/*
- * Copyright (c) 2018 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.
#include <dali/internal/render/renderers/render-renderer.h>
// INTERNAL INCLUDES
+#include <dali/graphics-api/graphics-types.h>
+#include <dali/integration-api/debug.h>
#include <dali/internal/common/image-sampler.h>
-#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
#include <dali/internal/render/renderers/render-sampler.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/renderers/render-texture.h>
+#include <dali/internal/render/renderers/render-vertex-buffer.h>
+#include <dali/internal/render/renderers/shader-cache.h>
+#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
+#include <dali/internal/render/renderers/uniform-buffer-view.h>
#include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
-
-namespace Dali
-{
+#include <dali/internal/render/shaders/render-shader.h>
+#include <dali/internal/update/common/uniform-map.h>
-namespace Internal
+namespace Dali::Internal
{
-
namespace
{
-
-static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead
-static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead
-
-/**
- * Helper to set view and projection matrices once per program
- * @param program to set the matrices to
- * @param modelMatrix to set
- * @param viewMatrix to set
- * @param projectionMatrix to set
- * @param modelViewMatrix to set
- * @param modelViewProjectionMatrix to set
- */
-inline void SetMatrices( Program& program,
- const Matrix& modelMatrix,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Matrix& modelViewMatrix )
+// Helper to get the vertex input format
+Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
{
- GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
- {
- program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
- }
- loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
+ Dali::Graphics::VertexInputFormat type{};
+
+ switch(propertyType)
{
- if( program.GetViewMatrix() != &viewMatrix )
+ case Property::NONE:
+ case Property::STRING:
+ case Property::ARRAY:
+ case Property::MAP:
+ case Property::EXTENTS: // i4?
+ case Property::RECTANGLE: // i4/f4?
+ case Property::ROTATION:
{
- program.SetViewMatrix( &viewMatrix );
- program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+ type = Dali::Graphics::VertexInputFormat::UNDEFINED;
+ break;
}
- }
- // set projection matrix if program has not yet received it this frame or if it is dirty
- loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
- {
- if( program.GetProjectionMatrix() != &projectionMatrix )
+ case Property::BOOLEAN:
{
- program.SetProjectionMatrix( &projectionMatrix );
- program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+ type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this?
+ break;
+ }
+ case Property::INTEGER:
+ {
+ type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
+ break;
+ }
+ case Property::FLOAT:
+ {
+ type = Dali::Graphics::VertexInputFormat::FLOAT;
+ break;
+ }
+ case Property::VECTOR2:
+ {
+ type = Dali::Graphics::VertexInputFormat::FVECTOR2;
+ break;
+ }
+ case Property::VECTOR3:
+ {
+ type = Dali::Graphics::VertexInputFormat::FVECTOR3;
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ type = Dali::Graphics::VertexInputFormat::FVECTOR4;
+ break;
+ }
+ case Property::MATRIX3:
+ case Property::MATRIX:
+ {
+ type = Dali::Graphics::VertexInputFormat::FLOAT;
+ break;
}
- }
- loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
- if( Program::UNIFORM_UNKNOWN != loc )
- {
- program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
}
- loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
- {
- Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
- program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
- }
+ return type;
+}
- loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
+constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode)
+{
+ switch(mode)
{
- gNormalMatrix = modelViewMatrix;
- gNormalMatrix.Invert();
- gNormalMatrix.Transpose();
- program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+ case Dali::FaceCullingMode::NONE:
+ {
+ return Graphics::CullMode::NONE;
+ }
+ case Dali::FaceCullingMode::FRONT:
+ {
+ return Graphics::CullMode::FRONT;
+ }
+ case Dali::FaceCullingMode::BACK:
+ {
+ return Graphics::CullMode::BACK;
+ }
+ case Dali::FaceCullingMode::FRONT_AND_BACK:
+ {
+ return Graphics::CullMode::FRONT_AND_BACK;
+ }
}
+ return Graphics::CullMode::NONE;
}
-}
-
-namespace Render
+constexpr Graphics::BlendFactor ConvertBlendFactor(BlendFactor::Type blendFactor)
{
+ switch(blendFactor)
+ {
+ case BlendFactor::ZERO:
+ return Graphics::BlendFactor::ZERO;
+ case BlendFactor::ONE:
+ return Graphics::BlendFactor::ONE;
+ case BlendFactor::SRC_COLOR:
+ return Graphics::BlendFactor::SRC_COLOR;
+ case BlendFactor::ONE_MINUS_SRC_COLOR:
+ return Graphics::BlendFactor::ONE_MINUS_SRC_COLOR;
+ case BlendFactor::SRC_ALPHA:
+ return Graphics::BlendFactor::SRC_ALPHA;
+ case BlendFactor::ONE_MINUS_SRC_ALPHA:
+ return Graphics::BlendFactor::ONE_MINUS_SRC_ALPHA;
+ case BlendFactor::DST_ALPHA:
+ return Graphics::BlendFactor::DST_ALPHA;
+ case BlendFactor::ONE_MINUS_DST_ALPHA:
+ return Graphics::BlendFactor::ONE_MINUS_DST_ALPHA;
+ case BlendFactor::DST_COLOR:
+ return Graphics::BlendFactor::DST_COLOR;
+ case BlendFactor::ONE_MINUS_DST_COLOR:
+ return Graphics::BlendFactor::ONE_MINUS_DST_COLOR;
+ case BlendFactor::SRC_ALPHA_SATURATE:
+ return Graphics::BlendFactor::SRC_ALPHA_SATURATE;
+ case BlendFactor::CONSTANT_COLOR:
+ return Graphics::BlendFactor::CONSTANT_COLOR;
+ case BlendFactor::ONE_MINUS_CONSTANT_COLOR:
+ return Graphics::BlendFactor::ONE_MINUS_CONSTANT_COLOR;
+ case BlendFactor::CONSTANT_ALPHA:
+ return Graphics::BlendFactor::CONSTANT_ALPHA;
+ case BlendFactor::ONE_MINUS_CONSTANT_ALPHA:
+ return Graphics::BlendFactor::ONE_MINUS_CONSTANT_ALPHA;
+ }
+ return Graphics::BlendFactor{};
+}
-Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
- Render::Geometry* geometry,
- unsigned int blendingBitmask,
- const Vector4& blendColor,
- FaceCullingMode::Type faceCullingMode,
- bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode,
- DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters )
-{
- return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
- faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
- depthFunction, stencilParameters );
-}
-
-Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
- Render::Geometry* geometry,
- unsigned int blendingBitmask,
- const Vector4& blendColor,
- FaceCullingMode::Type faceCullingMode,
- bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode,
- DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters )
-: mRenderDataProvider( dataProvider ),
- mContext( NULL),
- mGeometry( geometry ),
- mUniformIndexMap(),
- mAttributesLocation(),
- mStencilParameters( stencilParameters ),
- mBlendingOptions(),
- mIndexedDrawFirstElement( 0 ),
- mIndexedDrawElementsCount( 0 ),
- mDepthFunction( depthFunction ),
- mFaceCullingMode( faceCullingMode ),
- mDepthWriteMode( depthWriteMode ),
- mDepthTestMode( depthTestMode ),
- mUpdateAttributesLocation( true ),
- mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
+constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation)
{
- if( blendingBitmask != 0u )
+ switch(blendEquation)
{
- mBlendingOptions.SetBitmask( blendingBitmask );
+ case DevelBlendEquation::ADD:
+ return Graphics::BlendOp::ADD;
+ case DevelBlendEquation::SUBTRACT:
+ return Graphics::BlendOp::SUBTRACT;
+ case DevelBlendEquation::REVERSE_SUBTRACT:
+ return Graphics::BlendOp::REVERSE_SUBTRACT;
+ case DevelBlendEquation::COLOR:
+ case DevelBlendEquation::COLOR_BURN:
+ case DevelBlendEquation::COLOR_DODGE:
+ case DevelBlendEquation::DARKEN:
+ case DevelBlendEquation::DIFFERENCE:
+ case DevelBlendEquation::EXCLUSION:
+ case DevelBlendEquation::HARD_LIGHT:
+ case DevelBlendEquation::HUE:
+ case DevelBlendEquation::LIGHTEN:
+ case DevelBlendEquation::LUMINOSITY:
+ case DevelBlendEquation::MAX:
+ case DevelBlendEquation::MIN:
+ case DevelBlendEquation::MULTIPLY:
+ case DevelBlendEquation::OVERLAY:
+ case DevelBlendEquation::SATURATION:
+ case DevelBlendEquation::SCREEN:
+ case DevelBlendEquation::SOFT_LIGHT:
+ return Graphics::BlendOp{};
}
-
- mBlendingOptions.SetBlendColor( blendColor );
+ return Graphics::BlendOp{};
}
-void Renderer::Initialize( Context& context )
+/**
+ * Helper function to calculate the correct alignment of data for uniform buffers
+ * @param dataSize size of uniform buffer
+ * @return aligned offset of data
+ */
+inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
{
- mContext = &context;
+ return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
}
-Renderer::~Renderer()
+} // namespace
+
+namespace Render
{
+Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters)
+{
+ return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
}
-void Renderer::SetRenderDataProvider( OwnerPointer<SceneGraph::RenderDataProvider>& dataProvider )
+Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters)
+: mGraphicsController(nullptr),
+ mRenderDataProvider(dataProvider),
+ mGeometry(geometry),
+ mProgramCache(nullptr),
+ mUniformIndexMap(),
+ mAttributeLocations(),
+ mUniformsHash(),
+ mStencilParameters(stencilParameters),
+ mBlendingOptions(),
+ mIndexedDrawFirstElement(0),
+ mIndexedDrawElementsCount(0),
+ mDepthFunction(depthFunction),
+ mFaceCullingMode(faceCullingMode),
+ mDepthWriteMode(depthWriteMode),
+ mDepthTestMode(depthTestMode),
+ mUpdateAttributeLocations(true),
+ mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
+ mShaderChanged(false),
+ mUpdated(true)
{
- mRenderDataProvider = dataProvider;
- mUpdateAttributesLocation = true;
-
- // Check that the number of textures match the number of samplers in the shader
- size_t textureCount = mRenderDataProvider->GetTextures().size();
- Program* program = mRenderDataProvider->GetShader().GetProgram();
- if( program && program->GetActiveSamplerCount() != textureCount )
+ if(blendingBitmask != 0u)
{
- DALI_LOG_WARNING("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
- program->GetActiveSamplerCount(),
- textureCount );
+ mBlendingOptions.SetBitmask(blendingBitmask);
}
-}
-void Renderer::SetGeometry( Render::Geometry* geometry )
-{
- mGeometry = geometry;
- mUpdateAttributesLocation = true;
+ mBlendingOptions.SetBlendColor(blendColor);
}
-void Renderer::SetBlending( Context& context, bool blend )
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager)
{
- context.SetBlend( blend );
- if( blend )
- {
- // Blend color is optional and rarely used
- const Vector4* blendColor = mBlendingOptions.GetBlendColor();
- if( blendColor )
- {
- context.SetCustomBlendColor( *blendColor );
- }
- else
- {
- context.SetDefaultBlendColor();
- }
-
- // Set blend source & destination factors
- context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
- mBlendingOptions.GetBlendDestFactorRgb(),
- mBlendingOptions.GetBlendSrcFactorAlpha(),
- mBlendingOptions.GetBlendDestFactorAlpha() );
-
- // Set blend equations
- context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
- mBlendingOptions.GetBlendEquationAlpha() );
- }
