/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/renderers/render-renderer.h>
// INTERNAL INCLUDES
+#include <dali/graphics-api/graphics-types.h>
+#include <dali/integration-api/debug.h>
#include <dali/internal/common/image-sampler.h>
+#include <dali/internal/common/matrix-utils.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>
#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
-#include <dali/internal/render/gl-resources/context.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/renderers/shader-cache.h>
+#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
+#include <dali/internal/render/renderers/uniform-buffer-view.h>
#include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/shaders/render-shader.h>
+#include <dali/internal/update/common/uniform-map.h>
+#include <dali/public-api/signals/render-callback.h>
-namespace Dali
-{
-namespace Internal
+namespace Dali::Internal
{
namespace
{
-/**
- * Helper to set view and projection matrices once per program
- * @param program to set the matrices to
- * @param modelMatrix to set
- * @param viewMatrix to set
- * @param projectionMatrix to set
- * @param modelViewMatrix to set
- * @param modelViewProjectionMatrix to set
- */
-inline void SetMatrices(Program& program,
- const Matrix& modelMatrix,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Matrix& modelViewMatrix)
-{
- GLint loc = program.GetUniformLocation(Program::UNIFORM_MODEL_MATRIX);
- if(Program::UNIFORM_UNKNOWN != loc)
- {
- program.SetUniformMatrix4fv(loc, 1, modelMatrix.AsFloat());
- }
- loc = program.GetUniformLocation(Program::UNIFORM_VIEW_MATRIX);
- if(Program::UNIFORM_UNKNOWN != loc)
+// Helper to get the property value getter by type
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
+constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
+{
+ switch(type)
{
- if(program.GetViewMatrix() != &viewMatrix)
+ case Property::BOOLEAN:
{
- program.SetViewMatrix(&viewMatrix);
- program.SetUniformMatrix4fv(loc, 1, viewMatrix.AsFloat());
+ return FuncGetter(&PropertyInputImpl::GetBoolean);
}
- }
- // set projection matrix if program has not yet received it this frame or if it is dirty
- loc = program.GetUniformLocation(Program::UNIFORM_PROJECTION_MATRIX);
- if(Program::UNIFORM_UNKNOWN != loc)
- {
- if(program.GetProjectionMatrix() != &projectionMatrix)
+ case Property::INTEGER:
{
- program.SetProjectionMatrix(&projectionMatrix);
- program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat());
+ return FuncGetter(&PropertyInputImpl::GetInteger);
+ }
+ case Property::FLOAT:
+ {
+ return FuncGetter(&PropertyInputImpl::GetFloat);
+ }
+ case Property::VECTOR2:
+ {
+ return FuncGetter(&PropertyInputImpl::GetVector2);
+ }
+ case Property::VECTOR3:
+ {
+ return FuncGetter(&PropertyInputImpl::GetVector3);
+ }
+ case Property::VECTOR4:
+ {
+ return FuncGetter(&PropertyInputImpl::GetVector4);
+ }
+ case Property::MATRIX3:
+ {
+ return FuncGetter(&PropertyInputImpl::GetMatrix3);
+ }
+ case Property::MATRIX:
+ {
+ return FuncGetter(&PropertyInputImpl::GetMatrix);
+ }
+ default:
+ {
+ return nullptr;
}
- }
- loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
- if(Program::UNIFORM_UNKNOWN != loc)
- {
- program.SetUniformMatrix4fv(loc, 1, modelViewMatrix.AsFloat());
- }
-
- loc = program.GetUniformLocation(Program::UNIFORM_MVP_MATRIX);
- if(Program::UNIFORM_UNKNOWN != loc)
- {
- 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)
- {
- Matrix3 normalMatrix;
- normalMatrix = modelViewMatrix;
- normalMatrix.Invert();
- normalMatrix.Transpose();
- program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
}
}
-// Helper to get the vertex input format
-Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
{
- Dali::Graphics::VertexInputFormat type{};
-
- switch(propertyType)
+ switch(type)
{
- case Property::NONE:
- case Property::STRING:
- case Property::ARRAY:
- case Property::MAP:
- case Property::EXTENTS: // i4?
