[dali_1.2.40] Merge branch 'devel/master'
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 6b4f25c..593316f 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
@@ -25,8 +25,6 @@
 #include <dali/internal/render/shaders/scene-graph-shader.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>
 
 namespace Dali
 {
@@ -110,7 +108,7 @@ namespace Render
 Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
                          Render::Geometry* geometry,
                          unsigned int blendingBitmask,
-                         const Vector4* blendColor,
+                         const Vector4& blendColor,
                          FaceCullingMode::Type faceCullingMode,
                          bool preMultipliedAlphaEnabled,
                          DepthWriteMode::Type depthWriteMode,
@@ -126,7 +124,7 @@ Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
 Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
                     Render::Geometry* geometry,
                     unsigned int blendingBitmask,
-                    const Vector4* blendColor,
+                    const Vector4& blendColor,
                     FaceCullingMode::Type faceCullingMode,
                     bool preMultipliedAlphaEnabled,
                     DepthWriteMode::Type depthWriteMode,
@@ -135,7 +133,6 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
                     StencilParameters& stencilParameters )
 : mRenderDataProvider( dataProvider ),
   mContext( NULL),
-  mTextureCache( NULL ),
   mGeometry( geometry ),
   mUniformIndexMap(),
   mAttributesLocation(),
@@ -148,24 +145,19 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
   mDepthWriteMode( depthWriteMode ),
   mDepthTestMode( depthTestMode ),
   mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
-  mBatchingEnabled( false )
+  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
 {
-  if(  blendingBitmask != 0u )
+  if( blendingBitmask != 0u )
   {
     mBlendingOptions.SetBitmask( blendingBitmask );
   }
 
-  if( blendColor )
-  {
-    mBlendingOptions.SetBlendColor( *blendColor );
-  }
+  mBlendingOptions.SetBlendColor( blendColor );
 }
 
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
+void Renderer::Initialize( Context& context )
 {
   mContext = &context;
-  mTextureCache = &textureCache;
 }
 
 Renderer::~Renderer()
@@ -178,7 +170,7 @@ void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvid
   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();
+  size_t textureCount =  dataProvider->GetTextures().size();
   Program* program = dataProvider->GetShader().GetProgram();
   if( program && program->GetActiveSamplerCount() != textureCount )
   {
@@ -365,54 +357,19 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+bool Renderer::BindTextures( Context& context, Program& program )
 {
   unsigned int textureUnit = 0;
   bool result = true;
 
-  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
-
-  std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
   GLint uniformLocation(-1);
-  for( size_t i(0); result && i<textures.size(); ++i )
-  {
-    ResourceId textureId = textures[i].GetTextureId();
-    Internal::Texture* texture = textureCache.GetTexture( textureId );
-    if( texture )
-    {
-      result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
-
-      if( result )
-      {
-        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 )
+  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
+  std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
+  for( size_t i(0); i<textures.size() && result; ++i )
   {
-    if( newTextures[i] )
+    if( textures[i] )
     {
-      result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
+      result = textures[i]->Bind(context, textureUnit, samplers[i] );
       if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
       {
         program.SetUniform1i( uniformLocation, textureUnit );
@@ -434,9 +391,9 @@ void Renderer::SetBlendingBitMask( unsigned int bitmask )
   mBlendingOptions.SetBitmask( bitmask );
 }
 
-void Renderer::SetBlendColor( const Vector4* color )
+void Renderer::SetBlendColor( const Vector4& color )
 {
-  mBlendingOptions.SetBlendColor( *color );
+  mBlendingOptions.SetBlendColor( color );
 }
 
 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
@@ -564,36 +521,22 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
-void Renderer::SetBatchingEnabled( bool batchingEnabled )
-{
-  mBatchingEnabled = batchingEnabled;
-}
-
 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 )
 {
   // Get the program to use:
   Program* program = mRenderDataProvider->GetShader().GetProgram();
   if( !program )
   {
-    // 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 )
-    {
-      DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
-      return;
-    }
+    DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
+    return;
   }
 
   //Set cull face  mode
@@ -605,7 +548,7 @@ void Renderer::Render( Context& context,
   // 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 ) ) )
   {
     // Only set up and draw if we have textures and they are all valid
 
@@ -628,31 +571,25 @@ void Renderer::Render( Context& context,
     }
 
     SetUniforms( bufferIndex, node, size, *program );
-    Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry;
 
-    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 );
+    mGeometry->UploadAndDraw( context,
+                              bufferIndex,
+                              mAttributesLocation,
+                              mIndexedDrawFirstElement,
+                              mIndexedDrawElementsCount );
   }
 }
 
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes( BufferIndex bufferIndex,
+                                  SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
 {
   sortAttributes.shader = &( mRenderDataProvider->GetShader() );
-  const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
-  if( !textures.empty() )
-  {
-    sortAttributes.textureResourceId = textures[0].GetTextureId();
-  }
-  else
-  {
-    sortAttributes.textureResourceId = Integration::InvalidResourceId;
-  }
-
   sortAttributes.geometry = mGeometry;
 }