#include <dali/graphics-api/graphics-controller.h>
#include <dali/integration-api/debug.h>
#include <dali/internal/common/blending-options.h>
+#include <dali/internal/common/const-string.h>
#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/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>
+#include <dali/internal/render/renderers/uniform-buffer-manager.h>
+#include <dali/internal/render/shaders/program.h>
#include <dali/internal/update/manager/render-instruction-processor.h>
namespace Dali
{
namespace Internal
{
-class Context;
class Texture;
-class Program;
+class ProgramCache;
namespace SceneGraph
{
class SceneController;
class Shader;
class NodeDataProvider;
-
-class RenderInstruction; //for relfection effect
+class RenderInstruction; //for reflection effect
} // namespace SceneGraph
namespace Render
{
+struct ShaderCache;
+class PipelineCache;
+class UniformBufferManager;
+class PipelineCache;
+
/**
* Renderers are used to render meshes
* These objects are used during RenderManager::Render(), so properties modified during
* the Update must either be double-buffered, or set via a message added to the RenderQueue.
*/
-class Renderer : public GlResourceOwner
+class Renderer
{
public:
/**
};
/**
- * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed()
- */
- void GlContextDestroyed() override;
-
- /**
- * @copydoc Dali::Internal::GlResourceOwner::GlCleanup()
- */
- void GlCleanup() override;
-
- /**
* Create a new renderer instance
* @param[in] dataProviders The data providers for the renderer
* @param[in] geometry The geometry for the renderer
* @param[in] blendingBitmask A bitmask of blending options.
- * @param[in] blendColor The blend color to pass to GL
+ * @param[in] blendColor The blend color
* @param[in] faceCullingMode The face-culling mode.
* @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
* @param[in] depthWriteMode Depth buffer write mode
* @param[in] dataProviders The data providers for the renderer
* @param[in] geometry The geometry for the renderer
* @param[in] blendingBitmask A bitmask of blending options.
- * @param[in] blendColor The blend color to pass to GL
+ * @param[in] blendColor The blend color
* @param[in] faceCullingMode The face-culling mode.
* @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
* @param[in] depthWriteMode Depth buffer write mode
* @brief Returns a reference to an array of draw commands
* @return Valid array of draw commands (may be empty)
*/
- const std::vector<Dali::DevelRenderer::DrawCommand>& GetDrawCommands() const
+ [[nodiscard]] const std::vector<Dali::DevelRenderer::DrawCommand>& GetDrawCommands() const
{
return mDrawCommands;
}
/**
* Second-phase construction.
* This is called when the renderer is inside render thread
- * @param[in] context Context used by the renderer (To be removed)
* @param[in] graphicsController The graphics controller to use
+ * @param[in] programCache Cache of program objects
+ * @param[in] shaderCache Cache of shaders
+ * @param[in] uniformBufferManager Uniform buffer manager
+ * @param[in] pipelineCache Cache of pipelines
*/
- void Initialize(Context& context, Graphics::Controller& graphicsController);
+ void Initialize(Graphics::Controller& graphicsController,
+ ProgramCache& programCache,
+ Render::ShaderCache& shaderCache,
+ Render::UniformBufferManager& uniformBufferManager,
+ Render::PipelineCache& pipelineCache);
/**
* Destructor
*/
- ~Renderer() override;
+ ~Renderer();
/**
* Set the face-culling mode.
