#define DALI_INTERNAL_SCENE_GRAPH_SCENE_H
/*
- * Copyright (c) 2021 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.
{
namespace Internal
{
-class Context;
+namespace Render
+{
+class Renderer;
+}
namespace SceneGraph
{
class RenderInstructionContainer;
+class Node;
+
+struct DirtyRect
+{
+ DirtyRect(Node* node, Render::Renderer* renderer, int32_t frame, Rect<int>& rect)
+ : node(node),
+ renderer(renderer),
+ frame(frame),
+ rect(rect),
+ visited(true)
+ {
+ }
+
+ DirtyRect() = default;
+
+ bool operator<(const DirtyRect& rhs) const
+ {
+ if(node == rhs.node)
+ {
+ if(renderer == rhs.renderer)
+ {
+ return frame > rhs.frame; // Most recent rects come first
+ }
+ else
+ {
+ return renderer < rhs.renderer;
+ }
+ }
+ else
+ {
+ return node < rhs.node;
+ }
+ }
+
+ Node* node{nullptr};
+ Render::Renderer* renderer{nullptr};
+ int32_t frame{0};
+ Rect<int32_t> rect{};
+ bool visited{true};
+};
class Scene
{
/**
* Creates a scene object in the GPU.
- * @param[in] context The GL context
* @param[in] graphicsController The graphics controller
* @param[in] depthBufferAvailable True if there is a depth buffer
* @param[in] stencilBufferAvailable True if there is a stencil buffer
*/
- void Initialize(Context& context, Graphics::Controller& graphicsController, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable);
-
- /**
- * Gets the context holding the GL state of rendering for the scene
- * @return the context
- */
- Context* GetContext();
+ void Initialize(Graphics::Controller& graphicsController, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable);
/**
* Gets the render instructions for the scene
/**
* Set the surface orientation when surface is rotated.
*
- * @param[in] scene The rotated scene.
* @param[in] orientation The orientation value representing the surface.
*/
void SetSurfaceOrientation(int32_t orientation);
bool IsSurfaceRectChanged();
/**
+ * @brief Set the internal flag to acknowledge surface rotation.
+ */
+ void SetRotationCompletedAcknowledgement();
+
+ /**
+ * @brief Query wheter is set to acknowledge for completing surface rotation.
+ * @return true it should be acknowledged.
+ */
+ bool IsRotationCompletedAcknowledgementSet();
+
+ /**
* Set the render target of the surface
*
* @param[in] renderTarget The render target.
*/
- void SetSurfaceRenderTarget(Graphics::RenderTarget* renderTarget)
- {
- mRenderTarget = renderTarget;
- }
+ void SetSurfaceRenderTargetCreateInfo(const Graphics::RenderTargetCreateInfo& renderTargetCreateInfo);
/**
* Get the render target created for the scene
*/
[[nodiscard]] Graphics::RenderTarget* GetSurfaceRenderTarget() const
{
- return mRenderTarget;
+ return mRenderTarget.get();
}
/**
return mClearValues;
}
-private:
- Context* mContext; ///< The context holding the GL state of rendering for the scene, not owned
+ /**
+ * @brief Get ItemsDirtyRects
+ *
+ * @return the ItemsDirtyRects
+ */
+ std::vector<DirtyRect>& GetItemsDirtyRects();
+private:
// Render instructions describe what should be rendered during RenderManager::RenderScene()
// Update manager updates instructions for the next frame while we render the current one
RenderInstructionContainer mInstructions; ///< Render instructions for the scene
+ Graphics::Controller* mGraphicsController{nullptr}; ///< Graphics controller
+
Dali::Integration::Scene::FrameCallbackContainer mFrameRenderedCallbacks; ///< Frame rendered callbacks
Dali::Integration::Scene::FrameCallbackContainer mFramePresentedCallbacks; ///< Frame presented callbacks
bool mSkipRendering; ///< A flag to skip rendering
- Rect<int32_t> mSurfaceRect; ///< The rectangle of surface which is related ot this scene.
- int32_t mSurfaceOrientation; ///< The orientation of surface which is related of this scene
- bool mSurfaceRectChanged; ///< The flag of surface's rectangle is changed when is resized, moved or rotated.
+ Rect<int32_t> mSurfaceRect; ///< The rectangle of surface which is related ot this scene.
+ int32_t mSurfaceOrientation; ///< The orientation of surface which is related of this scene
+ bool mSurfaceRectChanged; ///< The flag of surface's rectangle is changed when is resized, moved or rotated.
+ bool mRotationCompletedAcknowledgement; ///< The flag of sending the acknowledgement to complete window rotation.
// Render pass and render target
+ Graphics::RenderTargetCreateInfo mRenderTargetCreateInfo; // Passed in by message before 2nd stage Initialization happens.
+
/**
* Render pass is created on fly depending on Load and Store operations
* The default render pass (most likely to be used) is the load = CLEAR
* and store = STORE for color attachment.
*/
- Graphics::UniquePtr<Graphics::RenderPass> mRenderPass{nullptr}; ///< The render pass created to render the surface
- Graphics::UniquePtr<Graphics::RenderPass> mRenderPassNoClear{nullptr}; ///< The render pass created to render the surface without clearing color
- Graphics::RenderTarget* mRenderTarget{nullptr}; ///< This is created in the event thread when surface is created/resized/replaced
+ Graphics::UniquePtr<Graphics::RenderPass> mRenderPass{nullptr}; ///< The render pass created to render the surface
+ Graphics::UniquePtr<Graphics::RenderPass> mRenderPassNoClear{nullptr}; ///< The render pass created to render the surface without clearing color
+ Graphics::UniquePtr<Graphics::RenderTarget> mRenderTarget{nullptr}; ///< This is created in Update/Render thread when surface is created/resized/replaced
- // clear colors
- std::vector<Graphics::ClearValue> mClearValues{};
+ std::vector<Graphics::ClearValue> mClearValues{}; ///< Clear colors
+ std::vector<Dali::Internal::SceneGraph::DirtyRect> mItemsDirtyRects{}; ///< Dirty rect list
};
/// Messages
new(slot) LocalType(&scene, &Scene::SetSurfaceOrientation, orientation);
}
-inline void SetSurfaceRenderTargetMessage(EventThreadServices& eventThreadServices, const Scene& scene, Graphics::RenderTarget* renderTarget)
+inline void SetRotationCompletedAcknowledgementMessage(EventThreadServices& eventThreadServices, const Scene& scene)
+{
+ using LocalType = Message<Scene>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&scene, &Scene::SetRotationCompletedAcknowledgement);
+}
+
+inline void SetSurfaceRenderTargetCreateInfoMessage(EventThreadServices& eventThreadServices, const Scene& scene, const Graphics::RenderTargetCreateInfo& renderTargetCreateInfo)
{
- using LocalType = MessageValue1<Scene, Graphics::RenderTarget*>;
+ using LocalType = MessageValue1<Scene, Graphics::RenderTargetCreateInfo>;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new(slot) LocalType(&scene, &Scene::SetSurfaceRenderTarget, renderTarget);
+ new(slot) LocalType(&scene, &Scene::SetSurfaceRenderTargetCreateInfo, renderTargetCreateInfo);
}
} // namespace SceneGraph