/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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/integration-api/core.h>
#include <dali/integration-api/gl-context-helper-abstraction.h>
#include <dali/internal/common/owner-pointer.h>
+#include <dali/internal/event/common/scene-impl.h>
#include <dali/internal/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-debug.h>
#include <dali/internal/render/common/render-tracker.h>
#include <dali/internal/render/gl-resources/context.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-frame-buffer.h>
-#include <dali/internal/render/renderers/render-surface-frame-buffer.h>
#include <dali/internal/render/renderers/render-geometry.h>
#include <dali/internal/render/renderers/render-renderer.h>
#include <dali/internal/render/renderers/render-sampler.h>
#include <dali/internal/render/shaders/program-controller.h>
+#include <dali/internal/update/common/scene-graph-scene.h>
namespace Dali
{
Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
Integration::StencilBufferAvailable stencilBufferAvailableParam )
- : context( glAbstraction, &surfaceContextContainer ),
+ : context( glAbstraction, &sceneContextContainer ),
currentContext( &context ),
glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
glContextHelperAbstraction( glContextHelperAbstraction ),
renderQueue(),
- instructions(),
renderAlgorithms(),
frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
lastFrameWasRendered( false ),
programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
- stencilBufferAvailable( stencilBufferAvailableParam )
+ stencilBufferAvailable( stencilBufferAvailableParam ),
+ defaultSurfaceOrientation( 0 )
{
// 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() );
mRenderTrackers.EraseObject( renderTracker );
}
- Context* CreateSurfaceContext()
+ Context* CreateSceneContext()
{
- surfaceContextContainer.PushBack( new Context( glAbstraction ) );
- return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
+ sceneContextContainer.push_back( new Context( glAbstraction ) );
+ return sceneContextContainer[ sceneContextContainer.size() - 1 ];
}
- void DestroySurfaceContext( Context* surfaceContext )
+ void DestroySceneContext( Context* sceneContext )
{
- surfaceContextContainer.EraseObject( surfaceContext );
+ auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
+ if( iter != sceneContextContainer.end() )
+ {
+ sceneContextContainer.erase( iter );
+ }
+ }
+
+ Context* ReplaceSceneContext( Context* oldSceneContext )
+ {
+ Context* newContext = new Context( glAbstraction );
+ std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
+ return newContext;
}
void UpdateTrackers()
// 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* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
+ std::vector< 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.
- // Render instructions describe what should be rendered during RenderManager::Render()
- // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
- RenderInstructionContainer instructions;
+ 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
uint32_t frameCount; ///< The current frame count
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
+ int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
+
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
{
renderer->GlContextDestroyed();
}
+
+ // inform scenes
+ for( auto&& scene : mImpl->sceneContainer )
+ {
+ scene->GlContextDestroyed();
+ }
}
void RenderManager::SetShaderSaver( ShaderSaver& upstream )
mImpl->programController.SetShaderSaver( upstream );
}
-RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
+void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
{
- return mImpl->instructions;
+ mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
+void RenderManager::SetDefaultSurfaceOrientation( int orientation )
{
- mImpl->defaultSurfaceRect = rect;
+ mImpl->defaultSurfaceOrientation = orientation;
}
void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
{
Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
mImpl->frameBufferContainer.PushBack( frameBufferPtr );
- if ( frameBufferPtr->IsSurfaceBacked() )
- {
- frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
- }
- else
- {
- frameBufferPtr->Initialize( mImpl->context );
- }
+ frameBufferPtr->Initialize( mImpl->context );
}
void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
if ( iter == frameBuffer )
{
frameBuffer->Destroy( mImpl->context );
-
- if ( frameBuffer->IsSurfaceBacked() )
- {
- auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
- mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
- }
-
mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
break;
}
}
}
+void RenderManager::InitializeScene( SceneGraph::Scene* scene )
+{
+ scene->Initialize( *mImpl->CreateSceneContext() );
+ mImpl->sceneContainer.push_back( scene );
+}
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
{
- if ( !frameBuffer->IsSurfaceBacked() )
+ mImpl->DestroySceneContext( scene->GetContext() );
+
+ auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
+ if( iter != mImpl->sceneContainer.end() )
{
- auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
- textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+ mImpl->sceneContainer.erase( iter );
}
}
+void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
+{
+ Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
+ scene->Initialize( *newContext );
+}
+
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+{
+ frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+}
+
+void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+{
+ frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
+}
+
+void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+{
+ frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
+}
+
void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
{
mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
return &(mImpl->programController);
}
-void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
+void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
- const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+ uint32_t count = 0u;
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+ {
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ }
+
const bool haveInstructions = count > 0u;
DALI_LOG_INFO( gLogFilter, Debug::General,
}
// Upload the geometries
- for( uint32_t i = 0; i < count; ++i )
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
{
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
-
- const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
- const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
+ RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
+ for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
+ {
+ RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
- DALI_ASSERT_DEBUG( viewMatrix );
- DALI_ASSERT_DEBUG( projectionMatrix );
+ const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
- if( viewMatrix && projectionMatrix )
- {
- const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
+ DALI_ASSERT_DEBUG( viewMatrix );
+ DALI_ASSERT_DEBUG( projectionMatrix );
- // Iterate through each render list.
