-#ifndef __DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H__
+#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H
+#define DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H
/*
- * Copyright (c) 2015 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.
// INTERNAL INCLUDES
#include <dali/public-api/math/rect.h>
+#include <dali/integration-api/core-enumerations.h>
#include <dali/internal/common/shader-saver.h>
#include <dali/internal/render/gl-resources/gpu-buffer.h>
#include <dali/internal/render/renderers/render-property-buffer.h>
{
class GlAbstraction;
class GlSyncAbstraction;
+class GlContextHelperAbstraction;
class RenderStatus;
+class Scene;
}
struct Vector4;
class RenderInstructionContainer;
class Shader;
class PropertyBufferDataProvider;
+class Scene;
/**
* RenderManager is responsible for rendering the result of the previous "update", which
/**
* Construct a new RenderManager.
- * @param[in] glAbstraction The GL abstraction used for rendering.
- * @param[in] glSyncAbstraction The GL sync abstraction used fence sync creation/deletion.
- * @param[out] resourcePostProcessQueue A queue for sending rendered texture ids to the update-thread.*
+ * @param[in] glAbstraction The GL abstraction used for rendering.
+ * @param[in] glSyncAbstraction The GL sync abstraction used fence sync creation/deletion.
+ * @param[in] glContextHelperAbstraction The GL context helper abstraction for accessing GL context.
+ * @param[in] depthBufferAvailable Whether the depth buffer is available
+ * @param[in] stencilBufferAvailable Whether the stencil buffer is available
*/
static RenderManager* New( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction );
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable );
/**
* Non-virtual destructor; not intended as a base class
*/
void SetShaderSaver( ShaderSaver& upstream );
- /**
- * Retrieve the render instructions; these should be set during each "update" traversal.
- * @return The render instruction container.
- */
- RenderInstructionContainer& GetRenderInstructionContainer();
-
// The following methods should be called via RenderQueue messages
- /**
- * Set the background color i.e. the glClear color used at the beginning of each frame.
- * @param[in] color The new background color.
- */
- void SetBackgroundColor( const Vector4& color );
-
/*
* Set the frame time delta (time elapsed since the last frame.
* @param[in] deltaTime the delta time
* @param[in] renderer The renderer to add.
* @post renderer is owned by RenderManager
*/
- void AddRenderer( Render::Renderer* renderer );
+ void AddRenderer( OwnerPointer< Render::Renderer >& renderer );
/**
* Remove a Renderer from the render manager.
* @param[in] sampler The sampler to add.
* @post sampler is owned by RenderManager
*/
- void AddSampler( Render::Sampler* sampler );
+ void AddSampler( OwnerPointer< Render::Sampler >& sampler );
/**
* Remove a sampler from the render manager.
* @param[in] minFilterMode Filter mode to use when the texture is minificated
* @param[in] magFilterMode Filter mode to use when the texture is magnified
*/
- void SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode );
+ void SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode );
/**
* Set wrapping mode for a sampler
* @param[in] uWrapMode Wrap mode in the x direction
* @param[in] vWrapMode Wrap mode in the y direction
*/
- void SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode );
+ void SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode );
/**
* Add a property buffer to the render manager.
* @param[in] propertyBuffer The property buffer to add.
* @post propertBuffer is owned by RenderManager
*/
- void AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer );
+ void AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer );
/**
* Remove a property buffer from the render manager.
* @param[in] geometry The geometry to add.
* @post geometry is owned by RenderManager
*/
- void AddGeometry( Render::Geometry* geometry );
+ void AddGeometry( OwnerPointer< Render::Geometry >& geometry );
/**
* Remove a geometry from the render manager.
* @param[in] geometry The geometry
* @param[in] propertyBuffer The property buffer to remove.
*/
- void AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer );
+ void AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer );
/**
* Remove a property buffer from a Render::Geometry from the render manager.
* @param[in] propertyBuffer The property buffer.
