Move mItemsDirtyRects from Scene to SceneGraph::Scene
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 803f35a..3772183 100644 (file)
 // INTERNAL INCLUDES
 #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/nodes/scene-graph-layer.h>
 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
 
 #include <dali/internal/render/common/render-algorithms.h>
@@ -36,6 +36,7 @@
 #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/pipeline-cache.h>
 #include <dali/internal/render/renderers/render-frame-buffer.h>
 #include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/renderers/shader-cache.h>
@@ -43,7 +44,7 @@
 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
 #include <dali/internal/render/shaders/program-controller.h>
 
-#include <dali/internal/render/renderers/uniform-buffer-manager.h>
+#include <memory>
 
 namespace Dali
 {
@@ -121,10 +122,11 @@ struct RenderManager::Impl
     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 = std::make_unique<Dali::ThreadPool>();
     threadPool->Initialize(1u);
 
-    uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
+    uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
+    pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
   }
 
   ~Impl()
@@ -173,10 +175,11 @@ struct RenderManager::Impl
 
   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
 
-  ProgramController   programController; ///< Owner of the GL programs
+  ProgramController   programController; ///< Owner of the programs
   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
 
   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
+  std::unique_ptr<Render::PipelineCache>        pipelineCache;
 
   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
@@ -222,7 +225,7 @@ void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
+  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
 
   mImpl->rendererContainer.PushBack(renderer.Release());
 }
@@ -253,15 +256,13 @@ void RenderManager::RemoveTexture(Render::Texture* 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)
+  // Find the texture, use std::find so we can do the erase safely
+  auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture);
+
+  if(iter != mImpl->textureContainer.end())
   {
-    if(iter == texture)
-    {
-      texture->Destroy();
-      mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
-      return;
-    }
+    texture->Destroy();
+    mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
   }
 }
 
@@ -299,16 +300,13 @@ void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
 {
   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
 
-  // Find the sampler, use reference so we can safely do the erase
-  for(auto&& iter : mImpl->frameBufferContainer)
-  {
-    if(iter == frameBuffer)
-    {
-      frameBuffer->Destroy();
-      mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
+  // Find the framebuffer, use std:find so we can safely do the erase
+  auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
 
-      break;
-    }
+  if(iter != mImpl->frameBufferContainer.end())
+  {
+    frameBuffer->Destroy();
+    mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
   }
 }
 
@@ -379,7 +377,12 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  mImpl->geometryContainer.EraseObject(geometry);
+  auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
+
+  if(iter != mImpl->geometryContainer.end())
+  {
+    mImpl->geometryContainer.Erase(iter);
+  }
 }
 
 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
@@ -456,43 +459,9 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
 
     // Upload the geometries
-    for(auto& i : mImpl->sceneContainer)
+    for(auto&& geom : mImpl->geometryContainer)
     {
-      RenderInstructionContainer& instructions = i->GetRenderInstructions();
-      for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
-      {
-        RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
-
-        const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
-        const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
-
-        DALI_ASSERT_DEBUG(viewMatrix);
-        DALI_ASSERT_DEBUG(projectionMatrix);
-
-        if(viewMatrix && projectionMatrix)
-        {
-          const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
-
-          // Iterate through each render list.
-          for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
-          {
-            const RenderList* renderList = instruction.GetRenderList(index);
-
-            if(renderList && !renderList->IsEmpty())
-            {
-              const std::size_t itemCount = renderList->Count();
-              for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
-              {
-                const RenderItem& item = renderList->GetItem(itemIndex);
-                if(DALI_LIKELY(item.mRenderer))
-                {
-                  item.mRenderer->Upload();
-                }
-              }
-            }
-          }
-        }
-      }
+      geom->Upload(mImpl->graphicsController);
     }
   }
 }
@@ -516,8 +485,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   class DamagedRectsCleaner
   {
   public:
-    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
     : mDamagedRects(damagedRects),
+      mSurfaceRect(surfaceRect),
       mCleanOnReturn(true)
     {
     }
@@ -532,22 +502,24 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       if(mCleanOnReturn)
       {
         mDamagedRects.clear();
+        mDamagedRects.push_back(mSurfaceRect);
       }
     }
 
   private:
     std::vector<Rect<int>>& mDamagedRects;
+    Rect<int>               mSurfaceRect;
     bool                    mCleanOnReturn;
   };
 
   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);
+  DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
 
