/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
return newScissorArea;
}
} // namespace
+
/**
* Structure to contain internal data
*/
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
+
+ bool commandBufferSubmitted{false};
};
RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
{
DALI_ASSERT_DEBUG(NULL != texture);
- // Find the texture, use reference to pointer so we can do the erase safely
- for(auto&& iter : mImpl->textureContainer)
+ // Find the texture, use std::find so we can do the erase safely
+ auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture);
+
+ if(iter != mImpl->textureContainer.end())
{
- if(iter == texture)
- {
- texture->Destroy();
- mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
- return;
- }
+ texture->Destroy();
+ mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
}
}
{
DALI_ASSERT_DEBUG(nullptr != frameBuffer);
- // Find the sampler, use reference so we can safely do the erase
- for(auto&& iter : mImpl->frameBufferContainer)
- {
- if(iter == frameBuffer)
- {
- frameBuffer->Destroy();
- mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
+ // Find the framebuffer, use std:find so we can safely do the erase
+ auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
- break;
- }
+ if(iter != mImpl->frameBufferContainer.end())
+ {
+ frameBuffer->Destroy();
+ mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
}
}
frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
}
+void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+ frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
+}
+
void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
{
mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
void RenderManager::RemoveGeometry(Render::Geometry* geometry)
{
- auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
- return geometry == item;
- });
+ auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
- if(it != mImpl->geometryContainer.end())
+ if(iter != mImpl->geometryContainer.end())
{
- mImpl->geometryContainer.Erase(it);
+ mImpl->geometryContainer.Erase(iter);
}
}
mImpl->RemoveRenderTracker(renderTracker);
}
-void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
+void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
{
DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
geom->Upload(mImpl->graphicsController);
}
}
+
+ mImpl->commandBufferSubmitted = false;
}
void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
+ bool cleanDamagedRect = false;
// 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());
- std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
+ std::vector<DirtyRect>& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
for(DirtyRect& dirtyRect : itemsDirtyRects)
{
dirtyRect.visited = false;
if(instruction.mFrameBuffer)
{
- return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
+ cleanDamagedRect = true;
+ continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
}
const Camera* camera = instruction.GetCamera();
- if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
+ if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
{
- const Node* node = instruction.GetCamera()->GetNode();
- if(node)
+ Vector3 position;
+ Vector3 scale;
+ Quaternion orientation;
+ camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
+
+ Vector3 orientationAxis;
+ Radian orientationAngle;
+ orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+ if(position.x > Math::MACHINE_EPSILON_10000 ||
+ position.y > Math::MACHINE_EPSILON_10000 ||
+ orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+ orientationAngle != ANGLE_180 ||
+ scale != Vector3(1.0f, 1.0f, 1.0f))
{
- Vector3 position;
- Vector3 scale;
- Quaternion orientation;
- node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
-
- Vector3 orientationAxis;
- Radian orientationAngle;
- orientation.ToAxisAngle(orientationAxis, orientationAngle);
-
- if(position.x > Math::MACHINE_EPSILON_10000 ||
- position.y > Math::MACHINE_EPSILON_10000 ||
- orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
- orientationAngle != ANGLE_180 ||
- scale != Vector3(1.0f, 1.0f, 1.0f))
- {
- return;
- }
+ cleanDamagedRect = true;
+ continue;
}
}
else
{
- return;
+ cleanDamagedRect = true;
+ continue;
}
Rect<int32_t> viewportRect;
viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
if(viewportRect.IsEmpty() || !viewportRect.IsValid())
{
- return; // just skip funny use cases for now, empty viewport means it is set somewhere else
+ cleanDamagedRect = true;
+ continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
}
}
else
for(RenderListContainer::SizeType index = 0u; index < count; ++index)
{
const RenderList* renderList = instruction.GetRenderList(index);
- if(renderList && !renderList->IsEmpty())
+ if(renderList)
{
- const std::size_t listCount = renderList->Count();
- for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
+ if(!renderList->IsEmpty())
{
- RenderItem& item = renderList->GetItem(listIndex);
- // If the item does 3D transformation, do early exit and clean the damaged rect array
- if(item.mUpdateSize == Vector3::ZERO)
+ const std::size_t listCount = renderList->Count();
+ for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
{
- return;
- }
+ RenderItem& item = renderList->GetItem(listIndex);
+ // If the item does 3D transformation, make full update
+ if(item.mUpdateArea == Vector4::ZERO)
+ {
+ cleanDamagedRect = true;
- Rect<int> rect;
- DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
- // If the item refers to updated node or renderer.
- if(item.mIsUpdated ||
- (item.mNode &&
- (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
- {
- item.mIsUpdated = false;
+ // Save the full rect in the damaged list. We need it when this item is removed
+ DirtyRect dirtyRect(item.mNode, item.mRenderer, surfaceRect);
+ auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+ if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+ {
+ // Replace the rect
+ dirtyRectPos->visited = true;
+ dirtyRectPos->rect = dirtyRect.rect;
+ }
+ else
+ {
+ // Else, just insert the new dirtyrect in the correct position
+ itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ }
+ continue;
+ }
- rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
- if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+ Rect<int> rect;
+ DirtyRect dirtyRect(item.mNode, item.mRenderer, rect);
+ // If the item refers to updated node or renderer.
