#define DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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/graphics-api/graphics-controller.h>
#include <dali/integration-api/core-enumerations.h>
#include <dali/internal/common/shader-saver.h>
#include <dali/internal/event/rendering/texture-impl.h>
-#include <dali/internal/render/gl-resources/gpu-buffer.h>
#include <dali/internal/render/renderers/render-vertex-buffer.h>
+#include <dali/public-api/math/rect.h>
namespace Dali
{
-
namespace Integration
{
-class GlAbstraction;
-class GlSyncAbstraction;
-class GlContextHelperAbstraction;
class RenderStatus;
class Scene;
-}
+} // namespace Integration
struct Vector4;
namespace Internal
{
-class Context;
class ProgramCache;
class ShaderSaver;
class RenderTracker;
class Geometry;
class Texture;
-}
+} // namespace Render
namespace SceneGraph
{
class RenderManager
{
public:
-
/**
* 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[in] glContextHelperAbstraction The GL context helper abstraction for accessing GL context.
+ * @param[in] graphicsController The graphics controller for a given rendering backend
* @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::GlContextHelperAbstraction& glContextHelperAbstraction,
- Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable,
- Integration::PartialUpdateAvailable partialUpdateAvailable );
+ static RenderManager* New(Graphics::Controller& graphicsController,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable);
/**
* Non-virtual destructor; not intended as a base class
RenderQueue& GetRenderQueue();
/**
- * @copydoc Dali::Integration::Core::ContextCreated()
- */
- void ContextCreated();
-
- /**
- * @copydoc Dali::Integration::Core::ContextToBeDestroyed()
- */
- void ContextDestroyed();
-
- /**
* Set the upstream interface for compiled shader binaries to be sent back to for eventual
* caching and saving.
* @param[in] upstream The abstract interface to send any received ShaderDatas onwards to..
* @note This should be called during core initialisation if shader binaries are to be used.
*/
- void SetShaderSaver( ShaderSaver& upstream );
+ void SetShaderSaver(ShaderSaver& upstream);
- // The following methods should be called via RenderQueue messages
+ // The foltlowing methods should be called via RenderQueue messages
/*
* Set the frame time delta (time elapsed since the last frame.
* @param[in] deltaTime the delta time
*/
- void SetFrameDeltaTime( float deltaTime );
-
- /**
- * Returns the rectangle for the default surface (probably the application window).
- * @return Rectangle for the surface.
- */
- void SetDefaultSurfaceRect( const Rect<int>& rect );
-
- /**
- * Returns the orintation for the default surface (probably the application window).
- * @return Orientation for the surface.
- */
- void SetDefaultSurfaceOrientation( int orientation );
+ void SetFrameDeltaTime(float deltaTime);
/**
* Add a Renderer to the render manager.
* @param[in] renderer The renderer to add.
* @post renderer is owned by RenderManager
*/
- void AddRenderer( OwnerPointer< Render::Renderer >& renderer );
+ void AddRenderer(OwnerPointer<Render::Renderer>& renderer);
/**
* Remove a Renderer from the render manager.
* @param[in] renderer The renderer to remove.
* @post renderer is destroyed.
*/
- void RemoveRenderer( Render::Renderer* renderer );
+ void RemoveRenderer(Render::Renderer* renderer);
/**
* Add a sampler to the render manager.
* @param[in] sampler The sampler to add.
* @post sampler is owned by RenderManager
*/
- void AddSampler( OwnerPointer< Render::Sampler >& sampler );
+ void AddSampler(OwnerPointer<Render::Sampler>& sampler);
/**
* Remove a sampler from the render manager.
* @param[in] sampler The sampler to remove.
* @post sampler is destroyed.
*/
- void RemoveSampler( Render::Sampler* sampler );
+ void RemoveSampler(Render::Sampler* sampler);
/**
* Set minification and magnification filter modes for a sampler
* @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, uint32_t minFilterMode, uint32_t 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, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t 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] vertexBuffer The property buffer to add.
* @post propertBuffer is owned by RenderManager
*/
- void AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer );
+ void AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer);
/**
* Remove a property buffer from the render manager.
* @param[in] vertexBuffer The property buffer to remove.
* @post vertexBuffer is destroyed.
*/
- void RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer );
+ void RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer);
/**
* Add a geometry to the render manager.
* @param[in] geometry The geometry to add.
* @post geometry is owned by RenderManager
*/
- void AddGeometry( OwnerPointer< Render::Geometry >& geometry );
+ void AddGeometry(OwnerPointer<Render::Geometry>& geometry);
/**
* Remove a geometry from the render manager.
* @param[in] geometry The geometry to remove.
* @post geometry is destroyed.
