Managed uniform buffer support.
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 03a8d98..711eef5 100644 (file)
@@ -19,7 +19,6 @@
 #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-vertex-buffer.h>
 #include <dali/internal/render/renderers/shader-cache.h>
 #include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/shaders/scene-graph-shader.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>
 
-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)
 {
@@ -95,10 +88,6 @@ Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propert
       break;
     }
     case Property::MATRIX3:
-    {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
-    }
     case Property::MATRIX:
     {
       type = Dali::Graphics::VertexInputFormat::FLOAT;
@@ -243,7 +232,6 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
                    StencilParameters&              stencilParameters)
 : mGraphicsController(nullptr),
   mRenderDataProvider(dataProvider),
-  mContext(nullptr),
   mGeometry(geometry),
   mProgramCache(nullptr),
   mUniformIndexMap(),
@@ -258,7 +246,7 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mDepthWriteMode(depthWriteMode),
   mDepthTestMode(depthTestMode),
   mUpdateAttributeLocations(true),
-  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
   mShaderChanged(false),
   mUpdated(true)
 {
@@ -270,9 +258,8 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize(Context& context, 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)
 {
-  mContext              = &context;
   mGraphicsController   = &graphicsController;
   mProgramCache         = &programCache;
   mShaderCache          = &shaderCache;
@@ -319,7 +306,7 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graph
     }
   }
 
-  if(textureBindings.size() > 0)
+  if(!textureBindings.empty())
   {
     commandBuffer.BindTextures(textureBindings);
   }
@@ -357,8 +344,8 @@ void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 
 void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
-  mPremultipledAlphaEnabled = enable;
-  mUpdated                  = true;
+  mPremultipliedAlphaEnabled = enable;
+  mUpdated                   = true;
 }
 
 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
@@ -525,7 +512,7 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   // 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
@@ -557,8 +544,7 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   Program* program         = Program::New(*mProgramCache,
                                   shaderData,
                                   *mGraphicsController,
-                                  std::move(graphicsProgram),
-                                  (shaderData->GetHints() & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0);
+                                  std::move(graphicsProgram));
 
   if(!program)
   {
@@ -614,15 +600,15 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
     const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
     const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
 
-    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
+    auto 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);
 
+    // Copy uniform map into mUniformIndexMap
     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].uniformName            = uniformMap[mapIndex].uniformName;
       mUniformIndexMap[mapIndex].uniformNameHash        = uniformMap[mapIndex].uniformNameHash;
       mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
@@ -631,11 +617,13 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
 
     for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
     {
-      uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
-      bool     found(false);
+      auto  hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+      auto& name = uniformMapNode[nodeMapIndex].uniformName;
+      bool  found(false);
       for(uint32_t i = 0; i < uniformMap.Count(); ++i)
       {
-        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
+        if(mUniformIndexMap[i].uniformNameHash == hash &&
+           mUniformIndexMap[i].uniformName == name)
         {
           mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
           found                             = true;
@@ -647,7 +635,6 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
       {
         mUniformIndexMap[mapIndex].propertyValue          = uniformMapNode[nodeMapIndex].propertyPtr;
         mUniformIndexMap[mapIndex].uniformName            = uniformMapNode[nodeMapIndex].uniformName;
-        mUniformIndexMap[mapIndex].uniformIndex           = uniformIndex;
         mUniformIndexMap[mapIndex].uniformNameHash        = uniformMapNode[nodeMapIndex].uniformNameHash;
         mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
         mUniformIndexMap[mapIndex].arrayIndex             = uniformMapNode[nodeMapIndex].arrayIndex;
@@ -687,49 +674,39 @@ void Renderer::WriteUniformBuffer(
     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])
-  {
-    mUniformBuffer[bufferIndex] = mUniformBufferManager->AllocateUniformBuffer(pagedAllocation);
-  }
-  else if(uniformBlockAllocationBytes && (mUniformBuffer[bufferIndex]->GetSize() < pagedAllocation ||
-                                          (pagedAllocation < uint32_t(float(mUniformBuffer[bufferIndex]->GetSize()) * UBO_SHRINK_THRESHOLD))))
+  // Create uniform buffer view from uniform buffer
+  Graphics::UniquePtr<Render::UniformBufferView> uboView {nullptr};
+  if(uniformBlockAllocationBytes)
   {
-    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);
@@ -738,12 +715,12 @@ void Renderer::WriteUniformBuffer(
       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);
@@ -752,20 +729,20 @@ void Renderer::WriteUniformBuffer(
     {
       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())
   {
@@ -776,19 +753,19 @@ bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Ren
 }
 
 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)
@@ -802,10 +779,9 @@ void Renderer::FillUniformBuffer(Program&                                      p
   {
     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();
@@ -823,8 +799,7 @@ void Renderer::FillUniformBuffer(Program&                                      p
 
       if(uniformFound)
       {
-        auto dst = mUniformBufferBindings[uniformInfo.bufferIndex].offset + uniformInfo.offset;
-
+        auto dst = ubo.GetOffset() + uniformInfo.offset;
         switch((*iter).propertyValue->GetType())
         {
           case Property::Type::BOOLEAN:
@@ -908,8 +883,7 @@ void Renderer::FillUniformBuffer(Program&                                      p
   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;
@@ -1008,7 +982,7 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
         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,
@@ -1079,11 +1053,8 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
       break;
   }
 
-  // @todo How to signal a blend barrier is needed?
-  //if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
-  //{
-  //  context.BlendBarrier();
-  //}
+  // @todo Add blend barrier to the Graphics API if we are using advanced
+  // blending options. Command?
 
   Graphics::ColorBlendState colorBlendState{};
   colorBlendState.SetBlendEnable(false);
@@ -1094,7 +1065,7 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
 
     Graphics::BlendOp rgbOp   = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
     Graphics::BlendOp alphaOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
-    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipliedAlphaEnabled)
     {
       if(rgbOp != alphaOp)
       {
@@ -1112,7 +1083,7 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
       .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());
@@ -1128,8 +1099,7 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
     .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).
@@ -1165,6 +1135,4 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
 
 } // namespace Render
 
-} // namespace Internal
-
 } // namespace Dali