#include <dali/internal/render/common/render-instruction.h>
#include <dali/internal/render/data-providers/node-data-provider.h>
#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
#include <dali/internal/render/renderers/render-sampler.h>
#include <dali/internal/render/renderers/render-texture.h>
#include <dali/internal/render/renderers/render-vertex-buffer.h>
#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
{
namespace
{
// Helper to get the property value getter by type
-typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const;
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
{
switch(type)
* Helper function that returns size of uniform datatypes based
* on property type.
*/
-constexpr int GetPropertyValueSizeForUniform( Property::Type type )
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
{
switch(type)
{
- case Property::Type::BOOLEAN:{ return sizeof(bool);}
- case Property::Type::FLOAT:{ return sizeof(float);}
- case Property::Type::INTEGER:{ return sizeof(int);}
- case Property::Type::VECTOR2:{ return sizeof(Vector2);}
- case Property::Type::VECTOR3:{ return sizeof(Vector3);}
- case Property::Type::VECTOR4:{ return sizeof(Vector4);}
- case Property::Type::MATRIX3:{ return sizeof(Matrix3);}
- case Property::Type::MATRIX:{ return sizeof(Matrix);}
+ case Property::Type::BOOLEAN:
+ {
+ return sizeof(bool);
+ }
+ case Property::Type::FLOAT:
+ {
+ return sizeof(float);
+ }
+ case Property::Type::INTEGER:
+ {
+ return sizeof(int);
+ }
+ case Property::Type::VECTOR2:
+ {
+ return sizeof(Vector2);
+ }
+ case Property::Type::VECTOR3:
+ {
+ return sizeof(Vector3);
+ }
+ case Property::Type::VECTOR4:
+ {
+ return sizeof(Vector4);
+ }
+ case Property::Type::MATRIX3:
+ {
+ return sizeof(Matrix3);
+ }
+ case Property::Type::MATRIX:
+ {
+ return sizeof(Matrix);
+ }
default:
{
return 0;
void Renderer::SetGeometry(Render::Geometry* geometry)
{
- mGeometry = geometry;
- mUpdated = true;
+ mGeometry = geometry;
+ mUpdated = true;
}
void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
{
uint32_t textureUnit = 0;
- std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
- std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
std::vector<Graphics::TextureBinding> textureBindings;
- for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()); ++i) // not expecting more than uint32_t of textures
+
+ if(textures != nullptr)
{
- if(textures[i] && textures[i]->GetGraphicsObject())
+ for(uint32_t i = 0; i < static_cast<uint32_t>(textures->Count()); ++i) // not expecting more than uint32_t of textures
{
- // if the sampler exists,
- // if it's default, delete the graphics object
- // otherwise re-initialize it if dirty
+ if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
+ {
+ // if the sampler exists,
+ // if it's default, delete the graphics object
+ // otherwise re-initialize it if dirty
- const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
- : nullptr);
+ const Graphics::Sampler* graphicsSampler = samplers ? ((*samplers)[i] ? (*samplers)[i]->GetGraphicsObject()
+ : nullptr)
+ : nullptr;
- boundTextures.PushBack(textures[i]->GetGraphicsObject());
- const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
- textureBindings.push_back(textureBinding);
+ boundTextures.PushBack((*textures)[i]->GetGraphicsObject());
+ const Graphics::TextureBinding textureBinding{(*textures)[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+ textureBindings.push_back(textureBinding);
- ++textureUnit;
+ ++textureUnit;
+ }
}
}
}
// Create Program
- ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
+ ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
- Program* program = Program::New(*mProgramCache,
+ Program* program = Program::New(*mProgramCache,
shaderData,
*mGraphicsController);
if(!program)
{
- DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const 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(
+ 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(
+ Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
fragShader,
Graphics::PipelineStage::FRAGMENT_SHADER,
shaderData->GetSourceMode());
// Check if the map has changed
DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
node.GetUniformMapChanged(bufferIndex) ||
// Create the UBO
uint32_t uboOffset{0u};
- auto &reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+ auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
}
- Vector4 finalColor;
- const Vector4& color = node.GetRenderColor(bufferIndex);
+ Vector4 finalColor; ///< Applied renderer's opacity color
+ const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
if(mPremultipliedAlphaEnabled)
{
- float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
- finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+ const float& alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+ finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
}
else
{
finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
}
WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color);
// Write uniforms from the uniform map
FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex);
iter != end;
++iter)
{
- auto& uniform = *iter;
- int arrayIndex = uniform.arrayIndex;
+ auto& uniform = *iter;
+ int arrayIndex = uniform.arrayIndex;
if(!uniform.uniformFunc)
{
uniform.uniformOffset = uniformInfo.offset;
uniform.uniformLocation = uniformInfo.location;
- if (uniformFound)
+ if(uniformFound)
{
auto dst = ubo.GetOffset() + uniformInfo.offset;
const auto typeSize = GetPropertyValueSizeForUniform((*iter).propertyValue->GetType());
const auto dest = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
const auto func = uniform.uniformFunc;
-
ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
typeSize,
dest);
return true;
}
- for(const auto& texture : mRenderDataProvider->GetTextures())
+ auto* textures = mRenderDataProvider->GetTextures();
+ if(textures)
{
- if(texture && texture->IsNativeImage())
+ for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
{
- return true;
+ auto texture = *iter;
+ if(texture && texture->IsNativeImage())
+ {
+ return true;
+ }
}
}
hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
}
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
for(const auto& uniformProperty : uniformMap)
{
// Prepare query info
PipelineCacheQueryInfo queryInfo{};
- queryInfo.program = &program;
- queryInfo.renderer = this;
- queryInfo.geometry = mGeometry;
- queryInfo.blendingEnabled = blend;
- queryInfo.blendingOptions = &mBlendingOptions;
- queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
+ queryInfo.program = &program;
+ queryInfo.renderer = this;
+ queryInfo.geometry = mGeometry;
+ queryInfo.blendingEnabled = blend;
+ queryInfo.blendingOptions = &mBlendingOptions;
+ queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
- auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true );
+ auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
// should be never null?
return *pipelineResult.pipeline;