/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/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/pipeline-cache.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/render-shader.h>
#include <dali/internal/update/common/uniform-map.h>
-#include <dali/internal/render/renderers/uniform-buffer-view.h>
-#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
+#include <dali/public-api/signals/render-callback.h>
namespace Dali::Internal
{
namespace
{
-// Helper to get the vertex input format
-Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
+// Helper to get the property value getter by type
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
+constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
{
- Dali::Graphics::VertexInputFormat type{};
-
- switch(propertyType)
+ switch(type)
{
- case Property::NONE:
- case Property::STRING:
- case Property::ARRAY:
- case Property::MAP:
- case Property::EXTENTS: // i4?
- case Property::RECTANGLE: // i4/f4?
- case Property::ROTATION:
- {
- type = Dali::Graphics::VertexInputFormat::UNDEFINED;
- break;
- }
case Property::BOOLEAN:
{
- type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this?
- break;
+ return FuncGetter(&PropertyInputImpl::GetBoolean);
}
case Property::INTEGER:
{
- type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
- break;
+ return FuncGetter(&PropertyInputImpl::GetInteger);
}
case Property::FLOAT:
{
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
+ return FuncGetter(&PropertyInputImpl::GetFloat);
}
case Property::VECTOR2:
{
- type = Dali::Graphics::VertexInputFormat::FVECTOR2;
- break;
+ return FuncGetter(&PropertyInputImpl::GetVector2);
}
case Property::VECTOR3:
{
- type = Dali::Graphics::VertexInputFormat::FVECTOR3;
- break;
+ return FuncGetter(&PropertyInputImpl::GetVector3);
}
case Property::VECTOR4:
{
- type = Dali::Graphics::VertexInputFormat::FVECTOR4;
- break;
+ return FuncGetter(&PropertyInputImpl::GetVector4);
}
case Property::MATRIX3:
+ {
+ return FuncGetter(&PropertyInputImpl::GetMatrix3);
+ }
case Property::MATRIX:
{
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
+ return FuncGetter(&PropertyInputImpl::GetMatrix);
+ }
+ default:
+ {
+ return nullptr;
}
}
-
- return type;
}
-constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode)
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
{
- switch(mode)
+ switch(type)
{
- case Dali::FaceCullingMode::NONE:
+ case Property::Type::BOOLEAN:
{
- return Graphics::CullMode::NONE;
+ return sizeof(bool);
}
- case Dali::FaceCullingMode::FRONT:
+ case Property::Type::FLOAT:
{
- return Graphics::CullMode::FRONT;
+ return sizeof(float);
}
- case Dali::FaceCullingMode::BACK:
+ case Property::Type::INTEGER:
{
- return Graphics::CullMode::BACK;
+ return sizeof(int);
}
- case Dali::FaceCullingMode::FRONT_AND_BACK:
+ case Property::Type::VECTOR2:
{
- return Graphics::CullMode::FRONT_AND_BACK;
+ return sizeof(Vector2);
}
- }
- return Graphics::CullMode::NONE;
-}
-
-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{};
-}
-
-constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation)
-{
- switch(blendEquation)
- {
- 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{};
- }
- return Graphics::BlendOp{};
+ case Property::Type::VECTOR3:
+ {
+ return sizeof(Vector3);
+ }
+ case Property::Type::VECTOR4:
+ {
+ return sizeof(Vector4);
+ }
+ case Property::Type::MATRIX3:
+ {
+ return sizeof(Matrix3);
+ }
+ case Property::Type::MATRIX:
+ {
+ return sizeof(Matrix);
+ }
+ default:
+ {
+ return 0;
+ }
+ };
}
/**
mGeometry(geometry),
