/*
- * 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/update/manager/sorted-layers.h>
#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
#include <dali/internal/update/rendering/scene-graph-texture-set.h>
-#include <dali/internal/update/resources/resource-manager-declarations.h>
#include <dali/internal/render/common/render-item.h>
#include <dali/internal/render/common/render-tracker.h>
#include <dali/internal/render/common/render-instruction.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
#include <dali/internal/render/renderers/render-renderer.h>
#include <dali/internal/render/renderers/render-property-buffer.h>
-#include <dali/internal/update/manager/geometry-batcher.h>
#include <dali/internal/update/nodes/scene-graph-layer.h>
+#include <dali/internal/common/math.h>
namespace
{
{
/**
- * Function which sorts render items by depth index then by instance
- * ptrs of shader/geometry/material.
+ * Function which compares render items by shader/textureSet/geometry
* @param[in] lhs Left hand side item
* @param[in] rhs Right hand side item
* @return True if left item is greater than right
*/
-bool CompareItems( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+inline bool PartialCompareItems( const RenderInstructionProcessor::SortAttributes& lhs,
+ const RenderInstructionProcessor::SortAttributes& rhs )
{
- // @todo Consider replacing all these sortAttributes with a single long int that
- // encapsulates the same data (e.g. the middle-order bits of the ptrs).
- if( lhs.renderItem->mDepthIndex == rhs.renderItem->mDepthIndex )
+ if( lhs.shader == rhs.shader )
{
- if( lhs.shader == rhs.shader )
+ if( lhs.textureSet == rhs.textureSet )
{
- if( lhs.textureResourceId == rhs.textureResourceId )
- {
- return lhs.geometry < rhs.geometry;
- }
- return lhs.textureResourceId < rhs.textureResourceId;
+ return lhs.geometry < rhs.geometry;
}
- return lhs.shader < rhs.shader;
+ return lhs.textureSet < rhs.textureSet;
}
- return lhs.renderItem->mDepthIndex < rhs.renderItem->mDepthIndex;
+ return lhs.shader < rhs.shader;
}
/**
- * Function which sorts render items by clipping hierarchy, then depth index and instance
- * ptrs of shader/geometry/material.
+ * Function which sorts render items by depth index then by instance
+ * ptrs of shader/textureSet/geometry.
* @param[in] lhs Left hand side item
* @param[in] rhs Right hand side item
* @return True if left item is greater than right
*/
-bool CompareItemsWithClipping( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+bool CompareItems( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
{
- // Items must be sorted in order of clipping first, otherwise incorrect clipping regions could be used.
- if( lhs.renderItem->mNode->mClippingSortModifier == rhs.renderItem->mNode->mClippingSortModifier )
+ // @todo Consider replacing all these sortAttributes with a single long int that
+ // encapsulates the same data (e.g. the middle-order bits of the ptrs).
+ if( lhs.renderItem->mDepthIndex == rhs.renderItem->mDepthIndex )
{
- return CompareItems( lhs, rhs );
+ return PartialCompareItems( lhs, rhs );
}
-
- return lhs.renderItem->mNode->mClippingSortModifier < rhs.renderItem->mNode->mClippingSortModifier;
+ return lhs.renderItem->mDepthIndex < rhs.renderItem->mDepthIndex;
}
/**
*/
bool CompareItems3D( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
{
- bool lhsIsOpaque = lhs.renderItem->mIsOpaque;
+ const bool lhsIsOpaque = lhs.renderItem->mIsOpaque;
if( lhsIsOpaque == rhs.renderItem->mIsOpaque )
{
if( lhsIsOpaque )
{
// If both RenderItems are opaque, sort using shader, then material then geometry.
- if( lhs.shader == rhs.shader )
- {
- if( lhs.textureResourceId == rhs.textureResourceId )
- {
- return lhs.geometry < rhs.geometry;
- }
- return lhs.textureResourceId < rhs.textureResourceId;
- }
- return lhs.shader < rhs.shader;
+ return PartialCompareItems( lhs, rhs );
}
else
{
// If both RenderItems are transparent, sort using Z, then shader, then material, then geometry.
if( Equals( lhs.zValue, rhs.zValue ) )
{
- if( lhs.shader == rhs.shader )
- {
- if( lhs.textureResourceId == rhs.textureResourceId )
- {
- return lhs.geometry < rhs.geometry;
- }
- return lhs.textureResourceId < rhs.textureResourceId;
- }
- return lhs.shader < rhs.shader;
+ return PartialCompareItems( lhs, rhs );
}
return lhs.zValue > rhs.zValue;
}
* @param renderable Node-Renderer pair
* @param viewMatrix used to calculate modelview matrix for the item
* @param camera The camera used to render
- * @param geometryBatcher The instance of the geometry batcher
* @param isLayer3d Whether we are processing a 3D layer or not
* @param cull Whether frustum culling is enabled or not
*/
Renderable& renderable,
const Matrix& viewMatrix,
SceneGraph::Camera& camera,
- GeometryBatcher& geometryBatcher,
bool isLayer3d,
bool cull )
{
- // Discard renderable early if it belongs to the batch which has been consumed in during frame.