+ mGraphicsController = &graphicsController;
+ mProgramCache = &programCache;
+ mShaderCache = &shaderCache;
+ mUniformBufferManager = &uniformBufferManager;
}
-void Renderer::GlContextDestroyed()
+Renderer::~Renderer() = default;
+
+void Renderer::SetGeometry(Render::Geometry* geometry)
{
- mGeometry->GlContextDestroyed();
+ mGeometry = geometry;
+ mUpdateAttributeLocations = true;
}
-
-void Renderer::GlCleanup()
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
+ mDrawCommands.clear();
+ mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
}
-void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
{
- // Check if the map has changed
- DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
-
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-
- if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
- node.GetUniformMapChanged(bufferIndex) ||
- mUniformIndexMap.Count() == 0)
- {
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
- const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
-
- unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
- mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
- mUniformIndexMap.Resize( maxMaps );
-
- unsigned int mapIndex(0);
- for(; mapIndex < uniformMap.Count() ; ++mapIndex )
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
- }
-
- for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
- {
- unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
- bool found(false);
- for( unsigned int i(0); i<uniformMap.Count(); ++i )
- {
- if( mUniformIndexMap[i].uniformIndex == uniformIndex )
- {
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
- found = true;
- break;
- }
- }
+ uint32_t textureUnit = 0;
- if( !found )
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
- ++mapIndex;
- }
- }
-
- mUniformIndexMap.Resize( mapIndex );
- }
+ std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+ std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
- // Set uniforms in local map
- for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
- end = mUniformIndexMap.End() ;
- iter != end ;
- ++iter )
+ std::vector<Graphics::TextureBinding> textureBindings;
+ for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()); ++i) // not expecting more than uint32_t of textures
{
- SetUniformFromProperty( bufferIndex, program, *iter );
- }
-
- GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
- if( -1 != sizeLoc )
- {
- program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
- }
-}
-
-void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
-{
- GLint location = program.GetUniformLocation(map.uniformIndex);
- if( Program::UNIFORM_UNKNOWN != location )
- {
- // switch based on property type to use correct GL uniform setter
- switch ( map.propertyValue->GetType() )
+ if(textures[i] && textures[i]->GetGraphicsObject())
{
- case Property::INTEGER:
- {
- program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
- break;
- }
- case Property::FLOAT:
- {
- program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
- break;
- }
- case Property::VECTOR2:
- {
- Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
- program.SetUniform2f( location, value.x, value.y );
- break;
- }
+ // if the sampler exists,
+ // if it's default, delete the graphics object
+ // otherwise re-initialize it if dirty
- case Property::VECTOR3:
- {
- Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
- program.SetUniform3f( location, value.x, value.y, value.z );
- break;
- }
+ const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
+ : nullptr);
- case Property::VECTOR4:
- {
- Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
- program.SetUniform4f( location, value.x, value.y, value.z, value.w );
- break;
- }
-
- case Property::ROTATION:
- {
- Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
- program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
- break;
- }
-
- case Property::MATRIX:
- {
- const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
- program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
- break;
- }
-
- case Property::MATRIX3:
- {
- const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
- program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
- break;
- }
+ boundTextures.PushBack(textures[i]->GetGraphicsObject());
+ const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+ textureBindings.push_back(textureBinding);
- default:
- {
- // Other property types are ignored
- break;
- }
+ ++textureUnit;
}
}
-}
-
-bool Renderer::BindTextures( Context& context, Program& program )
-{
- unsigned int textureUnit = 0;
- bool result = true;
- GLint uniformLocation(-1);
- std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
- std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
- for( size_t i(0); i<textures.size() && result; ++i )
+ if(!textureBindings.empty())
{
- if( textures[i] )
- {
- result = textures[i]->Bind(context, textureUnit, samplers[i] );
- if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
- {
- program.SetUniform1i( uniformLocation, textureUnit );
- ++textureUnit;
- }
- }
+ commandBuffer.BindTextures(textureBindings);
}
-
- return result;
}
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
{
- mFaceCullingMode = mode;
+ mFaceCullingMode = mode;
+ mUpdated = true;
}
-void Renderer::SetBlendingBitMask( unsigned int bitmask )
+void Renderer::SetBlendingBitMask(uint32_t bitmask)
{
- mBlendingOptions.SetBitmask( bitmask );
+ mBlendingOptions.SetBitmask(bitmask);
+ mUpdated = true;
}
-void Renderer::SetBlendColor( const Vector4& color )
+void Renderer::SetBlendColor(const Vector4& color)
