Move mItemsDirtyRects from Scene to SceneGraph::Scene
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 91cb4c5..3772183 100644 (file)
@@ -28,6 +28,7 @@
 #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>
@@ -255,15 +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
   }
 }
 
@@ -301,16 +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
   }
 }
 
@@ -381,13 +377,11 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
-    return geometry == item;
-  });
+  auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
 
-  if(it != mImpl->geometryContainer.end())
+  if(iter != mImpl->geometryContainer.end())
   {
-    mImpl->geometryContainer.Erase(it);
+    mImpl->geometryContainer.Erase(iter);
   }
 }
 
@@ -491,8 +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)
     {
     }
@@ -507,22 +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;
@@ -591,50 +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->SetUpdatedTree(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())
+                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;
+                    }
+                  }
+
+                  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)
                   {
@@ -642,36 +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);
           }
         }
       }
@@ -701,12 +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();
 
@@ -719,6 +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);
@@ -733,8 +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;