/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
#include <dali/internal/render/common/render-list.h>
#include <dali/internal/render/common/render-instruction.h>
#include <dali/internal/render/gl-resources/context.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
+#include <dali/internal/render/renderers/render-renderer.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
using Dali::Internal::SceneGraph::RenderItem;
using Dali::Internal::SceneGraph::RenderList;
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 };
+
+} // Unnamed namespace
+
/**
- * 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] frameTime The elapsed time between the last two updates.
- * @param[in] viewMatrix The view matrix from the appropriate camera.
- * @param[in] projectionMatrix The projection matrix from the appropriate camera.
- * @param[in] cullMode True if the renderers should be subjected to clipspace culling
+ * 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 ProcessRenderList( const RenderList& renderList,
- Context& context,
- SceneGraph::Shader& defaultShader,
- BufferIndex bufferIndex,
- float frameTime,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- bool cullMode )
+inline void SetScissorTest( const RenderList& renderList, Context& context )
{
- DALI_PRINT_RENDER_LIST( renderList );
-
// Scissor testing
if( renderList.IsClipping() )
{
context.SetScissorTest( true );
const Dali::ClippingBox& clip = renderList.GetClippingBox();
- context.Scissor(clip.x, clip.y, clip.width, clip.height);
+ context.Scissor( clip.x, clip.y, clip.width, clip.height );
}
else
{
context.SetScissorTest( false );
}
+}
- const unsigned int renderFlags = renderList.GetFlags();
+/**
+ * @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] lastStencilDepth The stencil depth of the last renderer drawn.
+ * @param[in/out] lastClippingId The clipping ID of the last renderer drawn.
+ */
+inline void SetupClipping( const RenderItem& item, Context& context, uint32_t& lastStencilDepth, uint32_t& lastClippingId )
+{
+ const Dali::Internal::SceneGraph::Node* node = item.mNode;
+ const uint32_t clippingId = node->GetClippingId();
- bool setDepthTest = ( ( renderFlags & RenderList::DEPTH_TEST ) != 0u );
- bool depthMask = ( ( renderFlags & RenderList::DEPTH_WRITE ) != 0u );
+ // Turn the color buffer on as we always want to render this renderer, regardless of clipping hierarchy.
+ context.ColorMask( true );
- GLbitfield clearMask = ( renderFlags & RenderList::DEPTH_CLEAR ) ? GL_DEPTH_BUFFER_BIT : 0u;
+ // 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.SetDepthTest( setDepthTest );
- context.DepthMask( depthMask );
+ const ClippingMode::Type clippingMode( node->GetClippingMode() );
+ const uint32_t currentStencilDepth( node->GetClippingDepth() );
- // Stencil testing, writing, and clearing...
- const bool enableStencilTest( renderFlags & RenderList::STENCIL_TEST );
- const bool enableStencilWrite( renderFlags & RenderList::STENCIL_WRITE );
+ context.EnableStencilBuffer( true );
- context.SetStencilTest( enableStencilTest );
+ // 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 << currentStencilDepth ) - 1u;
- if( enableStencilTest )
+ // If we have a clipping mode specified, we are writing to the stencil buffer.
+ if( clippingMode != ClippingMode::DISABLED )
{
- context.StencilFunc( (enableStencilWrite ? GL_ALWAYS : GL_EQUAL), 1, 0xFF );
- context.StencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ // 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 )
+ {
+ // 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 );
+ }
+ else if( ( currentStencilDepth < lastStencilDepth ) || ( clippingId != lastClippingId ) )
+ {
+ // 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
+ // 2) We are at the same stencil depth but the clipping Id has changed.
+ //
+ // 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 );
+ }
+
+ // 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.
+ lastStencilDepth = currentStencilDepth;
+ 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;
- clearMask |= (renderFlags & RenderList::STENCIL_CLEAR) ? GL_STENCIL_BUFFER_BIT : 0u;
+ 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, 0xff );
+ context.StencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
+ }
+}
- // Write to stencil buffer or color buffer, but not both
- context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
- context.ColorMask( !enableStencilWrite );
+/**
+ * @brief Set up the stencil and color buffer based on the current Renderers properties.
+ * @param[in] item The current RenderItem about to be rendered
+ * @param[in] context The context
+ * @param[in/out] usedStencilBuffer True if the stencil buffer has been used so far within this RenderList. Used by StencilMode::ON.
