/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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/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>
+#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
+#include <dali/internal/render/common/render-instruction.h>
namespace Dali
{
namespace
{
-static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead
-static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead
/**
* Helper to set view and projection matrices once per program
loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
if( Program::UNIFORM_UNKNOWN != loc )
{
- Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
- program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
+ Matrix modelViewProjectionMatrix(false);
+ Matrix::Multiply( modelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
+ program.SetUniformMatrix4fv( loc, 1, modelViewProjectionMatrix.AsFloat() );
}
loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
if( Program::UNIFORM_UNKNOWN != loc )
{
- gNormalMatrix = modelViewMatrix;
- gNormalMatrix.Invert();
- gNormalMatrix.Transpose();
- program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+ Matrix3 normalMatrix;
+ normalMatrix = modelViewMatrix;
+ normalMatrix.Invert();
+ normalMatrix.Transpose();
+ program.SetUniformMatrix3fv( loc, 1, normalMatrix.AsFloat() );
}
}
Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
- unsigned int blendingBitmask,
- const Vector4* blendColor,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
- unsigned int blendingBitmask,
- const Vector4* blendColor,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
StencilParameters& stencilParameters )
: mRenderDataProvider( dataProvider ),
mContext( NULL),
- mTextureCache( NULL ),
mGeometry( geometry ),
mUniformIndexMap(),
mAttributesLocation(),
+ mUniformsHash(),
mStencilParameters( stencilParameters ),
mBlendingOptions(),
mIndexedDrawFirstElement( 0 ),
mDepthTestMode( depthTestMode ),
mUpdateAttributesLocation( true ),
mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
- mBatchingEnabled( false )
+ mShaderChanged( false ),
+ mUpdated( true )
{
- 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()
{
}
-void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
-{
- mRenderDataProvider = dataProvider;
- mUpdateAttributesLocation = true;
-}
-
void Renderer::SetGeometry( Render::Geometry* geometry )
{
mGeometry = geometry;
mUpdateAttributesLocation = true;
}
+void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
+{
+ mDrawCommands.clear();
+ mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
+}
void Renderer::SetBlending( Context& context, bool blend )
{
context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
mBlendingOptions.GetBlendEquationAlpha() );
}
+
+ mUpdated = true;
}
void Renderer::GlContextDestroyed()
const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
- node.GetUniformMapChanged(bufferIndex))
+ node.GetUniformMapChanged(bufferIndex) ||
+ mUniformIndexMap.Count() == 0 ||
+ mShaderChanged )
{
+ // Reset shader pointer
+ mShaderChanged = false;
+
const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
- unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
+ 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
mUniformIndexMap.Resize( maxMaps );
- unsigned int mapIndex(0);
+ uint32_t mapIndex = 0;
for(; mapIndex < uniformMap.Count() ; ++mapIndex )
{
mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
}
- for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+ for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
{
- unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
+ uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
bool found(false);
- for( unsigned int i(0); i<uniformMap.Count(); ++i )
+ for( uint32_t i = 0; i<uniformMap.Count(); ++i )
{
if( mUniformIndexMap[i].uniformIndex == uniformIndex )
{
}
}
-bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
{
- unsigned int textureUnit = 0;
+ uint32_t 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); result && i<newTextures.size(); ++i )
+ std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
+ std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
+ for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
{
- if( newTextures[i] )
+ if( textures[i] )
{
- result = program.GetSamplerUniformLocation( i, uniformLocation ) &&
- newTextures[i]->Bind(context, textureUnit, samplers[i] );
-
- if( result )
+ result = textures[i]->Bind(context, textureUnit, samplers[i] );
+ boundTextures.PushBack( textures[i]->GetId() );
+ if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
{
program.SetUniform1i( uniformLocation, textureUnit );
++textureUnit;
void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
{
mFaceCullingMode = mode;
+ mUpdated = true;
}
-void Renderer::SetBlendingBitMask( unsigned int bitmask )
+void Renderer::SetBlendingBitMask( uint32_t bitmask )
{
mBlendingOptions.SetBitmask( bitmask );
+ mUpdated = true;
}
-void Renderer::SetBlendColor( const Vector4* color )
+void Renderer::SetBlendColor( const Vector4& color )
{
- mBlendingOptions.SetBlendColor( *color );
+ mBlendingOptions.SetBlendColor( color );
+ mUpdated = true;
}
-void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
{
mIndexedDrawFirstElement = firstElement;
+ mUpdated = true;
}
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