- for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
+ if( viewMatrix && projectionMatrix )
{
- const RenderList* renderList = instruction.GetRenderList( index );
+ const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
- if( renderList && !renderList->IsEmpty() )
+ // Iterate through each render list.
+ for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
{
- const std::size_t itemCount = renderList->Count();
- for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+ const RenderList* renderList = instruction.GetRenderList( index );
+
+ if( renderList && !renderList->IsEmpty() )
{
- const RenderItem& item = renderList->GetItem( itemIndex );
- if( DALI_LIKELY( item.mRenderer ) )
+ const std::size_t itemCount = renderList->Count();
+ for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
{
- item.mRenderer->Upload( *mImpl->currentContext );
+ const RenderItem& item = renderList->GetItem( itemIndex );
+ if( DALI_LIKELY( item.mRenderer ) )
+ {
+ item.mRenderer->Upload( *mImpl->currentContext );
+ }
}
}
}
}
}
}
+ }
+}
- if ( !uploadOnly )
- {
- for( uint32_t i = 0; i < count; ++i )
- {
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction );
- }
+void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo )
+{
+ Internal::Scene& sceneInternal = GetImplementation( scene );
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
- {
- mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
- }
+ uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- for ( auto&& context : mImpl->surfaceContextContainer )
- {
- context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- }
- }
+ for( uint32_t i = 0; i < count; ++i )
+ {
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
- //Notify RenderGeometries that rendering has finished
- for ( auto&& iter : mImpl->geometryContainer )
+ if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
{
- iter->OnRenderFinished();
+ continue; // skip
}
- }
- else
- {
- DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
- }
- mImpl->UpdateTrackers();
+ Rect<int32_t> viewportRect;
+ Vector4 clearColor;
- // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
- mImpl->lastFrameWasRendered = haveInstructions;
-
- /**
- * The rendering has finished; swap to the next buffer.
- * Ideally the update has just finished using this buffer; otherwise the render thread
- * should block until the update has finished.
- */
- mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
-
- DALI_PRINT_RENDER_END();
-}
-
-void RenderManager::DoRender( RenderInstruction& instruction )
-{
- Rect<int32_t> viewportRect;
- Vector4 clearColor;
-
- if ( instruction.mIsClearColorSet )
- {
- clearColor = instruction.mClearColor;
- }
- else
- {
- clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
- }
+ if ( instruction.mIsClearColorSet )
+ {
+ clearColor = instruction.mClearColor;
+ }
+ else
+ {
+ clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
+ }
- Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
- Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
- Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+ Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
+ Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+ Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+ int surfaceOrientation = mImpl->defaultSurfaceOrientation;
- Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
- if ( instruction.mFrameBuffer != 0 )
- {
- if ( instruction.mFrameBuffer->IsSurfaceBacked() )
+ if ( instruction.mFrameBuffer )
{
- surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
-
- if ( !surfaceFrameBuffer->IsSurfaceValid() )
+ // offscreen buffer
+ if ( mImpl->currentContext != &mImpl->context )
{
- // Skip rendering the frame buffer if the render surface becomes invalid
- return;
- }
+ // Switch to shared context for off-screen buffer
+ mImpl->currentContext = &mImpl->context;
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+ else
+ {
if ( mImpl->currentContext->IsSurfacelessContextSupported() )
{
- Context* surfaceContext = surfaceFrameBuffer->GetContext();
- if ( mImpl->currentContext != surfaceContext )
+ if ( mImpl->currentContext != sceneObject->GetContext() )
{
// Switch the correct context if rendering to a surface
- mImpl->currentContext = surfaceContext;
- surfaceFrameBuffer->MakeContextCurrent();
+ mImpl->currentContext = sceneObject->GetContext();
// Clear the current cached program when the context is switched
mImpl->programController.ClearCurrentProgram();
}
}
- surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
+ surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
}
- else
- {
- // Switch to shared context for off-screen buffer
- mImpl->currentContext = &mImpl->context;
-
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
- {
- mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
- }
- }
- }
- DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
+ DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
- // 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();
+ // 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 )
- {
- instruction.mFrameBuffer->Bind( *mImpl->currentContext );
-
- if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
+ if( instruction.mFrameBuffer )
{
+ instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+
// For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
- Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
- for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+ for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
{
- mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
+ mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
}
}
- }
- else
- {
- mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
- }
+ else
+ {
+ mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+ }
- if ( surfaceFrameBuffer )
- {
- mImpl->currentContext->Viewport( surfaceRect.x,
- surfaceRect.y,
- surfaceRect.width,
- surfaceRect.height );
- }
+ if ( !instruction.mFrameBuffer )
+ {
+ 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.
- // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
- // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
- // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
- GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+ // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
+ // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
+ // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
+ // 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 )
- {
- mImpl->currentContext->DepthMask( true );
- clearMask |= GL_DEPTH_BUFFER_BIT;
- }
-
- if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
- {
- mImpl->currentContext->ClearStencil( 0 );
- mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
- clearMask |= GL_STENCIL_BUFFER_BIT;
- }
+ if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ {
+ mImpl->currentContext->DepthMask( true );
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
- {
- if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
+ if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
{
- if ( instruction.mIsViewportSet )
- {
- // For glViewport the lower-left corner is (0,0)
- // 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 );
- }
- else
- {
- viewportRect = surfaceRect;
- }
+ mImpl->currentContext->ClearStencil( 0 );
+ mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
}
- else // Offscreen buffer rendering
+
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
{
+ // Offscreen buffer rendering
if ( instruction.mIsViewportSet )
{
// For glViewport the lower-left corner is (0,0)
{
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.mFrameBuffer != 0 )
+ else // No Offscreen frame buffer rendering
{
+ // Check whether a viewport is specified, otherwise the full surface size is used
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;
+ 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
{
- viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ viewportRect = surfaceRect;
}
}
- else
+
+ if( surfaceOrientation == 90 || surfaceOrientation == 270 )
{
- viewportRect = surfaceRect;
+ int temp = viewportRect.width;
+ viewportRect.width = viewportRect.height;
+ viewportRect.height = temp;
}
- }
-
- bool clearFullFrameRect = true;
- if( instruction.mFrameBuffer != 0 )
- {
- Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
- clearFullFrameRect = ( frameRect == viewportRect );
- }
- else
- {
- clearFullFrameRect = ( surfaceRect == viewportRect );
- }
-
- mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
- if( instruction.mIsClearColorSet )
- {
- mImpl->currentContext->ClearColor( clearColor.r,
- clearColor.g,
- clearColor.b,
- clearColor.a );
-
- if( !clearFullFrameRect )
+ bool clearFullFrameRect = true;
+ if( instruction.mFrameBuffer != 0 )
{
- mImpl->currentContext->SetScissorTest( true );
- mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
- mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
- mImpl->currentContext->SetScissorTest( false );
+ Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ clearFullFrameRect = ( frameRect == viewportRect );
}
else
{
- mImpl->currentContext->SetScissorTest( false );
- mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+ clearFullFrameRect = ( surfaceRect == viewportRect );
}
- }
- // Clear the list of bound textures
- mImpl->boundTextures.Clear();
-
- mImpl->renderAlgorithms.ProcessRenderInstruction(
- instruction,
- *mImpl->currentContext,
- mImpl->renderBufferIndex,
- depthBufferAvailable,
- stencilBufferAvailable,
- mImpl->boundTextures );
-
- // Synchronise the FBO/Texture access when there are multiple contexts
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
- {
- // Check whether any binded texture is in the dependency list
- bool textureFound = false;
+ mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
- if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+ if( instruction.mIsClearColorSet )
{
- for ( auto textureId : mImpl->textureDependencyList )
- {
+ mImpl->currentContext->ClearColor( clearColor.r,
+ clearColor.g,
+ clearColor.b,
+ clearColor.a );
- textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
- [textureId]( GLuint id )
- {
- return textureId == id;
- } ) != mImpl->boundTextures.End();
+ if( !clearFullFrameRect )
+ {
+ mImpl->currentContext->SetScissorTest( true );
+ mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+ mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+ mImpl->currentContext->SetScissorTest( false );
