} // unnamed namespace
#endif
-const int partialUpdateMargin = 4u;
+namespace
+{
const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
/**
+ * @brief Find the intersection of two AABB rectangles.
+ * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles.
+ * @param[in] aabbA Rectangle A
+ * @param[in] aabbB Rectangle B
+ * @return The intersection of rectangle A & B (result is a rectangle)
+ */
+inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB )
+{
+ ClippingBox intersectionBox;
+
+ // First calculate the largest starting positions in X and Y.
+ intersectionBox.x = std::max( aabbA.x, aabbB.x );
+ intersectionBox.y = std::max( aabbA.y, aabbB.y );
+
+ // Now calculate the smallest ending positions, and take the largest starting
+ // positions from the result, to get the width and height respectively.
+ // If the two boxes do not intersect at all, then we need a 0 width and height clipping area.
+ // We use max here to clamp both width and height to >= 0 for this use-case.
+ intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 );
+ intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 );
+
+ return intersectionBox;
+}
+
+}
+
+/**
* Structure to contain internal data
*/
struct RenderManager::Impl
renderQueue(),
instructions(),
renderAlgorithms(),
- backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
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.
-
uint32_t frameCount; ///< The current frame count
BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
return mImpl->instructions;
}
-void RenderManager::SetBackgroundColor( const Vector4& color )
-{
- mImpl->backgroundColor = color;
-}
-
void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
{
mImpl->defaultSurfaceRect = rect;
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 );
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
- // Mark that we will require a post-render step to be performed (includes swap-buffers).
- status.SetNeedsPostRender( true );
+ if ( !uploadOnly )
+ {
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
+ }
// Switch to the shared context
if ( mImpl->currentContext != &mImpl->context )
}
}
- for( uint32_t i = 0; i < count; ++i )
+ if ( !uploadOnly )
{
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
+ for( uint32_t i = 0; i < count; ++i )
+ {
+ RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
- DoRender( instruction );
- }
+ DoRender( instruction );
+ }
- if ( mImpl->currentContext->IsSurfacelessContextSupported() )
- {
- mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
- }
+ 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);
+ 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
if( isPartialUpdate )
{
- damagedRect.x = dx1 - partialUpdateMargin;
- damagedRect.y = dy1 - partialUpdateMargin;
- damagedRect.width = dx2 - dx1 + ( 2 * partialUpdateMargin );
- damagedRect.height = dy2 - dy1 + ( 2 * partialUpdateMargin );
+ if( dx1 < 0.0f )
+ {
+ dx1 = 0.0f;
+ }
+ if( dy1 < 0.0f )
+ {
+ dy1 = 0.0f;
+ }
+ if( dx2 > viewportRect.width )
+ {
+ dx2 = viewportRect.width;
+ }
+ if( dy2 > viewportRect.height )
+ {
+ dy2 = viewportRect.height;
+ }
+
+ damagedRect.x = dx1;
+ damagedRect.y = dy1;
+ damagedRect.width = dx2 - dx1;
+ damagedRect.height = dy2 - dy1;
}
return isPartialUpdate;
Rect<int32_t> viewportRect;
Vector4 clearColor;
bool isPartialUpdate = false;
- Rect<int32_t> damagedRect;
- Rect<int32_t> mergedRect;
+ Dali::DamagedRect damagedRect;
+ Dali::DamagedRect mergedRect;
Dali::ClippingBox scissorBox;
+ Dali::ClippingBox intersectRect;
if ( instruction.mIsClearColorSet )
{
Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
int surfaceOrientation = mImpl->defaultSurfaceOrientation;
- Vector4 backgroundColor = mImpl->backgroundColor;
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
}
surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
- backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
}
else
{
{
// 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() );
+ for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+ {
+ mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
+ }
}
}
else
if( surfaceFrameBuffer &&
partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
{
- const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
// Iterate through each render list.
if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
{
damagedRect = surfaceRect;
}
- mergedRect = surfaceFrameBuffer->SetDamagedRect( damagedRect );
+ surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect );
if( mergedRect.IsEmpty() )
{
if ( surfaceFrameBuffer )
{
- mImpl->currentContext->Viewport( surfaceRect.x,
- surfaceRect.y,
- surfaceRect.width,
- surfaceRect.height );
-
-
- mImpl->currentContext->ClearColor( backgroundColor.r,
- backgroundColor.g,
- backgroundColor.b,
- backgroundColor.a );
+ mImpl->currentContext->Viewport( surfaceRect.x,
+ surfaceRect.y,
+ surfaceRect.width,
+ surfaceRect.height );
}
// 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 );
-
- if( isPartialUpdate )
- {
- mImpl->currentContext->SetScissorTest( true );
- mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
- }
-
GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
mImpl->currentContext->ColorMask( true );
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
-
- if( isPartialUpdate )
- {
- mImpl->currentContext->SetScissorTest( false );
- }
-
-
if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
{
if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
}
}
+ bool clearFullFrameRect = true;
+ if( instruction.mFrameBuffer != 0 )
+ {
+ Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ clearFullFrameRect = ( frameRect == viewportRect );
+ }
+ else
+ {
+ clearFullFrameRect = ( surfaceRect == viewportRect );
+ }
+
if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
{
int temp = viewportRect.width;
mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
- if ( instruction.mIsClearColorSet )
+ if( instruction.mIsClearColorSet )
{
mImpl->currentContext->ClearColor( clearColor.r,
clearColor.g,
clearColor.b,
clearColor.a );
- // Clear the viewport area only
- mImpl->currentContext->SetScissorTest( true );
- if( isPartialUpdate )
+ if( !clearFullFrameRect )
{
- mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
+ mImpl->currentContext->SetScissorTest( true );
+ if( isPartialUpdate )
+ {
+ intersectRect = IntersectAABB( scissorBox, viewportRect );
+ mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height );
+ }
+ else
+ {
+ mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+ }
+ mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+ mImpl->currentContext->SetScissorTest( false );
}
else
{
- mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+ mImpl->currentContext->SetScissorTest( false );
+ mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
}
- 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