/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// INTERNAL INCLUDES
#include <dali/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/shaders/scene-graph-shader.h>
+#include <dali/internal/render/renderers/render-texture.h>
#include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/internal/render/gl-resources/gl-texture.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
namespace Dali
{
-
namespace 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 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 )
+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() );
+ program.SetUniformMatrix4fv(loc, 1, modelMatrix.AsFloat());
}
- loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
+ loc = program.GetUniformLocation(Program::UNIFORM_VIEW_MATRIX);
+ if(Program::UNIFORM_UNKNOWN != loc)
{
- if( program.GetViewMatrix() != &viewMatrix )
+ if(program.GetViewMatrix() != &viewMatrix)
{
- program.SetViewMatrix( &viewMatrix );
- program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+ 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 )
+ loc = program.GetUniformLocation(Program::UNIFORM_PROJECTION_MATRIX);
+ if(Program::UNIFORM_UNKNOWN != loc)
{
- if( program.GetProjectionMatrix() != &projectionMatrix )
+ if(program.GetProjectionMatrix() != &projectionMatrix)
{
- program.SetProjectionMatrix( &projectionMatrix );
- program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+ program.SetProjectionMatrix(&projectionMatrix);
+ program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat());
}
}
loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
- if( Program::UNIFORM_UNKNOWN != loc )
+ if(Program::UNIFORM_UNKNOWN != loc)
{
- program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
+ program.SetUniformMatrix4fv(loc, 1, modelViewMatrix.AsFloat());
}
- loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
+ loc = program.GetUniformLocation(Program::UNIFORM_MVP_MATRIX);
+ if(Program::UNIFORM_UNKNOWN != loc)
{
- Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
- program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
+ 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 )
+ loc = program.GetUniformLocation(Program::UNIFORM_NORMAL_MATRIX);
+ if(Program::UNIFORM_UNKNOWN != loc)
{
- gNormalMatrix = modelViewMatrix;
- gNormalMatrix.Invert();
- gNormalMatrix.Transpose();
- program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+ Matrix3 normalMatrix;
+ normalMatrix = modelViewMatrix;
+ normalMatrix.Invert();
+ normalMatrix.Transpose();
+ program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
}
}
-}
+} // namespace
namespace Render
{
-
-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),
- mTextureCache( NULL ),
- mGeometry( geometry ),
+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);
+}
+
+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)
+: mRenderDataProvider(dataProvider),
+ mContext(nullptr),
+ mGeometry(geometry),
+ mProgramCache(nullptr),
mUniformIndexMap(),
mAttributesLocation(),
- mStencilParameters( stencilParameters ),
+ mUniformsHash(),
+ mStencilParameters(stencilParameters),
mBlendingOptions(),
- mIndexedDrawFirstElement( 0 ),
- mIndexedDrawElementsCount( 0 ),
- mDepthFunction( depthFunction ),
- mFaceCullingMode( faceCullingMode ),
- mDepthWriteMode( depthWriteMode ),
- mDepthTestMode( depthTestMode ),
- mUpdateAttributesLocation( true ),
- mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
- mBatchingEnabled( false )
-{
- if( blendingBitmask != 0u )
+ mIndexedDrawFirstElement(0),
+ mIndexedDrawElementsCount(0),
+ mDepthFunction(depthFunction),
+ mFaceCullingMode(faceCullingMode),
+ mDepthWriteMode(depthWriteMode),
+ mDepthTestMode(depthTestMode),
+ mUpdateAttributesLocation(true),
+ mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+ mShaderChanged(false),
+ mUpdated(true)
+{
+ if(blendingBitmask != 0u)
{
- mBlendingOptions.SetBitmask( blendingBitmask );
+ mBlendingOptions.SetBitmask(blendingBitmask);
}
- if( blendColor )
- {
- mBlendingOptions.SetBlendColor( *blendColor );
- }
+ mBlendingOptions.SetBlendColor(blendColor);
}
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
+void Renderer::Initialize(Context& context, ProgramCache& programCache)
{
- mContext = &context;
- mTextureCache = &textureCache;
+ mContext = &context;
+ mProgramCache = &programCache;
}
-Renderer::~Renderer()
-{
-}
+Renderer::~Renderer() = default;
-void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
+void Renderer::SetGeometry(Render::Geometry* geometry)