- case Property::RECTANGLE: // i4/f4?
- case Property::ROTATION:
+ case Property::Type::BOOLEAN:
{
- type = Dali::Graphics::VertexInputFormat::UNDEFINED;
- break;
+ return sizeof(bool);
}
- case Property::BOOLEAN:
+ case Property::Type::FLOAT:
{
- type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this?
- break;
+ return sizeof(float);
}
- case Property::INTEGER:
+ case Property::Type::INTEGER:
{
- type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
- break;
+ return sizeof(int);
}
- case Property::FLOAT:
+ case Property::Type::VECTOR2:
{
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
+ return sizeof(Vector2);
}
- case Property::VECTOR2:
+ case Property::Type::VECTOR3:
{
- type = Dali::Graphics::VertexInputFormat::FVECTOR2;
- break;
+ return sizeof(Vector3);
}
- case Property::VECTOR3:
+ case Property::Type::VECTOR4:
{
- type = Dali::Graphics::VertexInputFormat::FVECTOR3;
- break;
+ return sizeof(Vector4);
}
- case Property::VECTOR4:
+ case Property::Type::MATRIX3:
{
- type = Dali::Graphics::VertexInputFormat::FVECTOR4;
- break;
+ return sizeof(Matrix3);
}
- case Property::MATRIX3:
+ case Property::Type::MATRIX:
{
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
+ return sizeof(Matrix);
}
- case Property::MATRIX:
+ default:
{
- type = Dali::Graphics::VertexInputFormat::FLOAT;
- break;
+ return 0;
}
- }
+ };
+}
- return type;
+/**
+ * Helper function to calculate the correct alignment of data for uniform buffers
+ * @param dataSize size of uniform buffer
+ * @return aligned offset of data
+ */
+inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
+{
+ return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
}
} // namespace
DepthTestMode::Type depthTestMode,
DepthFunction::Type depthFunction,
StencilParameters& stencilParameters)
-: mRenderDataProvider(dataProvider),
- mContext(nullptr),
+: mGraphicsController(nullptr),
+ mRenderDataProvider(dataProvider),
mGeometry(geometry),
- mUniformIndexMap(),
- mAttributeLocations(),
- mUniformsHash(),
+ mProgramCache(nullptr),
mStencilParameters(stencilParameters),
mBlendingOptions(),
mIndexedDrawFirstElement(0),
mFaceCullingMode(faceCullingMode),
mDepthWriteMode(depthWriteMode),
mDepthTestMode(depthTestMode),
- mUpdateAttributeLocations(true),
- mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
- mShaderChanged(false),
- mUpdated(true)
+ mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
+ mShaderChanged(false)
{
if(blendingBitmask != 0u)
{
mBlendingOptions.SetBlendColor(blendColor);
}
-void Renderer::Initialize(Context& context, Graphics::Controller& graphicsController)
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
{
- mContext = &context;
- mGraphicsController = &graphicsController;
+ mGraphicsController = &graphicsController;
+ mProgramCache = &programCache;
+ mShaderCache = &shaderCache;
+ mUniformBufferManager = &uniformBufferManager;
+ mPipelineCache = &pipelineCache;
}
Renderer::~Renderer() = default;
void Renderer::SetGeometry(Render::Geometry* geometry)
{
- mGeometry = geometry;
- mUpdateAttributeLocations = true;
+ mGeometry = geometry;
}
void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
}
-void Renderer::SetBlending(Context& context, bool blend)
-{
- context.SetBlend(blend);
- if(blend)
- {
- // Blend color is optional and rarely used
- const Vector4* blendColor = mBlendingOptions.GetBlendColor();
- if(blendColor)
- {
- context.SetCustomBlendColor(*blendColor);
- }
- else
- {
- context.SetDefaultBlendColor();
- }
-
- // Set blend source & destination factors
- context.BlendFuncSeparate(mBlendingOptions.GetBlendSrcFactorRgb(),
- mBlendingOptions.GetBlendDestFactorRgb(),
- mBlendingOptions.GetBlendSrcFactorAlpha(),
- mBlendingOptions.GetBlendDestFactorAlpha());
-
- // Set blend equations
- 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()
-{
- mGeometry->GlContextDestroyed();
-}
-
-void Renderer::GlCleanup()
-{
-}
-
-void Renderer::SetUniforms(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
-{
- // Check if the map has changed
- DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
-
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-
- if(uniformMapDataProvider.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);
-
- 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);
-
- uint32_t mapIndex = 0;
- for(; mapIndex < uniformMap.Count(); ++mapIndex)
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform(uniformMap[mapIndex].uniformName);
- }
-
- for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
- {
- uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
- bool found(false);
- for(uint32_t i = 0; i < uniformMap.Count(); ++i)
- {
- if(mUniformIndexMap[i].uniformIndex == uniformIndex)
- {
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- found = true;
- break;
- }
- }
-
- if(!found)
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
- ++mapIndex;
- }
- }
-
- mUniformIndexMap.Resize(mapIndex);
- }
-
- // Set uniforms in local map
- for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
- end = mUniformIndexMap.End();
- iter != end;
- ++iter)
- {
- SetUniformFromProperty(bufferIndex, program, *iter);
- }
-
- GLint sizeLoc = program.GetUniformLocation(Program::UNIFORM_SIZE);
- if(-1 != sizeLoc)
- {
- program.SetSizeUniform3f(sizeLoc, size.x, size.y, size.z);
- }
-}
-
-void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map)
-{
- GLint location = program.GetUniformLocation(map.uniformIndex);
- if(Program::UNIFORM_UNKNOWN != location)
- {
- // switch based on property type to use correct GL uniform setter
- switch(map.propertyValue->GetType())
- {
- case Property::INTEGER:
- {
- program.SetUniform1i(location, map.propertyValue->GetInteger(bufferIndex));
- break;
- }
- case Property::FLOAT:
- {
- program.SetUniform1f(location, map.propertyValue->GetFloat(bufferIndex));
- break;
- }
- case Property::VECTOR2:
- {
- Vector2 value(map.propertyValue->GetVector2(bufferIndex));
- program.SetUniform2f(location, value.x, value.y);
- break;
- }
-
- case Property::VECTOR3:
- {
- Vector3 value(map.propertyValue->GetVector3(bufferIndex));
- program.SetUniform3f(location, value.x, value.y, value.z);
- break;
- }
-
- case Property::VECTOR4:
- {
- Vector4 value(map.propertyValue->GetVector4(bufferIndex));
- program.SetUniform4f(location, value.x, value.y, value.z, value.w);
- break;
- }
-
- case Property::ROTATION:
- {
- Quaternion value(map.propertyValue->GetQuaternion(bufferIndex));
- program.SetUniform4f(location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w);
- break;
- }
-
- case Property::MATRIX:
- {
- const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
- program.SetUniformMatrix4fv(location, 1, value.AsFloat());
- break;
- }
-
- case Property::MATRIX3:
- {
- const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
- program.SetUniformMatrix3fv(location, 1, value.AsFloat());
- break;
- }
-
- default:
- {
- // Other property types are ignored
- break;
- }
- }
- }
-}
-
-bool Renderer::BindTextures(Context& context, Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
{
uint32_t textureUnit = 0;
- bool result = true;
- GLint uniformLocation(-1);
- 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()) && result; ++i) // not expecting more than uint32_t of textures
+
+ if(textures != nullptr)
{
- if(textures[i])
+ const std::uint32_t texturesCount(static_cast<std::uint32_t>(textures->Count()));
+ textureBindings.reserve(texturesCount);
+
+ for(uint32_t i = 0; i < texturesCount; ++i) // not expecting more than uint32_t of textures
{
- if(program.GetSamplerUniformLocation(i, uniformLocation))
+ if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
{
+ Graphics::Texture* graphicsTexture = (*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};
+ boundTextures.PushBack(graphicsTexture);
+ const Graphics::TextureBinding textureBinding{graphicsTexture, graphicsSampler, textureUnit};
textureBindings.push_back(textureBinding);
- program.SetUniform1i(uniformLocation, textureUnit); // Get through shader reflection
++textureUnit;
}
}
}
- if(textureBindings.size() > 0)
