/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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/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-texture-frame-buffer.h>
+#include <dali/internal/render/renderers/render-surface-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>
namespace SceneGraph
{
-typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
-typedef RendererOwnerContainer::Iterator RendererOwnerIter;
+#if defined(DEBUG_ENABLED)
+namespace
+{
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+} // unnamed namespace
+#endif
+
+namespace
+{
+const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
+
+/**
+ * @brief Find the intersection of two AABB rectangles.
+ * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles.
+ * @param[in] aabbA Rectangle A
+ * @param[in] aabbB Rectangle B
+ * @return The intersection of rectangle A & B (result is a rectangle)
+ */
+inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB )
+{
+ ClippingBox intersectionBox;
-typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
-typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
+ // First calculate the largest starting positions in X and Y.
+ intersectionBox.x = std::max( aabbA.x, aabbB.x );
+ intersectionBox.y = std::max( aabbA.y, aabbB.y );
-typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
-typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
+ // Now calculate the smallest ending positions, and take the largest starting
+ // positions from the result, to get the width and height respectively.
+ // If the two boxes do not intersect at all, then we need a 0 width and height clipping area.
+ // We use max here to clamp both width and height to >= 0 for this use-case.
+ intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 );
+ intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 );
-typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
-typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
+ return intersectionBox;
+}
-typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
-typedef RenderTrackerContainer::Iterator RenderTrackerIter;
-typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
+}
/**
* 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,
+ Integration::PartialUpdateAvailable partialUpdateAvailableParam )
+ : context( glAbstraction, &surfaceContextContainer ),
+ currentContext( &context ),
+ glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
+ glContextHelperAbstraction( glContextHelperAbstraction ),
renderQueue(),
- textureCache( renderQueue, postProcessDispatcher, context ),
- textureUploadedQueue( textureUploadedQ ),
instructions(),
+ renderAlgorithms(),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
- frameCount( 0 ),
+ 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 ),
+ partialUpdateAvailable( partialUpdateAvailableParam ),
+ 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)
- {
- if( *iter == renderTracker )
- {
- mRenderTrackers.Erase( iter );
- break;
- }
- }
+ mRenderTrackers.EraseObject( renderTracker );
+ }
+
+ Context* CreateSurfaceContext()
+ {
+ surfaceContextContainer.PushBack( new Context( glAbstraction ) );
+ return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
+ }
+
+ void DestroySurfaceContext( Context* surfaceContext )
+ {
+ surfaceContextContainer.EraseObject( surfaceContext );
}
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
+ OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
+ 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.
// 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;
+ Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+
+ Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
+
+ uint32_t frameCount; ///< The current frame count
+ BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
+
+ 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
+ Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update 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,
+ Integration::PartialUpdateAvailable partialUpdateAvailable )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
+ manager->mImpl = new Impl( glAbstraction,
+ glSyncAbstraction,
+ glContextHelperAbstraction,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ partialUpdateAvailable );
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 );
-}
-
void RenderManager::SetShaderSaver( ShaderSaver& upstream )
{
mImpl->programController.SetShaderSaver( upstream );
mImpl->backgroundColor = color;
}
-void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
+void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
{
mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::AddRenderer( Render::Renderer* renderer )
+void RenderManager::SetDefaultSurfaceOrientation( int orientation )
{
- // Initialize the renderer as we are now in render thread
- renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
+ mImpl->defaultSurfaceOrientation = orientation;
+}
- mImpl->rendererContainer.PushBack( renderer );
+void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
+{
+ // Initialize the renderer as we are now in render thread
+ 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 );
+}
- SamplerOwnerContainer& samplers = mImpl->samplerContainer;
+void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
+{
+ texture->Initialize( mImpl->context );
+ mImpl->textureContainer.PushBack( texture.Release() );
+}
- // Find the sampler
- for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
+void RenderManager::RemoveTexture( Render::Texture* texture )
+{
+ DALI_ASSERT_DEBUG( NULL != texture );
+
+ // 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 )
{
- DALI_ASSERT_DEBUG( NULL != propertyBuffer );
+ 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 )
+{
+ Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
+ mImpl->frameBufferContainer.PushBack( frameBufferPtr );
+ if ( frameBufferPtr->IsSurfaceBacked() )
+ {
+ frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
+ }
+ else
+ {
+ 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 );
+
+ if ( frameBuffer->IsSurfaceBacked() )
+ {
+ auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
+ mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
+ }
+
+ mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+
break;
}
}
}
-void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
{
- propertyBuffer->SetFormat( format );
+ if ( !frameBuffer->IsSurfaceBacked() )
+ {
+ auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
+ textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+ }
}
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
+void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
{
- propertyBuffer->SetData( data, size );
+ mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
}
-void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
{
- mImpl->renderGeometryContainer.PushBack( renderGeometry );
+ mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
}
-void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
+void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ propertyBuffer->SetFormat( format.Release() );
+}
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+{
+ propertyBuffer->SetData( data.Release(), size );
+}
- // 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::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
+{
+ geometry->SetIndexBuffer( indices );
}
-void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
