Use stack variable instead of global when computing matrix
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 2a93574..e3f1684 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 // CLASS HEADER
 #include <dali/internal/render/renderers/render-renderer.h>
 
-
 // INTERNAL INCLUDES
 #include <dali/internal/common/image-sampler.h>
 #include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/renderers/render-sampler.h>
 #include <dali/internal/render/shaders/scene-graph-shader.h>
 #include <dali/internal/render/shaders/program.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/render/data-providers/uniform-name-cache.h>
-#include <dali/internal/render/gl-resources/texture.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/public-api/actors/blending.h>
 
 namespace Dali
 {
@@ -39,8 +35,6 @@ 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
@@ -90,17 +84,19 @@ inline void SetMatrices( Program& program,
   loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
   if( Program::UNIFORM_UNKNOWN != loc )
   {
-    Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
-    program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
+    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 )
   {
-    gNormalMatrix = modelViewMatrix;
-    gNormalMatrix.Invert();
-    gNormalMatrix.Transpose();
-    program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+    Matrix3 normalMatrix;
+    normalMatrix = modelViewMatrix;
+    normalMatrix.Invert();
+    normalMatrix.Transpose();
+    program.SetUniformMatrix3fv( loc, 1, normalMatrix.AsFloat() );
   }
 }
 
@@ -110,76 +106,71 @@ namespace Render
 {
 
 Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
-                         SceneGraph::RenderGeometry* renderGeometry,
-                         unsigned int blendingBitmask,
-                         const Vector4* blendColor,
-                         Dali::Renderer::FaceCullingMode faceCullingMode,
-                         bool preMultipliedAlphaEnabled )
+                         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, renderGeometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled );
+  return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
+                       faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
+                       depthFunction, stencilParameters );
 }
 
 Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
-                    SceneGraph::RenderGeometry* renderGeometry,
-                    unsigned int blendingBitmask,
-                    const Vector4* blendColor,
-                    Dali::Renderer::FaceCullingMode faceCullingMode,
-                    bool preMultipliedAlphaEnabled)
+                    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),
-  mTextureCache( NULL ),
-  mUniformNameCache( NULL ),
-  mRenderGeometry( renderGeometry ),
+  mContext( NULL),
+  mGeometry( geometry ),
   mUniformIndexMap(),
   mAttributesLocation(),
+  mStencilParameters( stencilParameters ),
   mBlendingOptions(),
-  mFaceCullingMode( faceCullingMode  ),
-  mSamplerBitfield( ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) ),
+  mIndexedDrawFirstElement( 0 ),
+  mIndexedDrawElementsCount( 0 ),
+  mDepthFunction( depthFunction ),
+  mFaceCullingMode( faceCullingMode ),
+  mDepthWriteMode( depthWriteMode ),
+  mDepthTestMode( depthTestMode ),
   mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
+  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
+  mShaderChanged( false )
 {
-  if(  blendingBitmask != 0u )
+  if( blendingBitmask != 0u )
   {
     mBlendingOptions.SetBitmask( blendingBitmask );
   }
 
-  if( blendColor )
-  {
-    mBlendingOptions.SetBlendColor( *blendColor );
-  }
+  mBlendingOptions.SetBlendColor( blendColor );
 }
 
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache )
+void Renderer::Initialize( Context& context )
 {
   mContext = &context;
-  mTextureCache = &textureCache;
-  mUniformNameCache = &uniformNameCache;
 }
 
 Renderer::~Renderer()
 {
 }
 
-void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
-{
-  mRenderDataProvider = dataProvider;
-  mUpdateAttributesLocation = true;
-}
-
-void Renderer::SetGeometry( SceneGraph::RenderGeometry* renderGeometry )
+void Renderer::SetGeometry( Render::Geometry* geometry )
 {
-  mRenderGeometry = renderGeometry;
+  mGeometry = geometry;
   mUpdateAttributesLocation = true;
 }
 
-// Note - this is currently called from UpdateThread, PrepareRenderInstructions,
-// as an optimisation.
-// @todo MESH_REWORK Should use Update thread objects only in PrepareRenderInstructions.
-bool Renderer::RequiresDepthTest() const
-{
-  return mRenderGeometry->RequiresDepthTest();
-}
-
 void Renderer::SetBlending( Context& context, bool blend )
 {
   context.SetBlend( blend );
@@ -210,7 +201,7 @@ void Renderer::SetBlending( Context& context, bool blend )
 
 void Renderer::GlContextDestroyed()
 {
-  mRenderGeometry->GlContextDestroyed();
+  mGeometry->GlContextDestroyed();
 }
 
 void Renderer::GlCleanup()
@@ -225,27 +216,32 @@ void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataP
   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
 
   if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
-      node.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 );
 
