/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
// INTERNAL INCLUDES
#include <dali/devel-api/threading/thread-pool.h>
#include <dali/integration-api/core.h>
+#include <dali/internal/common/ordered-set.h>
#include <dali/internal/event/common/scene-impl.h>
#include <dali/internal/update/nodes/scene-graph-layer.h>
#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+#include <dali/internal/common/owner-key-container.h>
+
#include <dali/internal/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-debug.h>
#include <dali/internal/render/common/render-instruction.h>
Integration::StencilBufferAvailable stencilBufferAvailableParam,
Integration::PartialUpdateAvailable partialUpdateAvailableParam)
: graphicsController(graphicsController),
- renderQueue(),
renderAlgorithms(graphicsController),
- frameCount(0u),
- renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
- rendererContainer(),
- samplerContainer(),
- textureContainer(),
- frameBufferContainer(),
- lastFrameWasRendered(false),
programController(graphicsController),
shaderCache(graphicsController),
depthBufferAvailable(depthBufferAvailableParam),
}
// the order is important for destruction,
- Graphics::Controller& graphicsController;
- 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
-
- 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::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
- OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
+ Graphics::Controller& graphicsController;
+ 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
- bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
+ OrderedSet<Render::Sampler> samplerContainer; ///< List of owned samplers
+ OrderedSet<Render::FrameBuffer> frameBufferContainer; ///< List of owned framebuffers
+ OrderedSet<Render::VertexBuffer> vertexBufferContainer; ///< List of owned vertex buffers
+ OrderedSet<Render::Geometry> geometryContainer; ///< List of owned Geometries
+ OwnerKeyContainer<Render::Renderer> rendererContainer; ///< List of owned renderers
+ OwnerKeyContainer<Render::Texture> textureContainer; ///< List of owned textures
- OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
+ OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
ProgramController programController; ///< Owner of the programs
Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
+ uint32_t frameCount{0u}; ///< The current frame count
+ BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from; this is opposite of the "update" buffer
+
+ bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
bool commandBufferSubmitted{false};
};
{
}
-void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
+void RenderManager::AddRenderer(const Render::RendererKey& renderer)
{
// Initialize the renderer as we are now in render thread
renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
- mImpl->rendererContainer.PushBack(renderer.Release());
+ mImpl->rendererContainer.PushBack(renderer);
}
-void RenderManager::RemoveRenderer(Render::Renderer* renderer)
+void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
{
- mImpl->rendererContainer.EraseObject(renderer);
+ mImpl->rendererContainer.EraseKey(renderer);
}
void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
mImpl->samplerContainer.EraseObject(sampler);
}
-void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
+void RenderManager::AddTexture(const Render::TextureKey& textureKey)
{
- texture->Initialize(mImpl->graphicsController);
- mImpl->textureContainer.PushBack(texture.Release());
+ DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
+
+ textureKey->Initialize(mImpl->graphicsController);
+ mImpl->textureContainer.PushBack(textureKey);
}
-void RenderManager::RemoveTexture(Render::Texture* texture)
+void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
{
- DALI_ASSERT_DEBUG(NULL != texture);
+ DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
- // Find the texture, use std::find so we can do the erase safely
- auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture);
+ // Find the texture, use std::find so we can do the erase by iterator safely
+ auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
- if(iter != mImpl->textureContainer.end())
+ if(iter != mImpl->textureContainer.End())
{
- texture->Destroy();
+ textureKey->Destroy();
mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
}
}
-void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
+void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
{
- texture->Upload(pixelData, params);
+ DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
+ textureKey->Upload(pixelData, params);
}
-void RenderManager::GenerateMipmaps(Render::Texture* texture)
+void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
{
- texture->GenerateMipmaps();
+ DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
+ textureKey->GenerateMipmaps();
}
void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
{
DALI_ASSERT_DEBUG(nullptr != frameBuffer);
- // Find the framebuffer, use std:find so we can safely do the erase
- auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
+ // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
+ auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
- if(iter != mImpl->frameBufferContainer.end())
+ if(iter != mImpl->frameBufferContainer.End())
{
frameBuffer->Destroy();
mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
vertexBuffer->SetData(data.Release(), size);
}
-void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
+void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
+{
+ geometry->SetIndexBuffer(indices);
+}
+
+void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
{
geometry->SetIndexBuffer(indices);
}
void RenderManager::RemoveGeometry(Render::Geometry* geometry)
{
- auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
-
- if(iter != mImpl->geometryContainer.end())
- {
- mImpl->geometryContainer.Erase(iter);
- }
+ mImpl->geometryContainer.EraseObject(geometry);
}
void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
{
- DALI_ASSERT_DEBUG(nullptr != geometry);
-
- // Find the geometry
- for(auto&& iter : mImpl->geometryContainer)
- {
- if(iter == geometry)
- {
- iter->AddVertexBuffer(vertexBuffer);
- break;
- }
- }
+ geometry->AddVertexBuffer(vertexBuffer);
}
void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
{
- DALI_ASSERT_DEBUG(nullptr != geometry);
-
- // Find the geometry
- for(auto&& iter : mImpl->geometryContainer)
- {
- if(iter == geometry)
- {
- iter->RemoveVertexBuffer(vertexBuffer);
- break;
- }
- }
+ geometry->RemoveVertexBuffer(vertexBuffer);
}
void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
}
}
+ // Clean latest used pipeline
+ mImpl->pipelineCache->CleanLatestUsedCache();
+
mImpl->commandBufferSubmitted = false;
}
Internal::Scene& sceneInternal = GetImplementation(scene);
SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
- if(sceneObject->IsRenderingSkipped())
+ if(!sceneObject || sceneObject->IsRenderingSkipped())
{
// We don't need to calculate dirty rects
return;
DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
bool cleanDamagedRect = false;
- // 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 = sceneObject->GetItemsDirtyRects();
- for(DirtyRect& dirtyRect : itemsDirtyRects)
+ // Mark previous dirty rects in the std::unordered_map.
+ Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
+ for(auto& dirtyRectPair : itemsDirtyRects)
{
- dirtyRect.visited = false;
+ dirtyRectPair.second.visited = false;
}
uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
cleanDamagedRect = true;
// Save the full rect in the damaged list. We need it when this item is removed
- DirtyRect dirtyRect(item.mNode, item.mRenderer, surfaceRect);
- auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+ DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
+ auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
+ if(dirtyRectPos != itemsDirtyRects.end())
{
// Replace the rect
- dirtyRectPos->visited = true;
- dirtyRectPos->rect = dirtyRect.rect;
+ dirtyRectPos->second.visited = true;
+ dirtyRectPos->second.rect = surfaceRect;
}
else
{
- // Else, just insert the new dirtyrect in the correct position
- itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ // Else, just insert the new dirtyrect
+ itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
}
continue;
}
- Rect<int> rect;
- DirtyRect dirtyRect(item.mNode, item.mRenderer, rect);
+ Rect<int> rect;
+ DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
// If the item refers to updated node or renderer.
if(item.mIsUpdated ||
(item.mNode &&
rect.height = ((bottom + 16) / 16) * 16 - rect.y;
// Found valid dirty rect.
- dirtyRect.rect = rect;
- auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
-
- if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+ auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
+ if(dirtyRectPos != itemsDirtyRects.end())
{
+ Rect<int> currentRect = rect;
+
// Same item, merge it with the previous rect
- rect.Merge(dirtyRectPos->rect);
+ rect.Merge(dirtyRectPos->second.rect);
- // Replace the rect
- dirtyRectPos->visited = true;
- dirtyRectPos->rect = dirtyRect.rect;
+ // Replace the rect as current
+ dirtyRectPos->second.visited = true;
+ dirtyRectPos->second.rect = currentRect;
}
else
{
- // Else, just insert the new dirtyrect in the correct position
- itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ // Else, just insert the new dirtyrect
+ itemsDirtyRects.insert({dirtyRectKey, rect});
}
damagedRects.push_back(rect);
{
// 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);
- if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+ auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
+ if(dirtyRectPos != itemsDirtyRects.end())
{
- dirtyRectPos->visited = true;
+ dirtyRectPos->second.visited = true;
}
else
{
// The item is not in the list for some reason. Add it!
- dirtyRect.rect = surfaceRect;
- itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
cleanDamagedRect = true; // And make full update at this frame
}
}
}
// Check removed nodes or removed renderers dirty rects
- auto i = itemsDirtyRects.begin();
- auto j = itemsDirtyRects.begin();
- while(i != itemsDirtyRects.end())
+ // Note, std::unordered_map end iterator is validate if we call erase.
+ for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
{
- if(i->visited)
+ if(!iter->second.visited)
{
- *j++ = *i;
+ damagedRects.push_back(iter->second.rect);
+ iter = itemsDirtyRects.erase(iter);
}
else
{
- Rect<int>& dirtRect = i->rect;
- damagedRects.push_back(dirtRect);
+ ++iter;
}
- i++;
}
- itemsDirtyRects.resize(j - itemsDirtyRects.begin());
-
if(!cleanDamagedRect)
{
damagedRectCleaner.SetCleanOnReturn(false);
void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
{
- SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
- Rect<int> clippingRect = sceneObject->GetSurfaceRect();
+ SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
+ if(!sceneObject)
+ {
+ return;
+ }
+ Rect<int> clippingRect = sceneObject->GetSurfaceRect();
RenderScene(status, scene, renderToFbo, clippingRect);
}
Internal::Scene& sceneInternal = GetImplementation(scene);
SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+ if(!sceneObject)
+ {
+ return;
+ }
uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
Rect<int32_t> viewportRect;
- int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
+ int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
+ if(surfaceOrientation >= 360)
+ {
+ surfaceOrientation -= 360;
+ }
// @todo Should these be part of scene?
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;