renderQueue(),
instructions(),
renderAlgorithms(),
- backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
lastFrameWasRendered( false ),
programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
- stencilBufferAvailable( stencilBufferAvailableParam ),
- defaultSurfaceOrientation( 0 )
+ stencilBufferAvailable( stencilBufferAvailableParam )
{
// 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() );
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
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,
return mImpl->instructions;
}
-void RenderManager::SetBackgroundColor( const Vector4& color )
-{
- mImpl->backgroundColor = color;
-}
-
void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
{
mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::SetDefaultSurfaceOrientation( int orientation )
-{
- mImpl->defaultSurfaceOrientation = orientation;
-}
-
void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
{
// Initialize the renderer as we are now in render thread
}
Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
- int surfaceOrientation = mImpl->defaultSurfaceOrientation;
- Vector4 backgroundColor = mImpl->backgroundColor;
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
}
surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
- backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
}
else
{
{
// 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
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 );
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
-
if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
{
if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
// 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
{
{
viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
}
- surfaceOrientation = 0;
}
}
else // No Offscreen frame buffer rendering
{
// 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
{
}
}
- if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
+ bool clearFullFrameRect = true;
+ if( instruction.mFrameBuffer != 0 )
+ {
+ Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ clearFullFrameRect = ( frameRect == viewportRect );
+ }
+ else
{
- int temp = viewportRect.width;
- viewportRect.width = viewportRect.height;
- viewportRect.height = temp;
+ clearFullFrameRect = ( surfaceRect == viewportRect );
}
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
mImpl->renderBufferIndex,
depthBufferAvailable,
stencilBufferAvailable,
- mImpl->boundTextures,
- surfaceOrientation );
+ mImpl->boundTextures );
// Synchronise the FBO/Texture access when there are multiple contexts
if ( mImpl->currentContext->IsSurfacelessContextSupported() )