/*
- * Copyright (c) 2020 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.
#include <dali/devel-api/threading/thread-pool.h>
#include <dali/integration-api/core.h>
#include <dali/integration-api/gl-context-helper-abstraction.h>
+
#include <dali/internal/event/common/scene-impl.h>
+
+#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+
#include <dali/internal/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-debug.h>
+#include <dali/internal/render/common/render-instruction.h>
#include <dali/internal/render/common/render-tracker.h>
#include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
+#include <dali/internal/render/renderers/render-texture.h>
#include <dali/internal/render/shaders/program-controller.h>
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
-
#if defined(DEBUG_ENABLED)
namespace
{
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
} // unnamed namespace
#endif
*/
struct RenderManager::Impl
{
- Impl( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction,
- Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
- Integration::DepthBufferAvailable depthBufferAvailableParam,
- Integration::StencilBufferAvailable stencilBufferAvailableParam,
- Integration::PartialUpdateAvailable partialUpdateAvailableParam )
- : context( glAbstraction, &sceneContextContainer ),
- currentContext( &context ),
- glAbstraction( glAbstraction ),
- glSyncAbstraction( glSyncAbstraction ),
- glContextHelperAbstraction( glContextHelperAbstraction ),
+ Impl(Graphics::Controller& graphicsController,
+ Integration::DepthBufferAvailable depthBufferAvailableParam,
+ Integration::StencilBufferAvailable stencilBufferAvailableParam,
+ Integration::PartialUpdateAvailable partialUpdateAvailableParam)
+ : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
+ currentContext(&context),
+ graphicsController(graphicsController),
renderQueue(),
renderAlgorithms(),
- frameCount( 0u ),
- renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
- defaultSurfaceRect(),
+ frameCount(0u),
+ renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
rendererContainer(),
samplerContainer(),
textureContainer(),
frameBufferContainer(),
- lastFrameWasRendered( false ),
- programController( glAbstraction ),
- depthBufferAvailable( depthBufferAvailableParam ),
- stencilBufferAvailable( stencilBufferAvailableParam ),
- partialUpdateAvailable( partialUpdateAvailableParam )
+ lastFrameWasRendered(false),
+ programController(graphicsController),
+ depthBufferAvailable(depthBufferAvailableParam),
+ stencilBufferAvailable(stencilBufferAvailableParam),
+ partialUpdateAvailable(partialUpdateAvailableParam)
{
- // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
- threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
- threadPool->Initialize( 1u );
+ // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
+ threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
+ threadPool->Initialize(1u);
}
~Impl()
{
- threadPool.reset( nullptr ); // reset now to maintain correct destruction order
+ threadPool.reset(nullptr); // reset now to maintain correct destruction order
}
- void AddRenderTracker( Render::RenderTracker* renderTracker )
+ void AddRenderTracker(Render::RenderTracker* renderTracker)
{
- DALI_ASSERT_DEBUG( renderTracker != NULL );
- mRenderTrackers.PushBack( renderTracker );
+ DALI_ASSERT_DEBUG(renderTracker != NULL);
+ mRenderTrackers.PushBack(renderTracker);
}
- void RemoveRenderTracker( Render::RenderTracker* renderTracker )
+ void RemoveRenderTracker(Render::RenderTracker* renderTracker)
{
- mRenderTrackers.EraseObject( renderTracker );
+ mRenderTrackers.EraseObject(renderTracker);
}
Context* CreateSceneContext()
{
- Context* context = new Context( glAbstraction );
- sceneContextContainer.PushBack( context );
+ Context* context = new Context(graphicsController.GetGlAbstraction());
+ sceneContextContainer.PushBack(context);
return context;
}
- void DestroySceneContext( Context* sceneContext )
+ void DestroySceneContext(Context* sceneContext)
{
- auto iter = std::find( sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext );
- if( iter != sceneContextContainer.End() )
+ auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
+ if(iter != sceneContextContainer.End())
{
- ( *iter )->GlContextDestroyed();
- sceneContextContainer.Erase( iter );
+ (*iter)->GlContextDestroyed();
+ sceneContextContainer.Erase(iter);
}
}
- Context* ReplaceSceneContext( Context* oldSceneContext )
+ Context* ReplaceSceneContext(Context* oldSceneContext)
{
- Context* newContext = new Context( glAbstraction );
+ Context* newContext = new Context(graphicsController.GetGlAbstraction());
oldSceneContext->GlContextDestroyed();
- std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
+ std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
return newContext;
}
void UpdateTrackers()
{
- for( auto&& iter : mRenderTrackers )
+ for(auto&& iter : mRenderTrackers)
{
iter->PollSyncObject();
}
// the order is important for destruction,
// programs are owned by context at the moment.