   // 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();
+  std::vector<DirtyRect>& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
   for(DirtyRect& dirtyRect : itemsDirtyRects)
   {
     dirtyRect.visited = false;
@@ -616,50 +588,78 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
       {
         const RenderList* renderList = instruction.GetRenderList(index);
-        if(renderList && !renderList->IsEmpty())
+        if(renderList)
         {
-          const std::size_t listCount = renderList->Count();
-          for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
+          if(!renderList->IsEmpty())
           {
-            RenderItem& item = renderList->GetItem(listIndex);
-            // If the item does 3D transformation, do early exit and clean the damaged rect array
-            if(item.mUpdateSize == Vector3::ZERO)
+            const std::size_t listCount = renderList->Count();
+            for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
             {
-              return;
-            }
+              RenderItem& item = renderList->GetItem(listIndex);
+              // If the item does 3D transformation, do early exit and clean the damaged rect array
+              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 &&
-                (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
-            {
-              item.mIsUpdated = false;
-              item.mNode->SetUpdated(false);
+              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 &&
+                  (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
+              {
+                item.mIsUpdated = false;
+
+                rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
+                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 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;
+
+                  // 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;
+                  auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+                  dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+
+                  int c = 1;
+                  while(++dirtyRectPos != itemsDirtyRects.end())
+                  {
+                    if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                    {
+                      break;
+                    }
+
+                    dirtyRectPos->visited = true;
+                    Rect<int>& dirtRect   = dirtyRectPos->rect;
+                    rect.Merge(dirtRect);
+
+                    c++;
+                    if(c > 3) // no more then 3 previous rects
+                    {
+                      itemsDirtyRects.erase(dirtyRectPos);
+                      break;
+                    }
+                  }
 
-              rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
-              if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+                  damagedRects.push_back(rect);
+                }
+              }
+              else
               {
-                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;
-
-                // Found valid dirty rect.
-                // 1. Insert it in the sorted array of the dirty rects.
+                // 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.
-                // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
-                dirtyRect.rect    = rect;
                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), 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)
                   {
@@ -667,36 +667,17 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                   }
 
                   dirtyRectPos->visited = true;
-                  Rect<int>& dirtRect   = dirtyRectPos->rect;
-                  rect.Merge(dirtRect);
-
-                  c++;
-                  if(c > 3) // no more then 3 previous rects
-                  {
-                    itemsDirtyRects.erase(dirtyRectPos);
-                    break;
-                  }
+                  dirtyRectPos++;
                 }
-
-                damagedRects.push_back(rect);
               }
             }
-            else
-            {
-              // 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())
-              {
-                if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
-                {
-                  break;
-                }
+          }
 
-                dirtyRectPos->visited = true;
-                dirtyRectPos++;
-              }
-            }
+          // Reset updated flag from the root
+          Layer* sourceLayer = renderList->GetSourceLayer();
+          if(sourceLayer)
+          {
+            sourceLayer->SetUpdatedTree(false);
           }
         }
       }
@@ -726,12 +707,20 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
 {
-  Rect<int> clippingRect;
+  SceneGraph::Scene* sceneObject  = GetImplementation(scene).GetSceneObject();
+  Rect<int>          clippingRect = sceneObject->GetSurfaceRect();
+
   RenderScene(status, scene, renderToFbo, clippingRect);
 }
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
 {
+  if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
+  {
+    // ClippingRect is empty. Skip rendering
+    return;
+  }
+
   // Reset main algorithms command buffer
   mImpl->renderAlgorithms.ResetCommandBuffer();
 
@@ -744,6 +733,15 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
   std::vector<Graphics::RenderTarget*> targetstoPresent;
 
+  Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+  if(clippingRect == surfaceRect)
+  {
+    // Full rendering case
+    // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
+    // To reduce side effects, keep this logic now.
+    clippingRect = Rect<int>();
+  }
+
   for(uint32_t i = 0; i < count; ++i)
   {
     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
@@ -758,8 +756,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     Rect<int32_t> viewportRect;
 
-    Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
-    int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
 
     // @todo Should these be part of scene?
     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
@@ -856,7 +853,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       // Offscreen buffer rendering
       if(instruction.mIsViewportSet)
       {
-        // For glViewport the lower-left corner is (0,0)
+        // For Viewport 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);
       }
@@ -871,7 +868,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       // 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)
+        // For Viewport 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);
       }
@@ -945,57 +942,6 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       clippingRect,
       surfaceOrientation);
 
-    // Synchronise the FBO/Texture access
-
-    // Check whether any bound texture is in the dependency list
-    bool textureFound = false;
-
-    if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
-    {
-      for(auto texture : mImpl->textureDependencyList)
-      {
-        textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
-                         return texture == graphicsTexture;
-                       }) != mImpl->boundTextures.End();
-      }
-    }
-
-    if(textureFound)
-    {
-      if(instruction.mFrameBuffer)
-      {
-        // For off-screen buffer
-
-        // Clear the dependency list
-        mImpl->textureDependencyList.Clear();
-      }
-      else
-      {
-        // Worker thread lambda function
-        auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
-        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();
-
-          // 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();
-
-          // Clear the dependency list
-          mImpl->textureDependencyList.Clear();
-        }
-      }
-    }
-
     Graphics::SyncObject* syncObject{nullptr};
     // If the render instruction has an associated render tracker (owned separately)
     // and framebuffer, create a one shot sync object, and use it to determine when