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 short DaliDepthToGLDepthTable[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL };
+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
/**
* @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, bool depthTestEnabled, bool isLayer3D )
+inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled )
{
const unsigned int renderFlags = renderList.GetFlags();
GLbitfield clearMask = 0u;
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;
}
- // 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.
- // DepthTest must be enabled for the layer, else testing is turned off.
- if( !depthTestEnabled )
+ if( depthTestEnabled )
{
- 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 );
}
+ else
+ {
+ 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.
}
/**
+ * @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 isLayer3D True if the layer behavior is set to LAYER_3D
+ * @param depthTestEnabled True if depth testing has been enabled.
*/
-inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool isLayer3D )
+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 ) && item.mIsOpaque ) ||
+ 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 ) && isLayer3D ) ||
+ 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() ] );
{
DALI_PRINT_RENDER_LIST( renderList );
- bool depthTestEnabled = !( renderList.GetSourceLayer()->IsDepthTestDisabled() );
- bool isLayer3D = renderList.GetSourceLayer()->GetBehavior() == Dali::Layer::LAYER_3D;
+ bool autoDepthTestMode = !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && renderList.HasColorRenderItems();
+ bool usedStencilBuffer = false;
+ bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
SetScissorTest( renderList, context );
- SetRenderFlags( renderList, context, depthTestEnabled, isLayer3D );
+ SetRenderFlags( renderList, context, autoDepthTestMode );
- // 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 ) )
+ 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.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
- }
- }
- 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 );
-
- // Set up the depth buffer based on per-renderer flags.
- SetupDepthBuffer( item, context, isLayer3D );
-
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
- }
+ 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 );
}
}