// 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/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/gl-resources/context.h>
#include <dali/internal/render/renderers/render-sampler.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/shaders/scene-graph-shader.h>
+#include <dali/internal/render/shaders/render-shader.h>
+#include <dali/internal/update/common/uniform-map.h>
-namespace Dali
-{
-namespace Internal
+namespace Dali::Internal
{
namespace
{
-/**
- * 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)
-{
- 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)
- {
- if(program.GetViewMatrix() != &viewMatrix)
- {
- program.SetViewMatrix(&viewMatrix);
- program.SetUniformMatrix4fv(loc, 1, viewMatrix.AsFloat());
- }
- }
- // 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)
- {
- program.SetProjectionMatrix(&projectionMatrix);
- program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat());
- }
- }
- 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 modelViewProjectionMatrix(false);
- Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
- program.SetUniformMatrix4fv(loc, 1, modelViewProjectionMatrix.AsFloat());
- }
-
- loc = program.GetUniformLocation(Program::UNIFORM_NORMAL_MATRIX);
- if(Program::UNIFORM_UNKNOWN != loc)
- {
- Matrix3 normalMatrix;
- normalMatrix = modelViewMatrix;
- normalMatrix.Invert();
- normalMatrix.Transpose();
- program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
- }
-}
-
// Helper to get the vertex input format
Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
{
break;
}
case Property::MATRIX3:
- {
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
- }
case Property::MATRIX:
{
type = Dali::Graphics::VertexInputFormat::FLOAT;
return Graphics::BlendOp{};
}
+/**
+ * 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)
+{
+ return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
+}
+
} // namespace
namespace Render
DepthTestMode::Type depthTestMode,
DepthFunction::Type depthFunction,
StencilParameters& stencilParameters)
-: mRenderDataProvider(dataProvider),
- mContext(nullptr),
+: mGraphicsController(nullptr),
+ mRenderDataProvider(dataProvider),
mGeometry(geometry),
mProgramCache(nullptr),
mUniformIndexMap(),
mDepthWriteMode(depthWriteMode),
mDepthTestMode(depthTestMode),
mUpdateAttributeLocations(true),
- mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+ mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
mShaderChanged(false),
mUpdated(true)
{
mBlendingOptions.SetBlendColor(blendColor);
}
-void Renderer::Initialize(Context& context, Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache)
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager)
{
- mContext = &context;
- mGraphicsController = &graphicsController;
- mProgramCache = &programCache;
- mShaderCache = &shaderCache;
+ mGraphicsController = &graphicsController;
+ mProgramCache = &programCache;
+ mShaderCache = &shaderCache;
+ mUniformBufferManager = &uniformBufferManager;
}
Renderer::~Renderer() = default;
mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
}
-void Renderer::GlContextDestroyed()
-{
- mGeometry->GlContextDestroyed();
-}
-
-void Renderer::GlCleanup()
-{
-}
-
-void Renderer::SetUniforms(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");
-
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-
- if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
- node.GetUniformMapChanged(bufferIndex) ||
- mUniformIndexMap.Count() == 0 ||
- mShaderChanged)
- {
- // Reset shader pointer
- mShaderChanged = false;
-
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
- const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
-
- uint32_t 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);
-
- uint32_t mapIndex = 0;
- for(; mapIndex < uniformMap.Count(); ++mapIndex)
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform(uniformMap[mapIndex].uniformName);
- }
-
- for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
- {
- uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
- bool found(false);
- for(uint32_t i = 0; i < uniformMap.Count(); ++i)
- {
- if(mUniformIndexMap[i].uniformIndex == uniformIndex)
- {
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- found = true;
- break;
- }
- }
-
- if(!found)
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
- ++mapIndex;
- }
- }
-
- mUniformIndexMap.Resize(mapIndex);
- }
-
- // Set uniforms in local map
- for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
- end = mUniformIndexMap.End();
- iter != end;
- ++iter)
- {
- 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())
- {
- 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;
- }
-
- case Property::VECTOR3:
- {
- Vector3 value(map.propertyValue->GetVector3(bufferIndex));
- program.SetUniform3f(location, value.x, value.y, value.z);
- break;
- }
-
- 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;
- }
-
- default:
- {
- // Other property types are ignored
- break;
- }
- }
- }
-}
-
-bool Renderer::BindTextures(Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
{
uint32_t textureUnit = 0;
- bool result = true;
- GLint uniformLocation(-1);
std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
std::vector<Graphics::TextureBinding> textureBindings;
- for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()) && result; ++i) // not expecting more than uint32_t of textures
+ for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()); ++i) // not expecting more than uint32_t of textures
{
- if(textures[i])
+ if(textures[i] && textures[i]->GetGraphicsObject())
{
- if(program.GetSamplerUniformLocation(i, uniformLocation))
- {
- // if the sampler exists,
