Reuse latest pipeline if possible
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index b70408b..7a19c6b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
@@ -23,6 +23,7 @@
 #include <dali/integration-api/debug.h>
 #include <dali/internal/common/image-sampler.h>
 #include <dali/internal/common/matrix-utils.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
 #include <dali/internal/event/rendering/texture-impl.h>
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
@@ -145,22 +146,57 @@ inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
   return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
 }
 
+/**
+ * @brief Store latest bound RenderGeometry, and help that we can skip duplicated vertex attributes bind.
+ *
+ * @param[in] geometry Current geometry to be used, or nullptr if render finished
+ * @return True if we can reuse latest bound vertex attributes. False otherwise.
+ */
+inline bool ReuseLatestBoundVertexAttributes(const Render::Geometry* geometry)
+{
+  static const Render::Geometry* gLatestVertexBoundGeometry = nullptr;
+  if(gLatestVertexBoundGeometry == geometry)
+  {
+    return true;
+  }
+  gLatestVertexBoundGeometry = geometry;
+  return false;
+}
+
 } // namespace
 
 namespace Render
 {
-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)
+namespace
+{
+MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
+}
+
+void Renderer::PrepareCommandBuffer()
+{
+  // Reset latest geometry informations, So we can bind the first of geometry.
+  ReuseLatestBoundVertexAttributes(nullptr);
+
+  // todo : Fill here as many caches as we can store for reduce the number of command buffers
+}
+
+RendererKey Renderer::NewKey(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);
+  void* ptr = gRenderRendererMemoryPool.AllocateRawThreadSafe();
+  auto  key = gRenderRendererMemoryPool.GetKeyFromPtr(static_cast<Renderer*>(ptr));
+
+  // Use placement new to construct renderer.
+  new(ptr) Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+  return RendererKey(key);
 }
 
 Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
@@ -207,10 +243,21 @@ void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache
 
 Renderer::~Renderer() = default;
 
+void Renderer::operator delete(void* ptr)
+{
+  gRenderRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
+}
+
+Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
+{
+  return gRenderRendererMemoryPool.GetPtrFromKey(rendererKey);
+}
+
 void Renderer::SetGeometry(Render::Geometry* geometry)
 {
   mGeometry = geometry;
 }
+
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
   mDrawCommands.clear();
@@ -221,8 +268,8 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graph
 {
   uint32_t textureUnit = 0;
 
-  const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
-  const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
+  auto textures(mRenderDataProvider->GetTextures());
+  auto samplers(mRenderDataProvider->GetSamplers());
 
   std::vector<Graphics::TextureBinding> textureBindings;
 
@@ -426,13 +473,18 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   // Check if there is render callback
   if(mRenderCallback)
   {
+    if(!mRenderCallbackInput)
+    {
+      mRenderCallbackInput = std::unique_ptr<RenderCallbackInput>(new RenderCallbackInput);
+    }
+
     Graphics::DrawNativeInfo info{};
     info.api      = Graphics::DrawNativeAPI::GLES;
     info.callback = &static_cast<Dali::CallbackBase&>(*mRenderCallback);
-    info.userData = &mRenderCallbackInput;
+    info.userData = mRenderCallbackInput.get();
 
     // Set storage for the context to be used
-    info.glesNativeInfo.eglSharedContextStoragePointer = &mRenderCallbackInput.eglContext;
+    info.glesNativeInfo.eglSharedContextStoragePointer = &mRenderCallbackInput->eglContext;
     info.reserved                                      = nullptr;
 
     auto& textureResources = mRenderCallback->GetTextureResources();
@@ -440,27 +492,27 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
     if(!textureResources.empty())
     {
       mRenderCallbackTextureBindings.clear();
-      mRenderCallbackInput.textureBindings.resize(textureResources.size());
+      mRenderCallbackInput->textureBindings.resize(textureResources.size());
       auto i = 0u;
       for(auto& texture : textureResources)
       {
         auto& textureImpl     = GetImplementation(texture);
-        auto  graphicsTexture = textureImpl.GetRenderObject()->GetGraphicsObject();
+        auto  graphicsTexture = textureImpl.GetRenderTextureKey()->GetGraphicsObject();
 
         auto properties = mGraphicsController->GetTextureProperties(*graphicsTexture);
 
         mRenderCallbackTextureBindings.emplace_back(graphicsTexture);
-        mRenderCallbackInput.textureBindings[i++] = properties.nativeHandle;
+        mRenderCallbackInput->textureBindings[i++] = properties.nativeHandle;
       }
       info.textureCount = mRenderCallbackTextureBindings.size();
       info.textureList  = mRenderCallbackTextureBindings.data();
     }
 
     // pass render callback input
-    mRenderCallbackInput.size       = size;
-    mRenderCallbackInput.projection = projectionMatrix;
+    mRenderCallbackInput->size       = size;
+    mRenderCallbackInput->projection = projectionMatrix;
 
-    MatrixUtils::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+    MatrixUtils::MultiplyProjectionMatrix(mRenderCallbackInput->mvp, modelViewMatrix, projectionMatrix);
 
     // submit draw
     commandBuffer.DrawNative(&info);
@@ -544,16 +596,25 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
                       // @todo We should detect this case much earlier to prevent unnecessary work
 
-  if(mDrawCommands.empty())
+  // Reuse latest bound vertex attributes location, or Bind buffers to attribute locations.
+  if(ReuseLatestBoundVertexAttributes(mGeometry) || mGeometry->BindVertexAttributes(commandBuffer))
   {
-    drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+    if(mDrawCommands.empty())
+    {
+      drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+    }
+    else
+    {
+      for(auto& cmd : commands)
+      {
+        drawn |= mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+      }
+    }
   }
   else
   {
-    for(auto& cmd : commands)
-    {
-      mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
-    }
+    // BindVertexAttributes failed. Reset cached geometry.
+    ReuseLatestBoundVertexAttributes(nullptr);
   }
 
   return drawn;
@@ -712,7 +773,7 @@ void Renderer::WriteUniformBuffer(
     if(mvpUniformInfo && !mvpUniformInfo->name.empty())
     {
       Matrix modelViewProjectionMatrix(false);
-      MatrixUtils::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+      MatrixUtils::MultiplyProjectionMatrix(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
       WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
     }
 
@@ -900,6 +961,9 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
   queryInfo.alphaPremultiplied    = mPremultipliedAlphaEnabled;
   queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
 
+  queryInfo.GenerateHash();
+
+  // Find or generate new pipeline.
   auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
 
   // should be never null?