#include <dali/internal/render/renderers/render-renderer.h>
// INTERNAL INCLUDES
-#include <dali/graphics-api/graphics-program.h>
#include <dali/graphics-api/graphics-types.h>
#include <dali/integration-api/debug.h>
#include <dali/internal/common/image-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/render-shader.h>
#include <dali/internal/update/common/uniform-map.h>
-namespace Dali
-{
-namespace Internal
+namespace Dali::Internal
{
namespace
{
-// Size of uniform buffer page used when resizing
-constexpr uint32_t UBO_PAGE_SIZE = 8192u;
-
-// UBO allocation threshold below which the UBO will shrink
-constexpr auto UBO_SHRINK_THRESHOLD = 0.75f;
-
// 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;
mDepthWriteMode(depthWriteMode),
mDepthTestMode(depthTestMode),
mUpdateAttributeLocations(true),
- mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+ mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
mShaderChanged(false),
mUpdated(true)
{
}
}
- if(textureBindings.size() > 0)
+ if(!textureBindings.empty())
{
commandBuffer.BindTextures(textureBindings);
}
void Renderer::EnablePreMultipliedAlpha(bool enable)
{
- mPremultipledAlphaEnabled = enable;
- mUpdated = true;
+ mPremultipliedAlphaEnabled = enable;
+ mUpdated = true;
}
void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
// Set blending mode
if(!mDrawCommands.empty())
{
- blend = (commands[0]->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+ blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
}
// Create Program
uniformBlockAllocationBytes += blockSize;
}
- auto pagedAllocation = ((uniformBlockAllocationBytes / UBO_PAGE_SIZE + 1u)) * UBO_PAGE_SIZE;
-
- // Allocate twice memory as required by the uniform buffers
- // todo: memory usage backlog to use optimal allocation
- if(uniformBlockAllocationBytes && !mUniformBuffer[bufferIndex])
+ // Create uniform buffer view from uniform buffer
+ Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+ if(uniformBlockAllocationBytes)
{
- mUniformBuffer[bufferIndex] = mUniformBufferManager->AllocateUniformBuffer(pagedAllocation);
- }
- else if(uniformBlockAllocationBytes && (mUniformBuffer[bufferIndex]->GetSize() < pagedAllocation ||
- (pagedAllocation < uint32_t(float(mUniformBuffer[bufferIndex]->GetSize()) * UBO_SHRINK_THRESHOLD))))
- {
- mUniformBuffer[bufferIndex]->Reserve(pagedAllocation);
- }
+ auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
- // Clear UBO
- if(mUniformBuffer[bufferIndex])
- {
- mUniformBuffer[bufferIndex]->Fill(0, 0u, 0u);
+ 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
- auto ubo = mUniformBuffer[bufferIndex].get();
- if(ubo)
+ 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), *ubo, *bindings, modelMatrix);
- WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *ubo, *bindings, viewMatrix);
- WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *ubo, *bindings, projectionMatrix);
- WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *ubo, *bindings, modelViewMatrix);
+ 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, *ubo, *bindings, modelViewProjectionMatrix);
+ WriteDefaultUniform(mvpUniformInfo, *uboView, *bindings, modelViewProjectionMatrix);
}
auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
Matrix3 normalMatrix(modelViewMatrix);
normalMatrix.Invert();
normalMatrix.Transpose();
- WriteDefaultUniform(normalUniformInfo, *ubo, *bindings, normalMatrix);
+ WriteDefaultUniform(normalUniformInfo, *uboView, *bindings, normalMatrix);
}
Vector4 finalColor;
const Vector4& color = node.GetRenderColor(bufferIndex);
- if(mPremultipledAlphaEnabled)
+ if(mPremultipliedAlphaEnabled)
{
float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
{
finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
}
- WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *ubo, *bindings, finalColor);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, *bindings, finalColor);
// Write uniforms from the uniform map
- FillUniformBuffer(*program, instruction, *ubo, bindings, uboOffset, bufferIndex);
+ 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), *ubo, *bindings, size);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, *bindings, size);
commandBuffer.BindUniformBuffers(*bindings);
}
}
template<class T>
-bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const T& data)
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const T& data)
{
if(uniformInfo && !uniformInfo->name.empty())
{
}
template<class T>
-void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const T& data)
+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::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+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, bindings[uniformInfo.bufferIndex].offset + uniformInfo.offset);
+ ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
}
void Renderer::FillUniformBuffer(Program& program,
const SceneGraph::RenderInstruction& instruction,
- Render::UniformBuffer& ubo,
+ Render::UniformBufferView& ubo,
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
BufferIndex updateBufferIndex)
{
mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i);
- mUniformBufferBindings[i].offset = dataOffset;
dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
- mUniformBufferBindings[i].buffer = ubo.GetBuffer();
+ mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
end = mUniformIndexMap.End();
if(uniformFound)
{
- auto dst = mUniformBufferBindings[uniformInfo.bufferIndex].offset + uniformInfo.offset;
-
+ auto dst = ubo.GetOffset() + uniformInfo.offset;
switch((*iter).propertyValue->GetType())
{
case Property::Type::BOOLEAN:
}
case Property::Type::MATRIX3:
{
- // todo: handle data padding properly
+ // @todo: handle data padding properly
+ // Get padding requirement from Graphics
+ //
// Vulkan:
//
//const auto& matrix = &(*iter).propertyValue->GetMatrix3(updateBufferIndex);
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;
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,
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());
.SetVertexInputState(&vertexInputState)
.SetRasterizationState(&rasterizationState)
.SetColorBlendState(&colorBlendState)
- .SetProgramState(&programState)
- .SetNextExtension(&mLegacyProgram);
+ .SetProgramState(&programState);
// Store a pipeline per renderer per render (renderer can be owned by multiple nodes,
// and re-drawn in multiple instructions).
} // namespace Render
-} // namespace Internal
-
-} // namespace Dali
+} // namespace Dali::Internal