- // if it's default, delete the graphics object
- // otherwise re-initialize it if dirty
+ // if the sampler exists,
+ // if it's default, delete the graphics object
+ // otherwise re-initialize it if dirty
- const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
- : nullptr);
+ const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
+ : nullptr);
- boundTextures.PushBack(textures[i]->GetGraphicsObject());
- const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
- textureBindings.push_back(textureBinding);
+ boundTextures.PushBack(textures[i]->GetGraphicsObject());
+ const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+ textureBindings.push_back(textureBinding);
- program.SetUniform1i(uniformLocation, textureUnit); // Get through shader reflection
- ++textureUnit;
- }
+ ++textureUnit;
}
}
- if(textureBindings.size() > 0)
+ if(!textureBindings.empty())
{
commandBuffer.BindTextures(textureBindings);
}
-
- return result;
}
void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
void Renderer::EnablePreMultipliedAlpha(bool enable)
{
- mPremultipledAlphaEnabled = enable;
- mUpdated = true;
+ mPremultipliedAlphaEnabled = enable;
+ mUpdated = true;
}
void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
mGeometry->Upload(*mGraphicsController);
}
-void Renderer::Render(Context& context,
+bool Renderer::Render(Graphics::CommandBuffer& commandBuffer,
BufferIndex bufferIndex,
const SceneGraph::NodeDataProvider& node,
const Matrix& modelMatrix,
// Before doing anything test if the call happens in the right queue
if(mDrawCommands.empty() && queueIndex > 0)
{
- return;
+ return false;
}
// Prepare commands
// Have commands but nothing to be drawn - abort
if(!mDrawCommands.empty() && commands.empty())
{
- return;
+ return false;
}
- // Get the program to use
- // The program cache owns the Program object so we don't need to worry about this raw allocation here.
- ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
- Program* program = Program::New(*mProgramCache, shaderData, (shaderData->GetHints() & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0);
+ // 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;
+ return false;
}
- Graphics::UniquePtr<Graphics::CommandBuffer> commandBuffer = mGraphicsController->CreateCommandBuffer(
- Graphics::CommandBufferCreateInfo()
- .SetLevel(Graphics::CommandBufferLevel::SECONDARY),
- nullptr);
+ // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one.
+ auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend);
- //Set blending mode
- if(!mDrawCommands.empty())
- {
- blend = (commands[0]->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
- }
+ commandBuffer.BindPipeline(pipeline);
- // Create Shader.
- // Really, need to have a pipeline cache in implementation.
+ BindTextures(commandBuffer, boundTextures);
- mLegacyProgram.programId = program->GetProgramId();
+ BuildUniformIndexMap(bufferIndex, node, size, *program);
- Dali::Graphics::Shader& vertexShader = mShaderCache->GetShader(
- shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
- Graphics::PipelineStage::VERTEX_SHADER,
- shaderData->GetSourceMode());
+ WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
- Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
- shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER),
- Graphics::PipelineStage::FRAGMENT_SHADER,
- shaderData->GetSourceMode());
+ 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
- mShaderStates.clear();
- mShaderStates.push_back(Graphics::ShaderState().SetShader(vertexShader).SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER));
- mShaderStates.push_back(Graphics::ShaderState().SetShader(fragmentShader).SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER));
+ if(mDrawCommands.empty())
+ {
+ drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ }
+ else
+ {
+ for(auto& cmd : commands)
+ {
+ mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+ }
+ }
- auto createInfo = Graphics::PipelineCreateInfo().SetShaderState(mShaderStates).SetNextExtension(&mLegacyProgram);
+ mUpdated = false;
+ return drawn;
+}
- // Temporarily create a pipeline here - this will be used for transporting
- // topology, vertex format, attrs, rasterization state
- mGraphicsPipeline = std::move(PrepareGraphicsPipeline(*program, instruction, blend, createInfo)); // WRONG: @todo FIXME. Renderer can't own a pipeline.
- commandBuffer->BindPipeline(*mGraphicsPipeline.get());
+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(*program, *commandBuffer.get(), boundTextures)))
+ 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;
- // set projection and view matrix if program has not yet received them yet this frame
- SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix);
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
+ const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
- // set color uniform
- GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR);
- if(Program::UNIFORM_UNKNOWN != loc)
+ 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);
+
+ // 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;
+ }
+
+ 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)
{
- float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
- program->SetUniform4f(loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+ 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 * mRenderDataProvider->GetOpacity(bufferIndex));
+ 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);
+ }
+}
- 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
+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};
- //@todo manage mDrawCommands in the same way as above command buffer?!
