/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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/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/render-material.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
-#include <dali/integration-api/debug.h>
-#include <dali/integration-api/core.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>
-
-// 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
+#include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-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>
+#include <dali/internal/render/shaders/program-controller.h>
namespace Dali
{
namespace SceneGraph
{
-typedef OwnerContainer< Renderer* > RendererOwnerContainer;
-typedef RendererOwnerContainer::Iterator RendererOwnerIter;
-
-typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer;
-typedef RenderMaterialContainer::Iterator RenderMaterialIter;
-typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter;
-
-typedef OwnerContainer< 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,
+ Integration::DepthBufferAvailable depthBufferAvailableParam,
+ Integration::StencilBufferAvailable stencilBufferAvailableParam )
: context( glAbstraction ),
+ glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
- textureCache( renderQueue, postProcessDispatcher, context ),
- resourcePostProcessQueue( resourcePostProcessQ ),
instructions(),
+ renderAlgorithms(),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
- frameCount( 0 ),
+ frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
rendererContainer(),
- materials(),
- renderersAdded( false ),
- firstRenderCompleted( false )
+ samplerContainer(),
+ textureContainer(),
+ frameBufferContainer(),
+ lastFrameWasRendered( false ),
+ programController( glAbstraction ),
+ depthBufferAvailable( depthBufferAvailableParam ),
+ stencilBufferAvailable( stencilBufferAvailableParam )
{
}
{
}
- 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)
- {
- if( *iter == renderTracker )
- {
- mRenderTrackers.Erase( iter );
- break;
- }
- }
+ mRenderTrackers.EraseObject( renderTracker );
}
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
- 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.
// 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;
+ // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
+ 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.
+ 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
+ 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
- RendererOwnerContainer rendererContainer; ///< List of owned renderers
- RenderMaterialContainer materials; ///< List of owned render materials
+ bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
- bool renderersAdded;
+ OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
- RenderTrackerContainer mRenderTrackers; ///< List of render trackers
+ ProgramController programController; ///< Owner of the GL programs
+
+ Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
+ Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
- bool firstRenderCompleted; ///< False until the first render is done
};
-RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
+RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
+ manager->mImpl = new Impl( glAbstraction,
+ glSyncAbstraction,
+ depthBufferAvailable,
+ stencilBufferAvailable );
return manager;
}
return mImpl->renderQueue;
}
-TextureCache& RenderManager::GetTextureCache()
-{
- return mImpl->textureCache;
-}
-
-Context& RenderManager::GetContext()
-{
- return mImpl->context;
-}
-
void RenderManager::ContextCreated()
{
mImpl->context.GlContextCreated();
+ mImpl->programController.GlContextCreated();
// renderers, textures and gpu buffers cannot reinitialize themselves
// so they rely on someone reloading the data for them
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();
+
+ //Inform textures
+ for( auto&& texture : mImpl->textureContainer )
+ {
+ texture->GlContextDestroyed();
+ }
- // inform texture cache
- mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
+ //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::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
+void RenderManager::SetShaderSaver( ShaderSaver& upstream )
{
- mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
+ 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( OwnerPointer< Render::Renderer >& renderer )
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize( mImpl->context, mImpl->textureCache );
+ renderer->Initialize( mImpl->context );
+
+ mImpl->rendererContainer.PushBack( renderer.Release() );
+}
+
+void RenderManager::RemoveRenderer( Render::Renderer* renderer )
+{
+ mImpl->rendererContainer.EraseObject( renderer );
+}
+
+void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
+{
+ mImpl->samplerContainer.PushBack( sampler.Release() );
+}
+
+void RenderManager::RemoveSampler( Render::Sampler* sampler )
+{
+ mImpl->samplerContainer.EraseObject( sampler );
+}
- mImpl->rendererContainer.PushBack( renderer );
+void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
+{
+ texture->Initialize( mImpl->context );
+ mImpl->textureContainer.PushBack( texture.Release() );
+}
- if( !mImpl->renderersAdded )
+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 )
{
- mImpl->renderersAdded = true;
+ if ( iter == texture )
+ {
+ texture->Destroy( mImpl->context );
+ mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
+ return;
+ }
}
}
-void RenderManager::RemoveRenderer( Renderer* renderer )
+void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+{
+ texture->Upload( mImpl->context, pixelData, params );
+}
+
+void RenderManager::GenerateMipmaps( Render::Texture* texture )
{
- DALI_ASSERT_DEBUG( NULL != renderer );
+ texture->GenerateMipmaps( mImpl->context );
+}
- RendererOwnerContainer& renderers = mImpl->rendererContainer;
+void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
+{
+ sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
+ sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
+}
- // Find the renderer
- for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
+void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
+{
+ 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( Render::FrameBuffer* frameBuffer )
+{
+ mImpl->frameBufferContainer.PushBack( frameBuffer );
+ frameBuffer->Initialize(mImpl->context);
+}
+
+void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != frameBuffer );
+
+ // Find the sampler, use reference so we can safely do the erase
+ for ( auto&& iter : mImpl->frameBufferContainer )
{
- if ( *iter == renderer )
+ if ( iter == frameBuffer )
{
- renderers.Erase( iter ); // Renderer found; now destroy it
+ frameBuffer->Destroy( mImpl->context );
+ mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
break;
}
}
}
-void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
+{
+ frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+}
+
+void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
+{
+ mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+}
+
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+{
+ mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+}
+
+void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+{
+ propertyBuffer->SetFormat( format.Release() );
+}
+
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
+{
+ propertyBuffer->SetData( data.Release(), size );
+}
+
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
{
- DALI_ASSERT_DEBUG( NULL != renderMaterial );
+ geometry->SetIndexBuffer( indices );
+}
- mImpl->materials.PushBack( renderMaterial );
- renderMaterial->Initialize( mImpl->textureCache );
+void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
+{
+ mImpl->geometryContainer.PushBack( geometry.Release() );
+}
+
+void RenderManager::RemoveGeometry( Render::Geometry* geometry )
+{
+ mImpl->geometryContainer.EraseObject( geometry );
}
-void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
+void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
{
- DALI_ASSERT_DEBUG( NULL != renderMaterial );
+ DALI_ASSERT_DEBUG( NULL != geometry );
+
+ // Find the geometry
+ for ( auto&& iter : mImpl->geometryContainer )
+ {
+ if ( iter == geometry )
+ {
+ iter->AddPropertyBuffer( propertyBuffer );
+ break;
+ }
+ }
+}
- RenderMaterialContainer& materials = mImpl->materials;
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != geometry );
- // Find the render material and destroy it
- for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
+ // Find the geometry
+ for ( auto&& iter : mImpl->geometryContainer )
{
- RenderMaterial& current = **iter;
- if ( ¤t == renderMaterial )
+ if ( iter == geometry )
{
- materials.Erase( iter );
+ iter->RemovePropertyBuffer( propertyBuffer );
break;
}
}
}
-void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
+{
+ geometry->SetType( Render::Geometry::Type(geometryType) );
+}
+
+void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
{
mImpl->AddRenderTracker(renderTracker);
}
-void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
{
mImpl->RemoveRenderTracker(renderTracker);
}
-bool RenderManager::Render( Integration::RenderStatus& status )
+ProgramCache* RenderManager::GetProgramCache()
+{
+ return &(mImpl->programController);
+}
+
+void RenderManager::Render( Integration::RenderStatus& status )
{
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->context.SetFrameCount(mImpl->frameCount);
- mImpl->context.ClearRendererCount();
- mImpl->context.ClearCulledCount();
-
- PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
-
- SET_SNAPSHOT_FRAME_LOG_LEVEL;
+ ++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 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+ const bool haveInstructions = count > 0u;
+
+ // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
+ if( haveInstructions || mImpl->lastFrameWasRendered )
{
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
+
// switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+ mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u );
mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
mImpl->defaultSurfaceRect.y,
mImpl->backgroundColor.b,
mImpl->backgroundColor.a );
- mImpl->context.ClearStencil( 0 );
-
- // 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
+ // 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.
+
mImpl->context.SetScissorTest( false );
+
+ GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+
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 );
+
+ if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ {
+ mImpl->context.DepthMask( true );
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ mImpl->context.ClearStencil( 0 );
+ mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
// 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->context.ResetProgramMatrices();
+ mImpl->programController.ResetProgramMatrices();
- size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
- for ( size_t i = 0; i < count; ++i )
+ for( size_t i = 0; i < count; ++i )
{
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction, mImpl->lastFrameTime );
-
- const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
- if ( countRenderList > 0 )
- {
- status.SetHasRendered( true );
- }
+ DoRender( instruction );
}
GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->UpdateTrackers();
- mImpl->firstRenderCompleted = true;
+ //Notify RenderGeometries that rendering has finished
+ for ( auto&& iter : mImpl->geometryContainer )
+ {
+ iter->OnRenderFinished();
+ }
}
- 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();
+ // 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.
mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
DALI_PRINT_RENDER_END();
-
- DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
- DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
-
- return updateRequired;
}
-void RenderManager::DoRender( RenderInstruction& instruction, float elapsedTime )
+void RenderManager::DoRender( RenderInstruction& instruction )
{
Rect<int> viewportRect;
Vector4 clearColor;
clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- FrameBufferTexture* offscreen = NULL;
-
- if ( instruction.mOffscreenTextureId != 0 )
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
{
- offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
- DALI_ASSERT_DEBUG( NULL != offscreen );
-
- if( NULL != offscreen &&
- offscreen->Prepare() )
+ instruction.mFrameBuffer->Bind( mImpl->context );
+ if ( instruction.mIsViewportSet )
{
- // 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 );
- }
- else
- {
- viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
- }
+ // For glViewport the lower-left corner is (0,0)
+ const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
+ viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
}
else
{
- // Offscreen is NULL or could not be prepared.
- return;
+ viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
}
}
else // !(instruction.mOffscreenTexture)
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 );
+ mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
mImpl->context.SetScissorTest( false );
}
- Render::ProcessRenderInstruction( instruction,
- mImpl->context,
- mImpl->renderBufferIndex,
- elapsedTime );
-
- if(instruction.mOffscreenTextureId != 0)
- {
- GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- }
+ mImpl->renderAlgorithms.ProcessRenderInstruction(
+ instruction,
+ mImpl->context,
+ mImpl->renderBufferIndex,
+ mImpl->depthBufferAvailable,
+ mImpl->stencilBufferAvailable );
- if( instruction.mRenderTracker && offscreen != NULL )
+ if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 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.
}
}