/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// CLASS HEADER
#include <dali/internal/render/common/render-manager.h>
+// EXTERNAL INCLUDES
+#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/integration-api/debug.h>
+#include <dali/devel-api/threading/thread-pool.h>
#include <dali/integration-api/core.h>
-#include <dali/internal/common/owner-pointer.h>
+#include <dali/integration-api/gl-context-helper-abstraction.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>
namespace Dali
namespace SceneGraph
{
+#if defined(DEBUG_ENABLED)
+namespace
+{
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+} // unnamed namespace
+#endif
+
/**
* Structure to contain internal data
*/
{
Impl( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
- Integration::StencilBufferAvailable stencilBufferAvailableParam )
- : context( glAbstraction ),
+ Integration::StencilBufferAvailable stencilBufferAvailableParam,
+ Integration::PartialUpdateAvailable partialUpdateAvailableParam )
+ : context( glAbstraction, &sceneContextContainer ),
+ currentContext( &context ),
+ glAbstraction( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
+ glContextHelperAbstraction( glContextHelperAbstraction ),
renderQueue(),
- instructions(),
renderAlgorithms(),
- backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
frameCount( 0u ),
renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
defaultSurfaceRect(),
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() );
+ threadPool->Initialize( 1u );
}
~Impl()
{
+ threadPool.reset( nullptr ); // reset now to maintain correct destruction order
}
void AddRenderTracker( Render::RenderTracker* renderTracker )
mRenderTrackers.EraseObject( renderTracker );
}
+ Context* CreateSceneContext()
+ {
+ 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() )
+ {
+ ( *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;
+ }
+
void UpdateTrackers()
{
for( auto&& iter : mRenderTrackers )
// the order is important for destruction,
// programs are owned by context at the moment.
- Context context; ///< holds the GL state
+ Context context; ///< Holds the GL state of the share resource context
+ Context* currentContext; ///< Holds the GL state of the current context for rendering
+ 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
RenderQueue renderQueue; ///< A message queue for receiving messages from the 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
- RenderInstructionContainer instructions;
- Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+ std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes
- Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
+ Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
- unsigned int frameCount; ///< The current frame count
+ uint32_t frameCount; ///< The current frame count
BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
- Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
+ Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
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
+ Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
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 context
+ for( auto&& context : mImpl->sceneContextContainer )
+ {
+ context->GlContextDestroyed();
+ }
}
void RenderManager::SetShaderSaver( ShaderSaver& upstream )
mImpl->programController.SetShaderSaver( upstream );
}
-RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
-{
- return mImpl->instructions;
-}
-
-void RenderManager::SetBackgroundColor( const Vector4& color )
-{
- mImpl->backgroundColor = color;
-}
-
-void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
+void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
{
mImpl->defaultSurfaceRect = rect;
}
texture->GenerateMipmaps( mImpl->context );
}
-void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
+void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t 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 rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
+void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
{
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::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
+void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
{
- mImpl->frameBufferContainer.PushBack( frameBuffer );
- frameBuffer->Initialize(mImpl->context);
+ Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
+ mImpl->frameBufferContainer.PushBack( frameBufferPtr );
+ frameBufferPtr->Initialize( mImpl->context );
}
void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
{
frameBuffer->Destroy( mImpl->context );
mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+
break;
}
}
}
+void RenderManager::InitializeScene( SceneGraph::Scene* scene )
+{
+ scene->Initialize( *mImpl->CreateSceneContext() );
+ mImpl->sceneContainer.push_back( scene );
+}
+
+void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
+{
+ mImpl->DestroySceneContext( scene->GetContext() );
+
+ auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
+ if( iter != mImpl->sceneContainer.end() )
+ {
+ mImpl->sceneContainer.erase( iter );
+ }
+}
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
+void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
+{
+ Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
+ scene->Initialize( *newContext );
+}
+
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
{
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 )
{
- mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+ frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
}
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
{
- mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+ frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
}
-void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+void RenderManager::AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer )
{
- propertyBuffer->SetFormat( format.Release() );
+ mImpl->vertexBufferContainer.PushBack( vertexBuffer.Release() );
}
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
+void RenderManager::RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer )
{
- propertyBuffer->SetData( data.Release(), size );
+ mImpl->vertexBufferContainer.EraseObject( vertexBuffer );
}
-void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
+void RenderManager::SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
+{
+ vertexBuffer->SetFormat( format.Release() );
+}
+
+void RenderManager::SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+{
+ vertexBuffer->SetData( data.Release(), size );
+}
+
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
{
geometry->SetIndexBuffer( 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;
}
}
}
-void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
{
geometry->SetType( Render::Geometry::Type(geometryType) );
}
return &(mImpl->programController);
}
-void RenderManager::Render( Integration::RenderStatus& status )
+void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
{
DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
// Process messages queued during previous update
mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
- const size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+ uint32_t count = 0u;
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+ {
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+ }
+
const bool haveInstructions = count > 0u;
+ DALI_LOG_INFO( gLogFilter, Debug::General,
+ "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
+ haveInstructions ? "true" : "false",
+ mImpl->lastFrameWasRendered ? "true" : "false",
+ forceClear ? "true" : "false" );
+
// 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 );
+ DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u );
-
- mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
- mImpl->defaultSurfaceRect.y,
- mImpl->defaultSurfaceRect.width,
- mImpl->defaultSurfaceRect.height );
+ // Switch to the shared context
+ if ( mImpl->currentContext != &mImpl->context )
+ {
+ mImpl->currentContext = &mImpl->context;
- mImpl->context.ClearColor( mImpl->backgroundColor.r,
- mImpl->backgroundColor.g,
- mImpl->backgroundColor.b,
- mImpl->backgroundColor.a );
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
- // 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.
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
- mImpl->context.SetScissorTest( false );
+ // Upload the geometries
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+ {
+ RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
+ for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
+ {
+ RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
+
+ const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
+
+ DALI_ASSERT_DEBUG( viewMatrix );
+ DALI_ASSERT_DEBUG( projectionMatrix );
+
+ if( viewMatrix && projectionMatrix )
+ {
+ const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
+
+ // Iterate through each render list.
+ for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
+ {
+ const RenderList* renderList = instruction.GetRenderList( index );
+
+ if( renderList && !renderList->IsEmpty() )
+ {
+ const std::size_t itemCount = renderList->Count();
+ for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+ {
+ const RenderItem& item = renderList->GetItem( itemIndex );
+ if( DALI_LIKELY( item.mRenderer ) )
+ {
+ item.mRenderer->Upload( *mImpl->currentContext );
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
- GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects )
+{
+ if (mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
+ {
+ return;
+ }
- mImpl->context.ColorMask( true );
+ class DamagedRectsCleaner
+ {
+ public:
+ DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+ : mDamagedRects(damagedRects),
+ mCleanOnReturn(true)
+ {
+ }
- if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ void SetCleanOnReturn(bool cleanOnReturn)
{
- mImpl->context.DepthMask( true );
- clearMask |= GL_DEPTH_BUFFER_BIT;
+ mCleanOnReturn = cleanOnReturn;
}
- if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ ~DamagedRectsCleaner()
{
- mImpl->context.ClearStencil( 0 );
- mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
- clearMask |= GL_STENCIL_BUFFER_BIT;
+ if (mCleanOnReturn)
+ {
+ mDamagedRects.clear();
+ }
}
- mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
+ private:
+ std::vector<Rect<int>>& mDamagedRects;
+ bool mCleanOnReturn;
+ };
- // 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();
+ Rect<int32_t> surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ));
- for( size_t i = 0; i < count; ++i )
- {
- RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
+ // 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;
+ }
- DoRender( instruction );
+ 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)
}
- GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
- mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ 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;
+ }
- mImpl->UpdateTrackers();
+ 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;
+ }
- //Notify RenderGeometries that rendering has finished
- for ( auto&& iter : mImpl->geometryContainer )
+ const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
+ const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
+ if (viewMatrix && projectionMatrix)
{
- iter->OnRenderFinished();
+ 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++;
+ }
+ }
+ }
+ }
+ }
}
}
- // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
- mImpl->lastFrameWasRendered = haveInstructions;
+ // 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++;
+ }
- /**
- * The rendering has finished; swap to the next buffer.
