/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
// CLASS HEADER
#include <dali/internal/render/common/render-manager.h>
+// EXTERNAL INCLUDES
+#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/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-debug.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-texture-frame-buffer.h>
+#include <dali/internal/render/renderers/render-surface-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>
namespace SceneGraph
{
+#if defined(DEBUG_ENABLED)
+namespace
+{
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+} // unnamed namespace
+#endif
+
/**
* Structure to contain internal data
*/
{
Impl( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
Integration::StencilBufferAvailable stencilBufferAvailableParam )
- : context( glAbstraction ),
+ : context( glAbstraction, &surfaceContextContainer ),
+ currentContext( &context ),
+ glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
+ glContextHelperAbstraction( glContextHelperAbstraction ),
renderQueue(),
instructions(),
renderAlgorithms(),
depthBufferAvailable( depthBufferAvailableParam ),
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() );
+ threadPool->Initialize( 1u );
}
~Impl()
{
+ threadPool.reset( nullptr ); // reset now to maintain correct destruction order
}
void AddRenderTracker( Render::RenderTracker* renderTracker )
mRenderTrackers.EraseObject( renderTracker );
}
+ Context* CreateSurfaceContext()
+ {
+ surfaceContextContainer.PushBack( new Context( glAbstraction ) );
+ return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
+ }
+
+ void DestroySurfaceContext( Context* surfaceContext )
+ {
+ surfaceContextContainer.EraseObject( surfaceContext );
+ }
+
void UpdateTrackers()
{
for( auto&& iter : mRenderTrackers )
// the order is important for destruction,
// programs are owned by context at the moment.
- Context context; ///< holds the GL state
+ Context context; ///< Holds the GL state of the share resource context
+ Context* currentContext; ///< Holds the GL state of the current context for rendering
+ OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
+ Integration::GlAbstraction& glAbstraction; ///< GL abstraction
Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
// Render instructions describe what should be rendered during RenderManager::Render()
Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+ 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
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
manager->mImpl = new Impl( glAbstraction,
glSyncAbstraction,
+ glContextHelperAbstraction,
depthBufferAvailable,
stencilBufferAvailable );
return manager;
sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
}
-void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
+void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
{
- mImpl->frameBufferContainer.PushBack( frameBuffer );
- frameBuffer->Initialize(mImpl->context);
+ Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
+ mImpl->frameBufferContainer.PushBack( frameBufferPtr );
+ if ( frameBufferPtr->IsSurfaceBacked() )
+ {
+ frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
+ }
+ else
+ {
+ frameBufferPtr->Initialize( mImpl->context );
+ }
}
void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
if ( iter == frameBuffer )
{
frameBuffer->Destroy( mImpl->context );
+
+ if ( frameBuffer->IsSurfaceBacked() )
+ {
+ auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
+ mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
+ }
+
mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+
break;
}
}
void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
{
- frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+ if ( !frameBuffer->IsSurfaceBacked() )
+ {
+ auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
+ textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+ }
}
void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
return &(mImpl->programController);
}
-void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
+void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
const bool haveInstructions = count > 0u;
+ DALI_LOG_INFO( gLogFilter, Debug::General,
+ "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
+ haveInstructions ? "true" : "false",
+ mImpl->lastFrameWasRendered ? "true" : "false",
+ forceClear ? "true" : "false" );
+
// Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
{
- // 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, 0u );
-
- mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
- mImpl->defaultSurfaceRect.y,
- mImpl->defaultSurfaceRect.width,
- mImpl->defaultSurfaceRect.height );
+ DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
- mImpl->context.ClearColor( mImpl->backgroundColor.r,
- mImpl->backgroundColor.g,
- mImpl->backgroundColor.b,
- mImpl->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->context.SetScissorTest( false );
-
- GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
-
- mImpl->context.ColorMask( true );
-
- if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ if ( !uploadOnly )
{
- mImpl->context.DepthMask( true );
- clearMask |= GL_DEPTH_BUFFER_BIT;
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
}
- if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ // Switch to the shared context
+ if ( mImpl->currentContext != &mImpl->context )
{
- mImpl->context.ClearStencil( 0 );
- mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
- clearMask |= GL_STENCIL_BUFFER_BIT;
- }
+ mImpl->currentContext = &mImpl->context;
- mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
- // reset the program matrices for all programs once per frame
- // this ensures we will set view and projection matrix once per program per camera
- mImpl->programController.ResetProgramMatrices();
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ // Upload the geometries
for( uint32_t i = 0; i < count; ++i )
{
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction );
+ 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( *mImpl->currentContext );
+ }
+ }
+ }
+ }
+ }
}
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ if ( !uploadOnly )
+ {
+ for( uint32_t i = 0; i < count; ++i )
+ {
+ RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
+
+ DoRender( instruction );
+ }
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ for ( auto&& context : mImpl->surfaceContextContainer )
