mRenderDataProvider(dataProvider),
mGeometry(geometry),
mProgramCache(nullptr),
- mUniformIndexMap(),
- mUniformsHash(),
mStencilParameters(stencilParameters),
mBlendingOptions(),
mIndexedDrawFirstElement(0),
BindTextures(commandBuffer, boundTextures);
- BuildUniformIndexMap(bufferIndex, node, size, *program);
+ int nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
- WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
+ 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
return drawn;
}
-void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+int 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();
- if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
- node.GetUniformMapChanged(bufferIndex) ||
- mUniformIndexMap.Count() == 0 ||
- mShaderChanged)
+ bool updateMaps;
+
+ // 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; });
+
+ int renderItemMapIndex;
+ if(iter == mNodeIndexMap.end())
+ {
+ renderItemMapIndex = mUniformIndexMaps.size();
+ RenderItemLookup renderItemLookup;
+ renderItemLookup.node = &node;
+ renderItemLookup.index = renderItemMapIndex;
+ renderItemLookup.nodeChangeCounter = uniformMapNode.GetChangeCounter();
+ renderItemLookup.renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+ mNodeIndexMap.emplace_back(renderItemLookup);
+
+ updateMaps = true;
+ mUniformIndexMaps.resize(mUniformIndexMaps.size() + 1);
+ }
+ else
+ {
+ renderItemMapIndex = iter->index;
+
+ updateMaps = (uniformMapNode.GetChangeCounter() != iter->nodeChangeCounter) ||
+ (uniformMap.GetChangeCounter() != iter->renderItemMapChangeCounter) ||
+ (mUniformIndexMaps[renderItemMapIndex].size() == 0);
+
+ iter->nodeChangeCounter = uniformMapNode.GetChangeCounter();
+ iter->renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+ }
+
+ if(updateMaps || mShaderChanged)
{
// Reset shader pointer
mShaderChanged = false;
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
- const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
+ const uint32_t mapCount = uniformMap.Count();
+ const uint32_t mapNodeCount = uniformMapNode.Count();
- auto 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);
+ mUniformIndexMaps[renderItemMapIndex].clear(); // Clear contents, but keep memory if we don't change size
+ mUniformIndexMaps[renderItemMapIndex].resize(mapCount + mapNodeCount);
// Copy uniform map into mUniformIndexMap
uint32_t mapIndex = 0;
- for(; mapIndex < uniformMap.Count(); ++mapIndex)
+ for(; mapIndex < mapCount; ++mapIndex)
{
- mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformName = uniformMap[mapIndex].uniformName;
- mUniformIndexMap[mapIndex].uniformNameHash = uniformMap[mapIndex].uniformNameHash;
- mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
- mUniformIndexMap[mapIndex].arrayIndex = uniformMap[mapIndex].arrayIndex;
+ 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;
}
- for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
+ for(uint32_t nodeMapIndex = 0; nodeMapIndex < mapNodeCount; ++nodeMapIndex)
{
auto hash = uniformMapNode[nodeMapIndex].uniformNameHash;
auto& name = uniformMapNode[nodeMapIndex].uniformName;
bool found(false);
- for(uint32_t i = 0; i < uniformMap.Count(); ++i)
+ for(uint32_t i = 0; i < mapCount; ++i)
{
- if(mUniformIndexMap[i].uniformNameHash == hash &&
- mUniformIndexMap[i].uniformName == name)
+ if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash &&
+ mUniformIndexMaps[renderItemMapIndex][i].uniformName == name)
{
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- found = true;
+ mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ found = true;
break;
}
}
if(!found)
{
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName;
- mUniformIndexMap[mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash;
- mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
- mUniformIndexMap[mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex;
+ 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;
}
}
- mUniformIndexMap.Resize(mapIndex);
+ mUniformIndexMaps[renderItemMapIndex].resize(mapIndex);
}
+ return renderItemMapIndex;
}
void Renderer::WriteUniformBuffer(
const Matrix& modelViewMatrix,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
- const Vector3& size)
+ const Vector3& size,
+ int nodeIndex)
{
// Create the UBO
uint32_t uboOffset{0u};
if(uniformBlockAllocationBytes)
{
auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
-
- uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
+ uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
}
// update the uniform buffer
WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color);
// Write uniforms from the uniform map
- FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex);
+ 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);
Render::UniformBufferView& ubo,
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
- BufferIndex updateBufferIndex)
+ BufferIndex updateBufferIndex,
+ int nodeIndex)
{
auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
auto uboCount = reflection.GetUniformBlockCount();
dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
- for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
- end = mUniformIndexMap.End();
+ for(auto iter = mUniformIndexMaps[nodeIndex].begin(),
+ end = mUniformIndexMaps[nodeIndex].end();
iter != end;
++iter)
{
if(!uniform.uniformFunc)
{
auto uniformInfo = Graphics::UniformInfo{};
- auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(),
+ auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
uniform.uniformNameHash,
uniform.uniformNameHashNoArray,
uniformInfo);
}
}
- uint64_t hash = 0xc70f6907UL;
- const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
- for(const auto& uniformProperty : uniformMapNode)
+ // 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 = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ hash = uniformMapNode[i].propertyPtr->Hash(bufferIndex, hash);
}
const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
- for(const auto& uniformProperty : uniformMap)
+ const SceneGraph::CollectedUniformMap& collectedUniformMap = uniformMapDataProvider.GetCollectedUniformMap();
+ for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
{
- hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(bufferIndex, hash);
}
if(mUniformsHash != hash)