/*
- * Copyright (c) 2015 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.
// 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/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/common/render-instruction-container.h>
#include <dali/internal/render/common/render-instruction.h>
-#include <dali/internal/render/data-providers/uniform-name-cache.h>
#include <dali/internal/render/gl-resources/context.h>
-#include <dali/internal/render/gl-resources/frame-buffer-texture.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
#include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-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
{
namespace SceneGraph
{
-typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
-typedef RendererOwnerContainer::Iterator RendererOwnerIter;
-
-typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
-typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
-
-typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
-typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
-
-typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
-typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
-
-typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
-typedef RenderTrackerContainer::Iterator RenderTrackerIter;
-typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
+#if defined(DEBUG_ENABLED)
+namespace
+{
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+} // unnamed namespace
+#endif
/**
* Structure to contain internal data
{
Impl( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
- LockedResourceQueue& textureUploadedQ,
- TextureUploadedDispatcher& postProcessDispatcher )
- : context( glAbstraction ),
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailableParam,
+ Integration::StencilBufferAvailable stencilBufferAvailableParam )
+ : context( glAbstraction, &sceneContextContainer ),
+ currentContext( &context ),
+ glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
+ glContextHelperAbstraction( glContextHelperAbstraction ),
renderQueue(),
- textureCache( renderQueue, postProcessDispatcher, context ),
- textureUploadedQueue( textureUploadedQ ),
- instructions(),
- backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
- frameCount( 0 ),
+ renderAlgorithms(),
+ frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
rendererContainer(),
samplerContainer(),
- renderersAdded( false ),
- firstRenderCompleted( false ),
- defaultShader( NULL ),
- programController( glAbstraction )
+ textureContainer(),
+ frameBufferContainer(),
+ lastFrameWasRendered( false ),
+ programController( glAbstraction ),
+ depthBufferAvailable( depthBufferAvailableParam ),
+ 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 )
void RemoveRenderTracker( Render::RenderTracker* renderTracker )
{
- DALI_ASSERT_DEBUG( renderTracker != NULL );
- for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
+ mRenderTrackers.EraseObject( renderTracker );
+ }
+
+ Context* CreateSceneContext()
+ {
+ sceneContextContainer.push_back( new Context( glAbstraction ) );
+ return sceneContextContainer[ sceneContextContainer.size() - 1 ];
+ }
+
+ void DestroySceneContext( Context* sceneContext )
+ {
+ auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
+ if( iter != sceneContextContainer.end() )
{
- if( *iter == renderTracker )
- {
- mRenderTrackers.Erase( iter );
- break;
- }
+ sceneContextContainer.erase( iter );
}
}
+ Context* ReplaceSceneContext( Context* oldSceneContext )
+ {
+ Context* newContext = new Context( glAbstraction );
+ std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
+ return newContext;
+ }
+
void UpdateTrackers()
{
- for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
+ for( auto&& iter : mRenderTrackers )
{
- (*iter)->PollSyncObject();
+ iter->PollSyncObject();
}
}
// the order is important for destruction,
// programs are owned by context at the moment.
- Context context; ///< holds the GL state
- Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
- RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
- TextureCache textureCache; ///< Cache for all GL textures
- Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms
- LockedResourceQueue& textureUploadedQueue; ///< A queue for requesting resource post processing in 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
+ 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.
