/*
- * Copyright (c) 2019 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/render/gl-resources/context.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/renderers/pipeline-cache.h>
#include <dali/internal/render/renderers/render-sampler.h>
-#include <dali/internal/render/shaders/scene-graph-shader.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/data-providers/node-data-provider.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 Dali::Internal
{
-
-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
- * @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::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
- program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
- }
+}
- loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
- if( Program::UNIFORM_UNKNOWN != loc )
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
+{
+ switch(type)
{
- gNormalMatrix = modelViewMatrix;
- gNormalMatrix.Invert();
- gNormalMatrix.Transpose();
- program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
- }
+ case Property::Type::BOOLEAN:
+ {
+ return sizeof(bool);
+ }
+ case Property::Type::FLOAT:
+ {
+ return sizeof(float);
+ }
+ case Property::Type::INTEGER:
+ {
+ return sizeof(int);
+ }
+ case Property::Type::VECTOR2:
+ {
+ return sizeof(Vector2);
+ }
+ case Property::Type::VECTOR3:
+ {
+ return sizeof(Vector3);
+ }
+ case Property::Type::VECTOR4:
+ {
+ return sizeof(Vector4);
+ }
+ case Property::Type::MATRIX3:
+ {
+ return sizeof(Matrix3);
+ }
+ case Property::Type::MATRIX:
+ {
+ return sizeof(Matrix);
+ }
+ default:
+ {
+ return 0;
+ }
+ };
}
+/**
+ * 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
+
namespace Render
{
-
-Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
- Render::Geometry* geometry,
- uint32_t blendingBitmask,
- const Vector4& blendColor,
- FaceCullingMode::Type faceCullingMode,
- bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode,
- DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters )
-{
- return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
- faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
- depthFunction, stencilParameters );
-}
-
-Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
- Render::Geometry* geometry,
- uint32_t blendingBitmask,
- const Vector4& blendColor,
- FaceCullingMode::Type faceCullingMode,
- bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode,
- DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters )
-: mRenderDataProvider( dataProvider ),
- mContext( NULL),
- mGeometry( geometry ),
- mUniformIndexMap(),
- mAttributesLocation(),
- mStencilParameters( stencilParameters ),
+Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters)
+{
+ return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+}
+
+Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters)
+: mGraphicsController(nullptr),
+ mRenderDataProvider(dataProvider),
+ mGeometry(geometry),
+ mProgramCache(nullptr),
+ mStencilParameters(stencilParameters),
mBlendingOptions(),
- mIndexedDrawFirstElement( 0 ),
- mIndexedDrawElementsCount( 0 ),
- mDepthFunction( depthFunction ),
- mFaceCullingMode( faceCullingMode ),
- mDepthWriteMode( depthWriteMode ),
- mDepthTestMode( depthTestMode ),
- mUpdateAttributesLocation( true ),
- mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
-{
- if( blendingBitmask != 0u )
+ mIndexedDrawFirstElement(0),
+ mIndexedDrawElementsCount(0),
+ mDepthFunction(depthFunction),
+ mFaceCullingMode(faceCullingMode),
+ mDepthWriteMode(depthWriteMode),
+ mDepthTestMode(depthTestMode),
+ mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
+ mShaderChanged(false),
+ mUpdated(true)
+{
+ if(blendingBitmask != 0u)
{
- mBlendingOptions.SetBitmask( blendingBitmask );
+ mBlendingOptions.SetBitmask(blendingBitmask);
}
- mBlendingOptions.SetBlendColor( blendColor );
+ mBlendingOptions.SetBlendColor(blendColor);
}
-void Renderer::Initialize( Context& context )
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
{
- mContext = &context;
+ mGraphicsController = &graphicsController;
+ mProgramCache = &programCache;
+ mShaderCache = &shaderCache;
+ mUniformBufferManager = &uniformBufferManager;
+ mPipelineCache = &pipelineCache;
}
-Renderer::~Renderer()
-{
-}
+Renderer::~Renderer() = default;
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::SetGeometry(Render::Geometry* geometry)
{
mGeometry = geometry;
- mUpdateAttributesLocation = true;
+ mUpdated = true;
}
-
-void Renderer::SetBlending( Context& context, bool blend )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
- 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
- context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
- mBlendingOptions.GetBlendEquationAlpha() );
- }
+ mDrawCommands.clear();
+ mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
}
-void Renderer::GlContextDestroyed()
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
