/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
#include <dali/internal/render/common/render-manager.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/integration-api/debug.h>
#include <dali/integration-api/core.h>
#include <dali/internal/common/owner-pointer.h>
-#include <dali/internal/render/queue/render-queue.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/native-frame-buffer-texture.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
+#include <dali/internal/render/queue/render-queue.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>
-// Uncomment the next line to enable frame snapshot logging
-//#define FRAME_SNAPSHOT_LOGGING
-
-#ifdef FRAME_SNAPSHOT_LOGGING
-
-using namespace Dali::Internal::Render;
-
-namespace // unnamed namespace
-{
-unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
-} // unnamed namespace
-
-#define SET_SNAPSHOT_FRAME_LOG_LEVEL \
- DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
-
-#else // FRAME_SNAPSHOT_LOGGING
-
-#define SET_SNAPSHOT_FRAME_LOG_LEVEL
-
-#endif // FRAME_SNAPSHOT_LOGGING
-
namespace Dali
{
namespace SceneGraph
{
-typedef OwnerContainer< Renderer* > RendererOwnerContainer;
+typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
typedef RendererOwnerContainer::Iterator RendererOwnerIter;
-typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
-typedef RenderTrackerContainer::Iterator RenderTrackerIter;
-typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
+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;
/**
* Structure to contain internal data
*/
struct RenderManager::Impl
{
- Impl( Dali::Integration::GlAbstraction& glAbstraction,
- ResourcePostProcessList& resourcePostProcessQ,
- PostProcessResourceDispatcher& postProcessDispatcher )
+ Impl( Integration::GlAbstraction& glAbstraction,
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ LockedResourceQueue& textureUploadedQ,
+ TextureUploadedDispatcher& postProcessDispatcher )
: context( glAbstraction ),
+ glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
textureCache( renderQueue, postProcessDispatcher, context ),
- resourcePostProcessQueue( resourcePostProcessQ ),
+ textureUploadedQueue( textureUploadedQ ),
instructions(),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
- frameTime( 0.0f ),
- lastFrameTime( 0.0f ),
frameCount( 0 ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
rendererContainer(),
+ samplerContainer(),
renderersAdded( false ),
firstRenderCompleted( false ),
defaultShader( NULL ),
- programController( postProcessDispatcher, glAbstraction )
+ programController( glAbstraction )
{
}
{
}
- void AddRenderTracker( RenderTracker* renderTracker )
+ void AddRenderTracker( Render::RenderTracker* renderTracker )
{
DALI_ASSERT_DEBUG( renderTracker != NULL );
mRenderTrackers.PushBack( renderTracker );
}
- void RemoveRenderTracker( RenderTracker* renderTracker )
+ void RemoveRenderTracker( Render::RenderTracker* renderTracker )
{
DALI_ASSERT_DEBUG( renderTracker != NULL );
for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
// the order is important for destruction,
// programs are owned by context at the moment.
- Context context; ///< holds the GL state
- RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
- TextureCache textureCache; ///< Cache for all GL textures
- ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
+ 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
// 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;
+ RenderInstructionContainer instructions;
- Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
+ Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
- float frameTime; ///< The elapsed time since the previous frame
- float lastFrameTime; ///< Last frame delta.
+ unsigned int frameCount; ///< The current frame count
+ BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
- unsigned int frameCount; ///< The current frame count
- BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
+ Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
- Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
+ 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
- RendererOwnerContainer rendererContainer; ///< List of owned renderers
+ bool renderersAdded;
- bool renderersAdded;
+ RenderTrackerContainer mRenderTrackers; ///< List of render trackers
- RenderTrackerContainer mRenderTrackers; ///< List of render trackers
-
- bool firstRenderCompleted; ///< False until the first render is done
- Shader* defaultShader; ///< Default shader to use
- ProgramController programController; ///< Owner of the GL programs
+ 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, ResourcePostProcessList& resourcePostProcessQ )
+RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ LockedResourceQueue& textureUploadedQ )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
+ manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
return manager;
}
void RenderManager::ContextDestroyed()
{
- // @todo Set an atomic value to prevent render manager rendering again until
- // ContextCreated has been called.