{
- mBlendingOptions.SetBlendColor( color );
+ mBlendingOptions.SetBlendColor(color);
+ mUpdated = true;
}
-void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
{
mIndexedDrawFirstElement = firstElement;
+ mUpdated = true;
}
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
{
mIndexedDrawElementsCount = elementsCount;
+ mUpdated = true;
}
-void Renderer::EnablePreMultipliedAlpha( bool enable )
+void Renderer::EnablePreMultipliedAlpha(bool enable)
{
- mPremultipledAlphaEnabled = enable;
+ mPremultipliedAlphaEnabled = enable;
+ mUpdated = true;
}
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
{
mDepthWriteMode = depthWriteMode;
+ mUpdated = true;
}
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
{
mDepthTestMode = depthTestMode;
+ mUpdated = true;
}
DepthWriteMode::Type Renderer::GetDepthWriteMode() const
return mDepthTestMode;
}
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
{
mDepthFunction = depthFunction;
+ mUpdated = true;
}
DepthFunction::Type Renderer::GetDepthFunction() const
return mDepthFunction;
}
-void Renderer::SetRenderMode( RenderMode::Type renderMode )
+void Renderer::SetRenderMode(RenderMode::Type renderMode)
{
mStencilParameters.renderMode = renderMode;
+ mUpdated = true;
}
RenderMode::Type Renderer::GetRenderMode() const
return mStencilParameters.renderMode;
}
-void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
{
mStencilParameters.stencilFunction = stencilFunction;
+ mUpdated = true;
}
StencilFunction::Type Renderer::GetStencilFunction() const
return mStencilParameters.stencilFunction;
}
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
{
mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mUpdated = true;
}
int Renderer::GetStencilFunctionMask() const
return mStencilParameters.stencilFunctionMask;
}
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
{
mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+ mUpdated = true;
}
int Renderer::GetStencilFunctionReference() const
return mStencilParameters.stencilFunctionReference;
}
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
{
mStencilParameters.stencilMask = stencilMask;
+ mUpdated = true;
}
int Renderer::GetStencilMask() const
return mStencilParameters.stencilMask;
}
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
{
mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnFail() const
return mStencilParameters.stencilOperationOnFail;
}
-void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
{
mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
return mStencilParameters.stencilOperationOnZFail;
}
-void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
{
mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
return mStencilParameters.stencilOperationOnZPass;
}
-void Renderer::Render( Context& context,
- BufferIndex bufferIndex,
- const SceneGraph::NodeDataProvider& node,
- const Matrix& modelMatrix,
- const Matrix& modelViewMatrix,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Vector3& size,
- bool blend )
+void Renderer::Upload()
+{
+ mGeometry->Upload(*mGraphicsController);
+}
+
+bool Renderer::Render(Graphics::CommandBuffer& commandBuffer,
+ BufferIndex bufferIndex,
+ const SceneGraph::NodeDataProvider& node,
+ const Matrix& modelMatrix,
+ const Matrix& modelViewMatrix,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Vector3& size,
+ bool blend,
+ Vector<Graphics::Texture*>& boundTextures,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ uint32_t queueIndex)
{
- // Get the program to use:
- Program* program = mRenderDataProvider->GetShader().GetProgram();
- if( !program )
+ // Before doing anything test if the call happens in the right queue
+ if(mDrawCommands.empty() && queueIndex > 0)
{
- DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
- return;
+ return false;
}
- //Set cull face mode
- context.CullFace( mFaceCullingMode );
+ // Prepare commands
+ std::vector<DevelRenderer::DrawCommand*> commands;
+ for(auto& cmd : mDrawCommands)
+ {
+ if(cmd.queue == queueIndex)
+ {
+ commands.emplace_back(&cmd);
+ }
+ }
+
+ // Have commands but nothing to be drawn - abort
+ if(!mDrawCommands.empty() && commands.empty())
+ {
+ return false;
+ }
+
+ // Set blending mode
+ if(!mDrawCommands.empty())
+ {
+ blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
+ }
+
+ // Create Program
+ ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
+ const std::vector<char>& vertShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
+ const std::vector<char>& fragShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
+ Dali::Graphics::Shader& vertexShader = mShaderCache->GetShader(
+ vertShader,
+ Graphics::PipelineStage::VERTEX_SHADER,
+ shaderData->GetSourceMode());
+
+ Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
+ fragShader,
+ Graphics::PipelineStage::FRAGMENT_SHADER,
+ shaderData->GetSourceMode());
+
+ std::vector<Graphics::ShaderState> shaderStates{
+ Graphics::ShaderState()
+ .SetShader(vertexShader)
+ .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
+ Graphics::ShaderState()
+ .SetShader(fragmentShader)
+ .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)};
+
+ auto createInfo = Graphics::ProgramCreateInfo();
+ createInfo.SetShaderState(shaderStates);
+
+ auto graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr);
+ Program* program = Program::New(*mProgramCache,
+ shaderData,
+ *mGraphicsController,
+ std::move(graphicsProgram));
+
+ if(!program)
+ {
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+ return false;
+ }
+
+ // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one.
+ auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend);
+
+ commandBuffer.BindPipeline(pipeline);
+
+ BindTextures(commandBuffer, boundTextures);
+
+ BuildUniformIndexMap(bufferIndex, node, size, *program);
+
+ WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
+
+ bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
+ // @todo We should detect this case much earlier to prevent unnecessary work
+
+ if(mDrawCommands.empty())
+ {
+ drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ }
+ else
+ {
+ for(auto& cmd : commands)
+ {
+ mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+ }
+ }
- //Set blending mode
- SetBlending( context, blend );
+ mUpdated = false;
+ return drawn;
+}
- // Take the program into use so we can send uniforms to it
- program->Use();
+void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+{
+ // Check if the map has changed
+ DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
- if( DALI_LIKELY( BindTextures( context, *program ) ) )
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+
+ if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
+ node.GetUniformMapChanged(bufferIndex) ||
+ mUniformIndexMap.Count() == 0 ||
+ mShaderChanged)
{
- // Only set up and draw if we have textures and they are all valid
+ // Reset shader pointer
+ mShaderChanged = false;
+
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
+ const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
+
+ auto maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
+ mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
+ mUniformIndexMap.Resize(maxMaps);
- // set projection and view matrix if program has not yet received them yet this frame
- SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+ // Copy uniform map into mUniformIndexMap
+ uint32_t mapIndex = 0;
+ for(; mapIndex < uniformMap.Count(); ++mapIndex)
+ {
+ mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
+ mUniformIndexMap[mapIndex].uniformName = uniformMap[mapIndex].uniformName;
+ mUniformIndexMap[mapIndex].uniformNameHash = uniformMap[mapIndex].uniformNameHash;
+ mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
+ mUniformIndexMap[mapIndex].arrayIndex = uniformMap[mapIndex].arrayIndex;
+ }
- // set color uniform
- GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
- if( Program::UNIFORM_UNKNOWN != loc )
+ for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
{
- const Vector4& color = node.GetRenderColor( bufferIndex );
- if( mPremultipledAlphaEnabled )
+ auto hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+ auto& name = uniformMapNode[nodeMapIndex].uniformName;
+ bool found(false);
+ for(uint32_t i = 0; i < uniformMap.Count(); ++i)
{
- program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+ if(mUniformIndexMap[i].uniformNameHash == hash &&
+ mUniformIndexMap[i].uniformName == name)
+ {
+ mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ found = true;
+ break;
+ }
}
- else
+
+ if(!found)
{
- program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
+ mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ mUniformIndexMap[mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName;
+ mUniformIndexMap[mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash;
+ mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
+ mUniformIndexMap[mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex;
+ ++mapIndex;
}
}
- SetUniforms( bufferIndex, node, size, *program );
+ mUniformIndexMap.Resize(mapIndex);
+ }
+}
+
+void Renderer::WriteUniformBuffer(
+ BufferIndex bufferIndex,
+ Graphics::CommandBuffer& commandBuffer,
+ Program* program,
+ const SceneGraph::RenderInstruction& instruction,
+ const SceneGraph::NodeDataProvider& node,
+ const Matrix& modelMatrix,
+ const Matrix& modelViewMatrix,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Vector3& size)
+{
+ // Create the UBO
+ uint32_t uniformBlockAllocationBytes{0u};
+ uint32_t uniformBlockMaxSize{0u};
+ uint32_t uboOffset{0u};
+
+ auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+ for(auto i = 0u; i < reflection.GetUniformBlockCount(); ++i)
+ {
+ auto blockSize = GetUniformBufferDataAlignment(reflection.GetUniformBlockSize(i));
+ if(uniformBlockMaxSize < blockSize)
+ {
+ uniformBlockMaxSize = blockSize;
+ }
+ uniformBlockAllocationBytes += blockSize;
+ }
+
+ // Create uniform buffer view from uniform buffer
+ Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+ if(uniformBlockAllocationBytes)
+ {
+ auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
