/*
- * Copyright (c) 2015 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/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/data-providers/uniform-name-cache.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>
typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
-typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer;
+typedef OwnerContainer< Render::Texture* > TextureOwnerContainer;
typedef TextureOwnerContainer::Iterator TextureOwnerIter;
typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
struct RenderManager::Impl
{
Impl( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction,
- LockedResourceQueue& textureUploadedQ,
- TextureUploadedDispatcher& postProcessDispatcher )
+ Integration::GlSyncAbstraction& glSyncAbstraction )
: context( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
- textureCache( renderQueue, postProcessDispatcher, context ),
- textureUploadedQueue( textureUploadedQ ),
instructions(),
backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
frameCount( 0 ),
textureContainer(),
frameBufferContainer(),
renderersAdded( false ),
- firstRenderCompleted( false ),
- defaultShader( NULL ),
programController( glAbstraction )
{
}
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()
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
- Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms
- LockedResourceQueue& textureUploadedQueue; ///< 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
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,
- Integration::GlSyncAbstraction& glSyncAbstraction,
- LockedResourceQueue& textureUploadedQ )
+ Integration::GlSyncAbstraction& glSyncAbstraction )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
+ manager->mImpl = new Impl( glAbstraction,
+ glSyncAbstraction );
return manager;
}
RenderManager::~RenderManager()
{
- for ( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
- {
- (*iter)->Destroy( mImpl->context );
- }
-
- for ( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
- {
- (*iter)->Destroy( mImpl->context );
- }
-
delete mImpl;
}
return mImpl->renderQueue;
}
-TextureCache& RenderManager::GetTextureCache()
-{
- return mImpl->textureCache;
-}
-
void RenderManager::ContextCreated()
{
mImpl->context.GlContextCreated();
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::DispatchTextureUploaded(ResourceId request)
-{
- mImpl->textureUploadedQueue.PushBack( 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, mImpl->uniformNameCache );
+ 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 );
-
- SamplerOwnerContainer& samplers = mImpl->samplerContainer;
-
- // Find the sampler
- for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
- {
- if ( *iter == sampler )
- {
- samplers.Erase( iter ); // Sampler found; now destroy it
- break;
- }
- }
+ mImpl->samplerContainer.EraseObject( sampler );
}
-void RenderManager::AddTexture( Render::NewTexture* texture )
+void RenderManager::AddTexture( Render::Texture* texture )
{
mImpl->textureContainer.PushBack( texture );
texture->Initialize(mImpl->context);
}
-void RenderManager::RemoveTexture( Render::NewTexture* texture )
+void RenderManager::RemoveTexture( Render::Texture* texture )
{
DALI_ASSERT_DEBUG( NULL != texture );
}
}
-void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
+void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
{
texture->Upload( mImpl->context, pixelData, params );
}
-void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
+void RenderManager::GenerateMipmaps( Render::Texture* texture )
{
texture->GenerateMipmaps( mImpl->context );
}
}
}
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
{
frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
}
void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
{
- DALI_ASSERT_DEBUG( NULL != propertyBuffer );
-
- PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
-
- // Find the sampler
- for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
- {
- if ( *iter == propertyBuffer )
- {
- propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
- break;
- }
- }
+ mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
}
void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
void RenderManager::RemoveGeometry( Render::Geometry* geometry )
{
- DALI_ASSERT_DEBUG( NULL != geometry );
-
- GeometryOwnerContainer& geometries = mImpl->geometryContainer;
-
- // Find the geometry
- for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
- {
- if ( *iter == geometry )
- {
- geometries.Erase( iter ); // Geometry found; now destroy it
- break;
- }
- }
+ mImpl->geometryContainer.EraseObject( geometry );
}
void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
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 );
// 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 );
- }
- 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);
+
+ mImpl->UpdateTrackers();
//Notify RenderGeometries that rendering has finished
for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
DALI_PRINT_RENDER_END();
-
- // check if anything has been posted to the update thread, if IsEmpty then no update required.
- return !mImpl->textureUploadedQueue.IsEmpty();
}
-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 )
- {
- offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
- DALI_ASSERT_DEBUG( NULL != offscreen );
-
- if( NULL != offscreen &&
- offscreen->Prepare() )
- {
- // 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() );
- }
- }
- else
- {
- // Offscreen is NULL or could not be prepared.
- return;
- }
- }
- else if( instruction.mFrameBuffer != 0 )
+ if( instruction.mFrameBuffer != 0 )
{
instruction.mFrameBuffer->Bind( mImpl->context );
if ( instruction.mIsViewportSet )
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 ) )
{
// This will create a sync object every frame this render tracker
// is alive (though it should be now be created only for