#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>
mDepthWriteMode(depthWriteMode),
mDepthTestMode(depthTestMode),
mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
- mShaderChanged(false),
- mUpdated(true)
+ mShaderChanged(false)
{
if(blendingBitmask != 0u)
{
void Renderer::SetGeometry(Render::Geometry* geometry)
{
mGeometry = geometry;
- mUpdated = true;
}
void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
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)
{
mPremultipliedAlphaEnabled = 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
// 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;
- info.reserved = nullptr;
+ 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;
- Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+ mRenderCallbackInput->size = size;
+ mRenderCallbackInput->projection = projectionMatrix;
+
+ MatrixUtils::Multiply(mRenderCallbackInput->mvp, modelViewMatrix, projectionMatrix);
// submit draw
commandBuffer.DrawNative(&info);
BindTextures(commandBuffer, boundTextures);
- int nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
+ std::size_t nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size, nodeIndex);
}
}
- mUpdated = false;
return drawn;
}
-int Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+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");
// 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).
- const void* nodePtr = static_cast<const void*>(&node);
- auto iter = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; });
+ // 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; });
- int renderItemMapIndex;
+ std::size_t renderItemMapIndex;
if(iter == mNodeIndexMap.end())
{
renderItemMapIndex = mUniformIndexMaps.size();
RenderItemLookup renderItemLookup;
- renderItemLookup.node = &node;
+ renderItemLookup.node = nodePtr;
renderItemLookup.index = renderItemMapIndex;
- renderItemLookup.nodeChangeCounter = uniformMapNode.GetChangeCounter();
- renderItemLookup.renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+ renderItemLookup.nodeChangeCounter = nodeChangeCounter;
+ renderItemLookup.renderItemMapChangeCounter = renderItemMapChangeCounter;
mNodeIndexMap.emplace_back(renderItemLookup);
updateMaps = true;
{
renderItemMapIndex = iter->index;
- updateMaps = (uniformMapNode.GetChangeCounter() != iter->nodeChangeCounter) ||
- (uniformMap.GetChangeCounter() != iter->renderItemMapChangeCounter) ||
+ updateMaps = (nodeChangeCounter != iter->nodeChangeCounter) ||
+ (renderItemMapChangeCounter != iter->renderItemMapChangeCounter) ||
(mUniformIndexMaps[renderItemMapIndex].size() == 0);
- iter->nodeChangeCounter = uniformMapNode.GetChangeCounter();
- iter->renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+ iter->nodeChangeCounter = nodeChangeCounter;
+ iter->renderItemMapChangeCounter = renderItemMapChangeCounter;
}
if(updateMaps || mShaderChanged)
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
const Vector3& size,
- int nodeIndex)
+ std::size_t nodeIndex)
{
// Create the UBO
uint32_t uboOffset{0u};
if(mvpUniformInfo && !mvpUniformInfo->name.empty())
{
Matrix modelViewProjectionMatrix(false);
- Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+ MatrixUtils::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
}
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
BufferIndex updateBufferIndex,
- int nodeIndex)
+ std::size_t nodeIndex)
{
auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
auto uboCount = reflection.GetUniformBlockCount();
mShaderChanged = value;
}
-bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+bool Renderer::Updated(BufferIndex bufferIndex)
{
- if(mUpdated)
- {
- mUpdated = false;
- return true;
- }
-
- if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged())
+ if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged() || mRenderDataProvider->IsUpdated())
{
return true;
}
for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
{
auto texture = *iter;
- if(texture && texture->IsNativeImage())
+ if(texture && texture->Updated())
{
return true;
}
}
}
-
- // Hash the property values. If the values are different, then rendering is required.
- uint64_t hash = 0xc70f6907UL;
- const SceneGraph::UniformMap& uniformMapNode = node->GetNodeUniformMap();
- for(uint32_t i = 0u, count = uniformMapNode.Count(); i < count; ++i)
- {
- hash = uniformMapNode[i].propertyPtr->Hash(bufferIndex, hash);
- }
-
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
- const SceneGraph::CollectedUniformMap& collectedUniformMap = uniformMapDataProvider.GetCollectedUniformMap();
- for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
- {
- hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(bufferIndex, hash);
- }
-
- if(mUniformsHash != hash)
- {
- mUniformsHash = hash;
- return true;
- }
-
return false;
}
+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)
{
- if(mGeometry->AttributesChanged())
- {
- mUpdated = true;
- }
-
// Prepare query info
PipelineCacheQueryInfo queryInfo{};
queryInfo.program = &program;