+ if(!textureBindings.empty())
{
commandBuffer.BindTextures(textureBindings);
}
-
- return result;
}
void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
{
mFaceCullingMode = mode;
- mUpdated = true;
}
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(uint32_t firstElement)
{
mIndexedDrawFirstElement = firstElement;
- mUpdated = true;
}
void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
{
mIndexedDrawElementsCount = elementsCount;
- mUpdated = true;
}
void Renderer::EnablePreMultipliedAlpha(bool enable)
{
- mPremultipledAlphaEnabled = enable;
- mUpdated = true;
+ mPremultipliedAlphaEnabled = enable;
}
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
mGeometry->Upload(*mGraphicsController);
}
-void Renderer::Render(Context& context,
+bool Renderer::Render(Graphics::CommandBuffer& commandBuffer,
BufferIndex bufferIndex,
const SceneGraph::NodeDataProvider& node,
const Matrix& modelMatrix,
// Before doing anything test if the call happens in the right queue
if(mDrawCommands.empty() && queueIndex > 0)
{
- return;
+ return false;
+ }
+
+ // 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.get();
+
+ // Set storage for the context to be used
+ info.glesNativeInfo.eglSharedContextStoragePointer = &mRenderCallbackInput->eglContext;
+ info.reserved = nullptr;
+
+ auto& textureResources = mRenderCallback->GetTextureResources();
+
+ if(!textureResources.empty())
+ {
+ mRenderCallbackTextureBindings.clear();
+ mRenderCallbackInput->textureBindings.resize(textureResources.size());
+ auto i = 0u;
+ for(auto& texture : textureResources)
+ {
+ auto& textureImpl = GetImplementation(texture);
+ auto graphicsTexture = textureImpl.GetRenderObject()->GetGraphicsObject();
+
+ auto properties = mGraphicsController->GetTextureProperties(*graphicsTexture);
+
+ mRenderCallbackTextureBindings.emplace_back(graphicsTexture);
+ mRenderCallbackInput->textureBindings[i++] = properties.nativeHandle;
+ }
+ info.textureCount = mRenderCallbackTextureBindings.size();
+ info.textureList = mRenderCallbackTextureBindings.data();
+ }
+
+ // pass render callback input
+ mRenderCallbackInput->size = size;
+ mRenderCallbackInput->projection = projectionMatrix;
+
+ MatrixUtils::Multiply(mRenderCallbackInput->mvp, modelViewMatrix, projectionMatrix);
+
+ // submit draw
+ commandBuffer.DrawNative(&info);
+ return true;
}
// Prepare commands
// Have commands but nothing to be drawn - abort
if(!mDrawCommands.empty() && commands.empty())
{
- return;
+ return false;
}
- // Get the program to use:
- Program* program = mRenderDataProvider->GetShader().GetProgram();
+ // Set blending mode
+ if(!mDrawCommands.empty())
+ {
+ blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
+ }
+
+ // Create Program
+ ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
+
+ 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()));
- return;
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const void*>(&mRenderDataProvider->GetShader()));
+ return false;
}
- Graphics::UniquePtr<Graphics::CommandBuffer> commandBuffer = mGraphicsController->CreateCommandBuffer(
- Graphics::CommandBufferCreateInfo()
- .SetLevel(Graphics::CommandBufferLevel::SECONDARY),
- nullptr);
+ // 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(
+ vertShader,
+ Graphics::PipelineStage::VERTEX_SHADER,
+ shaderData->GetSourceMode());
+
+ Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
+ fragShader,
+ Graphics::PipelineStage::FRAGMENT_SHADER,
+ shaderData->GetSourceMode());
+
+ std::vector<Graphics::ShaderState> shaderStates{
+ Graphics::ShaderState()
+ .SetShader(vertexShader)
+ .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
+ Graphics::ShaderState()
+ .SetShader(fragmentShader)
+ .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)};
+
+ auto createInfo = Graphics::ProgramCreateInfo();
+ createInfo.SetShaderState(shaderStates);
+ auto graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr);
+ program->SetGraphicsProgram(std::move(graphicsProgram));
+ }
+
+ // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one.
+ auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend);
+
+ commandBuffer.BindPipeline(pipeline);
+
+ BindTextures(commandBuffer, boundTextures);
+
+ std::size_t nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
- //Set cull face mode
- const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
- if(cam->GetReflectionUsed())
+ WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size, nodeIndex);
+
+ 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())
{
- 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);
+ drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
}
else
{
- context.CullFace(mFaceCullingMode);
+ for(auto& cmd : commands)
+ {
+ mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+ }
}
- // Temporarily create a pipeline here - this will be used for transporting
- // topology and vertex format for now.
- Graphics::UniquePtr<Graphics::Pipeline> pipeline = PrepareGraphicsPipeline(*program);
- commandBuffer->BindPipeline(*pipeline.get());
+ return drawn;
+}
+
+std::size_t Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+{
+ // Check if the map has changed
+ DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
+
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetCollectedUniformMap();
+ const SceneGraph::UniformMap& uniformMapNode = node.GetNodeUniformMap();
+
+ bool updateMaps;
- // Take the program into use so we can send uniforms to it
- program->Use();
+ // Usual case is to only have 1 node, however we do allow multiple nodes to reuse the same
+ // renderer, so we have to cache uniform map per render item (node / renderer pair).
- if(DALI_LIKELY(BindTextures(context, *program, *commandBuffer.get(), boundTextures)))
+ // Specially, if node don't have uniformMap, we mark nodePtr as nullptr.
+ // So, all nodes without uniformMap will share same UniformIndexMap, contains only render data providers.
+ const auto nodePtr = uniformMapNode.Count() ? &node : nullptr;
+
+ const auto nodeChangeCounter = nodePtr ? uniformMapNode.GetChangeCounter() : 0;
+ const auto renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+
+ auto iter = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; });
+
+ std::size_t renderItemMapIndex;
+ if(iter == mNodeIndexMap.end())
+ {
+ renderItemMapIndex = mUniformIndexMaps.size();
+ RenderItemLookup renderItemLookup;
+ renderItemLookup.node = nodePtr;
+ renderItemLookup.index = renderItemMapIndex;
+ renderItemLookup.nodeChangeCounter = nodeChangeCounter;
+ renderItemLookup.renderItemMapChangeCounter = renderItemMapChangeCounter;
+ mNodeIndexMap.emplace_back(renderItemLookup);
+
+ updateMaps = true;
+ mUniformIndexMaps.resize(mUniformIndexMaps.size() + 1);
+ }
+ else
{
- // Only set up and draw if we have textures and they are all valid
+ renderItemMapIndex = iter->index;
- // set projection and view matrix if program has not yet received them yet this frame
- SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix);
+ updateMaps = (nodeChangeCounter != iter->nodeChangeCounter) ||
+ (renderItemMapChangeCounter != iter->renderItemMapChangeCounter) ||
+ (mUniformIndexMaps[renderItemMapIndex].size() == 0);
- // set color uniform
- GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR);
- if(Program::UNIFORM_UNKNOWN != loc)
- {
- const Vector4& color = node.GetRenderColor(bufferIndex);
- if(mPremultipledAlphaEnabled)
- {
- 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 * mRenderDataProvider->GetOpacity(bufferIndex));
- }
- }
+ iter->nodeChangeCounter = nodeChangeCounter;
+ iter->renderItemMapChangeCounter = renderItemMapChangeCounter;
+ }
- SetUniforms(bufferIndex, node, size, *program);
+ if(updateMaps || mShaderChanged)
+ {
+ // Reset shader pointer
+ mShaderChanged = false;
- if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
- {
- context.BlendBarrier();
- }
+ const uint32_t mapCount = uniformMap.Count();
+ const uint32_t mapNodeCount = uniformMapNode.Count();
- 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
+ mUniformIndexMaps[renderItemMapIndex].clear(); // Clear contents, but keep memory if we don't change size
+ mUniformIndexMaps[renderItemMapIndex].resize(mapCount + mapNodeCount);
- //@todo manage mDrawCommands in the same way as above command buffer?!