- Context context; ///< Holds the GL state of the share resource context
- Context* currentContext; ///< Holds the GL state of the current context for rendering
- OwnerContainer< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
- Integration::GlAbstraction& glAbstraction; ///< GL abstraction
- Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
- Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
- RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
+ Context context; ///< Holds the GL state of the share resource context
+ Context* currentContext; ///< Holds the GL state of the current context for rendering
+ OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
+ Graphics::Controller& graphicsController;
+ RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
- std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes
+ std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
- Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+ Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
- uint32_t frameCount; ///< The current frame count
- BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
+ uint32_t frameCount; ///< The current frame count
+ BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
- Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
+ OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
+ OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
+ OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
+ OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
+ OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
+ OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
- OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
- OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
- OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
- OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
- OwnerContainer< Render::VertexBuffer* > vertexBufferContainer; ///< List of owned vertex buffers
- OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
+ bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
- bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
+ OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
- OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
+ ProgramController programController; ///< Owner of the GL programs
- ProgramController programController; ///< Owner of the GL programs
+ Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
+ Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+ Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
- Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
- Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
- Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
-
- std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
- Vector<GLuint> boundTextures; ///< The textures bound for rendering
- Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
+ std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
+ Vector<GLuint> boundTextures; ///< The textures bound for rendering
+ Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
};
-RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction,
- Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
- Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable,
- Integration::PartialUpdateAvailable partialUpdateAvailable )
+RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable)
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction,
- glSyncAbstraction,
- glContextHelperAbstraction,
- depthBufferAvailable,
- stencilBufferAvailable,
- partialUpdateAvailable );
+ manager->mImpl = new Impl(graphicsController,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ partialUpdateAvailable);
return manager;
}
mImpl->programController.GlContextDestroyed();
//Inform textures
- for( auto&& texture : mImpl->textureContainer )
+ for(auto&& texture : mImpl->textureContainer)
{
texture->GlContextDestroyed();
}
//Inform framebuffers
- for( auto&& framebuffer : mImpl->frameBufferContainer )
+ for(auto&& framebuffer : mImpl->frameBufferContainer)
{
framebuffer->GlContextDestroyed();
}
// inform renderers
- for( auto&& renderer : mImpl->rendererContainer )
+ for(auto&& renderer : mImpl->rendererContainer)
{
renderer->GlContextDestroyed();
}
// inform context
- for( auto&& context : mImpl->sceneContextContainer )
+ for(auto&& context : mImpl->sceneContextContainer)
{
context->GlContextDestroyed();
}
}
-void RenderManager::SetShaderSaver( ShaderSaver& upstream )
-{
- mImpl->programController.SetShaderSaver( upstream );
-}
-
-void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
+void RenderManager::SetShaderSaver(ShaderSaver& upstream)
{
- mImpl->defaultSurfaceRect = rect;
+ mImpl->programController.SetShaderSaver(upstream);
}
-void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
+void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize( mImpl->context );
+ renderer->Initialize(mImpl->context);
- mImpl->rendererContainer.PushBack( renderer.Release() );
+ mImpl->rendererContainer.PushBack(renderer.Release());
}
-void RenderManager::RemoveRenderer( Render::Renderer* renderer )
+void RenderManager::RemoveRenderer(Render::Renderer* renderer)
{
- mImpl->rendererContainer.EraseObject( renderer );
+ mImpl->rendererContainer.EraseObject(renderer);
}
-void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
+void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