-    unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
+    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 );
 
-    unsigned int mapIndex(0);
+    uint32_t mapIndex = 0;
     for(; mapIndex < uniformMap.Count() ; ++mapIndex )
     {
       mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
       mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
     }
 
-    for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+    for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
     {
-      unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
+      uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
       bool found(false);
-      for( unsigned int i(0); i<uniformMap.Count(); ++i )
+      for( uint32_t i = 0; i<uniformMap.Count(); ++i )
       {
         if( mUniformIndexMap[i].uniformIndex == uniformIndex )
         {
@@ -351,74 +347,54 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( SceneGraph::TextureCache& textureCache, Program& program )
+bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
 {
-  int textureUnit = 0;
+  uint32_t textureUnit = 0;
   bool result = true;
 
-  std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
-  for( size_t i(0); result && i<textures.size(); ++i )
+  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
   {
-    ResourceId textureId = textures[i].GetTextureId();
-    Internal::Texture* texture = textureCache.GetTexture( textureId );
-    if( texture )
+    if( textures[i] )
     {
-      result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
-
-      if( result )
+      result = textures[i]->Bind(context, textureUnit, samplers[i] );
+      boundTextures.PushBack( textures[i]->GetId() );
+      if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
       {
-        Render::Texture& textureMapping = textures[i];
-        // Set sampler uniform location for the texture
-        int32_t uniqueIndex = textureMapping.GetUniformUniqueIndex();
-        if( Render::Texture::NOT_INITIALIZED == uniqueIndex )
-        {
-          uniqueIndex = mUniformNameCache->GetSamplerUniformUniqueIndex( textureMapping.GetUniformName() );
-          textureMapping.SetUniformUniqueIndex( uniqueIndex );
-        }
-        GLint uniformLocation = program.GetSamplerUniformLocation( uniqueIndex, textureMapping.GetUniformName() );
-        if( Program::UNIFORM_UNKNOWN != uniformLocation )
-        {
-          program.SetUniform1i( uniformLocation, textureUnit );
-        }
-
-        unsigned int samplerBitfield(0);
-        const Render::Sampler* sampler( textureMapping.GetSampler() );
-        if( sampler )
-        {
-          samplerBitfield = ImageSampler::PackBitfield(
-            static_cast< FilterMode::Type >(sampler->GetMinifyFilterMode()),
-            static_cast< FilterMode::Type >(sampler->GetMagnifyFilterMode()),
-            static_cast< WrapMode::Type >(sampler->GetUWrapMode()),
-            static_cast< WrapMode::Type >(sampler->GetVWrapMode())
-                                                       );
-        }
-        else
-        {
-          samplerBitfield = ImageSampler::DEFAULT_BITFIELD;
-        }
-
-        texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield );
-
+        program.SetUniform1i( uniformLocation, textureUnit );
         ++textureUnit;
       }
     }
   }
+
   return result;
 }
 
-void Renderer::SetFaceCullingMode( Dali::Renderer::FaceCullingMode mode )
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
 {
   mFaceCullingMode =  mode;
 }
 
-void Renderer::SetBlendingBitMask( unsigned int bitmask )
+void Renderer::SetBlendingBitMask( uint32_t bitmask )
 {
   mBlendingOptions.SetBitmask( bitmask );
 }
 
-void Renderer::SetBlendColor( const Vector4* color )
+void Renderer::SetBlendColor( const Vector4& color )
+{
+  mBlendingOptions.SetBlendColor( color );
+}
+
+void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+{
+  mIndexedDrawFirstElement = firstElement;
+}
+
+void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
 {
-  mBlendingOptions.SetBlendColor( *color );
+  mIndexedDrawElementsCount = elementsCount;
 }
 
 void Renderer::EnablePreMultipliedAlpha( bool enable )
@@ -426,34 +402,138 @@ void Renderer::EnablePreMultipliedAlpha( bool enable )
   mPremultipledAlphaEnabled = enable;
 }
 