- if(mDrawCommands.empty())
+ // Copy uniform map into mUniformIndexMap
+ uint32_t mapIndex = 0;
+ for(; mapIndex < mapCount; ++mapIndex)
{
- SetBlending(context, blend);
-
- drawn = mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue = uniformMap.mUniformMap[mapIndex].propertyPtr;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName = uniformMap.mUniformMap[mapIndex].uniformName;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash = uniformMap.mUniformMap[mapIndex].uniformNameHash;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMap.mUniformMap[mapIndex].uniformNameHashNoArray;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex = uniformMap.mUniformMap[mapIndex].arrayIndex;
}
- else
+
+ for(uint32_t nodeMapIndex = 0; nodeMapIndex < mapNodeCount; ++nodeMapIndex)
{
- for(auto& cmd : commands)
+ auto hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+ auto& name = uniformMapNode[nodeMapIndex].uniformName;
+ bool found(false);
+ for(uint32_t i = 0; i < mapCount; ++i)
{
- if(cmd->queue == queueIndex)
+ if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash &&
+ mUniformIndexMaps[renderItemMapIndex][i].uniformName == name)
{
- //Set blending mode
- SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
-
- // @todo This should generate a command buffer per cmd
- // Tests WILL fail.
- mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), cmd->firstIndex, cmd->elementCount);
+ mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ found = true;
+ break;
}
}
- }
- // Command buffer contains Texture bindings, vertex bindings, index buffer binding, pipeline(vertex format)
- // @todo We should return the command buffer(s) and let the calling method submit
- // If not drawn, then don't add command buffer to submit info, and if empty, don't
- // submit.
- if(drawn)
- {
- Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH};
- submitInfo.cmdBuffer.push_back(commandBuffer.get());
- mGraphicsController->SubmitCommandBuffers(submitInfo);
+ if(!found)
+ {
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex;
+ ++mapIndex;
+ }
}
- mUpdated = false;
+ mUniformIndexMaps[renderItemMapIndex].resize(mapIndex);
}
+ return renderItemMapIndex;
}
-void Renderer::SetSortAttributes(BufferIndex bufferIndex,
- SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+void Renderer::WriteUniformBuffer(
+ BufferIndex bufferIndex,
+ Graphics::CommandBuffer& commandBuffer,
+ Program* program,
+ const SceneGraph::RenderInstruction& instruction,
+ const SceneGraph::NodeDataProvider& node,
+ const Matrix& modelMatrix,
+ const Matrix& modelViewMatrix,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Vector3& size,
+ std::size_t nodeIndex)
{
- sortAttributes.shader = &(mRenderDataProvider->GetShader());
- sortAttributes.geometry = mGeometry;
-}
+ // Create the UBO
+ uint32_t uboOffset{0u};
-void Renderer::SetShaderChanged(bool value)
-{
- mShaderChanged = value;
-}
+ auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
-bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
-{
- if(mUpdated)
- {
- mUpdated = false;
- return true;
- }
+ uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
- if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+ // Create uniform buffer view from uniform buffer
+ Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+ if(uniformBlockAllocationBytes)
{
- return true;
+ auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
+ uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
}
- for(const auto& texture : mRenderDataProvider->GetTextures())
+ // update the uniform buffer
+ // pass shared UBO and offset, return new offset for next item to be used
+ // don't process bindings if there are no uniform buffers allocated
+ if(uboView)
{
- if(texture && texture->IsNativeImage())
+ auto uboCount = reflection.GetUniformBlockCount();