{
- mRenderDataProvider = dataProvider;
+ mGeometry = geometry;
mUpdateAttributesLocation = true;
-
- //Check that the number of textures match the number of samplers in the shader
- size_t textureCount = dataProvider->GetTextures().size() + dataProvider->GetNewTextures().size();
- Program* program = dataProvider->GetShader().GetProgram();
- if( program && program->GetActiveSamplerCount() != textureCount )
- {
- DALI_LOG_ERROR("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
- program->GetActiveSamplerCount(),
- textureCount );
- }
}
-
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
- mGeometry = geometry;
- mUpdateAttributesLocation = true;
+ mDrawCommands.clear();
+ mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
}
-void Renderer::SetBlending( Context& context, bool blend )
+void Renderer::SetBlending(Context& context, bool blend)
{
- context.SetBlend( blend );
- if( blend )
+ context.SetBlend(blend);
+ if(blend)
{
// Blend color is optional and rarely used
const Vector4* blendColor = mBlendingOptions.GetBlendColor();
- if( blendColor )
+ if(blendColor)
{
- context.SetCustomBlendColor( *blendColor );
+ context.SetCustomBlendColor(*blendColor);
}
else
{
}
// Set blend source & destination factors
- context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
- mBlendingOptions.GetBlendDestFactorRgb(),
- mBlendingOptions.GetBlendSrcFactorAlpha(),
- mBlendingOptions.GetBlendDestFactorAlpha() );
+ context.BlendFuncSeparate(mBlendingOptions.GetBlendSrcFactorRgb(),
+ mBlendingOptions.GetBlendDestFactorRgb(),
+ mBlendingOptions.GetBlendSrcFactorAlpha(),
+ mBlendingOptions.GetBlendDestFactorAlpha());
// Set blend equations
- context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
- mBlendingOptions.GetBlendEquationAlpha() );
+ Dali::DevelBlendEquation::Type rgbEquation = mBlendingOptions.GetBlendEquationRgb();
+ Dali::DevelBlendEquation::Type alphaEquation = mBlendingOptions.GetBlendEquationAlpha();
+
+ if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+ {
+ if(rgbEquation != alphaEquation)
+ {
+ DALI_LOG_ERROR("Advanced Blend Equation have to be appried by using BlendEquation.\n");
+ }
+ context.BlendEquation(rgbEquation);
+ }
+ else
+ {
+ context.BlendEquationSeparate(rgbEquation, alphaEquation);
+ }
}
+
+ mUpdated = true;
}
void Renderer::GlContextDestroyed()
{
}
-void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
+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" );
+ DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
- if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
- node.GetUniformMapChanged(bufferIndex))
+ if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
+ node.GetUniformMapChanged(bufferIndex) ||
+ mUniformIndexMap.Count() == 0 ||
+ mShaderChanged)
{
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
- const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
+ // Reset shader pointer
+ mShaderChanged = false;
- unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
- mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
- mUniformIndexMap.Resize( maxMaps );
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
+ const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
- unsigned int mapIndex(0);
- for(; mapIndex < uniformMap.Count() ; ++mapIndex )
+ 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 );
+ mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
+ mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform(uniformMap[mapIndex].uniformName);
}
- for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+ for(uint32_t 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 )
+ 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 )
+ if(mUniformIndexMap[i].uniformIndex == uniformIndex)
{
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
- found = true;
+ mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ found = true;
break;
}
}
- if( !found )
+ if(!found)
{
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
+ mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
++mapIndex;
}
}
- mUniformIndexMap.Resize( mapIndex );
+ mUniformIndexMap.Resize(mapIndex);
}
// Set uniforms in local map
- for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
- end = mUniformIndexMap.End() ;
- iter != end ;
- ++iter )
+ for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+ end = mUniformIndexMap.End();
+ iter != end;
+ ++iter)
{
- SetUniformFromProperty( bufferIndex, program, *iter );
