-#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) 2019 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/update/resources/resource-manager-declarations.h>
-#include <dali/internal/render/common/texture-uploaded-dispatcher.h>
#include <dali/internal/render/gl-resources/gpu-buffer.h>
#include <dali/internal/render/renderers/render-property-buffer.h>
+#include <dali/internal/event/rendering/texture-impl.h>
namespace Dali
{
{
class GlAbstraction;
class GlSyncAbstraction;
+class GlContextHelperAbstraction;
class RenderStatus;
}
namespace Render
{
+class FrameBuffer;
class Renderer;
-class Sampler;
+struct Sampler;
class RenderTracker;
class Geometry;
+class Texture;
}
namespace SceneGraph
{
class RenderQueue;
-class TextureCache;
class RenderInstruction;
class RenderInstructionContainer;
class Shader;
* RenderManager is responsible for rendering the result of the previous "update", which
* is provided in a RenderCommand during UpdateManager::Update().
*/
-class RenderManager : public TextureUploadedDispatcher
+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[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,
- LockedResourceQueue& resourcePostProcessQueue );
+ Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable );
/**
* Non-virtual destructor; not intended as a base class
RenderQueue& GetRenderQueue();
/**
- * Retrieve the texture cache. Messages should only be sent to this from the update thread,
- * accessor methods should only be used from the render thread.
- * @return The texture cache
- */
- TextureCache& GetTextureCache();
-
- /**
* @copydoc Dali::Integration::Core::ContextCreated()
*/
void ContextCreated();
void ContextDestroyed();
/**
- * Dispatch requests onto the postProcessResourcesQueue
- * @param[in] resource The Id of the resource to dispatch
- */
- virtual void DispatchTextureUploaded( ResourceId resource );
-
- /**
* 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..
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 );
+
+ /**
* Add a Renderer to the render manager.
* @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] rWrapMode Wrap mode in the z direction
* @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 uWrapMode, unsigned int vWrapMode );
+ 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( OwnerPointer< Render::Texture >& texture );
+
+ /**
+ * Removes a texture from the render manager
+ * @param[in] texture The texture to remove
+ */
+ void RemoveTexture( Render::Texture* texture );
+
+ /**
+ * Uploads data to an existing texture
+ * @param[in] texture The 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 );
+
+ /**
+ * Generates mipmaps for a given texture
+ * @param[in] texture The 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 );
+
+ /**
+ * Removes a framebuffer from the render manager
+ * @param[in] frameBuffer The framebuffer to remove
+ */
+ void RemoveFrameBuffer( Render::FrameBuffer* frameBuffer );
+
+ /**
+ * Attach a texture as color output to an existing FrameBuffer
+ * @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, uint32_t mipmapLevel, uint32_t layer );
/**
* Adds a render tracker to the RenderManager. RenderManager takes ownership of the
void RemoveRenderTracker( Render::RenderTracker* renderTracker );
/**
- * Set the default shader that is to be used in absence of custom shader
- * @param[in] shader that is the default one
- */
- void SetDefaultShader( Shader* shader );
-
- /**
* returns the Program controller for sending program messages
* @return the ProgramController
*/
/**
* 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
+ * @param[out] status contains the rendering flags.
+ * @param[in] forceClear Force the Clear on the framebuffer even if nothing is rendered.
+ * @param[in] uploadOnly Upload the resource only without rendering.
*/
- bool Render( Integration::RenderStatus& status );
+ void Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly );
private:
/**
* Helper to process a single RenderInstruction.
* @param[in] instruction A description of the rendering operation.
- * @param[in] defaultShader default shader to use.
*/
- void DoRender( RenderInstruction& instruction, Shader& defaultShader );
+ void DoRender( RenderInstruction& instruction );
private:
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H