+ mUniformBufferBindings.resize(uboCount);
+
+ std::vector<Graphics::UniformBufferBinding>* bindings{&mUniformBufferBindings};
+
+ mUniformBufferBindings[0].buffer = uboView->GetBuffer(&mUniformBufferBindings[0].offset);
+
+ // Write default uniforms
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *uboView, modelMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, viewMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, projectionMatrix);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, modelViewMatrix);
+
+ auto mvpUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX);
+ if(mvpUniformInfo && !mvpUniformInfo->name.empty())
{
- return true;
+ Matrix modelViewProjectionMatrix(false);
+ MatrixUtils::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+ WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
}
- }
- uint64_t hash = 0xc70f6907UL;
- const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
- for(const auto& uniformProperty : uniformMapNode)
- {
- hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
- }
+ auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+ if(normalUniformInfo && !normalUniformInfo->name.empty())
+ {
+ Matrix3 normalMatrix(modelViewMatrix);
+ normalMatrix.Invert();
+ normalMatrix.Transpose();
+ WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
+ }
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
- for(const auto& uniformProperty : uniformMap)
- {
- hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ Vector4 finalColor; ///< Applied renderer's opacity color
+ const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
+ if(mPremultipliedAlphaEnabled)
+ {
+ 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, nodeIndex);
+
+ // Write uSize in the end, as it shouldn't be overridable by dynamic properties.
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, size);
+
+ commandBuffer.BindUniformBuffers(*bindings);
}
+}
- if(mUniformsHash != hash)
+template<class T>
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
+{
+ if(uniformInfo && !uniformInfo->name.empty())
{
- mUniformsHash = hash;
+ WriteUniform(ubo, *uniformInfo, data);
return true;
}
-
return false;
}
-Graphics::UniquePtr<Graphics::Pipeline> Renderer::PrepareGraphicsPipeline(Program& program)
+template<class T>
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
{
- Graphics::InputAssemblyState inputAssemblyState{};
- Graphics::VertexInputState vertexInputState{};
- uint32_t bindingIndex{0u};
+ WriteUniform(ubo, uniformInfo, &data, sizeof(T));
+}
- if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
- {
- mAttributeLocations.Clear();
- mUpdateAttributeLocations = true;
- }
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+{
+ ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
+}
- uint32_t base = 0;
- for(auto&& vertexBuffer : mGeometry->GetVertexBuffers())
+void Renderer::FillUniformBuffer(Program& program,
+ const SceneGraph::RenderInstruction& instruction,
+ Render::UniformBufferView& ubo,
+ std::vector<Graphics::UniformBufferBinding>*& outBindings,
+ uint32_t& offset,
+ BufferIndex updateBufferIndex,
+ std::size_t nodeIndex)
+{
+ auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+ auto uboCount = reflection.GetUniformBlockCount();
+
+ // Setup bindings
+ uint32_t dataOffset = offset;
+ for(auto i = 0u; i < uboCount; ++i)
{
- const VertexBuffer::Format& vertexFormat = *vertexBuffer->GetFormat();
+ mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
+ mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i);
- vertexInputState.bufferBindings.emplace_back(vertexFormat.size, // stride
- Graphics::VertexInputRate::PER_VERTEX);
+ dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
+ mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
- const uint32_t attributeCount = vertexBuffer->GetAttributeCount();