+
+ 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
+ BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
- // 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;
+ Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
- Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
+ 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::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
+ OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
- unsigned int frameCount; ///< The current frame count
- BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
+ bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
- Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
+ OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
- RendererOwnerContainer rendererContainer; ///< List of owned renderers
- SamplerOwnerContainer samplerContainer; ///< List of owned samplers
- PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
- RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
+ ProgramController programController; ///< Owner of the GL programs
- bool renderersAdded;
+ Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
+ Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
- RenderTrackerContainer mRenderTrackers; ///< List of render trackers
+ 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
- bool firstRenderCompleted; ///< False until the first render is done
- Shader* defaultShader; ///< Default shader to use
- ProgramController programController; ///< Owner of the GL programs
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
- LockedResourceQueue& textureUploadedQ )
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
+ manager->mImpl = new Impl( glAbstraction,
+ glSyncAbstraction,
+ glContextHelperAbstraction,
+ depthBufferAvailable,
+ stencilBufferAvailable );
return manager;
}
return mImpl->renderQueue;
}
-TextureCache& RenderManager::GetTextureCache()
-{
- return mImpl->textureCache;
-}
-
void RenderManager::ContextCreated()
{
mImpl->context.GlContextCreated();
mImpl->context.GlContextDestroyed();
mImpl->programController.GlContextDestroyed();
- // inform texture cache
- mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
+ //Inform textures
+ for( auto&& texture : mImpl->textureContainer )
+ {
+ texture->GlContextDestroyed();
+ }
+
+ //Inform framebuffers
+ for( auto&& framebuffer : mImpl->frameBufferContainer )
+ {
+ framebuffer->GlContextDestroyed();
+ }
// inform renderers
- RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
- RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
- for( ; iter != end; ++iter )
+ for( auto&& renderer : mImpl->rendererContainer )
{
- GlResourceOwner* renderer = *iter;
- renderer->GlContextDestroyed(); // Clear up vertex buffers
+ renderer->GlContextDestroyed();
}
-}
-void RenderManager::DispatchTextureUploaded(ResourceId request)
-{
- mImpl->textureUploadedQueue.PushBack( request );
+ // 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;
-}
-
-void RenderManager::SetBackgroundColor( const Vector4& color )
-{
- mImpl->backgroundColor = color;
+ mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
+void RenderManager::SetDefaultSurfaceOrientation( int orientation )
{
- mImpl->defaultSurfaceRect = rect;
+ mImpl->defaultSurfaceOrientation = orientation;
}
-void RenderManager::AddRenderer( Render::Renderer* renderer )
+void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
-
- mImpl->rendererContainer.PushBack( renderer );
+ renderer->Initialize( mImpl->context );
- if( !mImpl->renderersAdded )
- {
- mImpl->renderersAdded = true;
- }
+ mImpl->rendererContainer.PushBack( renderer.Release() );
}
void RenderManager::RemoveRenderer( Render::Renderer* renderer )
{
- DALI_ASSERT_DEBUG( NULL != renderer );
-
- RendererOwnerContainer& renderers = mImpl->rendererContainer;
-
- // Find the renderer
- for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
- {
- if ( *iter == renderer )
- {
- renderers.Erase( iter ); // Renderer found; now destroy it
- break;
- }
- }
+ mImpl->rendererContainer.EraseObject( renderer );
}
-void RenderManager::AddSampler( Render::Sampler* sampler )
+void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
{
- mImpl->samplerContainer.PushBack( sampler );
+ mImpl->samplerContainer.PushBack( sampler.Release() );
}
void RenderManager::RemoveSampler( Render::Sampler* sampler )
{
- DALI_ASSERT_DEBUG( NULL != sampler );
+ mImpl->samplerContainer.EraseObject( sampler );
+}
+
+void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
+{
+ texture->Initialize( mImpl->context );
+ mImpl->textureContainer.PushBack( texture.Release() );
+}
- SamplerOwnerContainer& samplers = mImpl->samplerContainer;
+void RenderManager::RemoveTexture( Render::Texture* texture )
+{
+ DALI_ASSERT_DEBUG( NULL != texture );
- // Find the sampler
- for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
+ // Find the texture, use reference to pointer so we can do the erase safely
+ for ( auto&& iter : mImpl->textureContainer )
{
- if ( *iter == sampler )
+ if ( iter == texture )
{
- samplers.Erase( iter ); // Sampler found; now destroy it
- break;
+ texture->Destroy( mImpl->context );
+ mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
+ return;
}
}
}
-void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
+void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
{
- sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
+ texture->Upload( mImpl->context, pixelData, params );
}
-void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
+void RenderManager::GenerateMipmaps( Render::Texture* texture )
{
- sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
+ texture->GenerateMipmaps( mImpl->context );
}
-void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
{
- mImpl->propertyBufferContainer.PushBack( propertyBuffer );
+ sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
+ sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
}
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+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 )
{
- DALI_ASSERT_DEBUG( NULL != propertyBuffer );
+ Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
+ mImpl->frameBufferContainer.PushBack( frameBufferPtr );
+ frameBufferPtr->Initialize( mImpl->context );
+}
- PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
+void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != frameBuffer );
- // Find the sampler
- for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
+ // Find the sampler, use reference so we can safely do the erase
+ for ( auto&& iter : mImpl->frameBufferContainer )
{
- if ( *iter == propertyBuffer )
+ if ( iter == frameBuffer )
{
- propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
+ frameBuffer->Destroy( mImpl->context );
+ 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::UninitializeScene( SceneGraph::Scene* scene )
+{
+ mImpl->DestroySceneContext( scene->GetContext() );
+
+ auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
+ if( iter != mImpl->sceneContainer.end() )
+ {
+ mImpl->sceneContainer.erase( iter );
+ }
+}
-void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
+void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
{
- propertyBuffer->SetFormat( format );
+ Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
+ scene->Initialize( *newContext );
}
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
{
- propertyBuffer->SetData( data, size );
+ frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
}
-void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
+void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
{
- mImpl->renderGeometryContainer.PushBack( renderGeometry );
+ mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
}
-void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+}
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+{
+ propertyBuffer->SetFormat( format.Release() );
+}
- // Find the geometry
- for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
- {
- if ( *iter == renderGeometry )
- {
- geometries.Erase( iter ); // Geometry found; now destroy it
- break;
- }
- }
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+{
+ propertyBuffer->SetData( data.Release(), size );
}
-void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ geometry->SetIndexBuffer( indices );
+}
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
+{
+ mImpl->geometryContainer.PushBack( geometry.Release() );
+}
+
+void RenderManager::RemoveGeometry( Render::Geometry* geometry )
+{
+ mImpl->geometryContainer.EraseObject( geometry );
+}
+
+void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != geometry );
- // Find the renderer
- for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+ // Find the geometry
+ for ( auto&& iter : mImpl->geometryContainer )
{
- if ( *iter == renderGeometry )
+ if ( iter == geometry )
{
- (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
+ iter->AddPropertyBuffer( propertyBuffer );
break;
}
}
}
-void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ DALI_ASSERT_DEBUG( NULL != geometry );
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
-
- // Find the renderer
- for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+ // Find the geometry
+ for ( auto&& iter : mImpl->geometryContainer )
{
- if ( *iter == renderGeometry )
+ if ( iter == geometry )
{
- (*iter)->RemovePropertyBuffer( propertyBuffer );
+ iter->RemovePropertyBuffer( propertyBuffer );
break;
}
}
}
-void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
-{
- geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
-}
-
-void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
{
- geometry->SetRequiresDepthTest( requiresDepthTest );
+ geometry->SetType( Render::Geometry::Type(geometryType) );
}
void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
mImpl->RemoveRenderTracker(renderTracker);
}
-void RenderManager::SetDefaultShader( Shader* shader )
-{
- mImpl->defaultShader = shader;
-}
-
ProgramCache* RenderManager::GetProgramCache()
{
return &(mImpl->programController);
}
-bool RenderManager::Render( Integration::RenderStatus& status )
+void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
// Core::Render documents that GL context must be current before calling Render
DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
- status.SetHasRendered( false );
-
// Increment the frame count at the beginning of each frame
- ++(mImpl->frameCount);
+ ++mImpl->frameCount;
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
- // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
- if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
+ uint32_t count = 0u;
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
{
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ }
- mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
- mImpl->defaultSurfaceRect.y,
- mImpl->defaultSurfaceRect.width,
- mImpl->defaultSurfaceRect.height );
+ const bool haveInstructions = count > 0u;
- mImpl->context.ClearColor( mImpl->backgroundColor.r,
- mImpl->backgroundColor.g,
- mImpl->backgroundColor.b,
- mImpl->backgroundColor.a );
+ 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" );
- mImpl->context.ClearStencil( 0 );
+ // 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 )
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
- // Clear the entire color, depth and stencil buffers for the default framebuffer.
- // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
- // 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.
- mImpl->context.SetScissorTest( false );
- mImpl->context.ColorMask( true );
- mImpl->context.DepthMask( true );
- mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
- mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
+ if ( !uploadOnly )
+ {
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
+ }
- // 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();
+ // 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();
+ }
- // if we don't have default shader, no point doing the render calls
- if( mImpl->defaultShader )
+ // Upload the geometries
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
{
- size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
- for ( size_t i = 0; i < count; ++i )
+ RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
+ for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
{
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
+ RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
- DoRender( instruction, *mImpl->defaultShader );
+ const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
- const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
- if ( countRenderList > 0 )
+ DALI_ASSERT_DEBUG( viewMatrix );
+ DALI_ASSERT_DEBUG( projectionMatrix );
+
+ if( viewMatrix && projectionMatrix )
{
- status.SetHasRendered( true );
+ 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( *mImpl->currentContext );
+ }
+ }
+ }
+ }
}
}
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
-
- mImpl->UpdateTrackers();
-
- mImpl->firstRenderCompleted = true;
}
}
+}
- //Notify RenderGeometries that rendering has finished
- for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
+
+void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo )
+{
+ Internal::Scene& sceneInternal = GetImplementation( scene );
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+
+ uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+
+ for( uint32_t i = 0; i < count; ++i )
{
- (*iter)->OnRenderFinished();
- }
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
- /**
- * 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;
+ if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
+ {
+ continue; // skip
+ }
- DALI_PRINT_RENDER_END();
+ Rect<int32_t> viewportRect;
+ Vector4 clearColor;
- // check if anything has been posted to the update thread, if IsEmpty then no update required.