{
- mImpl->samplerContainer.PushBack( sampler.Release() );
+ mImpl->samplerContainer.PushBack(sampler.Release());
}
-void RenderManager::RemoveSampler( Render::Sampler* sampler )
+void RenderManager::RemoveSampler(Render::Sampler* sampler)
{
- mImpl->samplerContainer.EraseObject( sampler );
+ mImpl->samplerContainer.EraseObject(sampler);
}
-void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
+void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
{
- texture->Initialize( mImpl->context );
- mImpl->textureContainer.PushBack( texture.Release() );
+ texture->Initialize(mImpl->context);
+ mImpl->textureContainer.PushBack(texture.Release());
}
-void RenderManager::RemoveTexture( Render::Texture* texture )
+void RenderManager::RemoveTexture(Render::Texture* texture)
{
- DALI_ASSERT_DEBUG( NULL != texture );
+ DALI_ASSERT_DEBUG(NULL != texture);
// Find the texture, use reference to pointer so we can do the erase safely
- for ( auto&& iter : mImpl->textureContainer )
+ for(auto&& iter : mImpl->textureContainer)
{
- if ( iter == texture )
+ if(iter == texture)
{
- texture->Destroy( mImpl->context );
- mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
+ texture->Destroy(mImpl->context);
+ mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
return;
}
}
}
-void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
{
- texture->Upload( mImpl->context, pixelData, params );
+ texture->Upload(mImpl->context, pixelData, params);
}
-void RenderManager::GenerateMipmaps( Render::Texture* texture )
+void RenderManager::GenerateMipmaps(Render::Texture* texture)
{
- texture->GenerateMipmaps( mImpl->context );
+ texture->GenerateMipmaps(mImpl->context);
}
-void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
+void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
{
- sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
- sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
+ sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
+ sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode);
}
-void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
+void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
{
sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
}
-void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
+void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
{
Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
- mImpl->frameBufferContainer.PushBack( frameBufferPtr );
- frameBufferPtr->Initialize( mImpl->context );
+ mImpl->frameBufferContainer.PushBack(frameBufferPtr);
+ frameBufferPtr->Initialize(mImpl->context);
}
-void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
+void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
{
- DALI_ASSERT_DEBUG( NULL != frameBuffer );
+ DALI_ASSERT_DEBUG(NULL != frameBuffer);
// Find the sampler, use reference so we can safely do the erase
- for ( auto&& iter : mImpl->frameBufferContainer )
+ for(auto&& iter : mImpl->frameBufferContainer)
{
- if ( iter == frameBuffer )
+ if(iter == frameBuffer)
{
- frameBuffer->Destroy( mImpl->context );
- mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+ frameBuffer->Destroy(mImpl->context);
+ mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
break;
}
}
}
-void RenderManager::InitializeScene( SceneGraph::Scene* scene )
+void RenderManager::InitializeScene(SceneGraph::Scene* scene)
{
- scene->Initialize( *mImpl->CreateSceneContext() );
- mImpl->sceneContainer.push_back( scene );
+ scene->Initialize(*mImpl->CreateSceneContext());
+ mImpl->sceneContainer.push_back(scene);
}
-void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
+void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
{
- mImpl->DestroySceneContext( scene->GetContext() );
+ mImpl->DestroySceneContext(scene->GetContext());
- auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
- if( iter != mImpl->sceneContainer.end() )
+ auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
+ if(iter != mImpl->sceneContainer.end())
{
- mImpl->sceneContainer.erase( iter );
+ mImpl->sceneContainer.erase(iter);
}
}
-void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
+void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
{
- Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
- scene->Initialize( *newContext );
+ Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
+ scene->Initialize(*newContext);
}
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
{
- frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+ frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
}
-void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
{
- frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
+ frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
}
-void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
{
- frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
+ frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
}
-void RenderManager::AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer )
+void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
{
- mImpl->vertexBufferContainer.PushBack( vertexBuffer.Release() );
+ mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
}
-void RenderManager::RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer )
+void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
{
- mImpl->vertexBufferContainer.EraseObject( vertexBuffer );
+ mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
}
-void RenderManager::SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
+void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
{
- vertexBuffer->SetFormat( format.Release() );
+ vertexBuffer->SetFormat(format.Release());
}
-void RenderManager::SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
{
- vertexBuffer->SetData( data.Release(), size );
+ vertexBuffer->SetData(data.Release(), size);
}
-void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
+void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
{
- geometry->SetIndexBuffer( indices );
+ geometry->SetIndexBuffer(indices);
}
-void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
+void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
{
- mImpl->geometryContainer.PushBack( geometry.Release() );
+ mImpl->geometryContainer.PushBack(geometry.Release());
}
-void RenderManager::RemoveGeometry( Render::Geometry* geometry )
+void RenderManager::RemoveGeometry(Render::Geometry* geometry)
{
- mImpl->geometryContainer.EraseObject( geometry );
+ mImpl->geometryContainer.EraseObject(geometry);
}
-void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
+void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
{
- DALI_ASSERT_DEBUG( NULL != geometry );
+ DALI_ASSERT_DEBUG(NULL != geometry);
// Find the geometry
- for ( auto&& iter : mImpl->geometryContainer )
+ for(auto&& iter : mImpl->geometryContainer)
{
- if ( iter == geometry )
+ if(iter == geometry)
{
- iter->AddVertexBuffer( vertexBuffer );
+ iter->AddVertexBuffer(vertexBuffer);
break;
}
}
}
-void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
+void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
{
- DALI_ASSERT_DEBUG( NULL != geometry );
+ DALI_ASSERT_DEBUG(NULL != geometry);
// Find the geometry
- for ( auto&& iter : mImpl->geometryContainer )
+ for(auto&& iter : mImpl->geometryContainer)
{
- if ( iter == geometry )
+ if(iter == geometry)
{
- iter->RemoveVertexBuffer( vertexBuffer );
+ iter->RemoveVertexBuffer(vertexBuffer);
break;
}
}
}
-void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
+void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
{
- geometry->SetType( Render::Geometry::Type(geometryType) );
+ geometry->SetType(Render::Geometry::Type(geometryType));
}
-void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
+void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
{
mImpl->AddRenderTracker(renderTracker);
}
-void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
{
mImpl->RemoveRenderTracker(renderTracker);
}
return &(mImpl->programController);
}
-void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
+void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
{
- DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
+ DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
// Core::Render documents that GL context must be current before calling Render
- DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
+ DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
// Increment the frame count at the beginning of each frame
++mImpl->frameCount;
// Process messages queued during previous update
- mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
+ mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
uint32_t count = 0u;
- for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+ for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
{
- count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
}
const bool haveInstructions = count > 0u;
- DALI_LOG_INFO( gLogFilter, Debug::General,
- "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
- haveInstructions ? "true" : "false",
- mImpl->lastFrameWasRendered ? "true" : "false",
- forceClear ? "true" : "false" );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
// Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
- if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
+ if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
{
- DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
// Switch to the shared context
- if ( mImpl->currentContext != &mImpl->context )
+ if(mImpl->currentContext != &mImpl->context)
{
mImpl->currentContext = &mImpl->context;
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ if(mImpl->currentContext->IsSurfacelessContextSupported())
{
- mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
}
// Clear the current cached program when the context is switched
}
// Upload the geometries
- for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+ for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
{
RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
- for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
+ for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
{
- RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
+ RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
- const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
- const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
+ const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
- DALI_ASSERT_DEBUG( viewMatrix );
- DALI_ASSERT_DEBUG( projectionMatrix );
+ DALI_ASSERT_DEBUG(viewMatrix);
+ DALI_ASSERT_DEBUG(projectionMatrix);
- if( viewMatrix && projectionMatrix )
+ if(viewMatrix && projectionMatrix)
{
const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
// Iterate through each render list.
