#include <memory.h>
// INTERNAL INCLUDES
-#include <dali/public-api/actors/sampling.h>
-#include <dali/public-api/common/dali-common.h>
-#include <dali/public-api/common/stage.h>
-#include <dali/public-api/render-tasks/render-task.h>
#include <dali/devel-api/threading/thread-pool.h>
-#include <dali/integration-api/debug.h>
#include <dali/integration-api/core.h>
#include <dali/integration-api/gl-context-helper-abstraction.h>
-#include <dali/internal/common/owner-pointer.h>
#include <dali/internal/event/common/scene-impl.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/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>
-#include <dali/internal/update/common/scene-graph-scene.h>
namespace Dali
{
Integration::GlSyncAbstraction& glSyncAbstraction,
Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
- Integration::StencilBufferAvailable stencilBufferAvailableParam )
+ Integration::StencilBufferAvailable stencilBufferAvailableParam,
+ Integration::PartialUpdateAvailable partialUpdateAvailableParam )
: context( glAbstraction, &sceneContextContainer ),
currentContext( &context ),
glAbstraction( glAbstraction ),
lastFrameWasRendered( false ),
programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
- stencilBufferAvailable( stencilBufferAvailableParam )
+ stencilBufferAvailable( stencilBufferAvailableParam ),
+ partialUpdateAvailable( partialUpdateAvailableParam )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
Context* CreateSceneContext()
{
- sceneContextContainer.push_back( new Context( glAbstraction ) );
- return sceneContextContainer[ sceneContextContainer.size() - 1 ];
+ Context* context = new Context( glAbstraction );
+ sceneContextContainer.PushBack( context );
+ return context;
}
void DestroySceneContext( Context* sceneContext )
{
- auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
- if( iter != sceneContextContainer.end() )
+ auto iter = std::find( sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext );
+ if( iter != sceneContextContainer.End() )
{
- sceneContextContainer.erase( iter );
+ ( *iter )->GlContextDestroyed();
+ sceneContextContainer.Erase( iter );
}
}
Context* ReplaceSceneContext( Context* oldSceneContext )
{
Context* newContext = new Context( glAbstraction );
+
+ oldSceneContext->GlContextDestroyed();
+
std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
return newContext;
}
// programs are owned by context at the moment.
Context context; ///< Holds the GL state of the share resource context
Context* currentContext; ///< Holds the GL state of the current context for rendering
- std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
+ OwnerContainer< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
Integration::GlAbstraction& glAbstraction; ///< GL abstraction
Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
- OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
+ OwnerContainer< Render::VertexBuffer* > vertexBufferContainer; ///< List of owned vertex buffers
OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+ Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<GLuint> boundTextures; ///< The textures bound for rendering
Integration::GlSyncAbstraction& glSyncAbstraction,
Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable )
{
RenderManager* manager = new RenderManager;
manager->mImpl = new Impl( glAbstraction,
glSyncAbstraction,
glContextHelperAbstraction,
depthBufferAvailable,
- stencilBufferAvailable );
+ stencilBufferAvailable,
+ partialUpdateAvailable );
return manager;
}
RenderManager::RenderManager()
-: mImpl(NULL)
+: mImpl(nullptr)
{
}
renderer->GlContextDestroyed();
}
- // inform scenes
- for( auto&& scene : mImpl->sceneContainer )
+ // inform context
+ for( auto&& context : mImpl->sceneContextContainer )
{
- scene->GlContextDestroyed();
+ context->GlContextDestroyed();
}
}
frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
}
-void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
+void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+{
+ frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
+}
+
+void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+{
+ frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
+}
+
+void RenderManager::AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer )
{
- mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+ mImpl->vertexBufferContainer.PushBack( vertexBuffer.Release() );
}
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer )
{
- mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+ mImpl->vertexBufferContainer.EraseObject( vertexBuffer );
}
-void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+void RenderManager::SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
{
- propertyBuffer->SetFormat( format.Release() );
+ vertexBuffer->SetFormat( format.Release() );
}
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+void RenderManager::SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
{
- propertyBuffer->SetData( data.Release(), size );
+ vertexBuffer->SetData( data.Release(), size );
}
void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
mImpl->geometryContainer.EraseObject( geometry );
}
-void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
{
DALI_ASSERT_DEBUG( NULL != geometry );
{
if ( iter == geometry )
{
- iter->AddPropertyBuffer( propertyBuffer );
+ iter->AddVertexBuffer( vertexBuffer );
break;
}
}
}
-void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
{
DALI_ASSERT_DEBUG( NULL != geometry );
{
if ( iter == geometry )
{
- iter->RemovePropertyBuffer( propertyBuffer );
+ iter->RemoveVertexBuffer( vertexBuffer );
break;
}
}
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
- 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 )
{
}
}
+void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects )
+{
+ if (mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
+ {
+ return;
+ }
+
+ class DamagedRectsCleaner
+ {
+ public:
+ DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+ : mDamagedRects(damagedRects),
+ mCleanOnReturn(true)
+ {
+ }
+
+ void SetCleanOnReturn(bool cleanOnReturn)
+ {