+ {
+ context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ }
+ }
//Notify RenderGeometries that rendering has finished
for ( auto&& iter : mImpl->geometryContainer )
iter->OnRenderFinished();
}
}
+ else
+ {
+ DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
+ }
mImpl->UpdateTrackers();
clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
+ Vector4 backgroundColor = mImpl->backgroundColor;
+ Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+ Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+
+ Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
+ if ( instruction.mFrameBuffer != 0 )
{
- instruction.mFrameBuffer->Bind( mImpl->context );
- if ( instruction.mIsViewportSet )
+ if ( instruction.mFrameBuffer->IsSurfaceBacked() )
{
- // 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 );
+ surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
+
+ if ( !surfaceFrameBuffer->IsSurfaceValid() )
+ {
+ // Skip rendering the frame buffer if the render surface becomes invalid
+ return;
+ }
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ Context* surfaceContext = surfaceFrameBuffer->GetContext();
+ if ( mImpl->currentContext != surfaceContext )
+ {
+ // Switch the correct context if rendering to a surface
+ mImpl->currentContext = surfaceContext;
+ surfaceFrameBuffer->MakeContextCurrent();
+
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+
+ surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
+ backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
}
else
{
- viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ // Switch to shared context for off-screen buffer
+ mImpl->currentContext = &mImpl->context;
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+ }
+ }
+
+ DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
+
+ // reset the program matrices for all programs once per frame
+ // this ensures we will set view and projection matrix once per program per camera
+ mImpl->programController.ResetProgramMatrices();
+
+ if( instruction.mFrameBuffer )
+ {
+ instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+
+ if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ // 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() );
}
}
- else // !(instruction.mOffscreenTexture)
+ else
+ {
+ mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+ }
+
+ if ( surfaceFrameBuffer )
+ {
+ mImpl->currentContext->Viewport( surfaceRect.x,
+ 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 );
+
+ if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ {
+ mImpl->currentContext->DepthMask( true );
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
{
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+ mImpl->currentContext->ClearStencil( 0 );
+ mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+ mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ {
+ if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
+ {
+ if ( instruction.mIsViewportSet )
+ {
+ // 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 );
+ }
+ else
+ {
+ viewportRect = surfaceRect;
+ }
+ }
+ else // Offscreen buffer rendering
+ {
+ if ( instruction.mIsViewportSet )
+ {
+ // 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 );
+ }
+ else
+ {
+ viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ }
+ }
+ }
+ else // No Offscreen frame buffer rendering
+ {
// Check whether a viewport is specified, otherwise the full surface size is used
- if ( instruction.mIsViewportSet )
+ if ( instruction.mFrameBuffer != 0 )
{
- // For glViewport the lower-left corner is (0,0)
- const int32_t y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ if ( instruction.mIsViewportSet )
+ {
+ // 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 );
+ }
+ else
+ {
+ viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ }
}
else
{
- viewportRect = mImpl->defaultSurfaceRect;
+ viewportRect = surfaceRect;
}
}
- mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
+ mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
if ( instruction.mIsClearColorSet )
{
- mImpl->context.ClearColor( clearColor.r,
- clearColor.g,
- clearColor.b,
- clearColor.a );
+ mImpl->currentContext->ClearColor( clearColor.r,
+ clearColor.g,
+ clearColor.b,
+ clearColor.a );
// Clear the viewport area only
- 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 , Context::CHECK_CACHED_VALUES );
- mImpl->context.SetScissorTest( false );
+ 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 );
}
+ // Clear the list of bound textures
+ mImpl->boundTextures.Clear();
+
mImpl->renderAlgorithms.ProcessRenderInstruction(
instruction,
- mImpl->context,
+ *mImpl->currentContext,
mImpl->renderBufferIndex,
- mImpl->depthBufferAvailable,
- mImpl->stencilBufferAvailable );
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ mImpl->boundTextures );
- if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
+ // Synchronise the FBO/Texture access when there are multiple contexts
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ // Check whether any binded texture is in the dependency list
+ bool textureFound = false;
+
+ if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+ {
+ for ( auto textureId : mImpl->textureDependencyList )
+ {
+
+ textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
+ [textureId]( GLuint id )
+ {
+ return textureId == id;
+ } ) != mImpl->boundTextures.End();
+ }
+ }
+
+ if ( textureFound )
+ {
+
+ if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
+ {
+ // For off-screen buffer
+
+ // Wait until all rendering calls for the currently context are executed
+ mImpl->glContextHelperAbstraction.WaitClient();
+
+ // Clear the dependency list
+ mImpl->textureDependencyList.Clear();
+ }
+ else
+ {
+ // For surface-backed frame buffer
+
+ // Worker thread lambda function
+ auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
+ 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();
+ }
+ }
+ }
+ }
+
+ if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
{
// This will create a sync object every frame this render tracker
// is alive (though it should be now be created only for
instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
instruction.mRenderTracker = NULL; // Only create once.
}
+
+ if ( surfaceFrameBuffer )
+ {
+ surfaceFrameBuffer->PostRender();
+ }
+ else
+ {
+ mImpl->currentContext->Flush();
+ }
}
} // namespace SceneGraph