- for(uint32_t i = 0; i < attributeCount; ++i)
+ for(auto iter = mUniformIndexMaps[nodeIndex].begin(),
+ end = mUniformIndexMaps[nodeIndex].end();
+ iter != end;
+ ++iter)
{
- if(mUpdateAttributeLocations)
+ auto& uniform = *iter;
+ int arrayIndex = uniform.arrayIndex;
+
+ if(!uniform.uniformFunc)
{
- auto attributeName = vertexBuffer->GetAttributeName(i);
- uint32_t index = program.RegisterCustomAttribute(attributeName);
- int32_t pLocation = program.GetCustomAttributeLocation(index);
- if(-1 == pLocation)
+ auto uniformInfo = Graphics::UniformInfo{};
+ auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
+ uniform.uniformNameHash,
+ uniform.uniformNameHashNoArray,
+ uniformInfo);
+
+ uniform.uniformOffset = uniformInfo.offset;
+ uniform.uniformLocation = uniformInfo.location;
+
+ if(uniformFound)
{
- DALI_LOG_WARNING("Attribute not found in the shader: %s\n", attributeName.GetCString());
+ 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 = GetPropertyValueGetter((*iter).propertyValue->GetType());
+
+ ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+ typeSize,
+ dest);
+
+ uniform.uniformSize = typeSize;
+ uniform.uniformFunc = func;
}
- mAttributeLocations.PushBack(pLocation);
}
+ else
+ {
+ auto dst = ubo.GetOffset() + uniform.uniformOffset;
+ const auto typeSize = uniform.uniformSize;
+ const auto dest = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+ const auto func = uniform.uniformFunc;
+
+ ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+ typeSize,
+ dest);
+ }
+ }
+ }
+ // write output bindings
+ outBindings = &mUniformBufferBindings;
+
+ // Update offset
+ offset = dataOffset;
+}
- uint32_t location = static_cast<uint32_t>(mAttributeLocations[base + i]);
+void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+{
+ sortAttributes.shader = &(mRenderDataProvider->GetShader());
+ sortAttributes.geometry = mGeometry;
+}
+
+void Renderer::SetShaderChanged(bool value)
+{
+ mShaderChanged = value;
+}
- vertexInputState.attributes.emplace_back(location,
- bindingIndex,
- vertexFormat.components[i].offset,
- GetPropertyVertexFormat(vertexFormat.components[i].type));
+bool Renderer::Updated(BufferIndex bufferIndex)
+{
+ if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged() || mRenderDataProvider->IsUpdated())
+ {
+ return true;
+ }
+
+ auto* textures = mRenderDataProvider->GetTextures();
+ if(textures)
+ {
+ for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
+ {
+ auto texture = *iter;
+ if(texture && texture->Updated())
+ {
+ return true;
+ }
}
- base += attributeCount;
- ++bindingIndex;
}
- mUpdateAttributeLocations = false;
+ return false;
+}
- // Get the topology
- inputAssemblyState.SetTopology(mGeometry->GetTopology());
+Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex bufferIndex, const Vector4& originalUpdateArea) const noexcept
+{
+ return mRenderDataProvider->GetVisualTransformedUpdateArea(bufferIndex, originalUpdateArea);
+}
+
+Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
+ Program& program,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ const SceneGraph::NodeDataProvider& node,
+ bool blend)
+{
+ // Prepare query info
+ PipelineCacheQueryInfo queryInfo{};
+ 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);
- // Create a new pipeline
- return mGraphicsController->CreatePipeline(
- Graphics::PipelineCreateInfo()
- .SetInputAssemblyState(&inputAssemblyState) // Passed as pointers - shallow copy will break. TOO C LIKE
- .SetVertexInputState(&vertexInputState),
- nullptr);
+ // should be never null?
+ return *pipelineResult.pipeline;
}
-} // namespace Render
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+ mRenderCallback = callback;
+}
-} // namespace Internal
+} // namespace Render
-} // namespace Dali
+} // namespace Dali::Internal