*/
- void RemoveGeometry( Render::Geometry* geometry );
+ void RemoveGeometry(Render::Geometry* geometry);
/**
* Adds a property buffer to a geometry from the render manager.
* @param[in] geometry The geometry
* @param[in] vertexBuffer The property buffer to remove.
*/
- void AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer );
+ void AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer);
/**
* Remove a property buffer from a Render::Geometry from the render manager.
* @param[in] vertexBuffer The property buffer to remove.
* @post property buffer is destroyed.
*/
- void RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer );
+ void RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer);
/**
* Sets the format of an existing property buffer
* @param[in] vertexBuffer The property buffer.
* @param[in] format The new format of the buffer
*/
- void SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format );
+ void SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::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 SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size );
+ void SetVertexBufferData(Render::VertexBuffer* vertexBuffer, 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<uint16_t>& 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, uint32_t 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( OwnerPointer< Render::Texture >& texture );
+ void AddTexture(OwnerPointer<Render::Texture>& texture);
/**
* Removes a texture from the render manager
* @param[in] texture The texture to remove
*/
- void RemoveTexture( Render::Texture* texture );
+ void RemoveTexture(Render::Texture* texture);
/**
* Uploads data to an existing texture
* @param[in] pixelData The pixel data object
* @param[in] params The parameters for the upload
*/
- void UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params );
+ void UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params);
/**
* Generates mipmaps for a given texture
* @param[in] texture The texture
*/
- void GenerateMipmaps( Render::Texture* texture );
+ void GenerateMipmaps(Render::Texture* texture);
/**
* Adds a framebuffer to the render manager
* @param[in] frameBuffer The framebuffer to add
*/
- void AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer );
+ void AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer);
/**
* Removes a framebuffer from the render manager
* @param[in] frameBuffer The framebuffer to remove
*/
- void RemoveFrameBuffer( Render::FrameBuffer* frameBuffer );
+ void RemoveFrameBuffer(Render::FrameBuffer* frameBuffer);
/**
* Attaches a texture as color output to the existing frame buffer
* @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, uint32_t mipmapLevel, uint32_t 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] 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 );
+ 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] 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 );
+ 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 );
+ void InitializeScene(SceneGraph::Scene* scene);
/**
* Uninitializes a Scene to the render manager
* @param[in] scene The Scene to uninitialize
*/
- void UninitializeScene( SceneGraph::Scene* scene );
+ 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 );
+ void SurfaceReplaced(SceneGraph::Scene* scene);
/**
* Adds a render tracker to the RenderManager. RenderManager takes ownership of the
* object, usually an offscreen render task.
* @param[in] renderTracker The render tracker
*/
- void AddRenderTracker( Render::RenderTracker* renderTracker );
+ void AddRenderTracker(Render::RenderTracker* renderTracker);
/**
* Removes a render tracker from the RenderManager.
* @param[in] renderTracker The render tracker to remove.
*/
- void RemoveRenderTracker( Render::RenderTracker* renderTracker );
-
- /**
- * returns the Program controller for sending program messages
- * @return the ProgramController
- */
- ProgramCache* GetProgramCache();
+ void RemoveRenderTracker(Render::RenderTracker* renderTracker);
// This method should be called from Core::PreRender()
* 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.
+ * @pre The graphics implementation must be initialized
* @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.
*/
- void PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly );
+ void PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly);
// This method should be called from Core::PreRender()
* 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.
+ * @pre The graphics implementation must be initialized
* @param[in] scene The scene to be rendered.
* @param[out] damagedRects The list of damaged rects for the current render pass.
*/
- void PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects );
+ void PreRender(Integration::RenderStatus& status, Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
// This method should be called from Core::RenderScene()
* 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.
+ * @pre The graphics implementation must be initialized
* @param[out] status contains the rendering flags.
* @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::RenderStatus& status, Integration::Scene& scene, bool renderToFbo );
+ void RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo);
/**
* 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.
+ * @pre The graphics implementation must be initialized
* @param[out] status contains the rendering flags.
* @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.
* @param[in] clippingRect The clipping rect for the rendered scene.
*/
- void RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect );
+ void RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect);
// This method should be called from Core::PostRender()
* 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.
+ * @pre The graphics implementation must be initialized
* @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void PostRender( bool uploadOnly );
-
-
-private:
+ void PostRender(bool uploadOnly);
private:
-
/**
* Construct a new RenderManager.
*/
RenderManager();
// Undefined
- RenderManager( const RenderManager& );
+ RenderManager(const RenderManager&);
// Undefined
- RenderManager& operator=( const RenderManager& rhs );
+ RenderManager& operator=(const RenderManager& rhs);
private:
-
struct Impl;
Impl* mImpl;
-
};
} // namespace SceneGraph