* @param[in] format The new format of the buffer
*/
- void SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format );
+ void SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format );
/**
* Sets the data of an existing property buffer
* @param[in] data The new data of the buffer
* @param[in] size The new size of the buffer
*/
- void SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size );
+ void SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size );
/**
* Sets the data for the index buffer of an existing geometry
* @param[in] geometry The geometry
* @param[in] data A vector containing the indices
*/
- void SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& data );
+ void SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& data );
/**
* Set the geometry type of an existing render geometry
* @param[in] geometry The render geometry
* @param[in] geometryType The new geometry type
*/
- void SetGeometryType( Render::Geometry* geometry, unsigned int geometryType );
+ void SetGeometryType( Render::Geometry* geometry, uint32_t geometryType );
/**
* Adds a texture to the render manager
* @param[in] texture The texture to add
*/
- void AddTexture( Render::Texture* texture );
+ void AddTexture( OwnerPointer< Render::Texture >& texture );
/**
* Removes a texture from the render manager
* Adds a framebuffer to the render manager
* @param[in] frameBuffer The framebuffer to add
*/
- void AddFrameBuffer( Render::FrameBuffer* frameBuffer );
+ void AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer );
/**
* Removes a framebuffer from the render manager
void RemoveFrameBuffer( Render::FrameBuffer* frameBuffer );
/**
- * Attach a texture as color output to an existing FrameBuffer
+ * Attaches a texture as color output to the existing frame buffer
* @param[in] frameBuffer The FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
* @param[in] layer Indicates which layer of a cube map or array texture to attach. Unused for 2D textures
*/
- void AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer );
+ void AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer );
+
+ /**
+ * Attaches a texture as depth output to the existing frame buffer
+ * @param[in] frameBuffer The FrameBuffer
+ * @param[in] texture The texture that will be used as output when rendering
+ * @param[in] mipmapLevel The mipmap of the texture to be attached
+ */
+ void AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel );
+
+ /**
+ * Attaches a texture as depth/stencil output to the existing frame buffer
+ * @param[in] frameBuffer The FrameBuffer
+ * @param[in] texture The texture that will be used as output when rendering
+ * @param[in] mipmapLevel The mipmap of the texture to be attached
+ */
+ void AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel );
+
+ /**
+ * Initializes a Scene to the render manager
+ * @param[in] scene The Scene to initialize
+ */
+ void InitializeScene( SceneGraph::Scene* scene );
+
+ /**
+ * Uninitializes a Scene to the render manager
+ * @param[in] scene The Scene to uninitialize
+ */
+ void UninitializeScene( SceneGraph::Scene* scene );
+
+ /**
+ * This is called when the surface of the scene has been replaced.
+ * @param[in] scene The scene.
+ */
+ void SurfaceReplaced( SceneGraph::Scene* scene );
/**
* Adds a render tracker to the RenderManager. RenderManager takes ownership of the
*/
ProgramCache* GetProgramCache();
- // This method should be called from Core::Render()
+ // This method should be called from Core::PreRender()
/**
- * Renders the results of the previous "update" traversal.
- * @param[out] status contains the flag that indicates if render instructions exist
- * @return true if a further update is required
+ * This is called before rendering any scene in the next frame. This method should be preceded
+ * by a call up Update.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ * @param[out] status showing whether update is required to run.
+ * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
+ * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- bool Render( Integration::RenderStatus& status );
+ void PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly );
-private:
+ // This method should be called from Core::RenderScene()
+
+ /**
+ * Render a scene in the next frame. This method should be preceded by a call up PreRender.
+ * This method should be called twice. The first pass to render off-screen frame buffers if any,
+ * and the second pass to render the surface.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ * @param[in] scene The scene to be rendered.
+ * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
+ */
+ void RenderScene( Integration::Scene& scene, bool renderToFbo );
+
+ // This method should be called from Core::PostRender()
/**
- * Helper to process a single RenderInstruction.
- * @param[in] instruction A description of the rendering operation.
+ * This is called after rendering all the scenes in the next frame. This method should be
+ * followed by a call up RenderScene.
+ * Multi-threading note: this method should be called from a dedicated rendering thread.
+ * @pre The GL context must have been created, and made current.
+ * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void DoRender( RenderInstruction& instruction );
+ void PostRender( bool uploadOnly );
+
+
+private:
private:
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H