- return !mImpl->textureUploadedQueue.IsEmpty();
-}
+ if ( instruction.mIsClearColorSet )
+ {
+ clearColor = instruction.mClearColor;
+ }
+ else
+ {
+ clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
+ }
-void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
-{
- Rect<int> viewportRect;
- Vector4 clearColor;
+ Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
+ Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+ Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+ int surfaceOrientation = mImpl->defaultSurfaceOrientation;
- if ( instruction.mIsClearColorSet )
- {
- clearColor = instruction.mClearColor;
- }
- else
- {
- clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
- }
+ if ( instruction.mFrameBuffer )
+ {
+ // offscreen buffer
+ if ( mImpl->currentContext != &mImpl->context )
+ {
+ // Switch to shared context for off-screen buffer
+ mImpl->currentContext = &mImpl->context;
- FrameBufferTexture* offscreen = NULL;
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
- if ( instruction.mOffscreenTextureId != 0 )
- {
- offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
- DALI_ASSERT_DEBUG( NULL != offscreen );
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+ else
+ {
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ if ( mImpl->currentContext != sceneObject->GetContext() )
+ {
+ // Switch the correct context if rendering to a surface
+ mImpl->currentContext = sceneObject->GetContext();
- if( NULL != offscreen &&
- offscreen->Prepare() )
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+
+ surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
+ }
+
+ 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();
+
+ 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.
+ for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+ {
+ mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
+ }
+ }
+ else
+ {
+ mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+ }
+
+ 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;
+
+ 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( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ {
+ // Offscreen buffer rendering
+ 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 );
+ }
+ else
+ {
+ 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 )
{
// For glViewport the lower-left corner is (0,0)
- const int y = ( offscreen->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, offscreen->GetWidth(), offscreen->GetHeight() );
+ viewportRect = surfaceRect;
}
}
- else
+
+ if( surfaceOrientation == 90 || surfaceOrientation == 270 )
{
- // Offscreen is NULL or could not be prepared.
- return;
+ int temp = viewportRect.width;
+ viewportRect.width = viewportRect.height;
+ viewportRect.height = temp;
}
- }
- else // !(instruction.mOffscreenTexture)
- {
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
- // Check whether a viewport is specified, otherwise the full surface size is used
- if ( instruction.mIsViewportSet )
+ bool clearFullFrameRect = true;
+ if( instruction.mFrameBuffer != 0 )
{
- // For glViewport the lower-left corner is (0,0)
- const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ clearFullFrameRect = ( frameRect == viewportRect );
}
else
{
- viewportRect = mImpl->defaultSurfaceRect;
+ clearFullFrameRect = ( surfaceRect == viewportRect );
}
- }
- mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
+ mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
- if ( instruction.mIsClearColorSet )
- {
- mImpl->context.ClearColor( clearColor.r,
- clearColor.g,
- clearColor.b,
- clearColor.a );
-
- // Clear the viewport area only
- mImpl->context.SetScissorTest( true );
- mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
- mImpl->context.ColorMask( true );
- mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
- mImpl->context.SetScissorTest( false );
+ if( instruction.mIsClearColorSet )
+ {
+ mImpl->currentContext->ClearColor( clearColor.r,
+ clearColor.g,
+ clearColor.b,
+ clearColor.a );
+
+ 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 );
+ }
+ }
+
+ // 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 )
+ {
+ // 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
+ {
+ // 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 )
+ {
+ // 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();
+ }
}
- Render::ProcessRenderInstruction( instruction,
- mImpl->context,
- mImpl->textureCache,
- defaultShader,
- mImpl->renderBufferIndex );
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+}
- if(instruction.mOffscreenTextureId != 0)
+void RenderManager::PostRender( bool uploadOnly )
+{
+ if ( !uploadOnly )
{
- GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
}
- if( instruction.mRenderTracker && offscreen != NULL )
+ //Notify RenderGeometries that rendering has finished
+ for ( auto&& iter : mImpl->geometryContainer )
+ {
+ iter->OnRenderFinished();
+ }
+
+ mImpl->UpdateTrackers();
+
+
+ uint32_t count = 0u;
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
{
- // 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.
+ 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