}
return newScissorArea;
}
-
-/**
- * @brief The number of dirty rects per renderer in itemDirtyRects list.
- * If this value is 3, keep only last 3 dirty rects for the same node and renderer.
- */
-constexpr int MAX_DIRTY_RECT_PER_RENDERER = 3;
} // namespace
+
/**
* Structure to contain internal data
*/
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
+
+ bool commandBufferSubmitted{false};
};
RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
}
+void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+ frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
+}
+
void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
{
mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
geom->Upload(mImpl->graphicsController);
}
}
+
+ mImpl->commandBufferSubmitted = false;
}
void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
+ bool cleanDamagedRect = false;
// 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());
if(instruction.mFrameBuffer)
{
- return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
+ cleanDamagedRect = true;
+ continue; // 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)
+ if(camera && 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;
+ camera->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))
{
- 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;
- }
+ cleanDamagedRect = true;
+ continue;
}
}
else
{
- return;
+ cleanDamagedRect = true;
+ continue;
}
Rect<int32_t> viewportRect;
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
+ cleanDamagedRect = true;
+ continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
}
}
else
for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
{
RenderItem& item = renderList->GetItem(listIndex);
- // If the item does 3D transformation, do early exit and clean the damaged rect array
- if(item.mUpdateSize == Vector3::ZERO)
+ // If the item does 3D transformation, make full update
+ if(item.mUpdateArea == Vector4::ZERO)
{
- return;
+ cleanDamagedRect = true;
+
+ // Save the full rect in the damaged list. We need it when this item is removed
+ DirtyRect dirtyRect(item.mNode, item.mRenderer, surfaceRect);
+ auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+ if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+ {
+ // Replace the rect
+ dirtyRectPos->visited = true;
+ dirtyRectPos->rect = dirtyRect.rect;
+ }
+ else
+ {
+ // Else, just insert the new dirtyrect in the correct position
+ itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ }
+ continue;
}
Rect<int> rect;
- DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
+ DirtyRect dirtyRect(item.mNode, item.mRenderer, 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.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
{
item.mIsUpdated = false;
- rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
+ Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
+
+ rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
{
const int left = rect.x;
rect.height = ((bottom + 16) / 16) * 16 - rect.y;
// Found valid dirty rect.
- // 1. Mark the related dirty rects as visited so they will not be removed below.
- // 2. Keep only last "MAX_DIRTY_RECT_PER_RENDERER" dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
- // 3-1. If itemDirtyRect hold MAX_DIRTY_RECT_PER_RENDERER rects, remove oldest one and insert it in the sorted array of the dirty rects.
- // 3-2. Else, Insert it in the sorted array of the dirty rects.
dirtyRect.rect = rect;
auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- auto originDirtyRectPos = dirtyRectPos;
- bool hasMaxDirtyRect = false;
- while(dirtyRectPos != itemsDirtyRects.end())
+ if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
{
- if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
- {
- break;
- }
-
- dirtyRectPos->visited = true;
+ // Same item, merge it with the previous rect
rect.Merge(dirtyRectPos->rect);
- ++dirtyRectPos;
-
- if((dirtyRectPos - originDirtyRectPos) == MAX_DIRTY_RECT_PER_RENDERER) // no more than MAX_DIRTY_RECT_PER_RENDERER previous rects
- {
- hasMaxDirtyRect = true;
- break;
- }
- }
-
- if(hasMaxDirtyRect)
- {
- // If we have already MAX_DIRTY_RECT_PER_RENDERER for the same item, just copy it.
- // Remove the oldest rect (at pos + MAX_DIRTY_RECT_PER_RENDERER - 1)
- // and move other rects one step.
- // and insert new dirtyRect at originDirtyRectPos.
- auto pos = originDirtyRectPos - itemsDirtyRects.begin();
- for(auto i = MAX_DIRTY_RECT_PER_RENDERER - 1; i > 0; i--)
- {
- itemsDirtyRects[pos + i] = itemsDirtyRects[pos + i - 1];
- }
- itemsDirtyRects[pos] = dirtyRect;
+ // Replace the rect
+ dirtyRectPos->visited = true;
+ dirtyRectPos->rect = dirtyRect.rect;
}
else
{
// Else, just insert the new dirtyrect in the correct position
- itemsDirtyRects.insert(originDirtyRectPos, dirtyRect);
+ itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
}
damagedRects.push_back(rect);
// 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 != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
{
- if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
- {
- break;
- }
-
dirtyRectPos->visited = true;
- dirtyRectPos++;
+ }
+ else
+ {
+ // The item is not in the list for some reason. Add it!
+ dirtyRect.rect = surfaceRect;
+ itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ cleanDamagedRect = true; // And make full update at this frame
}
}
}
}
itemsDirtyRects.resize(j - itemsDirtyRects.begin());
- damagedRectCleaner.SetCleanOnReturn(false);
- // Reset updated flag from the root
- Layer* root = sceneObject->GetRoot();
- if(root)
+ if(!cleanDamagedRect)
{
- root->SetUpdatedTree(false);
+ damagedRectCleaner.SetCleanOnReturn(false);
}
}
clippingRect = Rect<int>();
}
+ // Prepare to lock and map standalone uniform buffer.
+ mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
+
for(uint32_t i = 0; i < count; ++i)
{
RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
// Scissor's value should be set based on the default system coordinates.
// When the surface is rotated, the input values already were set with the rotated angle.
// So, re-calculation is needed.
- scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
+ scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
// Begin render pass
mainCommandBuffer->BeginRenderPass(
mImpl->boundTextures,
viewportRect,
clippingRect,
- surfaceOrientation);
+ surfaceOrientation,
+ Uint16Pair(surfaceRect.width, surfaceRect.height));
Graphics::SyncObject* syncObject{nullptr};
// If the render instruction has an associated render tracker (owned separately)
}
mainCommandBuffer->EndRenderPass(syncObject);
}
+
+ // Unlock standalone uniform buffer.
+ mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
+
mImpl->renderAlgorithms.SubmitCommandBuffer();
+ mImpl->commandBufferSubmitted = true;
std::sort(targetstoPresent.begin(), targetstoPresent.end());
void RenderManager::PostRender()
{
+ if(!mImpl->commandBufferSubmitted)
+ {
+ // Rendering is skipped but there may be pending tasks. Flush them.
+ Graphics::SubmitInfo submitInfo;
+ submitInfo.cmdBuffer.clear(); // Only flush
+ submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
+ mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
+
+ mImpl->commandBufferSubmitted = true;
+ }
+
// Notify RenderGeometries that rendering has finished
for(auto&& iter : mImpl->geometryContainer)
{
iter->OnRenderFinished();
}
+ // Notify RenderTexture that rendering has finished
+ for(auto&& iter : mImpl->textureContainer)
+ {
+ iter->OnRenderFinished();
+ }
+
mImpl->UpdateTrackers();
uint32_t count = 0u;