{
- mGeometry->GlContextDestroyed();
-}
-
-void Renderer::GlCleanup()
-{
-}
+ uint32_t textureUnit = 0;
-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 Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ std::vector<Graphics::TextureBinding> textureBindings;
- if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
- node.GetUniformMapChanged(bufferIndex) ||
- mUniformIndexMap.Count() == 0)
+ if(textures != nullptr)
{
- 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 );
+ const std::uint32_t texturesCount(static_cast<std::uint32_t>(textures->Count()));
+ textureBindings.reserve(texturesCount);
- uint32_t mapIndex = 0;
- for(; mapIndex < uniformMap.Count() ; ++mapIndex )
+ for(uint32_t i = 0; i < texturesCount; ++i) // not expecting more than uint32_t of textures
{
- 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((*textures)[i] && (*textures)[i]->GetGraphicsObject())
{
- if( mUniformIndexMap[i].uniformIndex == uniformIndex )
- {
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
- found = true;
- break;
- }
- }
+ Graphics::Texture* graphicsTexture = (*textures)[i]->GetGraphicsObject();
+ // if the sampler exists,
+ // if it's default, delete the graphics object
+ // otherwise re-initialize it if dirty
- if( !found )
- {
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
- mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
- ++mapIndex;
- }
- }
+ const Graphics::Sampler* graphicsSampler = samplers ? ((*samplers)[i] ? (*samplers)[i]->GetGraphicsObject()
+ : nullptr)
+ : nullptr;
- 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;
- }
+ boundTextures.PushBack(graphicsTexture);
+ const Graphics::TextureBinding textureBinding{graphicsTexture, graphicsSampler, textureUnit};
+ textureBindings.push_back(textureBinding);
- 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;
+ ++textureUnit;
}
}
}
-}
-bool Renderer::BindTextures( Context& context, Program& program )
-{
- 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( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
+ if(!textureBindings.empty())
{
- if( textures[i] )
- {
- result = textures[i]->Bind(context, textureUnit, samplers[i] );
- if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
- {
- program.SetUniform1i( uniformLocation, textureUnit );
- ++textureUnit;
- }
- }
+ commandBuffer.BindTextures(textureBindings);
}
-
- return result;
}
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
{
- mFaceCullingMode = mode;
+ mFaceCullingMode = mode;
+ mUpdated = true;
}
-void Renderer::SetBlendingBitMask( uint32_t bitmask )
+void Renderer::SetBlendingBitMask(uint32_t bitmask)
{
- mBlendingOptions.SetBitmask( bitmask );
+ mBlendingOptions.SetBitmask(bitmask);
+ mUpdated = true;
}
-void Renderer::SetBlendColor( const Vector4& color )
+void Renderer::SetBlendColor(const Vector4& color)
{
- mBlendingOptions.SetBlendColor( color );
+ mBlendingOptions.SetBlendColor(color);
+ mUpdated = true;
}
-void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
{
mIndexedDrawFirstElement = firstElement;
+ mUpdated = true;
}
-void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
{
mIndexedDrawElementsCount = elementsCount;
+ mUpdated = true;
}
-void Renderer::EnablePreMultipliedAlpha( bool enable )
+void Renderer::EnablePreMultipliedAlpha(bool enable)
{
- mPremultipledAlphaEnabled = enable;
+ mPremultipliedAlphaEnabled = enable;
+ mUpdated = true;
}
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
{
mDepthWriteMode = depthWriteMode;
+ mUpdated = true;
}
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
{
mDepthTestMode = depthTestMode;
+ mUpdated = true;
}
DepthWriteMode::Type Renderer::GetDepthWriteMode() const
return mDepthTestMode;
}
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
{
mDepthFunction = depthFunction;
+ mUpdated = true;
}
DepthFunction::Type Renderer::GetDepthFunction() const
return mDepthFunction;
}
-void Renderer::SetRenderMode( RenderMode::Type renderMode )
+void Renderer::SetRenderMode(RenderMode::Type renderMode)
{
mStencilParameters.renderMode = renderMode;
+ mUpdated = true;
}
RenderMode::Type Renderer::GetRenderMode() const
return mStencilParameters.renderMode;
}
-void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
{
mStencilParameters.stencilFunction = stencilFunction;
+ mUpdated = true;
}
StencilFunction::Type Renderer::GetStencilFunction() const
return mStencilParameters.stencilFunction;
}
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
{
mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mUpdated = true;
}
int Renderer::GetStencilFunctionMask() const
return mStencilParameters.stencilFunctionMask;
}
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
{
mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+ mUpdated = true;
}
int Renderer::GetStencilFunctionReference() const
return mStencilParameters.stencilFunctionReference;
}