-
mImpl->context.GlContextDestroyed();
mImpl->programController.GlContextDestroyed();
}
}
-void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
+void RenderManager::DispatchTextureUploaded(ResourceId request)
{
- mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
+ mImpl->textureUploadedQueue.PushBack( request );
+}
+
+void RenderManager::SetShaderSaver( ShaderSaver& upstream )
+{
+ mImpl->programController.SetShaderSaver( upstream );
}
RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
mImpl->backgroundColor = color;
}
-void RenderManager::SetFrameDeltaTime( float deltaTime )
-{
- mImpl->frameTime = deltaTime;
-}
-
void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
{
mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::AddRenderer( Renderer* renderer )
+void RenderManager::AddRenderer( Render::Renderer* renderer )
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize( mImpl->context, mImpl->textureCache );
+ renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
mImpl->rendererContainer.PushBack( renderer );
}
}
-void RenderManager::RemoveRenderer( Renderer* renderer )
+void RenderManager::RemoveRenderer( Render::Renderer* renderer )
{
DALI_ASSERT_DEBUG( NULL != renderer );
}
}
-void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
+void RenderManager::AddSampler( Render::Sampler* sampler )
+{
+ mImpl->samplerContainer.PushBack( sampler );
+}
+
+void RenderManager::RemoveSampler( Render::Sampler* sampler )
+{
+ DALI_ASSERT_DEBUG( NULL != sampler );
+
+ SamplerOwnerContainer& samplers = mImpl->samplerContainer;
+
+ // Find the sampler
+ for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
+ {
+ if ( *iter == sampler )
+ {
+ samplers.Erase( iter ); // Sampler found; now destroy it
+ break;
+ }
+ }
+}
+
+void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
+{
+ sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
+}
+
+void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
+{
+ sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
+}
+
+void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+{
+ mImpl->propertyBufferContainer.PushBack( propertyBuffer );
+}
+
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != propertyBuffer );
+
+ PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
+
+ // Find the sampler
+ for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
+ {
+ if ( *iter == propertyBuffer )
+ {
+ propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
+ break;
+ }
+ }
+}
+
+void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
+{
+ propertyBuffer->SetFormat( format );
+}
+
+void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
+{
+ propertyBuffer->SetData( data );
+}
+
+void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
+{
+ propertyBuffer->SetSize( size );
+}
+
+void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
+{
+ mImpl->renderGeometryContainer.PushBack( renderGeometry );
+}
+
+void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
+{
+ DALI_ASSERT_DEBUG( NULL != renderGeometry );
+
+ RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+
+ // 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::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != renderGeometry );
+
+ RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+
+ // Find the renderer
+ for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+ {
+ if ( *iter == renderGeometry )
+ {
+ (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
+ break;
+ }
+ }
+}
+
+void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != renderGeometry );
+
+ RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+
+ // Find the renderer
+ for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+ {
+ if ( *iter == renderGeometry )
+ {
+ (*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 )
+{
+ geometry->SetRequiresDepthTest( requiresDepthTest );
+}
+
+void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
{
mImpl->AddRenderTracker(renderTracker);
}
-void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
{
mImpl->RemoveRenderTracker(renderTracker);
}
// Increment the frame count at the beginning of each frame
++(mImpl->frameCount);
- mImpl->context.SetFrameCount(mImpl->frameCount);
- mImpl->context.ClearRendererCount();
- mImpl->context.ClearCulledCount();
-
- PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
-
- SET_SNAPSHOT_FRAME_LOG_LEVEL;
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
// reset the program matrices for all programs once per frame
// this ensures we will set view and projection matrix once per program per camera
- // @todo move programs out of context onto a program controller and let that handle this
mImpl->programController.ResetProgramMatrices();
// if we don't have default shader, no point doing the render calls
{
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
+ DoRender( instruction, *mImpl->defaultShader );
const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
if ( countRenderList > 0 )
}
}
- PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
-
- // Update the frame time
- mImpl->lastFrameTime = mImpl->frameTime;
-
- // check if anything has been posted to the update thread
- bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
+ //Notify RenderGeometries that rendering has finished
+ for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
+ {
+ (*iter)->OnRenderFinished();
+ }
/**
* The rendering has finished; swap to the next buffer.
DALI_PRINT_RENDER_END();
- DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
- DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
-
- return updateRequired;
+ // check if anything has been posted to the update thread, if IsEmpty then no update required.
+ return !mImpl->textureUploadedQueue.IsEmpty();
}
-void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
+void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
{
Rect<int> viewportRect;
Vector4 clearColor;
mImpl->context,
mImpl->textureCache,
defaultShader,
- mImpl->renderBufferIndex,
- elapsedTime );
+ mImpl->renderBufferIndex );
if(instruction.mOffscreenTextureId != 0)
{
if( instruction.mRenderTracker && offscreen != NULL )
{
- instruction.mRenderTracker->CreateSyncObject();
+ // 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.
}
}