+
+ uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
+ }
+
+ // update the uniform buffer
+ // pass shared UBO and offset, return new offset for next item to be used
+ // don't process bindings if there are no uniform buffers allocated
+ if(uboView)
+ {
+ auto uboCount = reflection.GetUniformBlockCount();
+ mUniformBufferBindings.resize(uboCount);
+
+ std::vector<Graphics::UniformBufferBinding>* bindings{&mUniformBufferBindings};
- if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
+ mUniformBufferBindings[0].buffer = uboView->GetBuffer(&mUniformBufferBindings[0].offset);
+
+ // Write default uniforms
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *uboView, *bindings, modelMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, *bindings, viewMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, *bindings, projectionMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, *bindings, modelViewMatrix);
+
+ auto mvpUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX);
+ if(mvpUniformInfo && !mvpUniformInfo->name.empty())
+ {
+ Matrix modelViewProjectionMatrix(false);
+ Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+ WriteDefaultUniform(mvpUniformInfo, *uboView, *bindings, modelViewProjectionMatrix);
+ }
+
+ auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+ if(normalUniformInfo && !normalUniformInfo->name.empty())
+ {
+ Matrix3 normalMatrix(modelViewMatrix);
+ normalMatrix.Invert();
+ normalMatrix.Transpose();
+ WriteDefaultUniform(normalUniformInfo, *uboView, *bindings, normalMatrix);
+ }
+
+ Vector4 finalColor;
+ const Vector4& color = node.GetRenderColor(bufferIndex);
+ if(mPremultipliedAlphaEnabled)
+ {
+ float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+ finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+ }
+ else
{
- mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
- mUpdateAttributesLocation = false;
+ finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
}
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, *bindings, finalColor);
+
+ // Write uniforms from the uniform map
+ FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex);
+
+ // Write uSize in the end, as it shouldn't be overridable by dynamic properties.
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, *bindings, size);
+
+ commandBuffer.BindUniformBuffers(*bindings);
+ }
+}
+
+template<class T>
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const T& data)
+{
+ if(uniformInfo && !uniformInfo->name.empty())
+ {
+ WriteUniform(ubo, bindings, *uniformInfo, data);
+ return true;
+ }
+ return false;
+}
+
+template<class T>
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const T& data)
+{
+ WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T));
+}
+
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+{
+ ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
+}
+
+void Renderer::FillUniformBuffer(Program& program,
+ const SceneGraph::RenderInstruction& instruction,
+ Render::UniformBufferView& ubo,
+ std::vector<Graphics::UniformBufferBinding>*& outBindings,
+ uint32_t& offset,
+ BufferIndex updateBufferIndex)
+{
+ auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+ auto uboCount = reflection.GetUniformBlockCount();
+
+ // Setup bindings
+ uint32_t dataOffset = offset;
+ for(auto i = 0u; i < uboCount; ++i)
+ {
+ mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
+ mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i);
- mGeometry->UploadAndDraw( context,
- bufferIndex,
- mAttributesLocation,
- mIndexedDrawFirstElement,
- mIndexedDrawElementsCount );
+ dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
+ mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
+
+ for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+ end = mUniformIndexMap.End();
+ iter != end;
+ ++iter)
+ {
+ // @todo This means parsing the uniform string every frame. Instead, store the array index if present.
+ int arrayIndex = (*iter).arrayIndex;
+
+ auto uniformInfo = Graphics::UniformInfo{};
+ auto uniformFound = program.GetUniform((*iter).uniformName.GetCString(),
+ (*iter).uniformNameHashNoArray ? (*iter).uniformNameHashNoArray
+ : (*iter).uniformNameHash,
+ uniformInfo);
+
+ if(uniformFound)
+ {
+ auto dst = ubo.GetOffset() + uniformInfo.offset;
+ switch((*iter).propertyValue->GetType())
+ {
+ case Property::Type::BOOLEAN:
+ {
+ ubo.Write(&(*iter).propertyValue->GetBoolean(updateBufferIndex),
+ sizeof(bool),
+ dst + static_cast<uint32_t>(sizeof(bool)) * arrayIndex);