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
{
mStencilParameters.stencilMask = stencilMask;
+ mUpdated = true;
}
int Renderer::GetStencilMask() const
return mStencilParameters.stencilMask;
}
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
{
mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnFail() const
return mStencilParameters.stencilOperationOnFail;
}
-void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
{
mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
return mStencilParameters.stencilOperationOnZFail;
}
-void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
{
mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+ mUpdated = true;
}
StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
return mStencilParameters.stencilOperationOnZPass;
}
-void Renderer::Upload( Context& context )
+void Renderer::Upload()
{
- mGeometry->Upload( context );
+ mGeometry->Upload(*mGraphicsController);
}
-void Renderer::Render( Context& context,
- BufferIndex bufferIndex,
- const SceneGraph::NodeDataProvider& node,
- const Matrix& modelMatrix,
- const Matrix& modelViewMatrix,
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Vector3& size,
- bool blend )
+bool Renderer::Render(Graphics::CommandBuffer& commandBuffer,
+ BufferIndex bufferIndex,
+ const SceneGraph::NodeDataProvider& node,
+ const Matrix& modelMatrix,
+ const Matrix& modelViewMatrix,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Vector3& size,
+ bool blend,
+ Vector<Graphics::Texture*>& boundTextures,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ uint32_t queueIndex)
{
- // Get the program to use:
- Program* program = mRenderDataProvider->GetShader().GetProgram();
- if( !program )
+ // Before doing anything test if the call happens in the right queue
+ if(mDrawCommands.empty() && queueIndex > 0)
{
- DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
- return;
+ return false;
}
- //Set cull face mode
- context.CullFace( mFaceCullingMode );
+ // Check if there is render callback
+ if(mRenderCallback)
+ {
+ Graphics::DrawNativeInfo info{};
+ info.api = Graphics::DrawNativeAPI::GLES;
+ info.callback = &static_cast<Dali::CallbackBase&>(*mRenderCallback);
+ info.userData = &mRenderCallbackInput;
+ info.reserved = nullptr;
+
+ // pass render callback input
+ mRenderCallbackInput.size = size;
+ mRenderCallbackInput.projection = projectionMatrix;
+ Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+
+ // submit draw
+ commandBuffer.DrawNative(&info);
+ return true;
+ }
- //Set blending mode
- SetBlending( context, blend );
+ // Prepare commands
+ std::vector<DevelRenderer::DrawCommand*> commands;
+ for(auto& cmd : mDrawCommands)
+ {
+ if(cmd.queue == queueIndex)
+ {
+ commands.emplace_back(&cmd);
+ }
+ }
- // Take the program into use so we can send uniforms to it
- program->Use();
+ // Have commands but nothing to be drawn - abort
+ if(!mDrawCommands.empty() && commands.empty())
+ {
+ return false;
+ }
- if( DALI_LIKELY( BindTextures( context, *program ) ) )
+ // Set blending mode
+ if(!mDrawCommands.empty())
{
- // Only set up and draw if we have textures and they are all valid
+ blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
+ }
- // set projection and view matrix if program has not yet received them yet this frame
- SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+ // Create Program
+ ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
- // set color uniform
- GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
- if( Program::UNIFORM_UNKNOWN != loc )
+ Program* program = Program::New(*mProgramCache,
+ shaderData,
+ *mGraphicsController);
+ if(!program)
+ {
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const void*>(&mRenderDataProvider->GetShader()));
+ return false;
+ }
+
+ // 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);
+
+ int nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
+
+ 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())
+ {
+ drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ }
+ else
+ {
+ for(auto& cmd : commands)
{
- const Vector4& color = node.GetRenderColor( bufferIndex );
- if( mPremultipledAlphaEnabled )
+ mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+ }
+ }
+
+ mUpdated = false;
+ return drawn;
+}
+
+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();
+
+ 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 uint32_t mapCount = uniformMap.Count();
+ const uint32_t mapNodeCount = uniformMapNode.Count();
+
+ 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 < mapCount; ++mapIndex)
+ {
+ 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 < mapNodeCount; ++nodeMapIndex)
+ {
+ auto hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+ auto& name = uniformMapNode[nodeMapIndex].uniformName;
+ bool found(false);
+ for(uint32_t i = 0; i < mapCount; ++i)
{
- float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