/**
* Set the blend color for blending options
- * @param[in] blendColor The blend color to pass to GL
+ * @param[in] blendColor The blend color
*/
void SetBlendColor(const Vector4& color);
* Query the Renderer's depth write mode
* @return The renderer depth write mode
*/
- DepthWriteMode::Type GetDepthWriteMode() const;
+ [[nodiscard]] DepthWriteMode::Type GetDepthWriteMode() const;
/**
* Sets the depth test mode
* Query the Renderer's depth test mode
* @return The renderer depth test mode
*/
- DepthTestMode::Type GetDepthTestMode() const;
+ [[nodiscard]] DepthTestMode::Type GetDepthTestMode() const;
/**
* Sets the depth function
* Query the Renderer's depth function
* @return The renderer depth function
*/
- DepthFunction::Type GetDepthFunction() const;
+ [[nodiscard]] DepthFunction::Type GetDepthFunction() const;
/**
* Sets the render mode
* Gets the render mode
* @return The render mode
*/
- RenderMode::Type GetRenderMode() const;
+ [[nodiscard]] RenderMode::Type GetRenderMode() const;
/**
* Sets the stencil function
* Gets the stencil function
* @return The stencil function
*/
- StencilFunction::Type GetStencilFunction() const;
+ [[nodiscard]] StencilFunction::Type GetStencilFunction() const;
/**
* Sets the stencil function mask
* Gets the stencil function mask
* @return The stencil function mask
*/
- int GetStencilFunctionMask() const;
+ [[nodiscard]] int GetStencilFunctionMask() const;
/**
* Sets the stencil function reference
* Gets the stencil function reference
* @return The stencil function reference
*/
- int GetStencilFunctionReference() const;
+ [[nodiscard]] int GetStencilFunctionReference() const;
/**
* Sets the stencil mask
* Gets the stencil mask
* @return The stencil mask
*/
- int GetStencilMask() const;
+ [[nodiscard]] int GetStencilMask() const;
/**
* Sets the stencil operation for when the stencil test fails
* Gets the stencil operation for when the stencil test fails
* @return The stencil operation
*/
- StencilOperation::Type GetStencilOperationOnFail() const;
+ [[nodiscard]] StencilOperation::Type GetStencilOperationOnFail() const;
/**
* Sets the stencil operation for when the depth test fails
* Gets the stencil operation for when the depth test fails
* @return The stencil operation
*/
- StencilOperation::Type GetStencilOperationOnZFail() const;
+ [[nodiscard]] StencilOperation::Type GetStencilOperationOnZFail() const;
/**
* Sets the stencil operation for when the depth test passes
* Gets the stencil operation for when the depth test passes
* @return The stencil operation
*/
- StencilOperation::Type GetStencilOperationOnZPass() const;
+ [[nodiscard]] StencilOperation::Type GetStencilOperationOnZPass() const;
/**
* Called to upload during RenderManager::Render().
- * @param[in] context The context used for uploading
*/
- void Upload(Context& context);
+ void Upload();
/**
* Called to render during RenderManager::Render().
- * @param[in] context The context used for rendering
+ * @param[in,out] commandBuffer The command buffer to write into
* @param[in] bufferIndex The index of the previous update buffer.
* @param[in] node The node using this renderer
* @param[in] modelViewMatrix The model-view matrix.
* @param[in] blend If true, blending is enabled
* @param[in] boundTextures The textures bound for rendering
* @param[in] instruction. for use case like reflection where CullFace needs to be adjusted
-
+ *
+ * @return True if commands have been added to the command buffer
*/
- void Render(Context& context,
+ bool Render(Graphics::CommandBuffer& commandBuffer,
BufferIndex bufferIndex,
const SceneGraph::NodeDataProvider& node,
const Matrix& modelMatrix,
/**
* Write the renderer's sort attributes to the passed in reference
*
- * @param[in] bufferIndex The current update buffer index.
* @param[out] sortAttributes
*/
- void SetSortAttributes(BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const;
+ void SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const;
/**
* Sets the flag indicating whether shader changed.
*/
bool Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node);
+ template<class T>
+ bool WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo,
+ Render::UniformBufferView& ubo,
+ const T& data);
+
+ template<class T>
+ void WriteUniform(Render::UniformBufferView& ubo,
+ const Graphics::UniformInfo& uniformInfo,
+ const T& data);
+
+ void WriteUniform(Render::UniformBufferView& ubo,
+ const Graphics::UniformInfo& uniformInfo,
+ const void* data,
+ uint32_t size);
+
+ [[nodiscard]] FaceCullingMode::Type GetFaceCullMode() const
+ {
+ return mFaceCullingMode;
+ }
+
private:
struct UniformIndexMap;
Renderer& operator=(const Renderer& rhs);
/**
- * Sets blending options
- * @param context to use
- * @param blend Wheter blending should be enabled or not
- */
- void SetBlending(Context& context, bool blend);
-
- /**
- * Set the uniforms from properties according to the uniform map
+ * Builds a uniform map based on the index of the cached location in the Program.
* @param[in] bufferIndex The index of the previous update buffer.
* @param[in] node The node using the renderer
* @param[in] size The size of the renderer
* @param[in] program The shader program on which to set the uniforms.
*/
- void SetUniforms(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program);
+ void BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program);
/**
- * Set the program uniform in the map from the mapped property
- * @param[in] bufferIndex The index of the previous update buffer.
