// CLASS HEADER
#include <dali/internal/render/common/render-manager.h>
+// EXTERNAL INCLUDES
+#include <memory.h>
+
// INTERNAL INCLUDES
#include <dali/public-api/actors/sampling.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/render-tasks/render-task.h>
+#include <dali/devel-api/threading/thread-pool.h>
#include <dali/integration-api/debug.h>
#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/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-debug.h>
{
Impl( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
Integration::StencilBufferAvailable stencilBufferAvailableParam )
- : context( glAbstraction ),
+ : context( glAbstraction, &surfaceContextContainer ),
currentContext( &context ),
glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
+ glContextHelperAbstraction( glContextHelperAbstraction ),
renderQueue(),
instructions(),
renderAlgorithms(),
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() );
+ threadPool->Initialize( 1u );
}
~Impl()
{
+ threadPool.reset( nullptr ); // reset now to maintain correct destruction order
}
void AddRenderTracker( Render::RenderTracker* renderTracker )
OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
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()
Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer 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
int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
manager->mImpl = new Impl( glAbstraction,
glSyncAbstraction,
+ glContextHelperAbstraction,
depthBufferAvailable,
stencilBufferAvailable );
return manager;
return &(mImpl->programController);
}
-void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
+void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
- // Mark that we will require a post-render step to be performed (includes swap-buffers).
- status.SetNeedsPostRender( true );
+ if ( !uploadOnly )
+ {
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
+ }
// Switch to the shared context
if ( mImpl->currentContext != &mImpl->context )
{
mImpl->currentContext = &mImpl->context;
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
// Clear the current cached program when the context is switched
mImpl->programController.ClearCurrentProgram();
}
-
// Upload the geometries
for( uint32_t i = 0; i < count; ++i )
{
}
}
- for( uint32_t i = 0; i < count; ++i )
+ if ( !uploadOnly )
{
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
+ for( uint32_t i = 0; i < count; ++i )
+ {
+ RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction );
- }
+ DoRender( instruction );
+ }
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- for ( auto&& context : mImpl->surfaceContextContainer )
- {
- context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ for ( auto&& context : mImpl->surfaceContextContainer )
+ {
+ context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ }
}
//Notify RenderGeometries that rendering has finished
{
surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
+ if ( !surfaceFrameBuffer->IsSurfaceValid() )
+ {
+ // Skip rendering the frame buffer if the render surface becomes invalid
+ return;
+ }
+
if ( mImpl->currentContext->IsSurfacelessContextSupported() )
{
Context* surfaceContext = surfaceFrameBuffer->GetContext();
{
// Switch the correct context if rendering to a surface
mImpl->currentContext = surfaceContext;
+ surfaceFrameBuffer->MakeContextCurrent();
+
// Clear the current cached program when the context is switched
mImpl->programController.ClearCurrentProgram();
}
{
// Switch to shared context for off-screen buffer
mImpl->currentContext = &mImpl->context;
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
}
}
if( instruction.mFrameBuffer )
{
instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+
+ if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ // 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 );
+ mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
+ }
}
else
{
mImpl->currentContext->SetScissorTest( false );
}
+ // 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 ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+ {
+ for ( auto textureId : mImpl->textureDependencyList )
+ {
+
+ textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
+ [textureId]( GLuint id )
+ {
+ return textureId == id;
+ } ) != mImpl->boundTextures.End();
+ }
+ }
+
+ if ( textureFound )
+ {
+
+ if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ // For off-screen buffer
+
+ // Wait until all rendering calls for the currently context are executed
+ mImpl->glContextHelperAbstraction.WaitClient();
+
+ // Clear the dependency list
+ mImpl->textureDependencyList.Clear();
+ }
+ else
+ {
+ // For surface-backed frame buffer
+
+ // 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();
+
+ // 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();
+ }
+ }
+ }
+ }
+
if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
{
// This will create a sync object every frame this render tracker
{
surfaceFrameBuffer->PostRender();
}
+ else
+ {
+ mImpl->currentContext->Flush();
+ }
}
} // namespace SceneGraph