+ * @param[in/out] lastStencilDepth The stencil depth of the last renderer drawn. Used by the clipping feature.
+ * @param[in/out] lastClippingId The clipping ID of the last renderer drawn. Used by the clipping feature.
+ */
+inline void SetupStencilBuffer( const RenderItem& item, Context& context, bool& usedStencilBuffer, uint32_t& lastStencilDepth, uint32_t& lastClippingId )
+{
+ const Renderer *renderer = item.mRenderer;
- // Clear depth and/or stencil buffer.
- if( clearMask )
+ // 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.
+ RenderMode::Type renderMode = renderer->GetRenderMode();
+ switch( renderMode )
{
- context.Clear( clearMask );
+ case RenderMode::AUTO:
+ {
+ // The automatic clipping feature will manage the stencil functions and color buffer mask.
+ SetupClipping( item, context, lastStencilDepth, lastClippingId );
+ break;
+ }
+
+ case RenderMode::NONE:
+ case RenderMode::COLOR:
+ {
+ // The stencil buffer will not be used at all.
+ context.EnableStencilBuffer( false );
+
+ // Setup the color buffer based on the RenderMode.
+ context.ColorMask( renderMode == RenderMode::COLOR );
+ return;
+ break; // Break statement for consistency (although return will be called instead).
+ }
+
+ case RenderMode::STENCIL:
+ case RenderMode::COLOR_STENCIL:
+ {
+ // 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;
+ }
}
+}
- size_t count = renderList.Count();
- for ( size_t index = 0; index < count; ++index )
+/**
+ * @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 Initialise 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 )
{
- const RenderItem& item = renderList.GetItem( index );
+ // The depth buffer must be enabled if either reading or writing.
+ context.EnableDepthBuffer( true );
+
+ // Set up the depth mask based on our depth write setting.
+ context.DepthMask( enableDepthWrite );
+ // 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 ) )
+ {
+ // 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.Clear( GL_DEPTH_BUFFER_BIT, Context::CHECK_CACHED_VALUES );
+ }
+ }
+ else
+ {
+ // The depth buffer is not being used by this renderer, so we must disable it to stop it being tested.
+ context.EnableDepthBuffer( false );
+ }
+}
+
+/**
+ * @brief 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 );
+
+ SetScissorTest( renderList, context );
+
+ // 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( !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && renderList.HasColorRenderItems() );
+ const std::size_t count = renderList.Count();
+ uint32_t lastStencilDepth( 0u );
+ uint32_t lastClippingId( 0u );
+ bool usedStencilBuffer( false );
+ bool firstDepthBufferUse( true );
+
+ for( size_t index( 0u ); index < count; ++index )
+ {
+ const RenderItem& item = renderList.GetItem( index );
DALI_PRINT_RENDER_ITEM( item );
- SceneGraph::Renderer* renderer = const_cast< SceneGraph::Renderer* >( item.GetRenderer() );
- const Matrix& modelViewMatrix = item.GetModelViewMatrix();
+ // Set up the depth buffer based on per-renderer flags.
+ // 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 behaviour 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.
+ SetupDepthBuffer( item, context, autoDepthTestMode, firstDepthBufferUse );
- renderer->Render( bufferIndex, defaultShader, modelViewMatrix, viewMatrix, projectionMatrix, frameTime, cullMode );
+ // Set up the stencil buffer 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.
+ SetupStencilBuffer( item, context, usedStencilBuffer, lastStencilDepth, lastClippingId );
+
+ item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
+ item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
}
}
void ProcessRenderInstruction( const RenderInstruction& instruction,
Context& context,
+ SceneGraph::TextureCache& textureCache,
SceneGraph::Shader& defaultShader,
- BufferIndex bufferIndex,
- float frameTime )
+ BufferIndex bufferIndex )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, 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 )
{
const RenderList* renderList = instruction.GetRenderList( index );
- if( renderList &&
- !renderList->IsEmpty() )
+ if( renderList && !renderList->IsEmpty() )
{
- ProcessRenderList( *renderList, context, defaultShader, bufferIndex, frameTime, *viewMatrix, *projectionMatrix, instruction.mCullMode );
+ ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix );
}
}
}