- Node* renderableNode = renderable.mNode;
- const bool batchingValid( renderable.mRenderer->IsBatchingEnabled() && renderableNode->mBatchIndex != BATCH_NULL_HANDLE );
- if( batchingValid && geometryBatcher.HasRendered( renderableNode->mBatchIndex ) )
- {
- return;
- }
-
bool inside( true );
- const Node* batchParentNode = renderable.mNode->GetBatchParent();
- const Node* node = ( renderable.mRenderer->IsBatchingEnabled() && batchParentNode ) ?
- batchParentNode : renderableNode;
-
- if( cull && !renderable.mRenderer->GetShader().HintEnabled( Dali::Shader::Hint::MODIFIES_GEOMETRY ) )
+ Node* node = renderable.mNode;
+ bool geomertryModified = false;
+ if( cull && renderable.mRenderer && !( geomertryModified = renderable.mRenderer->GetShader().HintEnabled( Dali::Shader::Hint::MODIFIES_GEOMETRY ) ) )
{
const Vector4& boundingSphere = node->GetBoundingSphere();
inside = ( boundingSphere.w > Math::MACHINE_EPSILON_1000 ) &&
if( inside )
{
- if( batchingValid )
- {
- geometryBatcher.SetRendered( renderableNode->mBatchIndex );
- }
-
- Renderer::Opacity opacity = renderable.mRenderer->GetOpacity( updateBufferIndex, *renderable.mNode );
- if( opacity != Renderer::TRANSPARENT )
+ Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType( updateBufferIndex, *renderable.mNode ) : Renderer::OPAQUE;
+ if( opacityType != Renderer::TRANSPARENT || node->GetClippingMode() == ClippingMode::CLIP_CHILDREN )
{
// Get the next free RenderItem.
RenderItem& item = renderList.GetNextFreeItem();
- item.mRenderer = &renderable.mRenderer->GetRenderer();
+
item.mNode = renderable.mNode;
- item.mIsOpaque = ( opacity == Renderer::OPAQUE );
- item.mDepthIndex = renderable.mRenderer->GetDepthIndex();
+ item.mIsOpaque = ( opacityType == Renderer::OPAQUE );
+ item.mDepthIndex = 0;
+ item.mPartialUpdateEnabled = false;
if( !isLayer3d )
{
- item.mDepthIndex += renderable.mNode->GetDepthIndex();
+ item.mDepthIndex = renderable.mNode->GetDepthIndex();
+ }
+ if( isLayer3d || geomertryModified )
+ {
+ renderList.SetPartialUpdateEnabled( false );
+ }
+
+ if( DALI_LIKELY( renderable.mRenderer ) )
+ {
+ item.mRenderer = &renderable.mRenderer->GetRenderer();
+ item.mTextureSet = renderable.mRenderer->GetTextures();
+ item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
+
+ if( FaceCullingMode::NONE != renderable.mRenderer->GetFaceCullingMode() )
+ {
+ renderList.SetPartialUpdateEnabled( false );
+ }
+ }
+ else
+ {
+ item.mRenderer = nullptr;
}
// Save ModelView matrix onto the item.
node->GetWorldMatrixAndSize( item.mModelMatrix, item.mSize );
Matrix::Multiply( item.mModelViewMatrix, item.mModelMatrix, viewMatrix );
+
+ if( node->IsPartialUpdateAvailable() && DALI_LIKELY( item.mRenderer ) && renderList.IsPartialUpdateEnabled() )
+ {
+ if( node->IsComponentChanged() || node->IsPropertyDirty() )
+ {
+ item.mPartialUpdateEnabled = true;
+
+ item.mUpdateSizeHint = item.mSize;
+ Vector3 updateSizeHint = Vector3::ZERO;
+ node->GetUpdateSizeHint( updateBufferIndex, updateSizeHint );
+ if( updateSizeHint != Vector3::ZERO )
+ {
+ item.mUpdateSizeHint = updateSizeHint;
+ }
+ }
+ }
}
+ node->SetCulled( updateBufferIndex, false );
+ }
+ else
+ {
+ node->SetCulled( updateBufferIndex, true );
}
}
* NodeRendererContainer Node-Renderer pairs
* @param viewMatrix used to calculate modelview matrix for the items
* @param camera The camera used to render
- * @param geometryBatcher The instance of the geometry batcher
* @param isLayer3d Whether we are processing a 3D layer or not
* @param cull Whether frustum culling is enabled or not
*/
RenderableContainer& renderers,
const Matrix& viewMatrix,
SceneGraph::Camera& camera,
- GeometryBatcher* geometryBatcher,
bool isLayer3d,
bool cull )
{
DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
- unsigned int rendererCount( renderers.Size() );
- for( unsigned int i(0); i < rendererCount; ++i )
+ for( auto&& renderer : renderers )
{
- AddRendererToRenderList( updateBufferIndex, renderList, renderers[i], viewMatrix, camera, *geometryBatcher, isLayer3d, cull );
+ AddRendererToRenderList( updateBufferIndex,
+ renderList,
+ renderer,
+ viewMatrix,
+ camera,
+ isLayer3d,
+ cull );
}
}
RenderableContainer& renderables )
{
bool retValue = false;
- size_t renderableCount = renderables.Size();
+ uint32_t renderableCount = static_cast<uint32_t>( renderables.Size() );
// Check that the cached list originates from this layer and that the counts match
if( ( renderList.GetSourceLayer() == &layer )&&
( renderList.GetCachedItemCount() == renderableCount ) )
// Therefore we check a combined sum of all renderer addresses.