- * Ideally the update has just finished using this buffer; otherwise the render thread
- * should block until the update has finished.
- */
- mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
+ itemsDirtyRects.resize(j - itemsDirtyRects.begin());
+ damagedRectCleaner.SetCleanOnReturn(false);
+}
- DALI_PRINT_RENDER_END();
+void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo )
+{
+ Rect<int> clippingRect;
+ RenderScene( status, scene, renderToFbo, clippingRect);
}
-void RenderManager::DoRender( RenderInstruction& instruction )
+void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect )
{
- Rect<int> viewportRect;
- Vector4 clearColor;
+ Internal::Scene& sceneInternal = GetImplementation( scene );
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
- if ( instruction.mIsClearColorSet )
- {
- clearColor = instruction.mClearColor;
- }
- else
- {
- clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
- }
+ uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ for( uint32_t i = 0; i < count; ++i )
{
- instruction.mFrameBuffer->Bind( mImpl->context );
- if ( instruction.mIsViewportSet )
+ RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
+
+ if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
{
- // 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 );
+ 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;
+
+ if ( instruction.mIsClearColorSet )
+ {
+ clearColor = instruction.mClearColor;
}
else
{
- viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
}
- }
- else // !(instruction.mOffscreenTexture)
- {
- // switch rendering to adaptor provided (default) buffer
- mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
- // Check whether a viewport is specified, otherwise the full surface size is used
- if ( instruction.mIsViewportSet )
+ Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
+ Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+ Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+
+ if ( instruction.mFrameBuffer )
+ {
+ // offscreen buffer
+ if ( mImpl->currentContext != &mImpl->context )
+ {
+ // Switch to shared context for off-screen buffer
+ mImpl->currentContext = &mImpl->context;
+
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+ else
+ {
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ if ( mImpl->currentContext != sceneObject->GetContext() )
+ {
+ // Switch the correct context if rendering to a surface
+ mImpl->currentContext = sceneObject->GetContext();
+
+ // Clear the current cached program when the context is switched
+ mImpl->programController.ClearCurrentProgram();
+ }
+ }
+
+ surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
+ }
+
+ // 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
+ mImpl->programController.ResetProgramMatrices();
+
+ if( instruction.mFrameBuffer )
{
- // For glViewport the lower-left corner is (0,0)
- const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
- viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+
+ // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
+ for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+ {
+ mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
+ }
}
else
{
- viewportRect = mImpl->defaultSurfaceRect;
+ mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+ }
+
+ if ( !instruction.mFrameBuffer )
+ {
+ 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.
+ GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+
+ mImpl->currentContext->ColorMask( true );
+
+ if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ {
+ mImpl->currentContext->DepthMask( true );
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ mImpl->currentContext->ClearStencil( 0 );
+ mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
+ {
+ // Offscreen buffer rendering
+ if ( instruction.mIsViewportSet )
+ {
+ // For glViewport the lower-left corner is (0,0)
+ const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
+ viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ }
+ else
+ {
+ viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ }
+ }
+ else // No Offscreen frame buffer rendering
+ {
+ // 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 int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
+ viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+ }
+ else
+ {
+ viewportRect = surfaceRect;
+ }
+ }
+
+ bool clearFullFrameRect = true;
+ if( instruction.mFrameBuffer != nullptr )
+ {
+ Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+ clearFullFrameRect = ( frameRect == viewportRect );
+ }
+ else
+ {
+ 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)
+ {
+ mImpl->currentContext->ClearColor(clearColor.r,
+ clearColor.g,
+ clearColor.b,
+ clearColor.a);
+ if (!clearFullFrameRect)
+ {
+ 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);
+ }
+ }
+
+ // Clear the list of bound textures
+ mImpl->boundTextures.Clear();
+
+ mImpl->renderAlgorithms.ProcessRenderInstruction(
+ instruction,
+ *mImpl->currentContext,
+ mImpl->renderBufferIndex,
+ depthBufferAvailable,
+ stencilBufferAvailable,
+ mImpl->boundTextures,
+ clippingRect );
+
+ // Synchronise the FBO/Texture access when there are multiple contexts
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ // Check whether any binded texture is in the dependency list
+ bool textureFound = false;
+
+ if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+ {
+ for ( auto textureId : mImpl->textureDependencyList )
+ {
+
+ textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
+ [textureId]( GLuint id )
+ {
+ return textureId == id;
+ } ) != mImpl->boundTextures.End();
+ }
+ }
+
+ if ( textureFound )
+ {
+ if ( instruction.mFrameBuffer )
+ {
+ // For off-screen buffer
+
+ // Wait until all rendering calls for the currently context are executed
+ mImpl->glContextHelperAbstraction.WaitClient();
+
+ // Clear the dependency list
+ mImpl->textureDependencyList.Clear();
+ }
+ else
+ {
+ // Worker thread lambda function
+ auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
+ auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
+ {
+ // Switch to the shared context in the worker thread
+ glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+
+ // Wait until all rendering calls for the shared context are executed
+ glContextHelperAbstraction.WaitClient();
+
+ // Must clear the context in the worker thread
+ // Otherwise the shared context cannot be switched to from the render thread
+ glContextHelperAbstraction.MakeContextNull();
+ };
+
+ auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
+ if ( future )
+ {
+ mImpl->threadPool->Wait();
+
+ // Clear the dependency list
+ mImpl->textureDependencyList.Clear();
+ }
+ }
+ }
+ }
+
+ if( instruction.mRenderTracker && instruction.mFrameBuffer )
+ {
+ // 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 = nullptr; // Only create once.
+ }
+
+ if ( renderToFbo )
+ {
+ mImpl->currentContext->Flush();
}
}
- mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+}
- if ( instruction.mIsClearColorSet )
+void RenderManager::PostRender( bool uploadOnly )
+{
+ if ( !uploadOnly )
{
- mImpl->context.ClearColor( clearColor.r,
- clearColor.g,
- clearColor.b,
- clearColor.a );
-
- // Clear the viewport area only
- mImpl->context.SetScissorTest( true );
- mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
- mImpl->context.ColorMask( true );
- mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
- mImpl->context.SetScissorTest( false );
+ if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+ {
+ mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+ }
+
+ GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+ mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
}
- mImpl->renderAlgorithms.ProcessRenderInstruction(
- instruction,
- mImpl->context,
- mImpl->renderBufferIndex,
- mImpl->depthBufferAvailable,
- mImpl->stencilBufferAvailable );
+ //Notify RenderGeometries that rendering has finished
+ for ( auto&& iter : mImpl->geometryContainer )
+ {
+ iter->OnRenderFinished();
+ }
- if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
+ mImpl->UpdateTrackers();
+
+
+ uint32_t count = 0u;
+ for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
{
- // 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.
+ count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
}
+
+ const bool haveInstructions = count > 0u;
+
+ // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
+ mImpl->lastFrameWasRendered = haveInstructions;
+
+ /**
+ * The rendering has finished; swap to the next buffer.
+ * Ideally the update has just finished using this buffer; otherwise the render thread
+ * should block until the update has finished.
+ */
+ mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
+
+ DALI_PRINT_RENDER_END();
}
} // namespace SceneGraph