+ Graphics::Viewport graphicsViewport = ViewportFromClippingBox(mViewportRectangle, 0);
+ mGraphicsCommandBuffer->SetScissorTestEnable(true);
+ mGraphicsCommandBuffer->SetScissor(Rect2DFromRect(rootClippingRect, orientation, graphicsViewport));
+ mScissorStack.push_back(rootClippingRect);
}
- else
+ // We are not performing a layer clip and no clipping rect set. Add the viewport as the root scissor rectangle.
+ else if(!renderList.IsClipping())
{
- //Disable depth test and depth write
- context.EnableDepthBuffer( false );
- context.DepthMask( false );
+ mGraphicsCommandBuffer->SetScissorTestEnable(false);
+ mScissorStack.push_back(mViewportRectangle);
}
- GLbitfield clearMask = ( renderFlags & RenderList::DEPTH_CLEAR ) ? GL_DEPTH_BUFFER_BIT : 0u;
-
- // Stencil enabled, writing, and clearing...
- const bool enableStencilBuffer( renderFlags & RenderList::STENCIL_BUFFER_ENABLED );
- const bool enableStencilWrite( renderFlags & RenderList::STENCIL_WRITE );
- context.EnableStencilBuffer( enableStencilBuffer );
- if( enableStencilBuffer )
+ if(renderList.IsClipping())
{
- context.StencilFunc( (enableStencilWrite ? GL_ALWAYS : GL_EQUAL), 1, 0xFF );
- context.StencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
-
- clearMask |= (renderFlags & RenderList::STENCIL_CLEAR) ? GL_STENCIL_BUFFER_BIT : 0u;
+ Graphics::Viewport graphicsViewport = ViewportFromClippingBox(mViewportRectangle, 0);
+ mGraphicsCommandBuffer->SetScissorTestEnable(true);
+ const ClippingBox& layerScissorBox = renderList.GetClippingBox();
+ mGraphicsCommandBuffer->SetScissor(Rect2DFromClippingBox(layerScissorBox, orientation, graphicsViewport));
+ mScissorStack.push_back(layerScissorBox);
+ mHasLayerScissor = true;
}
- // Write to stencil buffer or color buffer, but not both
- context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
- context.ColorMask( !enableStencilWrite );
+ // Submit scissor/viewport
+ Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH};
+ submitInfo.cmdBuffer.push_back(mGraphicsCommandBuffer.get());
+ mGraphicsController.SubmitCommandBuffers(submitInfo);
- // Clear depth and/or stencil buffer.
- if( clearMask )
+ // Loop through all RenderList in the RenderList, set up any prerequisites to render them, then perform the render.
+ for(uint32_t index = 0u; index < count; ++index)
{
- // only clear if the depth and/or stencil buffer have been written to after a previous clear
- context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
- }
-}
+ const RenderItem& item = renderList.GetItem(index);
+ // Discard renderers outside the root clipping rect
+ bool skip = true;
+ if(!rootClippingRect.IsEmpty())
+ {
+ auto rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, mViewportRectangle.width, mViewportRectangle.height);
-/**
- * Process a render-list.
- * @param[in] renderList The render-list to process.
- * @param[in] context The GL context.
- * @param[in] defaultShader The default shader to use.
- * @param[in] buffer The current render buffer index (previous update buffer)
- * @param[in] viewMatrix The view matrix from the appropriate camera.
- * @param[in] projectionMatrix The projection matrix from the appropriate camera.
- */
-inline void ProcessRenderList(
- const RenderList& renderList,
- Context& context,
- SceneGraph::TextureCache& textureCache,
- SceneGraph::Shader& defaultShader,
- BufferIndex bufferIndex,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix )
-{
- DALI_PRINT_RENDER_LIST( renderList );
+ if(rect.Intersect(rootClippingRect))
+ {
+ skip = false;
+ }
+ }
+ else
+ {
+ skip = false;
+ }
- SetScissorTest( renderList, context );
- SetRenderFlags( renderList, context );
+ DALI_PRINT_RENDER_ITEM(item);
- if( renderList.HasColorRenderItems() )
- {
- bool depthBufferEnabled = ( ( renderList.GetFlags() & RenderList::DEPTH_BUFFER_ENABLED ) != 0u );
- size_t count = renderList.Count();
+ // Set up clipping based on both the Renderer and Actor APIs.
+ // The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used.