- for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
+ for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
{
- const RenderList* renderList = instruction.GetRenderList( index );
+ const RenderList* renderList = instruction.GetRenderList(index);
- if( renderList && !renderList->IsEmpty() )
+ if(renderList && !renderList->IsEmpty())
{
const std::size_t itemCount = renderList->Count();
- for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+ for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
{
- const RenderItem& item = renderList->GetItem( itemIndex );
- if( DALI_LIKELY( item.mRenderer ) )
+ const RenderItem& item = renderList->GetItem(itemIndex);
+ if(DALI_LIKELY(item.mRenderer))
{
- item.mRenderer->Upload( *mImpl->currentContext );
+ item.mRenderer->Upload(*mImpl->currentContext);
}
}
}
}
}
-void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects )
+void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
{
- if (mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
+ if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
+ {
+ return;
+ }
+
+ Internal::Scene& sceneInternal = GetImplementation(scene);
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+
+ if(sceneObject->IsRenderingSkipped())
{
+ // We don't need to calculate dirty rects
return;
}
~DamagedRectsCleaner()
{
- if (mCleanOnReturn)
+ if(mCleanOnReturn)
{
mDamagedRects.clear();
}
private:
std::vector<Rect<int>>& mDamagedRects;
- bool mCleanOnReturn;
+ bool mCleanOnReturn;
};
- Rect<int32_t> surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ));
+ Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
DamagedRectsCleaner damagedRectCleaner(damagedRects);
-
-
- Internal::Scene& sceneInternal = GetImplementation(scene);
- SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
-
// Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
// so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
- for (DirtyRect& dirtyRect : itemsDirtyRects)
+ for(DirtyRect& dirtyRect : itemsDirtyRects)
{
dirtyRect.visited = false;
}
- uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
- for (uint32_t i = 0; i < count; ++i)
+ uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+ for(uint32_t i = 0; i < count; ++i)
{
- RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
- if (instruction.mFrameBuffer)
+ if(instruction.mFrameBuffer)
{
return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
}
const Camera* camera = instruction.GetCamera();
- if (camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
+ if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
{
const Node* node = instruction.GetCamera()->GetNode();
- if (node)
+ if(node)
{
- Vector3 position;
- Vector3 scale;
+ Vector3 position;
+ Vector3 scale;
Quaternion orientation;
node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
Vector3 orientationAxis;
- Radian orientationAngle;
- orientation.ToAxisAngle( orientationAxis, orientationAngle );
-
- if (position.x > Math::MACHINE_EPSILON_10000 ||
- position.y > Math::MACHINE_EPSILON_10000 ||
- orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
- orientationAngle != ANGLE_180 ||
- scale != Vector3(1.0f, 1.0f, 1.0f))
+ Radian orientationAngle;
+ orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+ if(position.x > Math::MACHINE_EPSILON_10000 ||
+ position.y > Math::MACHINE_EPSILON_10000 ||
+ orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+ orientationAngle != ANGLE_180 ||
+ scale != Vector3(1.0f, 1.0f, 1.0f))
{
return;
}
}
Rect<int32_t> viewportRect;
- if (instruction.mIsViewportSet)
+ if(instruction.mIsViewportSet)
{
const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
- viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
- if (viewportRect.IsEmpty() || !viewportRect.IsValid())
+ viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
+ if(viewportRect.IsEmpty() || !viewportRect.IsValid())
{
return; // just skip funny use cases for now, empty viewport means it is set somewhere else
}
const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
- if (viewMatrix && projectionMatrix)
+ if(viewMatrix && projectionMatrix)
{
const RenderListContainer::SizeType count = instruction.RenderListCount();
- for (RenderListContainer::SizeType index = 0u; index < count; ++index)
+ for(RenderListContainer::SizeType index = 0u; index < count; ++index)
{
- const RenderList* renderList = instruction.GetRenderList( index );
- if (renderList && !renderList->IsEmpty())
+ const RenderList* renderList = instruction.GetRenderList(index);
+ if(renderList && !renderList->IsEmpty())
{
const std::size_t count = renderList->Count();
- for (uint32_t index = 0u; index < count; ++index)
+ for(uint32_t index = 0u; index < count; ++index)
{
- RenderItem& item = renderList->GetItem( index );
+ RenderItem& item = renderList->GetItem(index);
// If the item does 3D transformation, do early exit and clean the damaged rect array
- if (item.mUpdateSize == Vector3::ZERO)
+ if(item.mUpdateSize == Vector3::ZERO)
{
return;
}
Rect<int> rect;
DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
// If the item refers to updated node or renderer.
