/*
- * 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>
#include <dali/internal/render/renderers/render-texture.h>
#include <dali/internal/render/renderers/shader-cache.h>
#include <dali/internal/render/renderers/uniform-buffer-manager.h>
-#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
+#include <dali/internal/render/renderers/uniform-buffer.h>
#include <dali/internal/render/shaders/program-controller.h>
#include <memory>
namespace
{
-inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
+inline Graphics::Rect2D RecalculateScissorArea(const Graphics::Rect2D& scissorArea, int orientation, const Rect<int32_t>& viewportRect)
{
Graphics::Rect2D newScissorArea;
}
return newScissorArea;
}
+
+inline Rect<int32_t> CalculateUpdateArea(RenderItem& item, BufferIndex renderBufferIndex, const Rect<int32_t>& viewportRect)
+{
+ Vector4 updateArea;
+ if(item.mNode && item.mNode->IsTextureUpdateAreaUsed() && item.mRenderer)
+ {
+ updateArea = item.mRenderer->GetTextureUpdateArea();
+ }
+ else
+ {
+ updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
+ }
+
+ return RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
+}
+
+inline void AlignDamagedRect(Rect<int32_t>& rect)
+{
+ const int left = rect.x;
+ const int top = rect.y;
+ const int right = rect.x + rect.width;
+ const int bottom = rect.y + rect.height;
+ rect.x = (left / 16) * 16;
+ rect.y = (top / 16) * 16;
+ rect.width = ((right + 16) / 16) * 16 - rect.x;
+ rect.height = ((bottom + 16) / 16) * 16 - rect.y;
+}
} // namespace
/**
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),
~Impl()
{
threadPool.reset(nullptr); // reset now to maintain correct destruction order
+ rendererContainer.Clear(); // clear now before the pipeline cache is deleted
}
void AddRenderTracker(Render::RenderTracker* renderTracker)
}
// 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
+ 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
- Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+ 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
- 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
-
- bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
-
- 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
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
- std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
- Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
- Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
+ std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
+ Vector<Render::TextureKey> updatedTextures{}; ///< The updated texture list
+
+ uint32_t frameCount{0u}; ///< The current frame count
+ BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from;
+ 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, *this);
+ mImpl->textureContainer.PushBack(textureKey);
+ mImpl->updatedTextures.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 Graphics::UploadParams& params)
{
- texture->Upload(pixelData, params);
+ DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
+ textureKey->Upload(pixelData, params);
+
+ mImpl->updatedTextures.PushBack(textureKey);
}
-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();
+
+ mImpl->updatedTextures.PushBack(textureKey);
+}
+
+void RenderManager::SetTextureSize(const Render::TextureKey& textureKey, const Dali::ImageDimensions& size)
+{
+ DALI_ASSERT_DEBUG(textureKey && "Trying to set size on empty texture key");
+ textureKey->SetWidth(size.GetWidth());
+ textureKey->SetHeight(size.GetHeight());
+
+ mImpl->updatedTextures.PushBack(textureKey);
+}
+
+void RenderManager::SetTextureFormat(const Render::TextureKey& textureKey, Dali::Pixel::Format pixelFormat)
+{
+ DALI_ASSERT_DEBUG(textureKey && "Trying to set pixel format on empty texture key");
+ textureKey->SetPixelFormat(pixelFormat);
+
+ mImpl->updatedTextures.PushBack(textureKey);
+}
+
+void RenderManager::SetTextureUpdated(const Render::TextureKey& textureKey)
+{
+ DALI_ASSERT_DEBUG(textureKey && "Trying to set updated on empty texture key");
+ textureKey->SetUpdated(true);
+
+ mImpl->updatedTextures.PushBack(textureKey);
}
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
{
scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
mImpl->sceneContainer.push_back(scene);
+ mImpl->uniformBufferManager->RegisterScene(scene);
}
void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
{
+ mImpl->uniformBufferManager->UnregisterScene(scene);
auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
if(iter != mImpl->sceneContainer.end())
{
frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
}
+void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+ frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
+}
+
void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
{
mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
vertexBuffer->SetData(data.Release(), size);
}
-void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
+void RenderManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
+{
+ vertexBuffer->SetVertexBufferUpdateCallback(callback);
+}
+
+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)
void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
{
DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
-
- // Rollback
- mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "\n\nNewFrame %d\n", mImpl->frameCount);
// Increment the frame count at the beginning of each frame
++mImpl->frameCount;
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
- uint32_t count = 0u;
+ uint32_t totalInstructionCount = 0u;
for(auto& i : mImpl->sceneContainer)
{
- count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+ totalInstructionCount += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
}
- const bool haveInstructions = count > 0u;
+ const bool haveInstructions = totalInstructionCount > 0u;
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");
}
}
+ // Reset pipeline cache before rendering
+ mImpl->pipelineCache->PreRender();
+
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;
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
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)
+ Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
+
+ if(!sceneObject->IsPartialUpdateEnabled())
+ {
+ // Clear all dirty rects
+ // The rects will be added when partial updated is enabled again
+ itemsDirtyRects.clear();
+ return;
+ }
+
+ // Mark previous dirty rects in the std::unordered_map.
