/*
- * 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-instruction.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::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
+
/**
* Sets up the scissor test if required.
* @param[in] renderList The render list from which to get the clipping flag
}
/**
- * Sets the render flags for depth testing and stencil buffer
- *
+ * 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
*/
-inline void SetRenderFlags( const RenderList& renderList, Context& context )
+inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled )
{
const unsigned int renderFlags = renderList.GetFlags();
-
- bool enableDepthBuffer = ( ( renderFlags & RenderList::DEPTH_BUFFER_ENABLED ) != 0u );
-
- GLbitfield clearMask = ( renderFlags & RenderList::DEPTH_CLEAR ) ? GL_DEPTH_BUFFER_BIT : 0u;
-
- context.EnableDepthBuffer( enableDepthBuffer );
+ 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 )
{
- context.StencilFunc( (enableStencilWrite ? GL_ALWAYS : GL_EQUAL), 1, 0xFF );
- context.StencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ context.StencilFunc( ( enableStencilWrite ? GL_ALWAYS : GL_EQUAL ), 1, 0xFF );
+ context.StencilOp( GL_KEEP, GL_REPLACE, GL_REPLACE );
+
+ // 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 );
- clearMask |= (renderFlags & RenderList::STENCIL_CLEAR) ? GL_STENCIL_BUFFER_BIT : 0u;
+ clearMask |= ( renderFlags & RenderList::STENCIL_CLEAR ) ? GL_STENCIL_BUFFER_BIT : 0u;
}
- // Write to stencil buffer or color buffer, but not both
- context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
- context.ColorMask( !enableStencilWrite );
+ // Enable and Clear the depth buffer if required.
+ if( depthTestEnabled )
+ {
+ clearMask |= GL_DEPTH_BUFFER_BIT;
- // Clear depth and/or stencil buffer.
- if( clearMask )
+ // We need to enable the depth buffer to clear it.
+ // Subsequently it is enabled and disabled on a per-RenderItem basis.
+ context.EnableDepthBuffer( true );
+ }
+ else
{
- // only clear if the depth and/or stencil buffer have been written to after a previous clear
- context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
+ context.EnableDepthBuffer( false );
}
+
+ // 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.
+ * @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 )
+{
+ // 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 )
+ {
+ return;
+ }
+
+ // Setup the color buffer based on the renderers properties.
+ Renderer *renderer = item.mRenderer;
+ RenderMode::Type renderMode = renderer->GetRenderMode();
+ const bool writeToColorBuffer = ( renderMode == RenderMode::AUTO ) || ( renderMode == RenderMode::COLOR ) || ( renderMode == RenderMode::COLOR_STENCIL );
+ context.ColorMask( writeToColorBuffer );
+
+ // If the stencil buffer is disabled for this renderer, exit now to save unnecessary value setting.
+ if( ( renderMode != RenderMode::STENCIL ) && ( renderMode != RenderMode::COLOR_STENCIL ) )
+ {
+ // No per-renderer stencil setup, exit.
+ context.EnableStencilBuffer( false );
+ return;
+ }
+
+ // 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 )
+ {
+ 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() );
+}
+
+/**
+ * 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 depthTestEnabled True if depth testing has been enabled.
+ */
+inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool depthTestEnabled )
+{
+ // 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 ) && depthTestEnabled && item.mIsOpaque ) ||
+ ( depthWriteMode == DepthWriteMode::ON );
+ context.DepthMask( enableDepthWrite );
+
+ // 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 ) && depthTestEnabled ) ||
+ ( depthTestMode == DepthTestMode::ON );
+ // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
+ context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
+
+ // The depth buffer must be enabled if either reading or writing.
+ context.EnableDepthBuffer( enableDepthWrite || enableDepthTest );
+}
/**
* Process a render-list.
* @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.
- * @param[in] cullMode True if the renderers should be subjected to clipspace culling
*/
inline void ProcessRenderList(
const RenderList& renderList,
SceneGraph::Shader& defaultShader,
BufferIndex bufferIndex,
const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- bool cullMode )
+ const Matrix& projectionMatrix )
{
DALI_PRINT_RENDER_LIST( renderList );
- SetScissorTest( renderList, context );
- SetRenderFlags( renderList, context );
-
- if( renderList.HasColorRenderItems() )
- {
- bool depthBufferEnabled = ( ( renderList.GetFlags() & RenderList::DEPTH_BUFFER_ENABLED ) != 0u );
- size_t count = renderList.Count();
- for ( size_t index = 0; index < count; ++index )
- {
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
+ bool autoDepthTestMode = !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && renderList.HasColorRenderItems();
+ bool usedStencilBuffer = false;
+ bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
- //Enable depth writes if depth buffer is enabled and item is opaque
- context.DepthMask( depthBufferEnabled && ( item.IsOpaque() || item.GetRenderer().RequiresDepthTest() ) );
+ SetScissorTest( renderList, context );
+ SetRenderFlags( renderList, context, autoDepthTestMode );
- item.GetRenderer().Render( context, textureCache, bufferIndex, item.GetNode(), defaultShader, item.GetModelViewMatrix(), viewMatrix, projectionMatrix, cullMode, !item.IsOpaque() );
- }
- }
- else
+ const size_t count = renderList.Count();
+ for ( size_t index = 0; index < count; ++index )
{
- 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.GetRenderer().Render( context, textureCache, bufferIndex, item.GetNode(), defaultShader, item.GetModelViewMatrix(), viewMatrix, projectionMatrix, cullMode, !item.IsOpaque() );
- }
-
+ const RenderItem& item = renderList.GetItem( index );
+ DALI_PRINT_RENDER_ITEM( item );
+
+ // 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 );
+ 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( renderList &&
!renderList->IsEmpty() )
{
- ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix, instruction.mCullMode );
+ ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix );
}
}
}