(Partial update) Reset the updated flag after calculating the update area
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 9263260..8db070b 100644 (file)
 // INTERNAL INCLUDES
 #include <dali/devel-api/threading/thread-pool.h>
 #include <dali/integration-api/core.h>
-#include <dali/integration-api/gl-context-helper-abstraction.h>
 
 #include <dali/internal/event/common/scene-impl.h>
 
 #include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
 
 #include <dali/internal/render/common/render-algorithms.h>
@@ -36,6 +36,7 @@
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
 #include <dali/internal/render/renderers/render-frame-buffer.h>
 #include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/renderers/shader-cache.h>
@@ -43,7 +44,7 @@
 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
 #include <dali/internal/render/shaders/program-controller.h>
 
-#include <dali/internal/render/renderers/uniform-buffer-manager.h>
+#include <memory>
 
 namespace Dali
 {
@@ -58,6 +59,43 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_REN
 } // unnamed namespace
 #endif
 
+namespace
+{
+inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
+{
+  Graphics::Rect2D newScissorArea;
+
+  if(orientation == 90)
+  {
+    newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
+    newScissorArea.y      = scissorArea.x;
+    newScissorArea.width  = scissorArea.height;
+    newScissorArea.height = scissorArea.width;
+  }
+  else if(orientation == 180)
+  {
+    newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
+    newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
+    newScissorArea.width  = scissorArea.width;
+    newScissorArea.height = scissorArea.height;
+  }
+  else if(orientation == 270)
+  {
+    newScissorArea.x      = scissorArea.y;
+    newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
+    newScissorArea.width  = scissorArea.height;
+    newScissorArea.height = scissorArea.width;
+  }
+  else
+  {
+    newScissorArea.x      = scissorArea.x;
+    newScissorArea.y      = scissorArea.y;
+    newScissorArea.width  = scissorArea.width;
+    newScissorArea.height = scissorArea.height;
+  }
+  return newScissorArea;
+}
+} // namespace
 /**
  * Structure to contain internal data
  */
@@ -84,10 +122,11 @@ struct RenderManager::Impl
     partialUpdateAvailable(partialUpdateAvailableParam)
   {
     // 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 = std::make_unique<Dali::ThreadPool>();
     threadPool->Initialize(1u);
 
-    uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
+    uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
+    pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
   }
 
   ~Impl()
@@ -136,10 +175,11 @@ struct RenderManager::Impl
 
   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
 
-  ProgramController   programController; ///< Owner of the GL programs
+  ProgramController   programController; ///< Owner of the programs
   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
 
   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
+  std::unique_ptr<Render::PipelineCache>        pipelineCache;
 
   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
@@ -185,7 +225,7 @@ void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
+  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
 
   mImpl->rendererContainer.PushBack(renderer.Release());
 }
@@ -342,7 +382,14 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  mImpl->geometryContainer.EraseObject(geometry);
+  auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
+    return geometry == item;
+  });
+
+  if(it != mImpl->geometryContainer.end())
+  {
+    mImpl->geometryContainer.Erase(it);
+  }
 }
 
 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
@@ -419,43 +466,9 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
 
     // Upload the geometries
-    for(auto& i : mImpl->sceneContainer)
+    for(auto&& geom : mImpl->geometryContainer)
     {
-      RenderInstructionContainer& instructions = i->GetRenderInstructions();
-      for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
-      {
-        RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
-
-        const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
-        const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
-
-        DALI_ASSERT_DEBUG(viewMatrix);
-        DALI_ASSERT_DEBUG(projectionMatrix);
-
-        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();
-                }
-              }
-            }
-          }
-        }
-      }
+      geom->Upload(mImpl->graphicsController);
     }
   }
 }
@@ -479,8 +492,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   class DamagedRectsCleaner
   {
   public:
-    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
     : mDamagedRects(damagedRects),
+      mSurfaceRect(surfaceRect),
       mCleanOnReturn(true)
     {
     }
@@ -495,18 +509,20 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       if(mCleanOnReturn)
       {
         mDamagedRects.clear();
+        mDamagedRects.push_back(mSurfaceRect);
       }
     }
 
   private:
     std::vector<Rect<int>>& mDamagedRects;
+    Rect<int>               mSurfaceRect;
     bool                    mCleanOnReturn;
   };
 
   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
 
   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
-  DamagedRectsCleaner damagedRectCleaner(damagedRects);
+  DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
 
   // 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());
@@ -599,9 +615,8 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
             {
               item.mIsUpdated = false;
-              item.mNode->SetUpdated(false);
 
-              rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
+              rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
               {
                 const int left   = rect.x;
@@ -662,6 +677,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
             }
           }
         }
+
+        // Reset updated flag from the root
+        renderList->GetSourceLayer()->SetUpdatedTree(false);
       }
     }
   }
@@ -695,6 +713,12 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
 {
+  if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
+  {
+    // ClippingRect is empty. Skip rendering
+    return;
+  }
+
   // Reset main algorithms command buffer
   mImpl->renderAlgorithms.ResetCommandBuffer();
 
@@ -707,6 +731,15 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
   std::vector<Graphics::RenderTarget*> targetstoPresent;
 
+  Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+  if(clippingRect == surfaceRect)
+  {
+    // Full rendering case
+    // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
+    // To reduce side effects, keep this logic now.
+    clippingRect = Rect<int>();
+  }
+
   for(uint32_t i = 0; i < count; ++i)
   {
     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
@@ -721,8 +754,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     Rect<int32_t> viewportRect;
 
-    Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
-    int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
 
     // @todo Should these be part of scene?
     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
@@ -819,7 +851,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       // Offscreen buffer rendering
       if(instruction.mIsViewportSet)
       {
-        // For glViewport the lower-left corner is (0,0)
+        // For Viewport 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);
       }
@@ -834,7 +866,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       // 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)
+        // For Viewport 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);
       }
@@ -878,6 +910,11 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       }
     }
 
+    // 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);
+
     // Begin render pass
     mainCommandBuffer->BeginRenderPass(
       currentRenderPass,
@@ -903,57 +940,6 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       clippingRect,
       surfaceOrientation);
 
-    // Synchronise the FBO/Texture access
-
-    // Check whether any bound texture is in the dependency list
-    bool textureFound = false;
-
-    if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
-    {
-      for(auto texture : mImpl->textureDependencyList)
-      {
-        textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
-                         return texture == graphicsTexture;
-                       }) != mImpl->boundTextures.End();
-      }
-    }
-
-    if(textureFound)
-    {
-      if(instruction.mFrameBuffer)
-      {
-        // For off-screen buffer
-
-        // Clear the dependency list
-        mImpl->textureDependencyList.Clear();
-      }
-      else
-      {
-        // Worker thread lambda function
-        auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
-        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();
-        }
-      }
-    }
-
     Graphics::SyncObject* syncObject{nullptr};
     // If the render instruction has an associated render tracker (owned separately)
     // and framebuffer, create a one shot sync object, and use it to determine when