struct RenderManager::Impl
{
Impl( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction )
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailableParam,
+ Integration::StencilBufferAvailable stencilBufferAvailableParam )
: context( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
instructions(),
+ renderAlgorithms(),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
- frameCount( 0 ),
+ frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
rendererContainer(),
textureContainer(),
frameBufferContainer(),
lastFrameWasRendered( false ),
- programController( glAbstraction )
+ programController( glAbstraction ),
+ depthBufferAvailable( depthBufferAvailableParam ),
+ stencilBufferAvailable( stencilBufferAvailableParam )
{
}
// Render instructions describe what should be rendered during RenderManager::Render()
// Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
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.
ProgramController programController; ///< Owner of the GL programs
+ Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
+ Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction )
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
manager->mImpl = new Impl( glAbstraction,
- glSyncAbstraction );
+ glSyncAbstraction,
+ depthBufferAvailable,
+ stencilBufferAvailable );
return manager;
}
return &(mImpl->programController);
}
-void RenderManager::Render( Integration::RenderStatus& status )
+void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
// Increment the frame count at the beginning of each frame
- ++(mImpl->frameCount);
+ ++mImpl->frameCount;
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
const bool haveInstructions = count > 0u;
// Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
- if( haveInstructions || mImpl->lastFrameWasRendered )
+ 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, 0 );
+ mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u );
mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
mImpl->defaultSurfaceRect.y,
mImpl->backgroundColor.b,
mImpl->backgroundColor.a );
- mImpl->context.ClearStencil( 0 );
-
- // Clear the entire color, depth and stencil buffers for the default framebuffer.
- // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
+ // 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 );
- mImpl->context.DepthMask( true );
- mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
- mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
+
+ if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ {
+ mImpl->context.DepthMask( true );
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ mImpl->context.ClearStencil( 0 );
+ mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
// reset the program matrices for all programs once per frame
// this ensures we will set view and projection matrix once per program per camera
GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- mImpl->UpdateTrackers();
-
//Notify RenderGeometries that rendering has finished
for ( auto&& iter : mImpl->geometryContainer )
{
}
}
+ mImpl->UpdateTrackers();
+
// If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
mImpl->lastFrameWasRendered = haveInstructions;
clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- if( instruction.mFrameBuffer != 0 )
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
{
instruction.mFrameBuffer->Bind( mImpl->context );
if ( instruction.mIsViewportSet )
mImpl->context.SetScissorTest( false );
}
- Render::ProcessRenderInstruction( instruction,
- mImpl->context,
- mImpl->renderBufferIndex );
+ mImpl->renderAlgorithms.ProcessRenderInstruction(
+ instruction,
+ mImpl->context,
+ mImpl->renderBufferIndex,
+ mImpl->depthBufferAvailable,
+ mImpl->stencilBufferAvailable );
if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
{