} // unnamed namespace
#endif
+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
*/
Integration::GlSyncAbstraction& glSyncAbstraction,
Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::DepthBufferAvailable depthBufferAvailableParam,
- Integration::StencilBufferAvailable stencilBufferAvailableParam )
+ Integration::StencilBufferAvailable stencilBufferAvailableParam,
+ Integration::PartialUpdateAvailable partialUpdateAvailableParam )
: context( glAbstraction, &surfaceContextContainer ),
currentContext( &context ),
glAbstraction( glAbstraction ),
programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
stencilBufferAvailable( stencilBufferAvailableParam ),
+ partialUpdateAvailable( partialUpdateAvailableParam ),
defaultSurfaceOrientation( 0 )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
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;
}
DALI_PRINT_RENDER_END();
}
+bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
+{
+ // merge bounding
+ int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
+ int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
+ int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
+ Rect<int32_t> screenRect;
+
+ bool isPartialUpdate = false;
+
+ 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() && renderList->IsPartialUpdateEnabled() )
+ {
+ const std::size_t itemCount = renderList->Count();
+ for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+ {
+ const RenderItem& item = renderList->GetItem( itemIndex );
+
+ if( item.mPartialUpdateEnabled )
+ {
+ isPartialUpdate = true;
+
+ screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
+
+ dx1 = std::min( screenRect.x, dx1 );
+ dx2 = std::max( screenRect.x + screenRect.width, dx2);
+ dy1 = std::min( screenRect.y, dy1 );
+ dy2 = std::max( screenRect.y + screenRect.height, dy2 );
+
+ if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight )
+ {
+ return false;
+ }
+ }
+ }
+ }
+ }
+
+ if( isPartialUpdate )
+ {
+ 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;
+}
+
void RenderManager::DoRender( RenderInstruction& instruction )
{
Rect<int32_t> viewportRect;
Vector4 clearColor;
+ bool isPartialUpdate = false;
+ Dali::DamagedRect damagedRect;
+ Dali::DamagedRect mergedRect;
+ Dali::ClippingBox scissorBox;
+ Dali::ClippingBox intersectRect;
if ( instruction.mIsClearColorSet )
{
Vector4 backgroundColor = mImpl->backgroundColor;
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+ Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
if ( instruction.mFrameBuffer != 0 )
mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
}
+
+ if( surfaceFrameBuffer &&
+ partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
+ {
+ const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
+ // Iterate through each render list.
+ if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
+ {
+ isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
+ }
+
+ if( !isPartialUpdate )
+ {
+ damagedRect = surfaceRect;
+ }
+
+ surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect );
+
+ if( mergedRect.IsEmpty() )
+ {
+ isPartialUpdate = false;
+ }
+ else
+ {
+ scissorBox.x = mergedRect.x;
+ scissorBox.y = mergedRect.y;
+ scissorBox.width = mergedRect.width;
+ scissorBox.height = mergedRect.height;
+ }
+ }
+
if ( surfaceFrameBuffer )
{
- mImpl->currentContext->Viewport( surfaceRect.x,
- surfaceRect.y,
- surfaceRect.width,
- surfaceRect.height );
+ mImpl->currentContext->Viewport( surfaceRect.x,
+ surfaceRect.y,
+ surfaceRect.width,
+ surfaceRect.height );
+
- mImpl->currentContext->ClearColor( backgroundColor.r,
- backgroundColor.g,
- backgroundColor.b,
- backgroundColor.a );
+ mImpl->currentContext->ClearColor( backgroundColor.r,
+ backgroundColor.g,
+ backgroundColor.b,
+ backgroundColor.a );
}
// 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 );
+ }
+ else
+ {
+ mImpl->currentContext->SetScissorTest( false );
+ }
GLbitfield clearMask = GL_COLOR_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
// Clear the viewport area only
mImpl->currentContext->SetScissorTest( true );
- mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+ 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->ColorMask( true );
mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
mImpl->currentContext->SetScissorTest( false );
depthBufferAvailable,
stencilBufferAvailable,
mImpl->boundTextures,
- surfaceOrientation );
+ surfaceOrientation,
+ scissorBox );
// Synchronise the FBO/Texture access when there are multiple contexts
if ( mImpl->currentContext->IsSurfacelessContextSupported() )