- * @param[in] program The shader program
- * @param[in] map The uniform
+ * Bind the textures and setup the samplers
+ * @param[in] commandBuffer The command buffer to record binding into
+ * @param[in] boundTextures The textures bound for rendering
*/
- void SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map);
+ void BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures);
/**
- * Bind the textures and setup the samplers
- * @param[in] context The GL context
- * @param[in] program The shader program
- * @param[in] boundTextures The textures bound for rendering
- * @return False if create or bind failed, true if success.
+ * Prepare a pipeline for this renderer.
+ *
+ * As a renderer can be re-used in a single frame (e.g. being used by multiple nodes, or
+ * by non-exclusive render tasks), we store a pipeline per node/instruction.
+ * In practice, the implementation will cached pipelines, so we normally only have
+ * multiple handles.
*/
- bool BindTextures(Context& context, Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures);
+ Graphics::Pipeline& PrepareGraphicsPipeline(
+ Program& program,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ const SceneGraph::NodeDataProvider& node,
+ bool blend);
+
+ /**
+ * Setup and write data to the uniform buffer
+ *
+ * @param[in] bufferIndex The current buffer index
+ * @param[in] commandBuffer The command buffer to bind the uniform buffer to
+ * @param[in] node The node using this renderer
+ * @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] blend If true, blending is enabled
+ * @param[in] instruction The render instruction
+ */
+ void 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);
+
+ /**
+ * @brief Fill uniform buffer at index. Writes uniforms into given memory address
+ *
+ * @param[in] instruction The render instruction
+ * @param[in,out] ubo Target uniform buffer object
+ * @param[out] outBindings output bindings vector
+ * @param[out] offset output offset of the next uniform buffer memory address
+ * @param[in] updateBufferIndex update buffer index
+ */
+ void FillUniformBuffer(Program& program,
+ const SceneGraph::RenderInstruction& instruction,
+ Render::UniformBufferView& ubo,
+ std::vector<Graphics::UniformBufferBinding>*& outBindings,
+ uint32_t& offset,
+ BufferIndex updateBufferIndex);
private:
Graphics::Controller* mGraphicsController;
OwnerPointer<SceneGraph::RenderDataProvider> mRenderDataProvider;
- Context* mContext;
Render::Geometry* mGeometry;
+ ProgramCache* mProgramCache{nullptr};
+ Render::ShaderCache* mShaderCache{nullptr};
+
+ Render::UniformBufferManager* mUniformBufferManager{};
+ std::vector<Graphics::UniformBufferBinding> mUniformBufferBindings{};
+
+ Render::PipelineCache* mPipelineCache{nullptr};
+
+ using Hash = unsigned long;
struct UniformIndexMap
{
- uint32_t uniformIndex; ///< The index of the cached location in the Program
- const PropertyInputImpl* propertyValue;
+ ConstString uniformName; ///< The uniform name
+ const PropertyInputImpl* propertyValue{nullptr}; ///< The property value
+ Hash uniformNameHash{0u};
+ Hash uniformNameHashNoArray{0u};
+ int32_t arrayIndex{-1}; ///< The array index
};
using UniformIndexMappings = Dali::Vector<UniformIndexMap>;
UniformIndexMappings mUniformIndexMap;
- Vector<GLint> mAttributesLocation;
+ uint64_t mUniformsHash;
- uint64_t mUniformsHash;
+ struct HashedPipeline
+ {
+ uint64_t mHash{0u};
+ Graphics::UniquePtr<Graphics::Pipeline> mGraphicsPipeline{nullptr};
+ inline static uint64_t GetHash(const void* node, const void* instruction, bool blend)
+ {
+ return (reinterpret_cast<uint64_t>(node) << 32) | ((reinterpret_cast<uint64_t>(instruction) & 0xFFFFFFF) << 1) | blend;
+ }
+ };
StencilParameters mStencilParameters; ///< Struct containing all stencil related options
BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
uint32_t mIndexedDrawFirstElement; ///< Offset of first element to draw
uint32_t mIndexedDrawElementsCount; ///< Number of elements to draw
- 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 mShaderChanged : 1; ///< Flag indicating the shader changed and uniform maps have to be updated
+ 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 mPremultipliedAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ bool mShaderChanged : 1; ///< Flag indicating the shader changed and uniform maps have to be updated
bool mUpdated : 1;
std::vector<Dali::DevelRenderer::DrawCommand> mDrawCommands; // Devel stuff