{
mIndexedDrawElementsCount = elementsCount;
+ mUpdated = true;
}
void Renderer::EnablePreMultipliedAlpha( bool enable )
{
mPremultipledAlphaEnabled = enable;
+ mUpdated = true;
}
void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
{
mDepthWriteMode = depthWriteMode;
+ mUpdated = true;
}
void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
{
mDepthTestMode = depthTestMode;
+ mUpdated = true;
}
DepthWriteMode::Type Renderer::GetDepthWriteMode() const
void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
{
mDepthFunction = depthFunction;
+ mUpdated = true;
}
DepthFunction::Type Renderer::GetDepthFunction() const
void Renderer::SetRenderMode( RenderMode::Type renderMode )
{
mStencilParameters.renderMode = renderMode;
+ mUpdated = true;
}
RenderMode::Type Renderer::GetRenderMode() const
void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
{
mStencilParameters.stencilFunction = stencilFunction;
+ mUpdated = true;
}
StencilFunction::Type Renderer::GetStencilFunction() const
void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
{
mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mUpdated = true;
}
int Renderer::GetStencilFunctionMask() const
void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
{
mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+ mUpdated = true;
}
int Renderer::GetStencilFunctionReference() const
void Renderer::SetStencilMask( int stencilMask )
{
mStencilParameters.stencilMask = stencilMask;
+ mUpdated = true;
}
int Renderer::GetStencilMask() const
void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
{
mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnFail() const
void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
{
mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
{
mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
return mStencilParameters.stencilOperationOnZPass;
}
-void Renderer::SetBatchingEnabled( bool batchingEnabled )
+void Renderer::Upload( Context& context )
{
- mBatchingEnabled = batchingEnabled;
+ mGeometry->Upload( context );
}
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 )
+ bool blend,
+ Vector<GLuint>& boundTextures,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ uint32_t queueIndex )
{
+ // Before doing anything test if the call happens in the right queue
+ if( mDrawCommands.empty() && queueIndex > 0 )
+ {
+ return;
+ }
+
+ // Prepare commands
+ std::vector<DevelRenderer::DrawCommand*> commands;
+ for( auto& cmd : mDrawCommands )
+ {
+ if(cmd.queue == queueIndex)
+ {
+ commands.emplace_back( &cmd );
+ }
+ }
+
+ // Have commands but nothing to be drawn - abort
+ if(!mDrawCommands.empty() && commands.empty())
+ {
+ return;
+ }
+
// 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
- context.CullFace( mFaceCullingMode );
-
- //Set blending mode
- SetBlending( context, blend );
+ 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
+ }
+ }
+ context.CullFace( adjFaceCullingMode );
+ }
+ else
+ {
+ context.CullFace( mFaceCullingMode );
+ }
// 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, boundTextures ) ) )
{
// Only set up and draw if we have textures and they are all valid
const Vector4& color = node.GetRenderColor( bufferIndex );
if( mPremultipledAlphaEnabled )
{
- program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+ float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
+ program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
}
else
{
- program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
+ program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
}
}
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 );
+ if(mDrawCommands.empty())
+ {
+ SetBlending( context, blend );
+
+ mGeometry->Draw( context,
+ bufferIndex,
+ mAttributesLocation,
+ mIndexedDrawFirstElement,
+ mIndexedDrawElementsCount );
+ }
+ else
+ {
+ for(auto& cmd : commands )
+ {
+ if(cmd->queue == queueIndex )
+ {
+ //Set blending mode
+ SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+ mGeometry->Draw(context, bufferIndex, mAttributesLocation,
+ cmd->firstIndex, cmd->elementCount);
+ }
+ }
+ }
+ mUpdated = false;
}
}
-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.geometry = mGeometry;
+}
+
+void Renderer::SetShaderChanged( bool value )
+{
+ mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+ if (mUpdated)
{
- sortAttributes.textureResourceId = textures[0].GetTextureId();
+ mUpdated = false;
+ return true;
}
- else
+
+ if (mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
{
- sortAttributes.textureResourceId = Integration::InvalidResourceId;
+ return true;
}
- sortAttributes.geometry = mGeometry;
+ std::vector<Render::Texture*> textures = mRenderDataProvider->GetTextures();
+ for (Render::Texture* texture : textures)
+ {
+ if (texture && texture->IsNativeImage())
+ {
+ return true;
+ }
+ }
+
+ uint64_t hash = 0xc70f6907UL;
+ const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap( bufferIndex );
+ for (const auto* uniformProperty : uniformMapNode)
+ {
+ hash = uniformProperty->propertyPtr->Hash(bufferIndex, hash);
+ }
+
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
+ for (const auto* uniformProperty : uniformMap)
+ {
+ hash = uniformProperty->propertyPtr->Hash(bufferIndex, hash);
+ }
+
+ if (mUniformsHash != hash)
+ {
+ mUniformsHash = hash;
+ return true;
+ }
+
+ return false;
}
} // namespace SceneGraph