Revert "[Tizen] Implement partial update"
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index a3e6db9..910cb05 100644 (file)
@@ -80,7 +80,6 @@ struct RenderManager::Impl
     renderQueue(),
     instructions(),
     renderAlgorithms(),
-    backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
     frameCount( 0u ),
     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
     defaultSurfaceRect(),
@@ -91,7 +90,8 @@ struct RenderManager::Impl
     lastFrameWasRendered( false ),
     programController( glAbstraction ),
     depthBufferAvailable( depthBufferAvailableParam ),
-    stencilBufferAvailable( stencilBufferAvailableParam )
+    stencilBufferAvailable( stencilBufferAvailableParam ),
+    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() );
@@ -148,8 +148,6 @@ struct RenderManager::Impl
   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
 
@@ -174,6 +172,8 @@ struct RenderManager::Impl
   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
+
 };
 
 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
@@ -249,14 +249,14 @@ RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
   return mImpl->instructions;
 }
 
-void RenderManager::SetBackgroundColor( const Vector4& color )
+void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
 {
-  mImpl->backgroundColor = color;
+  mImpl->defaultSurfaceRect = rect;
 }
 
-void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
+void RenderManager::SetDefaultSurfaceOrientation( int orientation )
 {
-  mImpl->defaultSurfaceRect = rect;
+  mImpl->defaultSurfaceOrientation = orientation;
 }
 
 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
@@ -605,7 +605,7 @@ void RenderManager::DoRender( RenderInstruction& instruction )
   }
 
   Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
-  Vector4 backgroundColor = mImpl->backgroundColor;
+  int surfaceOrientation = mImpl->defaultSurfaceOrientation;
   Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
   Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
 
@@ -637,7 +637,6 @@ void RenderManager::DoRender( RenderInstruction& instruction )
       }
 
       surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
-      backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
     }
     else
     {
@@ -665,7 +664,10 @@ void RenderManager::DoRender( RenderInstruction& instruction )
     {
       // 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() );
+      for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+      {
+        mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
+      }
     }
   }
   else
@@ -679,20 +681,12 @@ void RenderManager::DoRender( RenderInstruction& instruction )
                               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.
-
-  mImpl->currentContext->SetScissorTest( false );
-
   GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
 
   mImpl->currentContext->ColorMask( true );
@@ -710,8 +704,6 @@ void RenderManager::DoRender( RenderInstruction& instruction )
     clearMask |= GL_STENCIL_BUFFER_BIT;
   }
 
-  mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
-
   if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
   {
     if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
@@ -721,7 +713,7 @@ void RenderManager::DoRender( RenderInstruction& instruction )
         // For glViewport the lower-left corner is (0,0)
         // 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 );
+        viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
       }
       else
       {
@@ -740,6 +732,7 @@ void RenderManager::DoRender( RenderInstruction& instruction )
       {
         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
       }
+      surfaceOrientation = 0;
     }
   }
   else // No Offscreen frame buffer rendering
@@ -751,7 +744,7 @@ void RenderManager::DoRender( RenderInstruction& instruction )
       {
         // 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 );
+        viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
       }
       else
       {
@@ -764,21 +757,45 @@ void RenderManager::DoRender( RenderInstruction& instruction )
     }
   }
 
+  bool clearFullFrameRect = true;
+  if( instruction.mFrameBuffer != 0 )
+  {
+    Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+    clearFullFrameRect = ( frameRect == viewportRect );
+  }
+  else
+  {
+    clearFullFrameRect = ( surfaceRect == viewportRect );
+  }
+
+  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 )
+  if( instruction.mIsClearColorSet )
   {
     mImpl->currentContext->ClearColor( clearColor.r,
                                        clearColor.g,
                                        clearColor.b,
                                        clearColor.a );
 
-    // Clear the viewport area only
-    mImpl->currentContext->SetScissorTest( true );
-    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 );
+    if( !clearFullFrameRect )
+    {
+      mImpl->currentContext->SetScissorTest( true );
+      mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+      mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+      mImpl->currentContext->SetScissorTest( false );
+    }
+    else
+    {
+      mImpl->currentContext->SetScissorTest( false );
+      mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+    }
   }
 
   // Clear the list of bound textures
@@ -790,7 +807,8 @@ void RenderManager::DoRender( RenderInstruction& instruction )
       mImpl->renderBufferIndex,
       depthBufferAvailable,
       stencilBufferAvailable,
-      mImpl->boundTextures );
+      mImpl->boundTextures,
+      surfaceOrientation );
 
   // Synchronise the FBO/Texture access when there are multiple contexts
   if ( mImpl->currentContext->IsSurfacelessContextSupported() )