#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/event/common/scene-impl.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/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>
-#include <dali/internal/update/common/scene-graph-scene.h>
namespace Dali
{
} // unnamed namespace
#endif
-struct DirtyRect
-{
- DirtyRect(Node* node, Render::Renderer* renderer, int frame, Rect<int>& rect)
- : node(node),
- renderer(renderer),
- frame(frame),
- rect(rect),
- visited(true)
- {
- }
-
- DirtyRect()
- : node(nullptr),
- renderer(nullptr),
- frame(0),
- rect(),
- visited(true)
- {
- }
-
- bool operator<(const DirtyRect& rhs) const
- {
- if (node == rhs.node)
- {
- if (renderer == rhs.renderer)
- {
- return frame > rhs.frame; // Most recent rects come first
- }
- else
- {
- return renderer < rhs.renderer;
- }
- }
- else
- {
- return node < rhs.node;
- }
- }
-
- Node* node;
- Render::Renderer* renderer;
- int frame;
-
- Rect<int> rect;
- bool visited;
-};
-
/**
* Structure to contain internal data
*/
depthBufferAvailable( depthBufferAvailableParam ),
stencilBufferAvailable( stencilBufferAvailableParam ),
partialUpdateAvailable( partialUpdateAvailableParam ),
- itemsCheckSum(0),
defaultSurfaceOrientation( 0 )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
Context* CreateSceneContext()
{
- sceneContextContainer.push_back( new Context( glAbstraction ) );
- return sceneContextContainer[ sceneContextContainer.size() - 1 ];
+ Context* context = new Context( glAbstraction );
+ sceneContextContainer.PushBack( context );
+ return context;
}
void DestroySceneContext( Context* sceneContext )
{
- auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
- if( iter != sceneContextContainer.end() )
+ auto iter = std::find( sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext );
+ if( iter != sceneContextContainer.End() )
{
- sceneContextContainer.erase( iter );
+ ( *iter )->GlContextDestroyed();
+ sceneContextContainer.Erase( iter );
}
}
Context* ReplaceSceneContext( Context* oldSceneContext )
{
Context* newContext = new Context( glAbstraction );
+
+ oldSceneContext->GlContextDestroyed();
+
std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
return newContext;
}
// programs are owned by context at the moment.
Context context; ///< Holds the GL state of the share resource context
Context* currentContext; ///< Holds the GL state of the current context for rendering
- std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
+ OwnerContainer< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
Integration::GlAbstraction& glAbstraction; ///< GL abstraction
Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
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::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
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
- std::size_t itemsCheckSum; ///< The damaged render items checksum from previous prerender phase.
- std::vector<DirtyRect> itemsDirtyRects;
int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
};
}
RenderManager::RenderManager()
-: mImpl(NULL)
+: mImpl(nullptr)
{
}
renderer->GlContextDestroyed();
}
- // inform scenes
- for( auto&& scene : mImpl->sceneContainer )
+ // inform context
+ for( auto&& context : mImpl->sceneContextContainer )
{
- scene->GlContextDestroyed();
+ context->GlContextDestroyed();
}
}
frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
}
-void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
+void RenderManager::AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer )
{
- mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+ mImpl->vertexBufferContainer.PushBack( vertexBuffer.Release() );
}
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer )
{
- mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+ mImpl->vertexBufferContainer.EraseObject( vertexBuffer );
}
-void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+void RenderManager::SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
{
- propertyBuffer->SetFormat( format.Release() );
+ vertexBuffer->SetFormat( format.Release() );
}
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+void RenderManager::SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
{
- propertyBuffer->SetData( data.Release(), size );
+ vertexBuffer->SetData( data.Release(), size );
}
void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
mImpl->geometryContainer.EraseObject( geometry );
}
-void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
{
DALI_ASSERT_DEBUG( NULL != geometry );
{
if ( iter == geometry )
{
- iter->AddPropertyBuffer( propertyBuffer );
+ iter->AddVertexBuffer( vertexBuffer );
break;
}
}
}
-void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
{
DALI_ASSERT_DEBUG( NULL != geometry );
{
if ( iter == geometry )
{
- iter->RemovePropertyBuffer( propertyBuffer );
+ iter->RemoveVertexBuffer( vertexBuffer );
break;
}
}
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
DamagedRectsCleaner damagedRectCleaner(damagedRects);
+
+
+ Internal::Scene& sceneInternal = GetImplementation(scene);
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+
// 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(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end());
- for (DirtyRect& dirtyRect : mImpl->itemsDirtyRects)
+ // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
+ std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
+ for (DirtyRect& dirtyRect : itemsDirtyRects)
{
dirtyRect.visited = false;
}
- Internal::Scene& sceneInternal = GetImplementation(scene);
- SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
for (uint32_t i = 0; i < count; ++i)
{
// 2. Mark the related dirty rects as visited so they will not be removed below.
// 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
dirtyRect.rect = rect;
- auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
- dirtyRectPos = mImpl->itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+ dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
int c = 1;
- while (++dirtyRectPos != mImpl->itemsDirtyRects.end())
+ while (++dirtyRectPos != itemsDirtyRects.end())
{
if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
c++;
if (c > 3) // no more then 3 previous rects
{
- mImpl->itemsDirtyRects.erase(dirtyRectPos);
+ itemsDirtyRects.erase(dirtyRectPos);
break;
}
}
{
// 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(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
- while (dirtyRectPos != mImpl->itemsDirtyRects.end())
+ auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+ while (dirtyRectPos != itemsDirtyRects.end())
{
if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
}
// Check removed nodes or removed renderers dirty rects
- auto i = mImpl->itemsDirtyRects.begin();
- auto j = mImpl->itemsDirtyRects.begin();
- while (i != mImpl->itemsDirtyRects.end())
+ auto i = itemsDirtyRects.begin();
+ auto j = itemsDirtyRects.begin();
+ while (i != itemsDirtyRects.end())
{
if (i->visited)
{
i++;
}
- mImpl->itemsDirtyRects.resize(j - mImpl->itemsDirtyRects.begin());
+ itemsDirtyRects.resize(j - itemsDirtyRects.begin());
damagedRectCleaner.SetCleanOnReturn(false);
}
surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
}
- DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
+ // Make sure that GL context must be created
+ mImpl->currentContext->GlContextCreated();
// reset the program matrices for all programs once per frame
// this ensures we will set view and projection matrix once per program per camera
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
{
// Offscreen buffer rendering
if ( instruction.mIsViewportSet )
}
bool clearFullFrameRect = true;
- if( instruction.mFrameBuffer != 0 )
+ if( instruction.mFrameBuffer != nullptr )
{
Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
clearFullFrameRect = ( frameRect == viewportRect );