+void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ mImpl->geometryContainer.PushBack( geometry.Release() );
+}
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+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 );
-
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+ 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)->RemovePropertyBuffer( propertyBuffer );
+ iter->RemovePropertyBuffer( propertyBuffer );
break;
}
}
}
-void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
{
- geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
-}
-
-void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
-{
- 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::Render( 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 )
+ const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+ const bool haveInstructions = count > 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" );
+
+ // 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 )
{
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+ DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
+
+ if ( !uploadOnly )
+ {
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
+ }
- mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
- mImpl->defaultSurfaceRect.y,
- mImpl->defaultSurfaceRect.width,
- mImpl->defaultSurfaceRect.height );
+ // Switch to the shared context
+ if ( mImpl->currentContext != &mImpl->context )
+ {
+ mImpl->currentContext = &mImpl->context;
- mImpl->context.ClearColor( mImpl->backgroundColor.r,
- mImpl->backgroundColor.g,
- mImpl->backgroundColor.b,
- mImpl->backgroundColor.a );
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
- mImpl->context.ClearStencil( 0 );
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+
+ // Upload the geometries
+ for( uint32_t i = 0; i < count; ++i )
+ {
+ RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- // 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 );
+ const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix( 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
- mImpl->programController.ResetProgramMatrices();
+ DALI_ASSERT_DEBUG( viewMatrix );
+ DALI_ASSERT_DEBUG( projectionMatrix );
- // if we don't have default shader, no point doing the render calls
- if( mImpl->defaultShader )
+ if( viewMatrix && projectionMatrix )
+ {
+ 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 );
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if ( !uploadOnly )
{
- size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
- for ( size_t i = 0; i < count; ++i )
+ for( uint32_t i = 0; i < count; ++i )
{
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction, *mImpl->defaultShader );
+ DoRender( instruction );
+ }
- const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
- if ( countRenderList > 0 )
- {
- status.SetHasRendered( true );
- }
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
}
+
GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ for ( auto&& context : mImpl->surfaceContextContainer )
+ {
+ context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ }
+ }
- mImpl->UpdateTrackers();
-
- mImpl->firstRenderCompleted = true;
+ //Notify RenderGeometries that rendering has finished
+ for ( auto&& iter : mImpl->geometryContainer )
+ {
+ iter->OnRenderFinished();
}
}
-
- //Notify RenderGeometries that rendering has finished
- for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
+ else
{
- (*iter)->OnRenderFinished();
+ DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
}
+ mImpl->UpdateTrackers();
+
+ // 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
mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
DALI_PRINT_RENDER_END();
+}
+
+bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
+{
+ // merge bounding
+ int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
+ int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
+ int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
+ Rect<int32_t> screenRect;
+
+ bool isPartialUpdate = false;
+
+ 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 );
- // check if anything has been posted to the update thread, if IsEmpty then no update required.
- return !mImpl->textureUploadedQueue.IsEmpty();
+ if( renderList && !renderList->IsEmpty() && renderList->IsPartialUpdateEnabled() )
+ {
+ const std::size_t itemCount = renderList->Count();
+ for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+ {
+ const RenderItem& item = renderList->GetItem( itemIndex );
+
+ if( item.mPartialUpdateEnabled )
+ {
+ isPartialUpdate = true;
+
+ screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
+
+ dx1 = std::min( screenRect.x, dx1 );
+ dx2 = std::max( screenRect.x + screenRect.width, dx2);
+ dy1 = std::min( screenRect.y, dy1 );
+ dy2 = std::max( screenRect.y + screenRect.height, dy2 );
+
+ if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight )
+ {
+ return false;
+ }
+ }
+ }
+ }
+ }
+
+ if( isPartialUpdate )
+ {
+ if( dx1 < 0.0f )
+ {
+ dx1 = 0.0f;
+ }
+ if( dy1 < 0.0f )
+ {
+ dy1 = 0.0f;
+ }
+ if( dx2 > viewportRect.width )
+ {
+ dx2 = viewportRect.width;
+ }
+ if( dy2 > viewportRect.height )
+ {
+ dy2 = viewportRect.height;
+ }
+
+ damagedRect.x = dx1;
+ damagedRect.y = dy1;
+ damagedRect.width = dx2 - dx1;
+ damagedRect.height = dy2 - dy1;
+ }
+
+ return isPartialUpdate;
}
-void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
+void RenderManager::DoRender( RenderInstruction& instruction )
{
- Rect<int> viewportRect;
+ Rect<int32_t> viewportRect;
Vector4 clearColor;
+ bool isPartialUpdate = false;
+ Dali::DamagedRect damagedRect;
+ Dali::DamagedRect mergedRect;
+ Dali::ClippingBox scissorBox;
+ Dali::ClippingBox intersectRect;
if ( instruction.mIsClearColorSet )
{
clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- FrameBufferTexture* offscreen = NULL;
+ Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
+ int surfaceOrientation = mImpl->defaultSurfaceOrientation;
+ Vector4 backgroundColor = mImpl->backgroundColor;
+ Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+ Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+ Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
+
+ Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
+ if ( instruction.mFrameBuffer != 0 )
+ {
+ if ( instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
+
+ if ( !surfaceFrameBuffer->IsSurfaceValid() )
+ {
+ // Skip rendering the frame buffer if the render surface becomes invalid
+ return;
+ }
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ Context* surfaceContext = surfaceFrameBuffer->GetContext();
+ if ( mImpl->currentContext != surfaceContext )
+ {
+ // Switch the correct context if rendering to a surface
+ mImpl->currentContext = surfaceContext;
+ surfaceFrameBuffer->MakeContextCurrent();
+
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+
+ surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
+ backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
+ }
+ else
+ {
+ // Switch to shared context for off-screen buffer
+ mImpl->currentContext = &mImpl->context;
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+ }
+ }
+
+ 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 );
+
+ if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
+ Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
+ mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
+ }
+ }
+ else
+ {
+ mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+ }
+
+
+ if( surfaceFrameBuffer &&
+ partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
+ {
+ // Iterate through each render list.