+ SetupClipping(item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, instruction);
- if( depthBufferEnabled )
+ if(DALI_LIKELY(item.mRenderer))
{
- for ( size_t index = 0; index < count; ++index )
+ // Set up the depth buffer based on per-renderer flags if depth buffer is available
+ // If the per renderer flags are set to "ON" or "OFF", they will always override any Layer depth mode or
+ // draw-mode state, such as Overlays.
+ // If the flags are set to "AUTO", the behavior then depends on the type of renderer. Overlay Renderers will always
+ // disable depth testing and writing. Color Renderers will enable them if the Layer does.
+ if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
{
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
-
- DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
- context.DepthMask( ( depthWriteMode == DepthWriteMode::AUTO && item.mIsOpaque ) ||
- ( depthWriteMode == DepthWriteMode::ON ) );
-
- SetDepthFunction( context, item.mRenderer->GetDepthFunction() );
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ SetupDepthBuffer(item, context, autoDepthTestMode, firstDepthBufferUse);
}
- }
- else
- {
- for ( size_t index = 0; index < count; ++index )
+
+ // Depending on whether the renderer has draw commands attached or not the rendering process will
+ // iterate through all the render queues. If there are no draw commands attached, only one
+ // iteration must be done and the default behaviour of the renderer will be executed.
+ // The queues allow to iterate over the same renderer multiple times changing the state of the renderer.
+ // It is similar to the multi-pass rendering.
+ if(!skip)
{
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ auto const MAX_QUEUE = item.mRenderer->GetDrawCommands().empty() ? 1 : DevelRenderer::RENDER_QUEUE_MAX;
+ for(auto queue = 0u; queue < MAX_QUEUE; ++queue)
+ {
+ // Render the item.
+ item.mRenderer->Render(context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures, instruction, queue);
+ }
}
}
}
- else
- {
- size_t count = renderList.Count();
- for ( size_t index = 0; index < count; ++index )
- {
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
-
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
- }
+}
- }
+RenderAlgorithms::RenderAlgorithms(Graphics::Controller& graphicsController)
+: mGraphicsController(graphicsController),
+ mViewportRectangle(),
+ mHasLayerScissor(false)
+{
}
-void ProcessRenderInstruction( const RenderInstruction& instruction,
- Context& context,
- SceneGraph::TextureCache& textureCache,
- SceneGraph::Shader& defaultShader,
- BufferIndex bufferIndex )
+void RenderAlgorithms::ProcessRenderInstruction(const RenderInstruction& instruction,
+ Context& context,
+ BufferIndex bufferIndex,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<Graphics::Texture*>& boundTextures,
+ const Rect<int32_t>& viewport,
+ const Rect<int>& rootClippingRect,
+ int orientation)
{
- DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
+ DALI_PRINT_RENDER_INSTRUCTION(instruction, bufferIndex);
- const Matrix* viewMatrix = instruction.GetViewMatrix( bufferIndex );
- const Matrix* projectionMatrix = instruction.GetProjectionMatrix( bufferIndex );
+ const Matrix* viewMatrix = instruction.GetViewMatrix(bufferIndex);
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix(bufferIndex);
- DALI_ASSERT_DEBUG( NULL != viewMatrix );
- DALI_ASSERT_DEBUG( NULL != projectionMatrix );
+ DALI_ASSERT_DEBUG(viewMatrix);
+ DALI_ASSERT_DEBUG(projectionMatrix);
- if( NULL != viewMatrix &&
- NULL != projectionMatrix )
+ if(viewMatrix && projectionMatrix)
{
const RenderListContainer::SizeType count = instruction.RenderListCount();
// Iterate through each render list in order. If a pair of render lists
// are marked as interleaved, then process them together.
- for( RenderListContainer::SizeType index = 0; index < count; ++index )
+ for(RenderListContainer::SizeType index = 0; index < count; ++index)
{
- const RenderList* renderList = instruction.GetRenderList( index );
+ const RenderList* renderList = instruction.GetRenderList(index);
- if( renderList &&
- !renderList->IsEmpty() )
+ if(renderList && !renderList->IsEmpty())
{
- ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix );
+ ProcessRenderList(*renderList,
+ context,
+ bufferIndex,
+ *viewMatrix,
+ *projectionMatrix,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ boundTextures,
+ instruction, //added for reflection effect
+ viewport,
+ rootClippingRect,
+ orientation);
}
}
}