/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
// 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
+/**
+ * @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;
+}
/**
- * 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
+ * @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 SetScissorTest( const RenderList& renderList, Context& context )
+inline void SetupStencilClipping( const RenderItem& item, Context& context, uint32_t& lastClippingDepth, uint32_t& lastClippingId )
{
- // Scissor testing
- if( renderList.IsClipping() )
+ 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 )
{
- context.SetScissorTest( true );
+ // 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();
- const Dali::ClippingBox& clip = renderList.GetClippingBox();
- context.Scissor(clip.x, clip.y, clip.width, clip.height);
+ // 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 )
+ {
+ // 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( ( clippingDepth < lastClippingDepth ) ||
+ ( ( clippingDepth == lastClippingDepth ) && ( 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 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 );
+ }
+
+ // 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
{
- context.SetScissorTest( false );
+ // 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 );
}
}
/**
- * Sets the render flags for the stencil buffer and clears all required buffers (depth and stencil if required).
- * @param[in] renderList The render list from which to get the render flags
- * @param[in] context The context
- * @param[in] depthTestEnabled True if depth test is enabled for the layer
- * @param[in] isLayer3D True if the layer is a 3D layer
+ * @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 SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled, bool isLayer3D )
+inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool depthTestEnabled, bool& firstDepthBufferUse )
{
- const unsigned int renderFlags = renderList.GetFlags();
- GLbitfield clearMask = 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 )
+ // 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 )
{
- context.StencilFunc( ( enableStencilWrite ? GL_ALWAYS : GL_EQUAL ), 1, 0xFF );
- context.StencilOp( GL_KEEP, GL_REPLACE, GL_REPLACE );
+ // The depth buffer must be enabled if either reading or writing.
+ context.EnableDepthBuffer( true );
- // Write to stencil buffer or color buffer, but not both.
- // These should only be set if the Actor::DrawMode is managing the stencil (and color) buffer.
- context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
- context.ColorMask( !enableStencilWrite );
+ // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
+ context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
- clearMask |= ( renderFlags & RenderList::STENCIL_CLEAR ) ? GL_STENCIL_BUFFER_BIT : 0u;
- }
+ // 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;
- // Enable and Clear the depth buffer if required.
- // DepthTest must be enabled for the layer, else testing is turned off.
- if( !depthTestEnabled )
+ // 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 );
+ }
+
+ // 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 );
}
- else if( renderList.HasColorRenderItems() || isLayer3D ) // Also, within the context of this if(), depth test is enabled.
- {
+}
- clearMask |= GL_DEPTH_BUFFER_BIT;
- // We need to enable the depth buffer to clear it.
- // Subsequently it is enabled and disabled on a per-RenderItem basis.
- // If we do not have color renderers, this is only done for 3D layers.
- context.EnableDepthBuffer( true );
- }
+} // Unnamed namespace
- // Clear Depth and/or stencil buffers as required.
- // Note: The buffers will only be cleared if written to since a previous clear.
- context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
-}
/**
- * @brief This method sets up the stencil and color buffer based on the current Renderers flags.
+ * @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/out] usedStencilBuffer True if the stencil buffer has been used so far within this RenderList
- * @param[in] stencilManagedByDrawMode True if the stencil and color buffer is being managed by DrawMode::STENCIL
*/
-inline void SetupPerRendererFlags( const RenderItem& item, Context& context, bool& usedStencilBuffer, bool stencilManagedByDrawMode )
+inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context, int orientation )
{
- // DrawMode::STENCIL is deprecated, however to support it we must not set
- // flags based on the renderer properties if it is in use.
- if( stencilManagedByDrawMode )
+ // 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 ) )
{
- return;
- }
-
- // Setup the color buffer based on the renderers properties.
- Renderer *renderer = item.mRenderer;
- context.ColorMask( renderer->GetWriteToColorBuffer() );
+ while( scissorDepth < childStackDepth )
+ {
+ mScissorStack.pop_back();
+ --childStackDepth;
+ }
- // If the stencil buffer is disabled for this renderer, exit now to save unnecessary value setting.
- if( renderer->GetStencilMode() != StencilMode::ON )
+ // 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
{
- // No per-renderer stencil setup, exit.
- context.EnableStencilBuffer( false );
- return;
+ mScissorStack.pop_back();
+ --childStackDepth;
}
- // At this point, the stencil buffer is enabled.
- context.EnableStencilBuffer( true );
-
- // If this is the first use of the stencil buffer within this RenderList, clear it now.
- // This avoids unnecessary clears.
- if( !usedStencilBuffer )
+ // 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 )
{
- context.Clear( GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES );
- usedStencilBuffer = true;
- }
+ // First, check if we are a clipping node.
+ if( clippingNode )
+ {
+ // 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( 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 ) );
+ }
+
+ // 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;
- // 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() );
+ // 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 )
+ {
+ ClippingBox useScissorBox( mScissorStack.back() );
+ GLint x = useScissorBox.x;
+ GLint y = useScissorBox.y;
+ if( orientation == 90 )
+ {
+ x = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height);
+ y = useScissorBox.x;
+ context.Scissor( x, y, useScissorBox.height, useScissorBox.width );
+ }
+ else if( orientation == 180 )
+ {
+ x = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width);
+ y = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height);
+ context.Scissor( x, y, useScissorBox.width, useScissorBox.height );
+ }
+ else if( orientation == 270 )
+ {
+ x = useScissorBox.y;
+ y = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width);
+ context.Scissor( x, y, useScissorBox.height, useScissorBox.width );
+ }
+ else
+ {
+ context.Scissor( x, y, useScissorBox.width, useScissorBox.height );
+ }
+ }
+ }
}
-/**
- * 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 item The RenderItem to set up the depth buffer for
- * @param context The context used to execute GL commands.