- if (item.mIsUpdated ||
- (item.mNode &&
+ if(item.mIsUpdated ||
+ (item.mNode &&
(item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
{
item.mIsUpdated = false;
item.mNode->SetUpdated(false);
rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
- if (rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+ if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
{
- const int left = rect.x;
- const int top = rect.y;
- const int right = rect.x + rect.width;
+ const int left = rect.x;
+ const int top = rect.y;
+ const int right = rect.x + rect.width;
const int bottom = rect.y + rect.height;
- rect.x = (left / 16) * 16;
- rect.y = (top / 16) * 16;
- rect.width = ((right + 16) / 16) * 16 - rect.x;
- rect.height = ((bottom + 16) / 16) * 16 - rect.y;
+ rect.x = (left / 16) * 16;
+ rect.y = (top / 16) * 16;
+ rect.width = ((right + 16) / 16) * 16 - rect.x;
+ rect.height = ((bottom + 16) / 16) * 16 - rect.y;
// Found valid dirty rect.
// 1. Insert it in the sorted array of the dirty rects.
// 2. Mark the related dirty rects as visited so they will not be removed below.
// 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
- dirtyRect.rect = rect;
+ dirtyRect.rect = rect;
auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
int c = 1;
- while (++dirtyRectPos != itemsDirtyRects.end())
+ while(++dirtyRectPos != itemsDirtyRects.end())
{
- if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
break;
}
dirtyRectPos->visited = true;
- Rect<int>& dirtRect = dirtyRectPos->rect;
+ Rect<int>& dirtRect = dirtyRectPos->rect;
rect.Merge(dirtRect);
c++;
- if (c > 3) // no more then 3 previous rects
+ if(c > 3) // no more then 3 previous rects
{
itemsDirtyRects.erase(dirtyRectPos);
break;
// 1. The item is not dirty, the node and renderer referenced by the item are still exist.
// 2. Mark the related dirty rects as visited so they will not be removed below.
auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- while (dirtyRectPos != itemsDirtyRects.end())
+ while(dirtyRectPos != itemsDirtyRects.end())
{
- if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
break;
}
// Check removed nodes or removed renderers dirty rects
auto i = itemsDirtyRects.begin();
auto j = itemsDirtyRects.begin();
- while (i != itemsDirtyRects.end())
+ while(i != itemsDirtyRects.end())
{
- if (i->visited)
+ if(i->visited)
{
*j++ = *i;
}
damagedRectCleaner.SetCleanOnReturn(false);
}
-void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo )
+void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
{
Rect<int> clippingRect;
- RenderScene( status, scene, renderToFbo, clippingRect);
+ RenderScene(status, scene, renderToFbo, clippingRect);
}
-void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect )
+void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
{
- Internal::Scene& sceneInternal = GetImplementation( scene );
- SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+ Internal::Scene& sceneInternal = GetImplementation(scene);
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
- uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
- for( uint32_t i = 0; i < count; ++i )
+ for(uint32_t i = 0; i < count; ++i)
{
- RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
- if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
+ if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
{
continue; // skip
}
// Mark that we will require a post-render step to be performed (includes swap-buffers).
