/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
#include <dali/integration-api/debug.h>
#include <dali/integration-api/core.h>
#include <dali/internal/common/owner-pointer.h>
-#include <dali/internal/render/queue/render-queue.h>
#include <dali/internal/render/common/render-algorithms.h>
#include <dali/internal/render/common/render-debug.h>
#include <dali/internal/render/common/render-tracker.h>
#include <dali/internal/render/common/render-instruction-container.h>
#include <dali/internal/render/common/render-instruction.h>
#include <dali/internal/render/gl-resources/context.h>
-#include <dali/internal/render/gl-resources/frame-buffer-texture.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
+#include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-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>
#include <dali/internal/render/shaders/program-controller.h>
-// Uncomment the next line to enable frame snapshot logging
-//#define FRAME_SNAPSHOT_LOGGING
-
-#ifdef FRAME_SNAPSHOT_LOGGING
-
-
-namespace // unnamed namespace
-{
-unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
-} // unnamed namespace
-
-#define SET_SNAPSHOT_FRAME_LOG_LEVEL \
- DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
-
-#else // FRAME_SNAPSHOT_LOGGING
-
-#define SET_SNAPSHOT_FRAME_LOG_LEVEL
-
-#endif // FRAME_SNAPSHOT_LOGGING
-
namespace Dali
{
typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
typedef RendererOwnerContainer::Iterator RendererOwnerIter;
-typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
-typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
+typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
+typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
+typedef OwnerContainer< Render::Texture* > TextureOwnerContainer;
+typedef TextureOwnerContainer::Iterator TextureOwnerIter;
+
+typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
+typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
+
typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
-typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
-typedef RenderTrackerContainer::Iterator RenderTrackerIter;
-typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
+typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
+typedef RenderTrackerContainer::Iterator RenderTrackerIter;
+typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
/**
* Structure to contain internal data
*/
struct RenderManager::Impl
{
- Impl( Dali::Integration::GlAbstraction& glAbstraction,
- ResourcePostProcessList& resourcePostProcessQ,
- PostProcessResourceDispatcher& postProcessDispatcher )
+ Impl( Integration::GlAbstraction& glAbstraction,
+ Integration::GlSyncAbstraction& glSyncAbstraction )
: context( glAbstraction ),
+ glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
- textureCache( renderQueue, postProcessDispatcher, context ),
- resourcePostProcessQueue( resourcePostProcessQ ),
instructions(),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
frameCount( 0 ),
defaultSurfaceRect(),
rendererContainer(),
samplerContainer(),
+ textureContainer(),
+ frameBufferContainer(),
renderersAdded( false ),
- firstRenderCompleted( false ),
- defaultShader( NULL ),
programController( glAbstraction )
{
}
{
}
- void AddRenderTracker( RenderTracker* renderTracker )
+ void AddRenderTracker( Render::RenderTracker* renderTracker )
{
DALI_ASSERT_DEBUG( renderTracker != NULL );
mRenderTrackers.PushBack( renderTracker );
}
- void RemoveRenderTracker( RenderTracker* renderTracker )
+ void RemoveRenderTracker( Render::RenderTracker* renderTracker )
{
- DALI_ASSERT_DEBUG( renderTracker != NULL );
- for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
- {
- if( *iter == renderTracker )
- {
- mRenderTrackers.Erase( iter );
- break;
- }
- }
+ mRenderTrackers.EraseObject( renderTracker );
}
void UpdateTrackers()
// the order is important for destruction,
// programs are owned by context at the moment.
Context context; ///< holds the GL state
+ Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
- TextureCache textureCache; ///< Cache for all GL textures
- ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
// 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
RendererOwnerContainer rendererContainer; ///< List of owned renderers
SamplerOwnerContainer samplerContainer; ///< List of owned samplers
+ TextureOwnerContainer textureContainer; ///< List of owned textures
+ FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
- RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
+ GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
bool renderersAdded;
RenderTrackerContainer mRenderTrackers; ///< List of render trackers
- bool firstRenderCompleted; ///< False until the first render is done
- Shader* defaultShader; ///< Default shader to use
ProgramController programController; ///< Owner of the GL programs
+
};
-RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
+RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
+ Integration::GlSyncAbstraction& glSyncAbstraction )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
+ manager->mImpl = new Impl( glAbstraction,
+ glSyncAbstraction );
return manager;
}
return mImpl->renderQueue;
}
-TextureCache& RenderManager::GetTextureCache()
-{
- return mImpl->textureCache;
-}
-
void RenderManager::ContextCreated()
{
mImpl->context.GlContextCreated();
void RenderManager::ContextDestroyed()
{
- // @todo Set an atomic value to prevent render manager rendering again until
- // ContextCreated has been called.