+ }
+ else
+ {
+ mImpl->currentContext->SetScissorTest( false );
+ mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
}
}
- if ( textureFound )
+ // Clear the list of bound textures
+ mImpl->boundTextures.Clear();
+
+ mImpl->renderAlgorithms.ProcessRenderInstruction(
+ instruction,
+ *mImpl->currentContext,
+ mImpl->renderBufferIndex,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ mImpl->boundTextures,
+ surfaceOrientation );
+
+ // Synchronise the FBO/Texture access when there are multiple contexts
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
{
+ // Check whether any binded texture is in the dependency list
+ bool textureFound = false;
- if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
+ if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
{
- // For off-screen buffer
-
- // Wait until all rendering calls for the currently context are executed
- mImpl->glContextHelperAbstraction.WaitClient();
+ for ( auto textureId : mImpl->textureDependencyList )
+ {
- // Clear the dependency list
- mImpl->textureDependencyList.Clear();
+ textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
+ [textureId]( GLuint id )
+ {
+ return textureId == id;
+ } ) != mImpl->boundTextures.End();
+ }
}
- else
+
+ if ( textureFound )
{
- // For surface-backed frame buffer
+ if ( instruction.mFrameBuffer )
+ {
+ // For off-screen buffer
+
+ // Wait until all rendering calls for the currently context are executed
+ mImpl->glContextHelperAbstraction.WaitClient();
- // Worker thread lambda function
- auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
- auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
+ // Clear the dependency list
+ mImpl->textureDependencyList.Clear();
+ }
+ else
{
- // Switch to the shared context in the worker thread
- glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ // Worker thread lambda function
+ auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
+ auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
+ {
+ // Switch to the shared context in the worker thread
+ glContextHelperAbstraction.MakeSurfacelessContextCurrent();
- // Wait until all rendering calls for the shared context are executed
- glContextHelperAbstraction.WaitClient();
+ // Wait until all rendering calls for the shared context are executed
+ glContextHelperAbstraction.WaitClient();
- // Must clear the context in the worker thread
- // Otherwise the shared context cannot be switched to from the render thread
- glContextHelperAbstraction.MakeContextNull();
- };
+ // Must clear the context in the worker thread
+ // Otherwise the shared context cannot be switched to from the render thread
+ glContextHelperAbstraction.MakeContextNull();
+ };
- auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
- if ( future )
- {
- mImpl->threadPool->Wait();
+ auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
+ if ( future )
+ {
+ mImpl->threadPool->Wait();
- // Clear the dependency list
- mImpl->textureDependencyList.Clear();
+ // Clear the dependency list
+ mImpl->textureDependencyList.Clear();
+ }
}
}
}
+
+ 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 = nullptr; // Only create once.
+ }
+
+ if ( renderToFbo )
+ {
+ mImpl->currentContext->Flush();
+ }
}
- if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+}
+
+void RenderManager::PostRender( bool uploadOnly )
+{
+ if ( !uploadOnly )
{
- // 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 = NULL; // Only create once.
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
}
- if ( surfaceFrameBuffer )
+ //Notify RenderGeometries that rendering has finished
+ for ( auto&& iter : mImpl->geometryContainer )
{
- surfaceFrameBuffer->PostRender();
+ iter->OnRenderFinished();
}
- else
+
+ mImpl->UpdateTrackers();
+
+
+ uint32_t count = 0u;
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
{
- mImpl->currentContext->Flush();
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
}
+
+ const bool haveInstructions = count > 0u;
+
+ // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
+ mImpl->lastFrameWasRendered = haveInstructions;
+
+ /**
+ * The rendering has finished; swap to the next buffer.
+ * Ideally the update has just finished using this buffer; otherwise the render thread
+ * should block until the update has finished.
+ */
+ mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
+
+ DALI_PRINT_RENDER_END();
}
} // namespace SceneGraph