+ mCleanOnReturn = cleanOnReturn;
+ }
+
+ ~DamagedRectsCleaner()
+ {
+ if (mCleanOnReturn)
+ {
+ mDamagedRects.clear();
+ }
+ }
+
+ private:
+ std::vector<Rect<int>>& mDamagedRects;
+ bool mCleanOnReturn;
+ };
+
+ Rect<int32_t> surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ));
+
+ // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
+ DamagedRectsCleaner damagedRectCleaner(damagedRects);
+
+
+
+ Internal::Scene& sceneInternal = GetImplementation(scene);
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+
+ // 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();
+ for (DirtyRect& dirtyRect : itemsDirtyRects)
+ {
+ dirtyRect.visited = false;
+ }
+
+ uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ for (uint32_t i = 0; i < count; ++i)
+ {
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
+
+ if (instruction.mFrameBuffer)
+ {
+ return; // 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)
+ {
+ const Node* node = instruction.GetCamera()->GetNode();
+ if (node)
+ {
+ 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;
+ }
+ }
+ }
+ else
+ {
+ return;
+ }
+
+ Rect<int32_t> viewportRect;
+ if (instruction.mIsViewportSet)
+ {
+ const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
+ 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
+ }
+ }
+ else
+ {
+ viewportRect = surfaceRect;
+ }
+
+ const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
+ if (viewMatrix && projectionMatrix)
+ {
+ const RenderListContainer::SizeType count = instruction.RenderListCount();
+ for (RenderListContainer::SizeType index = 0u; index < count; ++index)
+ {
+ const RenderList* renderList = instruction.GetRenderList( index );
+ if (renderList && !renderList->IsEmpty())
+ {
+ const std::size_t count = renderList->Count();
+ for (uint32_t index = 0u; index < count; ++index)
+ {
+ RenderItem& item = renderList->GetItem( index );
+ // If the item does 3D transformation, do early exit and clean the damaged rect array
+ if (item.mUpdateSize == Vector3::ZERO)
+ {
+ return;
+ }
+
+ 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;
+ item.mNode->SetUpdated(false);
+
+ rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
+ if (rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+ {
+ 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);
+
+ int c = 1;
+ while (++dirtyRectPos != itemsDirtyRects.end())
+ {
+ if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ {
+ break;
+ }
+
+ dirtyRectPos->visited = true;
+ Rect<int>& dirtRect = dirtyRectPos->rect;
+ rect.Merge(dirtRect);
+
+ c++;
+ if (c > 3) // no more then 3 previous rects
+ {
+ itemsDirtyRects.erase(dirtyRectPos);
+ break;
+ }
+ }
+
+ 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())
+ {
+ if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ {
+ break;
+ }
+
+ dirtyRectPos->visited = true;
+ dirtyRectPos++;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // Check removed nodes or removed renderers dirty rects
+ auto i = itemsDirtyRects.begin();
+ auto j = itemsDirtyRects.begin();
+ while (i != itemsDirtyRects.end())
+ {
+ if (i->visited)
+ {
+ *j++ = *i;
+ }
+ else
+ {
+ Rect<int>& dirtRect = i->rect;
+ damagedRects.push_back(dirtRect);
+ }
+ i++;
+ }
+
+ itemsDirtyRects.resize(j - itemsDirtyRects.begin());
+ damagedRectCleaner.SetCleanOnReturn(false);
+}
+
+void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo )
+{
+ Rect<int> clippingRect;
+ RenderScene( status, scene, renderToFbo, clippingRect);
+}
-void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo )
+void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect )
{
Internal::Scene& sceneInternal = GetImplementation( scene );
SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
continue; // skip
}
+ // Mark that we will require a post-render step to be performed (includes swap-buffers).
+ status.SetNeedsPostRender( true );
+
Rect<int32_t> viewportRect;
Vector4 clearColor;
surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
}
- DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
+ // Make sure that GL context must be created
+ mImpl->currentContext->GlContextCreated();
// reset the program matrices for all programs once per frame
// this ensures we will set view and projection matrix once per program per camera
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
{
// Offscreen buffer rendering
if ( instruction.mIsViewportSet )
}
bool clearFullFrameRect = true;
- if( instruction.mFrameBuffer != 0 )
+ if( instruction.mFrameBuffer != nullptr )
{
Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
clearFullFrameRect = ( frameRect == viewportRect );
clearFullFrameRect = ( surfaceRect == viewportRect );
}
+ if (!clippingRect.IsEmpty())
+ {
+ if (!clippingRect.Intersect(viewportRect))
+ {
+ DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
+ clippingRect = Rect<int>();
+ }
+ clearFullFrameRect = false;
+ }
+
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 );
-
- if( !clearFullFrameRect )
+ mImpl->currentContext->ClearColor(clearColor.r,
+ clearColor.g,
+ clearColor.b,
+ clearColor.a);
+ if (!clearFullFrameRect)
{
- mImpl->currentContext->SetScissorTest( true );
- mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
- mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
- mImpl->currentContext->SetScissorTest( false );
+ if (!clippingRect.IsEmpty())
+ {
+ mImpl->currentContext->SetScissorTest(true);
+ mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
+ mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
+ mImpl->currentContext->SetScissorTest(false);
+ }
+ else
+ {
+ mImpl->currentContext->SetScissorTest(true);
+ 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->SetScissorTest( false );
- mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+ mImpl->currentContext->SetScissorTest(false);
+ mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
}
}
mImpl->renderBufferIndex,
depthBufferAvailable,
stencilBufferAvailable,
- mImpl->boundTextures );
+ mImpl->boundTextures,
+ clippingRect );
// Synchronise the FBO/Texture access when there are multiple contexts
if ( mImpl->currentContext->IsSurfacelessContextSupported() )