-
mImpl->context.GlContextDestroyed();
mImpl->programController.GlContextDestroyed();
- // inform texture cache
- mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
+ //Inform textures
+ for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
+ {
+ (*iter)->GlContextDestroyed();
+ }
+
+ //Inform framebuffers
+ for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
+ {
+ (*iter)->GlContextDestroyed();
+ }
// inform renderers
RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
}
}
-void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
-{
- mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
-}
-
void RenderManager::SetShaderSaver( ShaderSaver& upstream )
{
mImpl->programController.SetShaderSaver( upstream );
void RenderManager::AddRenderer( Render::Renderer* renderer )
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize( mImpl->context, mImpl->textureCache );
+ renderer->Initialize( mImpl->context );
mImpl->rendererContainer.PushBack( renderer );
void RenderManager::RemoveRenderer( Render::Renderer* renderer )
{
- DALI_ASSERT_DEBUG( NULL != renderer );
-
- RendererOwnerContainer& renderers = mImpl->rendererContainer;
-
- // Find the renderer
- for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
- {
- if ( *iter == renderer )
- {
- renderers.Erase( iter ); // Renderer found; now destroy it
- break;
- }
- }
+ mImpl->rendererContainer.EraseObject( renderer );
}
void RenderManager::AddSampler( Render::Sampler* sampler )
void RenderManager::RemoveSampler( Render::Sampler* sampler )
{
- DALI_ASSERT_DEBUG( NULL != sampler );
+ mImpl->samplerContainer.EraseObject( sampler );
+}
- SamplerOwnerContainer& samplers = mImpl->samplerContainer;
+void RenderManager::AddTexture( Render::Texture* texture )
+{
+ mImpl->textureContainer.PushBack( texture );
+ texture->Initialize(mImpl->context);
+}
- // Find the sampler
- for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
+void RenderManager::RemoveTexture( Render::Texture* texture )
+{
+ DALI_ASSERT_DEBUG( NULL != texture );
+
+ TextureOwnerContainer& textures = mImpl->textureContainer;
+
+ // Find the texture
+ for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
{
- if ( *iter == sampler )
+ if ( *iter == texture )
{
- samplers.Erase( iter ); // Sampler found; now destroy it
+ texture->Destroy( mImpl->context );
+ textures.Erase( iter ); // Texture found; now destroy it
break;
}
}
}
+void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+{
+ texture->Upload( mImpl->context, pixelData, params );
+}
+
+void RenderManager::GenerateMipmaps( Render::Texture* texture )
+{
+ texture->GenerateMipmaps( mImpl->context );
+}
+
void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
{
- sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
+ sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
+ sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
}
-void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
+void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
{
- sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
+ sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
+ sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
+ sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
}
-void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
{
- mImpl->propertyBufferContainer.PushBack( propertyBuffer );
+ mImpl->frameBufferContainer.PushBack( frameBuffer );
+ frameBuffer->Initialize(mImpl->context);
}
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
{
- DALI_ASSERT_DEBUG( NULL != propertyBuffer );
+ DALI_ASSERT_DEBUG( NULL != frameBuffer );
- PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
+ FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
// Find the sampler
- for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
+ for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
{
- if ( *iter == propertyBuffer )
+ if ( *iter == frameBuffer )
{
- propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
+ frameBuffer->Destroy( mImpl->context );
+ framebuffers.Erase( iter ); // frameBuffer found; now destroy it
break;
}
}
}
-void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
{
- propertyBuffer->SetFormat( format );
+ frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
}
-void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
+void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
{
- propertyBuffer->SetData( data );
+ mImpl->propertyBufferContainer.PushBack( propertyBuffer );
}
-void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
{
- propertyBuffer->SetSize( size );
+ mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
}
-void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
+void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
{
- mImpl->renderGeometryContainer.PushBack( renderGeometry );
+ propertyBuffer->SetFormat( format );
}
-void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ propertyBuffer->SetData( data, size );
+}
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
+{
+ geometry->SetIndexBuffer( indices );
+}
- // Find the geometry
- for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
- {
- if ( *iter == renderGeometry )
- {
- geometries.Erase( iter ); // Geometry found; now destroy it
- break;
- }
- }
+void RenderManager::AddGeometry( Render::Geometry* geometry )
+{
+ mImpl->geometryContainer.PushBack( geometry );
}
-void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
+void RenderManager::RemoveGeometry( Render::Geometry* geometry )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ mImpl->geometryContainer.EraseObject( geometry );
+}
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+{
+ DALI_ASSERT_DEBUG( NULL != geometry );
+
+ GeometryOwnerContainer& geometries = mImpl->geometryContainer;
// Find the renderer
- for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+ for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
{
- if ( *iter == renderGeometry )
+ if ( *iter == geometry )
{
- (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
+ (*iter)->AddPropertyBuffer( propertyBuffer );
break;
}
}
}
-void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
{
- DALI_ASSERT_DEBUG( NULL != renderGeometry );
+ DALI_ASSERT_DEBUG( NULL != geometry );
- RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+ GeometryOwnerContainer& geometries = mImpl->geometryContainer;
// Find the renderer
- for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+ for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
{
- if ( *iter == renderGeometry )
+ if ( *iter == geometry )
{
(*iter)->RemovePropertyBuffer( propertyBuffer );
break;
}
}
-void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
{
- geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
+ geometry->SetType( Render::Geometry::Type(geometryType) );
}
-void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
-{
- geometry->SetRequiresDepthTest( requiresDepthTest );
-}
-
-void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
+void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
{
mImpl->AddRenderTracker(renderTracker);
}
-void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
{
mImpl->RemoveRenderTracker(renderTracker);
}
-void RenderManager::SetDefaultShader( Shader* shader )
-{
- mImpl->defaultShader = shader;
-}
-
ProgramCache* RenderManager::GetProgramCache()
{
return &(mImpl->programController);
}
-bool RenderManager::Render( Integration::RenderStatus& status )
+void RenderManager::Render( Integration::RenderStatus& status )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
// Core::Render documents that GL context must be current before calling Render
DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
- status.SetHasRendered( false );
-
// Increment the frame count at the beginning of each frame
++(mImpl->frameCount);
- mImpl->context.SetFrameCount(mImpl->frameCount);
- mImpl->context.ClearRendererCount();
- mImpl->context.ClearCulledCount();
-
- PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
-
- SET_SNAPSHOT_FRAME_LOG_LEVEL;
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
- // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
- if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
+ // switch rendering to adaptor provided (default) buffer
+ mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
+ mImpl->defaultSurfaceRect.y,
+ mImpl->defaultSurfaceRect.width,
+ mImpl->defaultSurfaceRect.height );
+
+ mImpl->context.ClearColor( mImpl->backgroundColor.r,
+ mImpl->backgroundColor.g,
+ 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
+ // 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 );
+ 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 );
+
+ // 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();
+
+ size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+ for ( size_t i = 0; i < count; ++i )
{
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
-
- mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
- mImpl->defaultSurfaceRect.y,
- mImpl->defaultSurfaceRect.width,
- mImpl->defaultSurfaceRect.height );
-
- mImpl->context.ClearColor( mImpl->backgroundColor.r,
- mImpl->backgroundColor.g,
- 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
- // 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 );
- 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 );
-
- // 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 we don't have default shader, no point doing the render calls
- if( mImpl->defaultShader )
- {
- size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
- for ( size_t i = 0; i < count; ++i )
- {
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
-
- DoRender( instruction, *mImpl->defaultShader );
-
- const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
- if ( countRenderList > 0 )
- {
- status.SetHasRendered( true );
- }
- }
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- mImpl->UpdateTrackers();
-
- mImpl->firstRenderCompleted = true;
- }
+ DoRender( instruction );
}
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
-
- // check if anything has been posted to the update thread
- bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
+ mImpl->UpdateTrackers();
//Notify RenderGeometries that rendering has finished
- for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
+ for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
{
(*iter)->OnRenderFinished();
}
mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
DALI_PRINT_RENDER_END();
-
- DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
- DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
-
- return updateRequired;
}
-void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
+void RenderManager::DoRender( RenderInstruction& instruction )
{
Rect<int> viewportRect;
Vector4 clearColor;
clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- FrameBufferTexture* offscreen = NULL;
-
- if ( instruction.mOffscreenTextureId != 0 )
+ if( instruction.mFrameBuffer != 0 )
{
- offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
- DALI_ASSERT_DEBUG( NULL != offscreen );
-
- if( NULL != offscreen &&
- offscreen->Prepare() )
+ instruction.mFrameBuffer->Bind( mImpl->context );
+ if ( instruction.mIsViewportSet )
{
- // Check whether a viewport is specified, otherwise the full surface size is used
- if ( instruction.mIsViewportSet )
- {
- // For glViewport the lower-left corner is (0,0)
- const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
- }
- else
- {
- viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
- }
+ // For glViewport the lower-left corner is (0,0)
+ const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
+ viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
}
else
{
- // Offscreen is NULL or could not be prepared.
- return;
+ viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
}
}
else // !(instruction.mOffscreenTexture)
Render::ProcessRenderInstruction( instruction,
mImpl->context,
- mImpl->textureCache,
- defaultShader,
mImpl->renderBufferIndex );
- if(instruction.mOffscreenTextureId != 0)
- {
- GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
- }
-
- if( instruction.mRenderTracker && offscreen != NULL )
+ if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
{
- instruction.mRenderTracker->CreateSyncObject();
+ // This will create a sync object every frame this render tracker
+ // is alive (though it should be now be created only for
+ // render-once render tasks)
+ instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
instruction.mRenderTracker = NULL; // Only create once.
}
}