#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/pipeline-cache.h>
namespace Dali::Internal
{
};
}
-// Helper to get the vertex input format
-Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
-{
- Dali::Graphics::VertexInputFormat type{};
-
- switch(propertyType)
- {
- 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;
- }
- case Property::INTEGER:
- {
- type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
- break;
- }
- case Property::FLOAT:
- {
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
- }
- case Property::VECTOR2:
- {
- type = Dali::Graphics::VertexInputFormat::FVECTOR2;
- break;
- }
- case Property::VECTOR3:
- {
- type = Dali::Graphics::VertexInputFormat::FVECTOR3;
- break;
- }
- case Property::VECTOR4:
- {
- type = Dali::Graphics::VertexInputFormat::FVECTOR4;
- break;
- }
- case Property::MATRIX3:
- case Property::MATRIX:
- {
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
- }
- }
-
- return type;
-}
-
-constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode)
-{
- switch(mode)
- {
- case Dali::FaceCullingMode::NONE:
- {
- return Graphics::CullMode::NONE;
- }
- case Dali::FaceCullingMode::FRONT:
- {
- return Graphics::CullMode::FRONT;
- }
- case Dali::FaceCullingMode::BACK:
- {
- return Graphics::CullMode::BACK;
- }
- case Dali::FaceCullingMode::FRONT_AND_BACK:
- {
- return Graphics::CullMode::FRONT_AND_BACK;
- }
- }
- 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{};
-}
-
/**
* Helper function to calculate the correct alignment of data for uniform buffers
* @param dataSize size of uniform buffer
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)
{
// 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));
-
+ *mGraphicsController);
if(!program)
{
DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<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);
mUniformIndexMap.Resize(mapIndex);
}
-
- // @todo Temporary workaround to reduce workload each frame. Find a better way.
- auto& sceneGraphRenderer = const_cast<SceneGraph::Renderer&>(static_cast<const SceneGraph::Renderer&>(uniformMapDataProvider));
- sceneGraphRenderer.AgeUniformMap();
}
void Renderer::WriteUniformBuffer(
return true;
}
- if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+ if(mShaderChanged || mGeometry->AttributesChanged())
{
return true;
}
const SceneGraph::NodeDataProvider& node,
bool blend)
{
- Graphics::InputAssemblyState inputAssemblyState{};
- Graphics::VertexInputState vertexInputState{};
- Graphics::ProgramState programState{};
- uint32_t bindingIndex{0u};
-
- if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
+ if(mGeometry->AttributesChanged())
{
- mAttributeLocations.Clear();
- mUpdateAttributeLocations = true;
+ mUpdated = 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;
+ // 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();
- // Get the topology
- inputAssemblyState.SetTopology(mGeometry->GetTopology());
+ auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true );
- // 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())
- {
- 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;
- }
-
- // @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());
- }
- }
-
- mUpdated = 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;
- }
- }
-
- 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();
+ // should be never null?
+ return *pipelineResult.pipeline;
}
} // namespace Render