+ break;
+ }
+ case Property::Type::INTEGER:
+ {
+ ubo.Write(&(*iter).propertyValue->GetInteger(updateBufferIndex),
+ sizeof(int32_t),
+ dst + static_cast<int32_t>(sizeof(int32_t)) * arrayIndex);
+ break;
+ }
+ case Property::Type::FLOAT:
+ {
+ ubo.Write(&(*iter).propertyValue->GetFloat(updateBufferIndex),
+ sizeof(float),
+ dst + static_cast<uint32_t>(sizeof(float)) * arrayIndex);
+ break;
+ }
+ case Property::Type::VECTOR2:
+ {
+ ubo.Write(&(*iter).propertyValue->GetVector2(updateBufferIndex),
+ sizeof(Vector2),
+ dst + static_cast<uint32_t>(sizeof(Vector2)) * arrayIndex);
+ break;
+ }
+ case Property::Type::VECTOR3:
+ {
+ ubo.Write(&(*iter).propertyValue->GetVector3(updateBufferIndex),
+ sizeof(Vector3),
+ dst + static_cast<uint32_t>(sizeof(Vector3)) * arrayIndex);
+ break;
+ }
+ case Property::Type::VECTOR4:
+ {
+ ubo.Write(&(*iter).propertyValue->GetVector4(updateBufferIndex),
+ sizeof(Vector4),
+ dst + static_cast<uint32_t>(sizeof(Vector4)) * arrayIndex);
+ break;
+ }
+ case Property::Type::MATRIX:
+ {
+ ubo.Write(&(*iter).propertyValue->GetMatrix(updateBufferIndex),
+ sizeof(Matrix),
+ dst + static_cast<uint32_t>(sizeof(Matrix)) * arrayIndex);
+ break;
+ }
+ case Property::Type::MATRIX3:
+ {
+ // @todo: handle data padding properly
+ // Get padding requirement from Graphics
+ //
+ // Vulkan:
+ //
+ //const auto& matrix = &(*iter).propertyValue->GetMatrix3(updateBufferIndex);
+ //for(int i = 0; i < 3; ++i)
+ //{
+ //ubo.Write(&matrix->AsFloat()[i * 3],
+ // sizeof(float) * 3,
+ // dst + (i * static_cast<uint32_t>(sizeof(Vector4))));
+ //}
+ // GL:
+ ubo.Write(&(*iter).propertyValue->GetMatrix3(updateBufferIndex),
+ sizeof(Matrix3),
+ dst + static_cast<uint32_t>(sizeof(Matrix3)) * arrayIndex);
+ break;
+ }
+ default:
+ {
+ }
+ }
+ }
+ }
}
+ // write output bindings
+ outBindings = &mUniformBufferBindings;
+
+ // Update offset
+ offset = dataOffset;
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex,
- SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
{
- sortAttributes.shader = &( mRenderDataProvider->GetShader() );
+ sortAttributes.shader = &(mRenderDataProvider->GetShader());
sortAttributes.geometry = mGeometry;
}
-} // namespace SceneGraph
+void Renderer::SetShaderChanged(bool value)
+{
+ mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+ if(mUpdated)
+ {
+ mUpdated = false;
+ return true;
+ }
+
+ if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+ {
+ return true;
+ }
+
+ for(const auto& texture : mRenderDataProvider->GetTextures())
+ {
+ if(texture && texture->IsNativeImage())
+ {
+ return true;
+ }
+ }
+
+ uint64_t hash = 0xc70f6907UL;
+ const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
+ for(const auto& uniformProperty : uniformMapNode)
+ {
+ hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ }
+
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
+ for(const auto& uniformProperty : uniformMap)
+ {
+ hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ }
+
+ if(mUniformsHash != hash)
+ {
+ mUniformsHash = hash;
+ return true;
+ }
+
+ return false;
+}
+
+Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
+ Program& program,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ const SceneGraph::NodeDataProvider& node,
+ bool blend)
+{
+ Graphics::InputAssemblyState inputAssemblyState{};
+ Graphics::VertexInputState vertexInputState{};
+ Graphics::ProgramState programState{};
+ uint32_t bindingIndex{0u};
+
+ if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
+ {
+ mAttributeLocations.Clear();
+ mUpdateAttributeLocations = true;
+ }
+
+ auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+
+ /**
+ * Bind Attributes
+ */
+ uint32_t base = 0;
+ for(auto&& vertexBuffer : mGeometry->GetVertexBuffers())
+ {
+ const VertexBuffer::Format& vertexFormat = *vertexBuffer->GetFormat();
+
+ vertexInputState.bufferBindings.emplace_back(vertexFormat.size, // stride
+ Graphics::VertexInputRate::PER_VERTEX);
+
+ const uint32_t attributeCount = vertexBuffer->GetAttributeCount();
+ for(uint32_t i = 0; i < attributeCount; ++i)
+ {
+ if(mUpdateAttributeLocations)
+ {
+ auto attributeName = vertexBuffer->GetAttributeName(i);
+ int32_t pLocation = reflection.GetVertexAttributeLocation(std::string(attributeName.GetStringView()));
+ if(-1 == pLocation)
+ {
+ DALI_LOG_WARNING("Attribute not found in the shader: %s\n", attributeName.GetCString());
+ }
+ mAttributeLocations.PushBack(pLocation);
+ }
+
+ auto location = static_cast<uint32_t>(mAttributeLocations[base + i]);
+