-void Renderer::SetSampler( unsigned int samplerBitfield )
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+{
+  mDepthWriteMode = depthWriteMode;
+}
+
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+{
+  mDepthTestMode = depthTestMode;
+}
+
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
+{
+  return mDepthWriteMode;
+}
+
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+  return mDepthTestMode;
+}
+
+void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+{
+  mDepthFunction = depthFunction;
+}
+
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+  return mDepthFunction;
+}
+
+void Renderer::SetRenderMode( RenderMode::Type renderMode )
+{
+  mStencilParameters.renderMode = renderMode;
+}
+
+RenderMode::Type Renderer::GetRenderMode() const
+{
+  return mStencilParameters.renderMode;
+}
+
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+  mStencilParameters.stencilFunction = stencilFunction;
+}
+
+StencilFunction::Type Renderer::GetStencilFunction() const
+{
+  return mStencilParameters.stencilFunction;
+}
+
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+  mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+}
+
+int Renderer::GetStencilFunctionMask() const
+{
+  return mStencilParameters.stencilFunctionMask;
+}
+
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+  mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+}
+
+int Renderer::GetStencilFunctionReference() const
+{
+  return mStencilParameters.stencilFunctionReference;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+  mStencilParameters.stencilMask = stencilMask;
+}
+
+int Renderer::GetStencilMask() const
+{
+  return mStencilParameters.stencilMask;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
 {
-  mSamplerBitfield = samplerBitfield;
+  mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnFail() const
+{
+  return mStencilParameters.stencilOperationOnFail;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+  mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
+{
+  return mStencilParameters.stencilOperationOnZFail;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+  mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
+{
+  return mStencilParameters.stencilOperationOnZPass;
+}
+
+void Renderer::Upload( Context& context )
+{
+  mGeometry->Upload( context );
 }
 
 void Renderer::Render( Context& context,
-                       SceneGraph::TextureCache& textureCache,
                        BufferIndex bufferIndex,
                        const SceneGraph::NodeDataProvider& node,
-                       SceneGraph::Shader& defaultShader,
+                       const Matrix& modelMatrix,
                        const Matrix& modelViewMatrix,
                        const Matrix& viewMatrix,
                        const Matrix& projectionMatrix,
                        const Vector3& size,
-                       bool blend )
+                       bool blend,
+                       Vector<GLuint>& boundTextures )
 {
   // Get the program to use:
   Program* program = mRenderDataProvider->GetShader().GetProgram();
   if( !program )
   {
-    // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
-    program = defaultShader.GetProgram();
-    DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
-    if( !program )
-    {
-      DALI_LOG_ERROR( "Failed to get program for shader at address %p.", (void*)&mRenderDataProvider->GetShader() );
-      return;
-    }
+    DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
+    return;
   }
 
   //Set cull face  mode
@@ -465,12 +545,12 @@ void Renderer::Render( Context& context,
   // Take the program into use so we can send uniforms to it
   program->Use();
 
-  if( DALI_LIKELY( BindTextures( textureCache, *program ) ) )
+  if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) )
   {
     // Only set up and draw if we have textures and they are all valid
 
     // set projection and view matrix if program has not yet received them yet this frame
-    SetMatrices( *program, node.GetModelMatrix( bufferIndex ), viewMatrix, projectionMatrix, modelViewMatrix );
+    SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
 
     // set color uniform
     GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
@@ -479,40 +559,41 @@ void Renderer::Render( Context& context,
       const Vector4& color = node.GetRenderColor( bufferIndex );
       if( mPremultipledAlphaEnabled )
       {
-        program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+        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 );
+        program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
       }
     }
 
-  SetUniforms( bufferIndex, node, size, *program );
+    SetUniforms( bufferIndex, node, size, *program );
 
-    if( mUpdateAttributesLocation || mRenderGeometry->AttributesChanged() )
+    if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
     {
-      mRenderGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
+      mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
       mUpdateAttributesLocation = false;
     }
 
-    mRenderGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation );
+    mGeometry->Draw( context,
+                     bufferIndex,
+                     mAttributesLocation,
+                     mIndexedDrawFirstElement,
+                     mIndexedDrawElementsCount );
   }
 }
 
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes( BufferIndex bufferIndex,
+                                  SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
 {
   sortAttributes.shader = &( mRenderDataProvider->GetShader() );
-  const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
-  if( !textures.empty() )
-  {
-    sortAttributes.textureResourceId = textures[0].GetTextureId();
-  }
-  else
-  {
-    sortAttributes.textureResourceId = Integration::InvalidResourceId;
-  }
+  sortAttributes.geometry = mGeometry;
+}
 
-  sortAttributes.geometry = mRenderGeometry;
+void Renderer::SetShaderChanged( bool value )
+{
+  mShaderChanged = value;
 }
 
 } // namespace SceneGraph