+ SetUniformFromProperty(bufferIndex, program, *iter);
}
- GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
- if( -1 != sizeLoc )
+ GLint sizeLoc = program.GetUniformLocation(Program::UNIFORM_SIZE);
+ if(-1 != sizeLoc)
{
- program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
+ program.SetSizeUniform3f(sizeLoc, size.x, size.y, size.z);
}
}
-void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
+void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map)
{
GLint location = program.GetUniformLocation(map.uniformIndex);
- if( Program::UNIFORM_UNKNOWN != location )
+ if(Program::UNIFORM_UNKNOWN != location)
{
// switch based on property type to use correct GL uniform setter
- switch ( map.propertyValue->GetType() )
+ switch(map.propertyValue->GetType())
{
case Property::INTEGER:
{
- program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
+ program.SetUniform1i(location, map.propertyValue->GetInteger(bufferIndex));
break;
}
case Property::FLOAT:
{
- program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
+ program.SetUniform1f(location, map.propertyValue->GetFloat(bufferIndex));
break;
}
case Property::VECTOR2:
{
- Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
- program.SetUniform2f( location, value.x, value.y );
+ 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 );
+ 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 );
+ 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 );
+ 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() );
+ program.SetUniformMatrix4fv(location, 1, value.AsFloat());
break;
}
case Property::MATRIX3:
{
const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
- program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
+ program.SetUniformMatrix3fv(location, 1, value.AsFloat());
break;
}
}
}
-bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+bool Renderer::BindTextures(Context& context, Program& program, Vector<GLuint>& boundTextures)
{
- unsigned int textureUnit = 0;
- bool result = true;
-
- std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
+ uint32_t textureUnit = 0;
+ bool result = true;
- std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
- GLint uniformLocation(-1);
- for( size_t i(0); result && i<textures.size(); ++i )
+ GLint uniformLocation(-1);
+ std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+ std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+ for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()) && result; ++i) // not expecting more than uint32_t of textures
{
- ResourceId textureId = textures[i].GetTextureId();
- Internal::Texture* texture = textureCache.GetTexture( textureId );
- if( texture )
+ if(textures[i])
{
- result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
-
- if( result )
+ result = textures[i]->Bind(context, textureUnit, samplers[i]);
+ boundTextures.PushBack(textures[i]->GetId());
+ if(result && program.GetSamplerUniformLocation(i, uniformLocation))
{
- GLint uniformLocation;
-
- //TODO : This is a bug, result variable is being shadowed. Fix it!
- bool result = program.GetSamplerUniformLocation( i, uniformLocation );
- if( result && Program::UNIFORM_UNKNOWN != uniformLocation )
- {
- program.SetUniform1i( uniformLocation, textureUnit );
-
- unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD);
- const Render::Sampler* sampler( samplers[i] );
- if( sampler )
- {
- samplerBitfield = sampler->mBitfield;
- }
-
- texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield );
-
- ++textureUnit;
- }
- }
- }
- }
-
- std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
- for( size_t i(0); i<newTextures.size() && result; ++i )
- {
- if( newTextures[i] )
- {
- result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
- if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
- {
- program.SetUniform1i( uniformLocation, textureUnit );
+ program.SetUniform1i(uniformLocation, textureUnit);
++textureUnit;
}
}
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;
+ 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::SetBatchingEnabled( bool batchingEnabled )
+void Renderer::Upload(Context& context)
{
- mBatchingEnabled = batchingEnabled;
+ mGeometry->Upload(context);
}
-void Renderer::Render( Context& context,
- SceneGraph::TextureCache& textureCache,
- BufferIndex bufferIndex,
- const SceneGraph::NodeDataProvider& node,
- SceneGraph::Shader& defaultShader,
- const Matrix& modelMatrix,
- const Matrix& modelViewMatrix,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Vector3& size,