+ vertexInputState.attributes.emplace_back(location,
+ bindingIndex,
+ vertexFormat.components[i].offset,
+ GetPropertyVertexFormat(vertexFormat.components[i].type));
+ }
+ base += attributeCount;
+ ++bindingIndex;
+ }
+ mUpdateAttributeLocations = false;
+
+ // Get the topology
+ inputAssemblyState.SetTopology(mGeometry->GetTopology());
+
+ // Get the program
+ programState.SetProgram(program.GetGraphicsProgram());
+
+ Graphics::RasterizationState rasterizationState{};
+
+ //Set cull face mode
+ const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
+ if(cam->GetReflectionUsed())
+ {
+ auto adjFaceCullingMode = mFaceCullingMode;
+ switch(mFaceCullingMode)
+ {
+ case FaceCullingMode::Type::FRONT:
+ {
+ adjFaceCullingMode = FaceCullingMode::Type::BACK;
+ break;
+ }
+ case FaceCullingMode::Type::BACK:
+ {
+ adjFaceCullingMode = FaceCullingMode::Type::FRONT;
+ break;
+ }
+ default:
+ {
+ // nothing to do, leave culling as it is
+ }
+ }
+ rasterizationState.SetCullMode(ConvertCullFace(adjFaceCullingMode));
+ }
+ else
+ {
+ rasterizationState.SetCullMode(ConvertCullFace(mFaceCullingMode));
+ }
+
+ rasterizationState.SetFrontFace(Graphics::FrontFace::COUNTER_CLOCKWISE);
+
+ /**
+ * Set Polygon mode
+ */
+ switch(mGeometry->GetTopology())
+ {
+ case Graphics::PrimitiveTopology::TRIANGLE_LIST:
+ case Graphics::PrimitiveTopology::TRIANGLE_STRIP:
+ case Graphics::PrimitiveTopology::TRIANGLE_FAN:
+ rasterizationState.SetPolygonMode(Graphics::PolygonMode::FILL);
+ break;
+ case Graphics::PrimitiveTopology::LINE_LIST:
+ case Graphics::PrimitiveTopology::LINE_LOOP:
+ case Graphics::PrimitiveTopology::LINE_STRIP:
+ rasterizationState.SetPolygonMode(Graphics::PolygonMode::LINE);
+ break;
+ case Graphics::PrimitiveTopology::POINT_LIST:
+ rasterizationState.SetPolygonMode(Graphics::PolygonMode::POINT);
+ break;
+ }
+
+ // @todo Add blend barrier to the Graphics API if we are using advanced
+ // blending options. Command?
+
+ Graphics::ColorBlendState colorBlendState{};
+ colorBlendState.SetBlendEnable(false);
+
+ if(blend)
+ {
+ colorBlendState.SetBlendEnable(true);
+
+ Graphics::BlendOp rgbOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
+ Graphics::BlendOp alphaOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
+ if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipliedAlphaEnabled)
+ {
+ if(rgbOp != alphaOp)
+ {
+ DALI_LOG_ERROR("Advanced Blend Equation MUST be applied by using BlendEquation.\n");
+ alphaOp = rgbOp;
+ }
+ }
+
+ colorBlendState
+ .SetSrcColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorRgb()))
+ .SetSrcAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorAlpha()))
+ .SetDstColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorRgb()))
+ .SetDstAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorAlpha()))
+ .SetColorBlendOp(rgbOp)
+ .SetAlphaBlendOp(alphaOp);
+
+ // Blend color is optional and rarely used
+ auto* blendColor = const_cast<Vector4*>(mBlendingOptions.GetBlendColor());
+ if(blendColor)
+ {
+ colorBlendState.SetBlendConstants(blendColor->AsFloat());
+ }
+ }
+
+ mUpdated = true;
+
+ // Create the pipeline
+ Graphics::PipelineCreateInfo createInfo;
+ createInfo
+ .SetInputAssemblyState(&inputAssemblyState)
+ .SetVertexInputState(&vertexInputState)
+ .SetRasterizationState(&rasterizationState)
+ .SetColorBlendState(&colorBlendState)
+ .SetProgramState(&programState);
+
+ // Store a pipeline per renderer per render (renderer can be owned by multiple nodes,
+ // and re-drawn in multiple instructions).
+ // @todo This is only needed because ColorBlend state can change. Fixme!
+ // This is ameliorated by the fact that implementation caches pipelines, and we're only storing
+ // handles.
+ auto hash = HashedPipeline::GetHash(&node, &instruction, blend);
+ HashedPipeline* hashedPipeline = nullptr;
+ for(auto& element : mGraphicsPipelines)
+ {
+ if(element.mHash == hash)
+ {
+ hashedPipeline = &element;
+ break;
+ }
+ }
+
+ if(hashedPipeline != nullptr)
+ {
+ hashedPipeline->mGraphicsPipeline = mGraphicsController->CreatePipeline(
+ createInfo,
+ std::move(hashedPipeline->mGraphicsPipeline));
+ }
+ else
+ {
+ mGraphicsPipelines.emplace_back();
+ mGraphicsPipelines.back().mHash = hash;
+ mGraphicsPipelines.back().mGraphicsPipeline = mGraphicsController->CreatePipeline(createInfo, nullptr);
+ hashedPipeline = &mGraphicsPipelines.back();
+ }
+ return *hashedPipeline->mGraphicsPipeline.get();
+}
-} // namespace Internal
+} // namespace Render
-} // namespace Dali
+} // namespace Dali::Internal