- * @param isLayer3D True if the layer behavior is set to LAYER_3D
- */
-inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool isLayer3D )
+inline void RenderAlgorithms::SetupClipping( const RenderItem& item,
+ Context& context,
+ bool& usedStencilBuffer,
+ uint32_t& lastClippingDepth,
+ uint32_t& lastClippingId,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ int orientation )
{
- // 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.
- bool enableDepthWrite = ( ( depthWriteMode == DepthWriteMode::AUTO ) && item.mIsOpaque ) ||
- ( depthWriteMode == DepthWriteMode::ON );
- context.DepthMask( enableDepthWrite );
+ RenderMode::Type renderMode = RenderMode::AUTO;
+ const Renderer *renderer = item.mRenderer;
+ if( renderer )
+ {
+ renderMode = renderer->GetRenderMode();
+ }
- // 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.
- bool enableDepthTest = ( ( depthTestMode == DepthTestMode::AUTO ) && isLayer3D ) ||
- ( depthTestMode == DepthTestMode::ON );
- // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
- context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
+ // 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:
+ {
+ // 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, orientation );
+
+ if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE )
+ {
+ SetupStencilClipping( item, context, lastClippingDepth, lastClippingId );
+ }
+ break;
+ }
+
+ case RenderMode::NONE:
+ case RenderMode::COLOR:
+ {
+ // 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;
+ }
- // The depth buffer must be enabled if either reading or writing.
- context.EnableDepthBuffer( enableDepthWrite || enableDepthTest );
+ case RenderMode::STENCIL:
+ case RenderMode::COLOR_STENCIL:
+ {
+ 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;
+ }
+ }
}
-/**
- * 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 )
+inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList,
+ Context& context,
+ BufferIndex bufferIndex,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<GLuint>& boundTextures,
+ int orientation )
{
DALI_PRINT_RENDER_LIST( renderList );
- bool depthTestEnabled = !( renderList.GetSourceLayer()->IsDepthTestDisabled() );
- bool isLayer3D = renderList.GetSourceLayer()->GetBehavior() == Dali::Layer::LAYER_3D;
- bool usedStencilBuffer = false;
- bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
-
- SetScissorTest( renderList, context );
- SetRenderFlags( renderList, context, depthTestEnabled, isLayer3D );
+ // 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 );
+ mViewportRectangle = context.GetViewport();
+ mHasLayerScissor = false;
+
+ if( orientation == 90 || orientation == 270 )
+ {
+ int temp = mViewportRectangle.width;
+ mViewportRectangle.width = mViewportRectangle.height;
+ mViewportRectangle.height = temp;
+ }
- // The Layers depth enabled flag overrides the per-renderer depth flags.
- // So if depth test is disabled at the layer level, we ignore per-render flags.
- // Note: Overlay renderers will not read or write from the depth buffer.
- if( DALI_LIKELY( !renderList.HasColorRenderItems() || !depthTestEnabled ) )
+ // Setup Scissor testing (for both viewport and per-node scissor)
+ mScissorStack.clear();
+ if( renderList.IsClipping() )
{
- size_t count = renderList.Count();
- for ( size_t index = 0; index < count; ++index )
- {
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
+ context.SetScissorTest( true );
+ const ClippingBox& layerScissorBox = renderList.GetClippingBox();
+ GLint x = layerScissorBox.x;
+ GLint y = layerScissorBox.y;
- SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ if( orientation == 90 )
+ {
+ x = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height);
+ y = layerScissorBox.x;
+ context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width );
+ }
+ else if( orientation == 180 )
+ {
+ x = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width);
+ y = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height);
+ context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height );
+ }
+ else if( orientation == 270 )
+ {
+ x = layerScissorBox.y;
+ y = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width);
+ context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width );
+ }
+ else
+ {
+ context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height );
}
+
+ mScissorStack.push_back( layerScissorBox );
+ mHasLayerScissor = true;
}
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 );
+ // We are not performing a layer clip. Add the viewport as the root scissor rectangle.
+ context.SetScissorTest( false );
+ mScissorStack.push_back( mViewportRectangle );
+ }
+
+ // 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 )
+ {
+ const RenderItem& item = renderList.GetItem( index );
+ DALI_PRINT_RENDER_ITEM( item );
- // Set up the depth buffer based on per-renderer flags.
- SetupDepthBuffer( item, context, isLayer3D );
- SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
+ // 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, orientation );
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ if( DALI_LIKELY( item.mRenderer ) )
+ {
+ // 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 )
+ {
+ SetupDepthBuffer( item, context, autoDepthTestMode, firstDepthBufferUse );
+ }
+
+ // Render the item.
+ item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
+ viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures );
}
}
}
-void ProcessRenderInstruction( const RenderInstruction& instruction,
- Context& context,
- SceneGraph::TextureCache& textureCache,
- SceneGraph::Shader& defaultShader,
- BufferIndex bufferIndex )
+RenderAlgorithms::RenderAlgorithms()
+ : mViewportRectangle(),
+ mHasLayerScissor( false )
+{
+}
+
+void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instruction,
+ Context& context,
+ BufferIndex bufferIndex,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<GLuint>& boundTextures,
+ int orientation )
{
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();
{
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,
+ orientation );
}
}
}
}
+
} // namespace Render
} // namespace Internal