+ if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
+ {
+ isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
+ }
+
+ if( !isPartialUpdate )
+ {
+ damagedRect = surfaceRect;
+ }
+
+ surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect );
+
+ if( mergedRect.IsEmpty() )
+ {
+ isPartialUpdate = false;
+ }
+ else
+ {
+ scissorBox.x = mergedRect.x;
+ scissorBox.y = mergedRect.y;
+ scissorBox.width = mergedRect.width;
+ scissorBox.height = mergedRect.height;
+ }
+ }
+
+ if ( surfaceFrameBuffer )
+ {
+ mImpl->currentContext->Viewport( surfaceRect.x,
+ surfaceRect.y,
+ surfaceRect.width,
+ surfaceRect.height );
+
+
+ mImpl->currentContext->ClearColor( backgroundColor.r,
+ backgroundColor.g,
+ backgroundColor.b,
+ backgroundColor.a );
+ }
+
+ // 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.
+ if( isPartialUpdate )
+ {
+ mImpl->currentContext->SetScissorTest( true );
+ mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
+ }
+ else
+ {
+ mImpl->currentContext->SetScissorTest( false );
+ }
+
+ 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 ( instruction.mOffscreenTextureId != 0 )
+ if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
{
- offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
- DALI_ASSERT_DEBUG( NULL != offscreen );
+ mImpl->currentContext->ClearStencil( 0 );
+ mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
- if( NULL != offscreen &&
- offscreen->Prepare() )
+ if( isPartialUpdate )
+ {
+ mImpl->currentContext->SetScissorTest( false );
+ }
+
+
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ {
+ if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface 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;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ // For glViewport the lower-left corner is (0,0)
+ 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
+ else // Offscreen buffer rendering
{
- // Offscreen is NULL or could not be prepared.
- return;
+ 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 // !(instruction.mOffscreenTexture)
+ else // No Offscreen frame buffer rendering
{
- // 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 )
+ 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 );
+ 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() );
+ }
}
else
{
- viewportRect = mImpl->defaultSurfaceRect;
+ viewportRect = surfaceRect;
}
}
- mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
+ if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
+ {
+ int temp = viewportRect.width;
+ viewportRect.width = viewportRect.height;
+ viewportRect.height = temp;
+ }
+
+ 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 );
+ mImpl->currentContext->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 );
+ mImpl->currentContext->SetScissorTest( true );
+ if( isPartialUpdate )
+ {
+ intersectRect = IntersectAABB( scissorBox, viewportRect );
+ mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height );
+ }
+ else
+ {
+ mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+ }
+ mImpl->currentContext->ColorMask( true );
+ mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
+ mImpl->currentContext->SetScissorTest( false );
}
- Render::ProcessRenderInstruction( instruction,
- mImpl->context,
- mImpl->textureCache,
- defaultShader,
- mImpl->renderBufferIndex );
-
- if(instruction.mOffscreenTextureId != 0)
+ // Clear the list of bound textures
+ mImpl->boundTextures.Clear();
+
+ mImpl->renderAlgorithms.ProcessRenderInstruction(
+ instruction,
+ *mImpl->currentContext,
+ mImpl->renderBufferIndex,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ mImpl->boundTextures,
+ surfaceOrientation,
+ scissorBox );
+
+ // Synchronise the FBO/Texture access when there are multiple contexts
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
{
- GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ // 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 || !instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ // 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
+ {
+ // For surface-backed frame buffer
+
+ // 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 && offscreen != NULL )
+ if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
{
// This will create a sync object every frame this render tracker
// is alive (though it should be now be created only for
instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
instruction.mRenderTracker = NULL; // Only create once.
}
+
+ if ( surfaceFrameBuffer )
+ {
+ surfaceFrameBuffer->PostRender();
+ }
+ else
+ {
+ mImpl->currentContext->Flush();
+ }
}
} // namespace SceneGraph