/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
// CLASS HEADER
#include <dali/internal/render/renderers/render-renderer.h>
-
// INTERNAL INCLUDES
#include <dali/internal/common/image-sampler.h>
#include <dali/internal/render/gl-resources/context.h>
#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-name-cache.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/public-api/actors/blending.h>
#include <dali/internal/render/gl-resources/gl-texture.h>
namespace Dali
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction )
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters )
{
- return new Renderer( dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction );
+ return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
+ faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
+ depthFunction, stencilParameters );
}
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction )
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters )
: mRenderDataProvider( dataProvider ),
- mContext(NULL),
+ mContext( NULL),
mTextureCache( NULL ),
- mUniformNameCache( NULL ),
mGeometry( geometry ),
mUniformIndexMap(),
mAttributesLocation(),
+ mStencilParameters( stencilParameters ),
mBlendingOptions(),
- mFaceCullingMode( faceCullingMode ),
- mDepthFunction( depthFunction ),
mIndexedDrawFirstElement( 0 ),
mIndexedDrawElementsCount( 0 ),
+ mDepthFunction( depthFunction ),
+ mFaceCullingMode( faceCullingMode ),
mDepthWriteMode( depthWriteMode ),
mDepthTestMode( depthTestMode ),
mUpdateAttributesLocation( true ),
}
}
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache )
+void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
{
mContext = &context;
mTextureCache = &textureCache;
- mUniformNameCache = &uniformNameCache;
}
Renderer::~Renderer()
{
mRenderDataProvider = dataProvider;
mUpdateAttributesLocation = true;
+
+ //Check that the number of textures match the number of samplers in the shader
+ size_t textureCount = dataProvider->GetNewTextures().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 );
+ }
}
void Renderer::SetGeometry( Render::Geometry* geometry )
unsigned int 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::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
- for( size_t i(0); result && i<newTextures.size(); ++i )
+ for( size_t i(0); i<newTextures.size() && result; ++i )
{
if( newTextures[i] )
{
- result = program.GetSamplerUniformLocation( i, uniformLocation ) &&
- newTextures[i]->Bind(context, textureUnit, samplers[i] );
-
- if( result )
+ result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
+ if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
{
program.SetUniform1i( uniformLocation, textureUnit );
++textureUnit;
return mDepthFunction;
}
+void Renderer::SetRenderMode( RenderMode::Type renderMode )
+{
+ mStencilParameters.renderMode = renderMode;
+}
+
+RenderMode::Type Renderer::GetRenderMode() const
+{
+ return mStencilParameters.renderMode;
+}
+
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+ mStencilParameters.stencilFunction = stencilFunction;
+}
+
+StencilFunction::Type Renderer::GetStencilFunction() const
+{
+ return mStencilParameters.stencilFunction;
+}
+
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+ mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+}
+
+int Renderer::GetStencilFunctionMask() const
+{
+ return mStencilParameters.stencilFunctionMask;
+}
+
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+ mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+}
+
+int Renderer::GetStencilFunctionReference() const
+{
+ return mStencilParameters.stencilFunctionReference;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+ mStencilParameters.stencilMask = stencilMask;
+}
+
+int Renderer::GetStencilMask() const
+{
+ return mStencilParameters.stencilMask;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+ mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnFail() const
+{
+ return mStencilParameters.stencilOperationOnFail;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+ mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
+{
+ return mStencilParameters.stencilOperationOnZFail;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+ mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
+{
+ return mStencilParameters.stencilOperationOnZPass;
+}
+
void Renderer::Render( Context& context,
SceneGraph::TextureCache& textureCache,
BufferIndex bufferIndex,
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.", (void*)&mRenderDataProvider->GetShader() );
+ DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
return;
}
}
mUpdateAttributesLocation = false;
}
- mGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+ mGeometry->UploadAndDraw( context,
+ bufferIndex,
+ mAttributesLocation,
+ mIndexedDrawFirstElement,
+ mIndexedDrawElementsCount );
}
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& 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.textureResourceId = textures[0].GetTextureId();
- }
- else
- {
- sortAttributes.textureResourceId = Integration::InvalidResourceId;
- }
-
sortAttributes.geometry = mGeometry;
}