+ for(auto& dirtyRectPair : itemsDirtyRects)
{
- dirtyRect.visited = false;
+ dirtyRectPair.second.visited = false;
}
uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
if(instruction.mFrameBuffer)
{
- return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
+ cleanDamagedRect = true;
+ continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
}
const Camera* camera = instruction.GetCamera();
- if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
+ if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
{
- const Node* node = instruction.GetCamera()->GetNode();
- if(node)
+ Vector3 position;
+ Vector3 scale;
+ Quaternion orientation;
+ camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
+
+ Vector3 orientationAxis;
+ Radian orientationAngle;
+ orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+ if(position.x > Math::MACHINE_EPSILON_10000 ||
+ position.y > Math::MACHINE_EPSILON_10000 ||
+ orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+ orientationAngle != ANGLE_180 ||
+ scale != Vector3(1.0f, 1.0f, 1.0f))
{
- Vector3 position;
- Vector3 scale;
- Quaternion orientation;
- node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
-
- Vector3 orientationAxis;
- Radian orientationAngle;
- orientation.ToAxisAngle(orientationAxis, orientationAngle);
-
- if(position.x > Math::MACHINE_EPSILON_10000 ||
- position.y > Math::MACHINE_EPSILON_10000 ||
- orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
- orientationAngle != ANGLE_180 ||
- scale != Vector3(1.0f, 1.0f, 1.0f))
- {
- return;
- }
+ cleanDamagedRect = true;
+ continue;
}
}
else
{
- return;
+ cleanDamagedRect = true;
+ continue;
}
Rect<int32_t> viewportRect;
viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
if(viewportRect.IsEmpty() || !viewportRect.IsValid())
{
- return; // just skip funny use cases for now, empty viewport means it is set somewhere else
+ cleanDamagedRect = true;
+ continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
}
}
else
for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
{
RenderItem& item = renderList->GetItem(listIndex);
- // If the item does 3D transformation, do early exit and clean the damaged rect array
+ // If the item does 3D transformation, make full update
if(item.mUpdateArea == Vector4::ZERO)
{
- return;
+ cleanDamagedRect = true;
+
+ // Save the full rect in the damaged list. We need it when this item is removed
+ DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
+ auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
+ if(dirtyRectPos != itemsDirtyRects.end())
+ {
+ // Replace the rect
+ dirtyRectPos->second.visited = true;
+ dirtyRectPos->second.rect = surfaceRect;
+ }
+ else
+ {
+ // 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 &&
- (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
+ (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated()))))
{
item.mIsUpdated = false;
- rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(item.mUpdateArea.x, item.mUpdateArea.y, 0.0f), Vector3(item.mUpdateArea.z, item.mUpdateArea.w, 0.0f), viewportRect.width, viewportRect.height);
+ rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
{
- const int left = rect.x;
- const int top = rect.y;
- const int right = rect.x + rect.width;
- const int bottom = rect.y + rect.height;
- rect.x = (left / 16) * 16;
- rect.y = (top / 16) * 16;
- rect.width = ((right + 16) / 16) * 16 - rect.x;
- rect.height = ((bottom + 16) / 16) * 16 - rect.y;
+ AlignDamagedRect(rect);
// 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->second.visited = true;
+ }
+ else
{
- dirtyRectPos->visited = true;
+ // The item is not in the list for some reason. Add the current rect!
+ rect = CalculateUpdateArea(item, mImpl->renderBufferIndex, viewportRect);
+ if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+ {
+ AlignDamagedRect(rect);
+
+ itemsDirtyRects.insert({dirtyRectKey, rect});
+ }
+ 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());
- damagedRectCleaner.SetCleanOnReturn(false);
+ if(sceneObject->IsNeededFullUpdate())
+ {
+ cleanDamagedRect = true; // And make full update at this frame
+ }
- // Reset updated flag from the root
- Layer* root = sceneObject->GetRoot();
- if(root)
+ if(!cleanDamagedRect)
{
- root->SetUpdatedTree(false);
+ 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);
+ uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
std::vector<Graphics::RenderTarget*> targetstoPresent;
clippingRect = Rect<int>();
}
- // Prepare to lock and map standalone uniform buffer.
- mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
+ // Prefetch programs before we start rendering so reflection is
+ // ready, and we can pull exact size of UBO needed (no need to resize during drawing)
+ auto totalSizeCPU = 0u;
+ auto totalSizeGPU = 0u;
+
+ for(uint32_t i = 0; i < instructionCount; ++i)
+ {
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
+
+ if((instruction.mFrameBuffer != nullptr && renderToFbo) ||
+ (instruction.mFrameBuffer == nullptr && !renderToFbo))
+ {
+ for(auto j = 0u; j < instruction.RenderListCount(); ++j)
+ {
+ const auto& renderList = instruction.GetRenderList(j);
+ for(auto k = 0u; k < renderList->Count(); ++k)
+ {
+ auto& item = renderList->GetItem(k);
+ if(item.mRenderer && item.mRenderer->NeedsProgram())
+ {
+ // Prepare and store used programs for further processing
+ auto program = item.mRenderer->PrepareProgram(instruction);
+ if(program)
+ {
+ auto memoryRequirements = program->GetUniformBlocksMemoryRequirements();
+
+ totalSizeCPU += memoryRequirements.totalCpuSizeRequired;
+ totalSizeGPU += memoryRequirements.totalGpuSizeRequired;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Render scene (%s), CPU:%d GPU:%d\n", renderToFbo ? "Offscreen" : "Onscreen", totalSizeCPU, totalSizeGPU);
+
+ auto& uboManager = mImpl->uniformBufferManager;
+
+ uboManager->SetCurrentSceneRenderInfo(sceneObject, renderToFbo);
+ uboManager->Rollback(sceneObject, renderToFbo);
- for(uint32_t i = 0; i < count; ++i)
+ // Respec UBOs for this frame (orphan buffers or double buffer in the GPU)
+ if(instructionCount)
+ {
+ uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true)->ReSpecify(totalSizeCPU);
+ uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false)->ReSpecify(totalSizeGPU);
+ }
+
+#if defined(DEBUG_ENABLED)
+ auto uniformBuffer1 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, true);
+ auto uniformBuffer2 = uboManager->GetUniformBufferForScene(sceneObject, renderToFbo, false);
+ if(uniformBuffer1)
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer1->GetCurrentOffset(), uniformBuffer1->GetCurrentCapacity());
+ }
+ else
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "CPU buffer: nil\n");
+ }
+ if(uniformBuffer2)
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: Offset(%d), Cap(%d)\n", uniformBuffer2->GetCurrentOffset(), uniformBuffer2->GetCurrentCapacity());
+ }
+ else
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GPU buffer: nil\n");
+ }
+#endif
+
+ for(uint32_t i = 0; i < instructionCount; ++i)
{
RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
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;
// this ensures we will set view and projection matrix once per program per camera
mImpl->programController.ResetProgramMatrices();
- if(instruction.mFrameBuffer)
- {
- // 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->GetTexture(i0));
- }
- }
-
if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
{
// Offscreen buffer rendering
// Scissor's value should be set based on the default system coordinates.
// When the surface is rotated, the input values already were set with the rotated angle.
// So, re-calculation is needed.
- scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
+ scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
// Begin render pass
mainCommandBuffer->BeginRenderPass(
float(viewportRect.width),
float(viewportRect.height)});
- // Clear the list of bound textures
- mImpl->boundTextures.Clear();
-
mImpl->renderAlgorithms.ProcessRenderInstruction(
instruction,
mImpl->renderBufferIndex,
depthBufferAvailable,
stencilBufferAvailable,
- mImpl->boundTextures,
viewportRect,
clippingRect,
- surfaceOrientation);
+ surfaceOrientation,
+ Uint16Pair(surfaceRect.width, surfaceRect.height));
Graphics::SyncObject* syncObject{nullptr};
// If the render instruction has an associated render tracker (owned separately)
mainCommandBuffer->EndRenderPass(syncObject);
}
- // Unlock standalone uniform buffer.
- mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
+ // Flush UBOs
+ mImpl->uniformBufferManager->Flush(sceneObject, renderToFbo);
mImpl->renderAlgorithms.SubmitCommandBuffer();
mImpl->commandBufferSubmitted = true;
iter->OnRenderFinished();
}
+ // Notify updated RenderTexture that rendering has finished
+ for(auto&& iter : mImpl->updatedTextures)
+ {
+ iter->OnRenderFinished();
+ }
+ mImpl->updatedTextures.Clear();
+
mImpl->UpdateTrackers();
uint32_t count = 0u;