- if(mDrawCommands.empty())
+ auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+ for(auto i = 0u; i < reflection.GetUniformBlockCount(); ++i)
+ {
+ auto blockSize = GetUniformBufferDataAlignment(reflection.GetUniformBlockSize(i));
+ if(uniformBlockMaxSize < blockSize)
{
- drawn = mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ uniformBlockMaxSize = blockSize;
}
- else
+ 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};
+
+ 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())
{
- for(auto& cmd : commands)
- {
- // @todo This should generate a command buffer per cmd
- // Tests WILL fail. (Temporarily commented out)
- mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), cmd->firstIndex, cmd->elementCount);
- }
+ Matrix modelViewProjectionMatrix(false);
+ Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+ WriteDefaultUniform(mvpUniformInfo, *uboView, *bindings, modelViewProjectionMatrix);
}
- // Command buffer contains Texture bindings, vertex bindings, index buffer binding, pipeline(vertex format)
- // @todo We should return the command buffer(s) and let the calling method submit
- // If not drawn, then don't add command buffer to submit info, and if empty, don't
- // submit.
- if(drawn)
+ auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+ if(normalUniformInfo && !normalUniformInfo->name.empty())
{
- Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH};
- submitInfo.cmdBuffer.push_back(commandBuffer.get());
- mGraphicsController->SubmitCommandBuffers(submitInfo);
+ Matrix3 normalMatrix(modelViewMatrix);
+ normalMatrix.Invert();
+ normalMatrix.Transpose();
+ WriteDefaultUniform(normalUniformInfo, *uboView, *bindings, normalMatrix);
}
- mUpdated = false;
+ 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
+ {
+ 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);
+
+ 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.geometry = mGeometry;
return false;
}
-Graphics::UniquePtr<Graphics::Pipeline> Renderer::PrepareGraphicsPipeline(
+Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
Program& program,
const Dali::Internal::SceneGraph::RenderInstruction& instruction,
- bool blend,
- Graphics::PipelineCreateInfo& createInfo)
+ const SceneGraph::NodeDataProvider& node,
+ bool blend)
{
Graphics::InputAssemblyState inputAssemblyState{};
Graphics::VertexInputState vertexInputState{};
+ Graphics::ProgramState programState{};
uint32_t bindingIndex{0u};
if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
mUpdateAttributeLocations = true;
}
+ auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+
/**
* Bind Attributes
*/
{
if(mUpdateAttributeLocations)
{
- auto attributeName = vertexBuffer->GetAttributeName(i);
- uint32_t index = program.RegisterCustomAttribute(attributeName);
- int32_t pLocation = program.GetCustomAttributeLocation(index);
+ 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);
}
- uint32_t location = static_cast<uint32_t>(mAttributeLocations[base + i]);
+ auto location = static_cast<uint32_t>(mAttributeLocations[base + i]);
vertexInputState.attributes.emplace_back(location,
bindingIndex,
// Get the topology
inputAssemblyState.SetTopology(mGeometry->GetTopology());
+ // Get the program
+ programState.SetProgram(program.GetGraphicsProgram());
+
Graphics::RasterizationState rasterizationState{};
//Set cull face mode
break;
}
- // @todo How to signal a blend barrier is needed?
- //if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
- //{
- // context.BlendBarrier();
- //}
+ // @todo Add blend barrier to the Graphics API if we are using advanced
+ // blending options. Command?
Graphics::ColorBlendState colorBlendState{};
colorBlendState.SetBlendEnable(false);
Graphics::BlendOp rgbOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
Graphics::BlendOp alphaOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
- if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+ if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipliedAlphaEnabled)
{
if(rgbOp != alphaOp)
{
.SetAlphaBlendOp(alphaOp);
// Blend color is optional and rarely used
- Vector4* blendColor = const_cast<Vector4*>(mBlendingOptions.GetBlendColor());
+ auto* blendColor = const_cast<Vector4*>(mBlendingOptions.GetBlendColor());
if(blendColor)
{
colorBlendState.SetBlendConstants(blendColor->AsFloat());
}
}
- // Take the program into use so we can send uniforms to it
- // @todo Remove this call entirely!
- program.Use();
-
mUpdated = true;
- // Create a new pipeline
- return mGraphicsController->CreatePipeline(
- createInfo
- .SetInputAssemblyState(&inputAssemblyState) // Passed as pointers - shallow copy will break. TOO C LIKE
- .SetVertexInputState(&vertexInputState)
- .SetRasterizationState(&rasterizationState)
- .SetColorBlendState(&colorBlendState),
- nullptr);
+ // 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 Render
-} // namespace Internal
-
-} // namespace Dali
+} // namespace Dali::Internal