Merge "Clean up the code to build successfully on macOS" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 593316f..cb316e8 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -25,6 +25,8 @@
 #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/data-providers/uniform-map-data-provider.h>
+#include <dali/internal/render/common/render-instruction.h>
 
 namespace Dali
 {
@@ -35,8 +37,6 @@ namespace Internal
 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
@@ -86,17 +86,19 @@ inline void SetMatrices( Program& 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() );
   }
 }
 
@@ -107,7 +109,7 @@ namespace Render
 
 Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
                          Render::Geometry* geometry,
-                         unsigned int blendingBitmask,
+                         uint32_t blendingBitmask,
                          const Vector4& blendColor,
                          FaceCullingMode::Type faceCullingMode,
                          bool preMultipliedAlphaEnabled,
@@ -123,7 +125,7 @@ Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
 
 Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
                     Render::Geometry* geometry,
-                    unsigned int blendingBitmask,
+                    uint32_t blendingBitmask,
                     const Vector4& blendColor,
                     FaceCullingMode::Type faceCullingMode,
                     bool preMultipliedAlphaEnabled,
@@ -132,10 +134,11 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
                     DepthFunction::Type depthFunction,
                     StencilParameters& stencilParameters )
 : mRenderDataProvider( dataProvider ),
-  mContext( NULL),
+  mContext( nullptr),
   mGeometry( geometry ),
   mUniformIndexMap(),
   mAttributesLocation(),
+  mUniformsHash(),
   mStencilParameters( stencilParameters ),
   mBlendingOptions(),
   mIndexedDrawFirstElement( 0 ),
@@ -145,7 +148,9 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
   mDepthWriteMode( depthWriteMode ),
   mDepthTestMode( depthTestMode ),
   mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
+  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
+  mShaderChanged( false ),
+  mUpdated( true )
 {
   if( blendingBitmask != 0u )
   {
@@ -160,31 +165,18 @@ void Renderer::Initialize( Context& context )
   mContext = &context;
 }
 
-Renderer::~Renderer()
-{
-}
-
-void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
-{
-  mRenderDataProvider = dataProvider;
-  mUpdateAttributesLocation = true;
-
-  //Check that the number of textures match the number of samplers in the shader
-  size_t textureCount =  dataProvider->GetTextures().size();
-  Program* program = dataProvider->GetShader().GetProgram();
-  if( program && program->GetActiveSamplerCount() != textureCount )
-  {
-    DALI_LOG_WARNING("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
-                   program->GetActiveSamplerCount(),
-                   textureCount );
-  }
-}
+Renderer::~Renderer() = default;
 
 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 )
 {
@@ -209,9 +201,24 @@ void Renderer::SetBlending( Context& context, bool blend )
                                mBlendingOptions.GetBlendDestFactorAlpha() );
 
     // Set blend equations
-    context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
-                                   mBlendingOptions.GetBlendEquationAlpha() );
+    Dali::DevelBlendEquation::Type rgbEquation   = mBlendingOptions.GetBlendEquationRgb();
+    Dali::DevelBlendEquation::Type alphaEquation = mBlendingOptions.GetBlendEquationAlpha();
+
+    if( mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled )
+    {
+      if( rgbEquation != alphaEquation )
+      {
+        DALI_LOG_ERROR( "Advanced Blend Equation have to be appried by using BlendEquation.\n" );
+      }
+      context.BlendEquation( rgbEquation );
+    }
+    else
+    {
+      context.BlendEquationSeparate( rgbEquation, alphaEquation );
+    }
   }
+
+  mUpdated = true;
 }
 
 void Renderer::GlContextDestroyed()
@@ -231,27 +238,32 @@ void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataP
   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 )
         {
@@ -357,19 +369,20 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( Context& context, Program& program )
+bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
 {
-  unsigned int textureUnit = 0;
+  uint32_t textureUnit = 0;
   bool result = true;
 
   GLint uniformLocation(-1);
   std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
   std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
-  for( size_t i(0); i<textures.size() && result; ++i )
+  for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
   {
     if( textures[i] )
     {
       result = textures[i]->Bind(context, textureUnit, samplers[i] );
+      boundTextures.PushBack( textures[i]->GetId() );
       if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
       {
         program.SetUniform1i( uniformLocation, textureUnit );
@@ -384,41 +397,49 @@ bool Renderer::BindTextures( Context& context, Program& program )
 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 )
 {
   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
@@ -434,6 +455,7 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
 {
   mDepthFunction = depthFunction;
+  mUpdated = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -444,6 +466,7 @@ DepthFunction::Type Renderer::GetDepthFunction() const
 void Renderer::SetRenderMode( RenderMode::Type renderMode )
 {
   mStencilParameters.renderMode = renderMode;
+  mUpdated = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -454,6 +477,7 @@ RenderMode::Type Renderer::GetRenderMode() const
 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
 {
   mStencilParameters.stencilFunction = stencilFunction;
+  mUpdated = true;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -464,6 +488,7 @@ StencilFunction::Type Renderer::GetStencilFunction() const
 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mUpdated = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -474,6 +499,7 @@ int Renderer::GetStencilFunctionMask() const
 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mUpdated = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -484,6 +510,7 @@ int Renderer::GetStencilFunctionReference() const
 void Renderer::SetStencilMask( int stencilMask )
 {
   mStencilParameters.stencilMask = stencilMask;
+  mUpdated = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -494,6 +521,7 @@ int Renderer::GetStencilMask() const
 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mUpdated = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -504,6 +532,7 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const
 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
 {
   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+  mUpdated = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -514,6 +543,7 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
 {
   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+  mUpdated = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -521,6 +551,11 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
+void Renderer::Upload( Context& context )
+{
+  mGeometry->Upload( context );
+}
+
 void Renderer::Render( Context& context,
                        BufferIndex bufferIndex,
                        const SceneGraph::NodeDataProvider& node,
@@ -529,8 +564,33 @@ void Renderer::Render( Context& context,
                        const Matrix& viewMatrix,
                        const Matrix& projectionMatrix,
                        const Vector3& size,
-                       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 )
@@ -540,15 +600,38 @@ void Renderer::Render( Context& context,
   }
 
   //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, *program ) ) )
+  if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) )
   {
     // Only set up and draw if we have textures and they are all valid
 
@@ -562,11 +645,12 @@ void Renderer::Render( Context& context,
       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 ) );
       }
     }
 
@@ -578,11 +662,35 @@ void Renderer::Render( Context& context,
       mUpdateAttributesLocation = false;
     }
 
-    mGeometry->UploadAndDraw( context,
-                              bufferIndex,
-                              mAttributesLocation,
-                              mIndexedDrawFirstElement,
-                              mIndexedDrawElementsCount );
+    if( mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled )
+    {
+      context.BlendBarrier();
+    }
+
+    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;
   }
 }
 
@@ -593,6 +701,55 @@ void Renderer::SetSortAttributes( BufferIndex bufferIndex,
   sortAttributes.geometry = mGeometry;
 }
 
+void Renderer::SetShaderChanged( bool value )
+{
+  mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+  if (mUpdated)
+  {
+    mUpdated = false;
+    return true;
+  }
+
+  if (mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
+  {
+    return true;
+  }
+
+  for( const auto& texture : mRenderDataProvider->GetTextures() )
+  {
+    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
 
 } // namespace Internal