mProgramCache(nullptr),
mUniformIndexMap(),
- mAttributeLocations(),
mUniformsHash(),
mStencilParameters(stencilParameters),
mBlendingOptions(),
mFaceCullingMode(faceCullingMode),
mDepthWriteMode(depthWriteMode),
mDepthTestMode(depthTestMode),
- mUpdateAttributeLocations(true),
mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
mShaderChanged(false),
mUpdated(true)
mBlendingOptions.SetBlendColor(blendColor);
}
-void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager)
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
{
mGraphicsController = &graphicsController;
mProgramCache = &programCache;
mShaderCache = &shaderCache;
mUniformBufferManager = &uniformBufferManager;
+ mPipelineCache = &pipelineCache;
}
Renderer::~Renderer() = default;
void Renderer::SetGeometry(Render::Geometry* geometry)
{
- mGeometry = geometry;
- mUpdateAttributeLocations = true;
+ mGeometry = geometry;
+ mUpdated = true;
}
void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
{
uint32_t textureUnit = 0;
- std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
- std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
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
+
+ if(textures != nullptr)
{
- if(textures[i] && textures[i]->GetGraphicsObject())
+ const std::uint32_t texturesCount(static_cast<std::uint32_t>(textures->Count()));
+ textureBindings.reserve(texturesCount);
+
+ for(uint32_t i = 0; i < texturesCount; ++i) // not expecting more than uint32_t of textures
{
- // if the sampler exists,
- // if it's default, delete the graphics object
- // otherwise re-initialize it if dirty
+ if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
+ {
+ Graphics::Texture* graphicsTexture = (*textures)[i]->GetGraphicsObject();
+ // 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 ? ((*samplers)[i] ? (*samplers)[i]->GetGraphicsObject()
+ : nullptr)
+ : nullptr;
- boundTextures.PushBack(textures[i]->GetGraphicsObject());
- const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
- textureBindings.push_back(textureBinding);
+ boundTextures.PushBack(graphicsTexture);
+ const Graphics::TextureBinding textureBinding{graphicsTexture, graphicsSampler, textureUnit};
+ textureBindings.push_back(textureBinding);
- ++textureUnit;
+ ++textureUnit;
+ }
}
}
return false;
}
+ // Check if there is render callback
+ if(mRenderCallback)
+ {
+ Graphics::DrawNativeInfo info{};
+ info.api = Graphics::DrawNativeAPI::GLES;
+ info.callback = &static_cast<Dali::CallbackBase&>(*mRenderCallback);
+ info.userData = &mRenderCallbackInput;
+ info.reserved = nullptr;
+
+ // pass render callback input
+ mRenderCallbackInput.size = size;
+ mRenderCallbackInput.projection = projectionMatrix;
+ Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+
+ // submit draw
+ commandBuffer.DrawNative(&info);
+ return true;
+ }
+
// Prepare commands
std::vector<DevelRenderer::DrawCommand*> commands;
for(auto& cmd : mDrawCommands)
}
// 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));
+ ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
+ Program* program = Program::New(*mProgramCache,
+ shaderData,
+ *mGraphicsController);
if(!program)
{
- DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const void*>(&mRenderDataProvider->GetShader()));
return false;
}
+ // If program doesn't have Gfx program object assigned yet, prepare it.
+ if(!program->GetGraphicsProgramPtr())
+ {
+ 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->SetGraphicsProgram(std::move(graphicsProgram));
+ }
+
// Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one.
auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend);
// Check if the map has changed
DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
node.GetUniformMapChanged(bufferIndex) ||
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;
- }
+
+ uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
// Create uniform buffer view from uniform buffer
- Graphics::UniquePtr<Render::UniformBufferView> uboView {nullptr};
+ Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
if(uniformBlockAllocationBytes)
{
- auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool( bufferIndex );
+ auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
- uboView = uboPoolView->CreateUniformBufferView( uniformBlockAllocationBytes );
+ uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
}
// update the uniform buffer
std::vector<Graphics::UniformBufferBinding>* bindings{&mUniformBufferBindings};
- mUniformBufferBindings[0].buffer = uboView->GetBuffer( &mUniformBufferBindings[0].offset );
+ 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);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *uboView, modelMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, viewMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, projectionMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, 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);
+ WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
}
auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
Matrix3 normalMatrix(modelViewMatrix);
normalMatrix.Invert();
normalMatrix.Transpose();
- WriteDefaultUniform(normalUniformInfo, *uboView, *bindings, normalMatrix);
+ WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
}
- Vector4 finalColor;
- const Vector4& color = node.GetRenderColor(bufferIndex);
+ Vector4 finalColor; ///< Applied renderer's opacity color
+ const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
if(mPremultipliedAlphaEnabled)
{
- float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
- finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+ const 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);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color);
// 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);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, 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)
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
{
if(uniformInfo && !uniformInfo->name.empty())
{
- WriteUniform(ubo, bindings, *uniformInfo, data);
+ WriteUniform(ubo, *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)
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
{
- WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T));
+ WriteUniform(ubo, 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)
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
{
ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
}
mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i);
dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
- mUniformBufferBindings[i].buffer = ubo.GetBuffer( &mUniformBufferBindings[i].offset );
+ 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& uniform = *iter;
+ int arrayIndex = uniform.arrayIndex;
- auto uniformInfo = Graphics::UniformInfo{};
- auto uniformFound = program.GetUniform((*iter).uniformName.GetCString(),
- (*iter).uniformNameHashNoArray ? (*iter).uniformNameHashNoArray
- : (*iter).uniformNameHash,
- uniformInfo);
-
- if(uniformFound)
+ if(!uniform.uniformFunc)
{
- auto dst = ubo.GetOffset() + uniformInfo.offset;
- switch((*iter).propertyValue->GetType())
+ auto uniformInfo = Graphics::UniformInfo{};
+ auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(),
+ uniform.uniformNameHashNoArray ? uniform.uniformNameHashNoArray
+ : uniform.uniformNameHash,
+ uniformInfo);
+
+ uniform.uniformOffset = uniformInfo.offset;
+ uniform.uniformLocation = uniformInfo.location;
+
+ if(uniformFound)
{
- 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
- // 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:
- {
- }
+ auto dst = ubo.GetOffset() + uniformInfo.offset;
+ const auto typeSize = GetPropertyValueSizeForUniform((*iter).propertyValue->GetType());
+ const auto dest = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+ const auto func = GetPropertyValueGetter((*iter).propertyValue->GetType());
+
+ ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+ typeSize,
+ dest);
+
+ uniform.uniformSize = typeSize;
+ uniform.uniformFunc = func;
}
}
+ else
+ {
+ auto dst = ubo.GetOffset() + uniform.uniformOffset;
+ const auto typeSize = uniform.uniformSize;
+ const auto dest = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+ const auto func = uniform.uniformFunc;
+
+ ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+ typeSize,
+ dest);
+ }
}
}
// write output bindings
return true;
}
- if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+ if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged())
{
return true;
}
- for(const auto& texture : mRenderDataProvider->GetTextures())
+ auto* textures = mRenderDataProvider->GetTextures();
+ if(textures)
{
- if(texture && texture->IsNativeImage())
+ for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
{
- return true;
+ auto texture = *iter;
+ if(texture && texture->IsNativeImage())
+ {
+ return true;
+ }
}
}
hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
}
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
for(const auto& uniformProperty : uniformMap)
{
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())
+ if(mGeometry->AttributesChanged())
{
- 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;
+ mUpdated = true;
}
- // @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());
- }
- }
+ // Prepare query info
+ PipelineCacheQueryInfo queryInfo{};
+ queryInfo.program = &program;
+ queryInfo.renderer = this;
+ queryInfo.geometry = mGeometry;
+ queryInfo.blendingEnabled = blend;
+ queryInfo.blendingOptions = &mBlendingOptions;
+ queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
+ queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
- mUpdated = true;
+ auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, 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;
- }
- }
+ // should be never null?
+ return *pipelineResult.pipeline;
+}
- 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();
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+ mRenderCallback = callback;
}
} // namespace Render
-} // namespace Dali
+} // namespace Dali::Internal