- status.SetNeedsPostRender( true );
+ status.SetNeedsPostRender(true);
Rect<int32_t> viewportRect;
- Vector4 clearColor;
+ Vector4 clearColor;
- if ( instruction.mIsClearColorSet )
+ if(instruction.mIsClearColorSet)
{
clearColor = instruction.mClearColor;
}
clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
- Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+ Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+ int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
+
+ Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
- if ( instruction.mFrameBuffer )
+ if(instruction.mFrameBuffer)
{
// offscreen buffer
- if ( mImpl->currentContext != &mImpl->context )
+ if(mImpl->currentContext != &mImpl->context)
{
// Switch to shared context for off-screen buffer
mImpl->currentContext = &mImpl->context;
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ if(mImpl->currentContext->IsSurfacelessContextSupported())
{
- mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
}
// Clear the current cached program when the context is switched
}
else
{
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ if(mImpl->currentContext->IsSurfacelessContextSupported())
{
- if ( mImpl->currentContext != sceneObject->GetContext() )
+ if(mImpl->currentContext != sceneObject->GetContext())
{
// Switch the correct context if rendering to a surface
mImpl->currentContext = sceneObject->GetContext();
mImpl->programController.ClearCurrentProgram();
}
}
-
- surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
}
// Make sure that GL context must be created
- mImpl->currentContext->GlContextCreated();
+ mImpl->currentContext->GlContextCreated();
// reset the program matrices for all programs once per frame
// this ensures we will set view and projection matrix once per program per camera
mImpl->programController.ResetProgramMatrices();
- if( instruction.mFrameBuffer )
+ if(instruction.mFrameBuffer)
{
- instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+ instruction.mFrameBuffer->Bind(*mImpl->currentContext);
// For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
- for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+ for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
{
- mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
+ mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTextureId(i0));
}
}
else
{
- mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+ mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
}
- if ( !instruction.mFrameBuffer )
+ if(!instruction.mFrameBuffer)
{
- mImpl->currentContext->Viewport( surfaceRect.x,
- surfaceRect.y,
- surfaceRect.width,
- surfaceRect.height );
+ mImpl->currentContext->Viewport(surfaceRect.x,
+ surfaceRect.y,
+ surfaceRect.width,
+ surfaceRect.height);
}
// Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
// and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
- mImpl->currentContext->ColorMask( true );
+ mImpl->currentContext->ColorMask(true);
- if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
{
- mImpl->currentContext->DepthMask( true );
+ mImpl->currentContext->DepthMask(true);
clearMask |= GL_DEPTH_BUFFER_BIT;
}
- if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
{
- mImpl->currentContext->ClearStencil( 0 );
- mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ mImpl->currentContext->ClearStencil(0);
+ mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
+ if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
{
// Offscreen buffer rendering
- if ( instruction.mIsViewportSet )
+ if(instruction.mIsViewportSet)
{
// For glViewport the lower-left corner is (0,0)
- const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
+ viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
}
else
{
- viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
}
+ surfaceOrientation = 0;
}
else // No Offscreen frame buffer rendering
{
// Check whether a viewport is specified, otherwise the full surface size is used
- if ( instruction.mIsViewportSet )
+ if(instruction.mIsViewportSet)
{
// For glViewport the lower-left corner is (0,0)
- const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
+ viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
}
else
{
}
}
+ // Set surface orientation
+ mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
+
bool clearFullFrameRect = true;
- if( instruction.mFrameBuffer != nullptr )
+ if(instruction.mFrameBuffer != nullptr)
{
- Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
- clearFullFrameRect = ( frameRect == viewportRect );
+ Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
+ clearFullFrameRect = (frameRect == viewportRect);
}
else
{
- clearFullFrameRect = ( surfaceRect == viewportRect );
+ clearFullFrameRect = (surfaceRect == viewportRect);
}
- if (!clippingRect.IsEmpty())
+ if(!clippingRect.IsEmpty())
{
- if (!clippingRect.Intersect(viewportRect))
+ if(!clippingRect.Intersect(viewportRect))
{
DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
clippingRect = Rect<int>();
mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
- if (instruction.mIsClearColorSet)
+ if(instruction.mIsClearColorSet)
{
mImpl->currentContext->ClearColor(clearColor.r,
clearColor.g,
clearColor.b,
clearColor.a);
- if (!clearFullFrameRect)
+ if(!clearFullFrameRect)
{
- if (!clippingRect.IsEmpty())
+ if(!clippingRect.IsEmpty())
{
mImpl->currentContext->SetScissorTest(true);
mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
mImpl->boundTextures.Clear();
mImpl->renderAlgorithms.ProcessRenderInstruction(
- instruction,
- *mImpl->currentContext,
- mImpl->renderBufferIndex,
- depthBufferAvailable,
- stencilBufferAvailable,
- mImpl->boundTextures,
- clippingRect );
+ instruction,
+ *mImpl->currentContext,
+ mImpl->renderBufferIndex,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ mImpl->boundTextures,
+ clippingRect);
// Synchronise the FBO/Texture access when there are multiple contexts
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ if(mImpl->currentContext->IsSurfacelessContextSupported())
{
// Check whether any binded texture is in the dependency list
bool textureFound = false;
- if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+ if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
{
- for ( auto textureId : mImpl->textureDependencyList )
+ for(auto textureId : mImpl->textureDependencyList)
{
-
- textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
- [textureId]( GLuint id )
- {
- return textureId == id;
- } ) != mImpl->boundTextures.End();
+ textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [textureId](GLuint id) {
+ return textureId == id;
+ }) != mImpl->boundTextures.End();
}
}
- if ( textureFound )
+ if(textureFound)
{
- if ( instruction.mFrameBuffer )
+ if(instruction.mFrameBuffer)
{
// For off-screen buffer
// Wait until all rendering calls for the currently context are executed
- mImpl->glContextHelperAbstraction.WaitClient();
+ mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
// Clear the dependency list
mImpl->textureDependencyList.Clear();
else
{
// Worker thread lambda function
- auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
- auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
- {
+ auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
+ auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
// Switch to the shared context in the worker thread
glContextHelperAbstraction.MakeSurfacelessContextCurrent();
glContextHelperAbstraction.MakeContextNull();
};
- auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
- if ( future )
+ auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
+ if(future)
{
mImpl->threadPool->Wait();
}
}
- if( instruction.mRenderTracker && instruction.mFrameBuffer )
+ if(instruction.mRenderTracker && instruction.mFrameBuffer)
{
// This will create a sync object every frame this render tracker
// is alive (though it should be now be created only for
// render-once render tasks)
- instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
+ instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
instruction.mRenderTracker = nullptr; // Only create once.
}
- if ( renderToFbo )
+ if(renderToFbo)
{
mImpl->currentContext->Flush();
}
}
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
}
-void RenderManager::PostRender( bool uploadOnly )
+void RenderManager::PostRender(bool uploadOnly)
{
- if ( !uploadOnly )
+ if(!uploadOnly)
{
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ if(mImpl->currentContext->IsSurfacelessContextSupported())
{
- mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
}
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
}
//Notify RenderGeometries that rendering has finished
- for ( auto&& iter : mImpl->geometryContainer )
+ for(auto&& iter : mImpl->geometryContainer)
{
iter->OnRenderFinished();
}
mImpl->UpdateTrackers();
-
uint32_t count = 0u;
- for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+ for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
{
- count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
}
const bool haveInstructions = count > 0u;