Reuse latest pipeline if possible
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index fff4fe8..4f8e236 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * 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.
@@ -24,6 +24,7 @@
 // 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>
 
@@ -31,6 +32,8 @@
 #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>
@@ -107,15 +110,7 @@ struct RenderManager::Impl
        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),
@@ -155,26 +150,19 @@ struct RenderManager::Impl
   }
 
   // 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
@@ -190,6 +178,10 @@ struct RenderManager::Impl
   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};
 };
 
@@ -225,17 +217,17 @@ void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 {
 }
 
-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)
@@ -249,34 +241,38 @@ void RenderManager::RemoveSampler(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)
@@ -303,10 +299,10 @@ void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
 {
   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
@@ -373,7 +369,12 @@ void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, Owne
   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);
 }
@@ -385,42 +386,17 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 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)
@@ -473,6 +449,9 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
     }
   }
 
+  // Clean latest used pipeline
+  mImpl->pipelineCache->CleanLatestUsedCache();
+
   mImpl->commandBufferSubmitted = false;
 }
 
@@ -486,7 +465,7 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   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;
@@ -528,12 +507,11 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   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);
@@ -613,24 +591,24 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                 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 &&
@@ -653,22 +631,22 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                   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);
@@ -678,16 +656,15 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
               {
                 // 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
                 }
               }
@@ -699,24 +676,20 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   }
 
   // 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);
@@ -725,9 +698,13 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
 
 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);
 }
 
@@ -746,6 +723,10 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
   Internal::Scene&   sceneInternal = GetImplementation(scene);
   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
+  if(!sceneObject)
+  {
+    return;
+  }
 
   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
 
@@ -777,7 +758,11 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     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;