#define DALI_INTERNAL_RENDER_RENDERER_H
/*
- * Copyright (c) 2016 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.
#include <dali/internal/common/message.h>
#include <dali/internal/common/type-abstraction-enums.h>
#include <dali/internal/event/common/property-input-impl.h>
-#include <dali/internal/event/effects/shader-declarations.h>
#include <dali/internal/render/data-providers/render-data-provider.h>
#include <dali/internal/render/gl-resources/gl-resource-owner.h>
#include <dali/internal/render/renderers/render-geometry.h>
{
class SceneController;
class Shader;
-class TextureCache;
class NodeDataProvider;
}
int stencilFunctionMask; ///< The stencil function mask
int stencilFunctionReference; ///< The stencil function reference
int stencilMask; ///< The stencil mask
- RenderMode::Type renderMode:3; ///< The render mode
- StencilFunction::Type stencilFunction:3; ///< The stencil function
- StencilOperation::Type stencilOperationOnFail:3; ///< The stencil operation for stencil test fail
- StencilOperation::Type stencilOperationOnZFail:3; ///< The stencil operation for depth test fail
- StencilOperation::Type stencilOperationOnZPass:3; ///< The stencil operation for depth test pass
+ RenderMode::Type renderMode:4; ///< The render mode
+ StencilFunction::Type stencilFunction:4; ///< The stencil function
+ StencilOperation::Type stencilOperationOnFail:4; ///< The stencil operation for stencil test fail
+ StencilOperation::Type stencilOperationOnZFail:4; ///< The stencil operation for depth test fail
+ StencilOperation::Type stencilOperationOnZPass:4; ///< The stencil operation for depth test pass
};
/**
*/
static Renderer* New( SceneGraph::RenderDataProvider* dataProviders,
Render::Geometry* geometry,
- unsigned int blendingBitmask,
- const Vector4* blendColor,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
*/
Renderer( SceneGraph::RenderDataProvider* dataProviders,
Render::Geometry* geometry,
- unsigned int blendingBitmask,
- const Vector4* blendColor,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
StencilParameters& stencilParameters );
/**
- * Change the data providers of the renderer
- * @param[in] dataProviders The data providers
- */
- void SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProviders );
-
- /**
* Change the geometry used by the renderer
* @param[in] geometry The new geometry
*/
void SetGeometry( Render::Geometry* geometry );
/**
- * Retrieves the geometry used by the renderer
- * @return The geometry used by the renderer
- */
- Render::Geometry* GetGeometry() const
- {
- return mGeometry;
- }
-
- /**
* Second-phase construction.
* This is called when the renderer is inside render thread
* @param[in] context Context used by the renderer
- * @param[in] textureCache The texture cache to use
*/
- void Initialize( Context& context, SceneGraph::TextureCache& textureCache );
+ void Initialize( Context& context );
/**
* Destructor
* Set the bitmask for blending options
* @param[in] bitmask A bitmask of blending options.
*/
- void SetBlendingBitMask( unsigned int bitmask );
+ void SetBlendingBitMask( uint32_t bitmask );
/**
* Set the blend color for blending options
* @param[in] blendColor The blend color to pass to GL
*/
- void SetBlendColor( const Vector4* color );
+ void SetBlendColor( const Vector4& color );
/**
* Set the first element index to draw by the indexed draw
* @param[in] firstElement index of first element to draw
*/
- void SetIndexedDrawFirstElement( size_t firstElement );
+ void SetIndexedDrawFirstElement( uint32_t firstElement );
/**
* Set the number of elements to draw by the indexed draw
* @param[in] elementsCount number of elements to draw
*/
- void SetIndexedDrawElementsCount( size_t elementsCount );
+ void SetIndexedDrawElementsCount( uint32_t elementsCount );
/**
* @brief Set whether the Pre-multiplied Alpha Blending is required
StencilOperation::Type GetStencilOperationOnZPass() const;
/**
- * Sets batching mode on the renderer
- * @param[in] batchingEnabled batching state
+ * Called to upload during RenderManager::Render().
+ * @param[in] context The context used for uploading
*/
- void SetBatchingEnabled( bool batchingEnabled );
+ void Upload( Context& context );
/**
* Called to render during RenderManager::Render().
* @param[in] context The context used for rendering
- * @param[in] textureCache The texture cache used to get textures
* @param[in] bufferIndex The index of the previous update buffer.
* @param[in] node The node using this renderer
- * @param[in] defaultShader in case there is no custom shader
* @param[in] modelViewMatrix The model-view matrix.
* @param[in] viewMatrix The view matrix.
* @param[in] projectionMatrix The projection matrix.
* @param[in] size Size of the render item
- * @param[in] externalGeometry Optional external geometry, if set the original geometry is ignored. If NULL, original geometry will be drawn as normal.
* @param[in] blend If true, blending is enabled
+ * @param[in] boundTextures The textures bound for rendering
*/
void 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,
- Render::Geometry* externalGeometry,
- bool blend);
+ bool blend,
+ Vector<GLuint>& boundTextures );
/**
* Write the renderer's sort attributes to the passed in reference
*/
void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const;
+ /**
+ * Sets the flag indicating whether shader changed.
+ *
+ * @param[in] value True if shader changed
+ */
+ void SetShaderChanged( bool value );
+
private:
struct UniformIndexMap;
/**
* Bind the textures and setup the samplers
* @param[in] context The GL context
- * @param[in] textureCache The texture cache
* @param[in] program The shader program
+ * @param[in] boundTextures The textures bound for rendering
* @return False if create or bind failed, true if success.
*/
- bool BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program );
+ bool BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures );
private:
OwnerPointer< SceneGraph::RenderDataProvider > mRenderDataProvider;
Context* mContext;
- SceneGraph::TextureCache* mTextureCache;
Render::Geometry* mGeometry;
struct UniformIndexMap
{
- unsigned int uniformIndex; ///< The index of the cached location in the Program
+ uint32_t uniformIndex; ///< The index of the cached location in the Program
const PropertyInputImpl* propertyValue;
};
StencilParameters mStencilParameters; ///< Struct containing all stencil related options
BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
- size_t mIndexedDrawFirstElement; ///< Offset of first element to draw
- size_t mIndexedDrawElementsCount; ///< Number of elements to draw
+ uint32_t mIndexedDrawFirstElement; ///< Offset of first element to draw
+ uint32_t mIndexedDrawElementsCount; ///< Number of elements to draw
- DepthFunction::Type mDepthFunction:3; ///< The depth function
- FaceCullingMode::Type mFaceCullingMode:2; ///< The mode of face culling
- BlendMode::Type mBlendMode:2; ///< The mode of blending
- DepthWriteMode::Type mDepthWriteMode:2; ///< The depth write mode
- DepthTestMode::Type mDepthTestMode:2; ///< The depth test mode
+ DepthFunction::Type mDepthFunction:4; ///< The depth function
+ FaceCullingMode::Type mFaceCullingMode:3; ///< The mode of face culling
+ DepthWriteMode::Type mDepthWriteMode:3; ///< The depth write mode
+ DepthTestMode::Type mDepthTestMode:3; ///< The depth test mode
bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
- bool mBatchingEnabled:1; ///< Flag indicating if the renderer is batchable
+ bool mShaderChanged:1; ///< Flag indicating the shader changed and uniform maps have to be updated
+
};