- Render::Geometry* externalGeometry,
- bool blend )
+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,
+ Vector<GLuint>& 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)
{
- // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
- program = defaultShader.GetProgram();
- DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
- if( !program )
+ return;
+ }
+
+ // Prepare commands
+ std::vector<DevelRenderer::DrawCommand*> commands;
+ for(auto& cmd : mDrawCommands)
+ {
+ if(cmd.queue == queueIndex)
{
- DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
- return;
+ commands.emplace_back(&cmd);
}
}
- //Set cull face mode
- context.CullFace( mFaceCullingMode );
+ // Have commands but nothing to be drawn - abort
+ if(!mDrawCommands.empty() && commands.empty())
+ {
+ return;
+ }
+
+ // 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
- SetBlending( context, blend );
+ if(!program)
+ {
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+ return;
+ }
+
+ //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
+ }
+ }
+ context.CullFace(adjFaceCullingMode);
+ }
+ else
+ {
+ context.CullFace(mFaceCullingMode);
+ }
// Take the program into use so we can send uniforms to it
program->Use();
- if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) )
+ if(DALI_LIKELY(BindTextures(context, *program, boundTextures)))
{
// Only set up and draw if we have textures and they are all valid
// set projection and view matrix if program has not yet received them yet this frame
- SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+ SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix);
// set color uniform
- GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
- if( Program::UNIFORM_UNKNOWN != loc )
+ GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR);
+ if(Program::UNIFORM_UNKNOWN != loc)
{
- const Vector4& color = node.GetRenderColor( bufferIndex );
- if( mPremultipledAlphaEnabled )
+ const Vector4& color = node.GetRenderColor(bufferIndex);
+ if(mPremultipledAlphaEnabled)
{
- program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+ float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+ program->SetUniform4f(loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha);
}
else
{
- program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
+ program->SetUniform4f(loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
}
}
- SetUniforms( bufferIndex, node, size, *program );
- Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry;
+ SetUniforms(bufferIndex, node, size, *program);
- if( mUpdateAttributesLocation || geometry->AttributesChanged() )
+ if(mUpdateAttributesLocation || mGeometry->AttributesChanged())
{
- geometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
+ mGeometry->GetAttributeLocationFromProgram(mAttributesLocation, *program, bufferIndex);
mUpdateAttributesLocation = false;
}
- geometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+ if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+ {
+ context.BlendBarrier();
+ }
+
+ if(mDrawCommands.empty())
+ {
+ SetBlending(context, blend);
+
+ mGeometry->Draw(context,
+ bufferIndex,
+ mAttributesLocation,
+ mIndexedDrawFirstElement,
+ mIndexedDrawElementsCount);
+ }
+ else
+ {
+ for(auto& cmd : commands)
+ {
+ if(cmd->queue == queueIndex)
+ {
+ //Set blending mode
+ SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+ mGeometry->Draw(context, bufferIndex, mAttributesLocation, cmd->firstIndex, cmd->elementCount);
+ }
+ }
+ }
+ mUpdated = false;
}
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes(BufferIndex bufferIndex,
+ SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+{
+ sortAttributes.shader = &(mRenderDataProvider->GetShader());
+ sortAttributes.geometry = mGeometry;
+}
+
+void Renderer::SetShaderChanged(bool value)
+{
+ mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
{
- sortAttributes.shader = &( mRenderDataProvider->GetShader() );
- const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
- if( !textures.empty() )
+ if(mUpdated)
{
- sortAttributes.textureResourceId = textures[0].GetTextureId();
+ mUpdated = false;
+ return true;
}
- else
+
+ if(mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
{
- sortAttributes.textureResourceId = Integration::InvalidResourceId;
+ return true;
}
- sortAttributes.geometry = mGeometry;
+ 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;
}
-} // namespace SceneGraph
+} // namespace Render
} // namespace Internal