- program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
+ if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash &&
+ mUniformIndexMaps[renderItemMapIndex][i].uniformName == name)
+ {
+ mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ found = true;
+ break;
+ }
}
- else
+
+ if(!found)
{
- program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
+ 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;
}
}
- SetUniforms( bufferIndex, node, size, *program );
+ mUniformIndexMaps[renderItemMapIndex].resize(mapIndex);
+ }
+ return renderItemMapIndex;
+}
+
+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,
+ int nodeIndex)
+{
+ // Create the UBO
+ uint32_t uboOffset{0u};
+
+ auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+
+ uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
+
+ // Create uniform buffer view from uniform buffer
+ Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+ if(uniformBlockAllocationBytes)
+ {
+ auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
+ uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
+ }
+
+ // 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)
+ {
+ 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())
+ {
+ Matrix modelViewProjectionMatrix(false);
+ Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+ WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
+ }
+
+ auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+ if(normalUniformInfo && !normalUniformInfo->name.empty())
+ {
+ Matrix3 normalMatrix(modelViewMatrix);
+ normalMatrix.Invert();
+ normalMatrix.Transpose();
+ WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
+ }
- if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
+ Vector4 finalColor; ///< Applied renderer's opacity color
+ const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
+ if(mPremultipliedAlphaEnabled)
{
- mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
- mUpdateAttributesLocation = false;
+ 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);
- mGeometry->Draw( context,
- bufferIndex,
- mAttributesLocation,
- mIndexedDrawFirstElement,
- mIndexedDrawElementsCount );
+ // 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);
+ }
+}
+
+template<class T>
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
+{
+ if(uniformInfo && !uniformInfo->name.empty())
+ {
+ WriteUniform(ubo, *uniformInfo, data);
+ return true;
}
+ return false;
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex,
- SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+template<class T>
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
{
- sortAttributes.shader = &( mRenderDataProvider->GetShader() );
+ WriteUniform(ubo, uniformInfo, &data, sizeof(T));
+}
+
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+{
+ ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
+}
+
+void Renderer::FillUniformBuffer(Program& program,
+ const SceneGraph::RenderInstruction& instruction,
+ Render::UniformBufferView& ubo,
+ std::vector<Graphics::UniformBufferBinding>*& outBindings,
+ uint32_t& offset,
+ BufferIndex updateBufferIndex,
+ int nodeIndex)
+{
+ auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+ auto uboCount = reflection.GetUniformBlockCount();
+
+ // Setup bindings
+ uint32_t dataOffset = offset;
+ for(auto i = 0u; i < uboCount; ++i)
+ {
+ mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
+ mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i);
+
+ dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
+ mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
+
+ for(auto iter = mUniformIndexMaps[nodeIndex].begin(),
+ end = mUniformIndexMaps[nodeIndex].end();
+ iter != end;
+ ++iter)
+ {
+ auto& uniform = *iter;
+ int arrayIndex = uniform.arrayIndex;
+
+ if(!uniform.uniformFunc)
+ {
+ 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)
+ {
+ 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;
+ }
+ }
+ 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;
+}
+
+void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+{
+ sortAttributes.shader = &(mRenderDataProvider->GetShader());
sortAttributes.geometry = mGeometry;
}
-} // namespace SceneGraph
+void Renderer::SetShaderChanged(bool value)
+{
+ mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+ if(mUpdated)
+ {
+ mUpdated = false;
+ return true;
+ }
+
+ if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged())
+ {
+ 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->IsNativeImage())
+ {
+ 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;
+}
+
+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;
+ 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);
+
+ // should be never null?
+ return *pipelineResult.pipeline;
+}
+
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+ mRenderCallback = callback;
+}
-} // namespace Internal
+} // namespace Render
-} // namespace Dali
+} // namespace Dali::Internal