+ if(item.mIsUpdated ||
+ (item.mNode &&
+ (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
{
- const int left = rect.x;
- const int top = rect.y;
- const int right = rect.x + rect.width;
- const int bottom = rect.y + rect.height;
- rect.x = (left / 16) * 16;
- rect.y = (top / 16) * 16;
- rect.width = ((right + 16) / 16) * 16 - rect.x;
- rect.height = ((bottom + 16) / 16) * 16 - rect.y;
-
- // Found valid dirty rect.
- // 1. Insert it in the sorted array of the dirty rects.
- // 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(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ item.mIsUpdated = false;
- int c = 1;
- while(++dirtyRectPos != itemsDirtyRects.end())
+ Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
+
+ rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
+ if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
{
- if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ const int left = rect.x;
+ const int top = rect.y;
+ const int right = rect.x + rect.width;
+ const int bottom = rect.y + rect.height;
+ rect.x = (left / 16) * 16;
+ rect.y = (top / 16) * 16;
+ rect.width = ((right + 16) / 16) * 16 - rect.x;
+ rect.height = ((bottom + 16) / 16) * 16 - rect.y;
+
+ // Found valid dirty rect.
+ dirtyRect.rect = rect;
+ auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+
+ if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
{
- break;
- }
-
- dirtyRectPos->visited = true;
- Rect<int>& dirtRect = dirtyRectPos->rect;
- rect.Merge(dirtRect);
+ // Same item, merge it with the previous rect
+ rect.Merge(dirtyRectPos->rect);
- c++;
- if(c > 3) // no more then 3 previous rects
+ // Replace the rect
+ dirtyRectPos->visited = true;
+ dirtyRectPos->rect = dirtyRect.rect;
+ }
+ else
{
- itemsDirtyRects.erase(dirtyRectPos);
- break;
+ // Else, just insert the new dirtyrect in the correct position
+ itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
}
- }
- damagedRects.push_back(rect);
+ damagedRects.push_back(rect);
+ }
}
- }
- else
- {
- // 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(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- while(dirtyRectPos != itemsDirtyRects.end())
+ else
{
- if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ // 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(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+ if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
{
- break;
+ dirtyRectPos->visited = true;
+ }
+ else
+ {
+ // The item is not in the list for some reason. Add it!
+ dirtyRect.rect = surfaceRect;
+ itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ cleanDamagedRect = true; // And make full update at this frame
}
-
- dirtyRectPos->visited = true;
- dirtyRectPos++;
}
}
}
}
-
- // Reset updated flag from the root
- renderList->GetSourceLayer()->SetUpdatedTree(false);
}
}
}
}
itemsDirtyRects.resize(j - itemsDirtyRects.begin());
- damagedRectCleaner.SetCleanOnReturn(false);
+
+ if(!cleanDamagedRect)
+ {
+ damagedRectCleaner.SetCleanOnReturn(false);
+ }
}
void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
{
- Rect<int> clippingRect;
+ SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
+ Rect<int> clippingRect = sceneObject->GetSurfaceRect();
+
RenderScene(status, scene, renderToFbo, clippingRect);
}
clippingRect = Rect<int>();
}
+ // Prepare to lock and map standalone uniform buffer.
+ mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
+
for(uint32_t i = 0; i < count; ++i)
{
RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
Rect<int32_t> viewportRect;
- int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
+ int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
+ if(surfaceOrientation >= 360)
+ {
+ surfaceOrientation -= 360;
+ }
// @todo Should these be part of scene?
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
// 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);
+ scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
// Begin render pass
mainCommandBuffer->BeginRenderPass(
mImpl->boundTextures,
viewportRect,
clippingRect,
- surfaceOrientation);
+ surfaceOrientation,
+ Uint16Pair(surfaceRect.width, surfaceRect.height));
Graphics::SyncObject* syncObject{nullptr};
// If the render instruction has an associated render tracker (owned separately)
}
mainCommandBuffer->EndRenderPass(syncObject);
}
+
+ // Unlock standalone uniform buffer.
+ mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
+
mImpl->renderAlgorithms.SubmitCommandBuffer();
+ mImpl->commandBufferSubmitted = true;
std::sort(targetstoPresent.begin(), targetstoPresent.end());
}
}
-void RenderManager::PostRender(bool uploadOnly)
+void RenderManager::PostRender()
{
+ if(!mImpl->commandBufferSubmitted)
+ {
+ // Rendering is skipped but there may be pending tasks. Flush them.
+ Graphics::SubmitInfo submitInfo;
+ submitInfo.cmdBuffer.clear(); // Only flush
+ submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
+ mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
+
+ mImpl->commandBufferSubmitted = true;
+ }
+
// Notify RenderGeometries that rendering has finished
for(auto&& iter : mImpl->geometryContainer)
{
iter->OnRenderFinished();
}
+ // Notify RenderTexture that rendering has finished
+ for(auto&& iter : mImpl->textureContainer)
+ {
+ iter->OnRenderFinished();
+ }
+
mImpl->UpdateTrackers();
uint32_t count = 0u;