size_t checkSumNew = 0;
size_t checkSumOld = 0;
- for( size_t index = 0; index < renderableCount; ++index )
+ for( uint32_t index = 0; index < renderableCount; ++index )
{
const Render::Renderer& renderer = renderables[index].mRenderer->GetRenderer();
- checkSumNew += size_t( &renderer );
- checkSumOld += size_t( &renderList.GetRenderer( index ) );
+ checkSumNew += reinterpret_cast<std::size_t>( &renderer );
+ checkSumOld += reinterpret_cast<std::size_t>( &renderList.GetRenderer( index ) );
}
if( checkSumNew == checkSumOld )
{
: mSortingHelper()
{
// Set up a container of comparators for fast run-time selection.
- mSortComparitors.Reserve( 4u );
+ mSortComparitors.Reserve( 3u );
mSortComparitors.PushBack( CompareItems );
- mSortComparitors.PushBack( CompareItemsWithClipping );
mSortComparitors.PushBack( CompareItems3D );
mSortComparitors.PushBack( CompareItems3DWithClipping );
}
inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder )
{
- const size_t renderableCount = renderList.Count();
+ const uint32_t renderableCount = static_cast<uint32_t>( renderList.Count() );
// Reserve space if needed.
- const unsigned int oldcapacity = mSortingHelper.size();
+ const uint32_t oldcapacity = static_cast<uint32_t>( mSortingHelper.size() );
if( oldcapacity < renderableCount )
{
mSortingHelper.reserve( renderableCount );
// Using an if and two for-loops rather than if inside for as its better for branch prediction.
if( layer.UsesDefaultSortFunction() )
{
- for( size_t index = 0; index < renderableCount; ++index )
+ for( uint32_t index = 0; index < renderableCount; ++index )
{
RenderItem& item = renderList.GetItem( index );
- item.mRenderer->SetSortAttributes( bufferIndex, mSortingHelper[ index ] );
+ if( item.mRenderer )
+ {
+ item.mRenderer->SetSortAttributes( bufferIndex, mSortingHelper[ index ] );
+ }
+
+ // texture set
+ mSortingHelper[ index ].textureSet = item.mTextureSet;
// The default sorting function should get inlined here.
- mSortingHelper[ index ].zValue = Internal::Layer::ZValue( item.mModelViewMatrix.GetTranslation3() ) - item.mDepthIndex;
+ mSortingHelper[ index ].zValue = Internal::Layer::ZValue( item.mModelViewMatrix.GetTranslation3() ) - static_cast<float>( item.mDepthIndex );
// Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
mSortingHelper[ index ].renderItem = &item;
else
{
const Dali::Layer::SortFunctionType sortFunction = layer.GetSortFunction();
- for( size_t index = 0; index < renderableCount; ++index )
+ for( uint32_t index = 0; index < renderableCount; ++index )
{
RenderItem& item = renderList.GetItem( index );
item.mRenderer->SetSortAttributes( bufferIndex, mSortingHelper[ index ] );
- mSortingHelper[ index ].zValue = (*sortFunction)( item.mModelViewMatrix.GetTranslation3() ) - item.mDepthIndex;
+
+ // texture set
+ mSortingHelper[ index ].textureSet = item.mTextureSet;
+
+
+ mSortingHelper[ index ].zValue = (*sortFunction)( item.mModelViewMatrix.GetTranslation3() ) - static_cast<float>( item.mDepthIndex );
// Keep the RenderItem pointer in the helper so we can quickly reorder items after sort.
mSortingHelper[ index ].renderItem = &item;
}
}
- // Here we detemine which comparitor (of the 4) to use.
- // The comparitors work like a bitmask.
- // 1 << 0 is added to select a clipping comparitor.
- // 1 << 1 is added for 3D comparitors.
- const unsigned int comparitorIndex = ( respectClippingOrder ? ( 1u << 0u ) : 0u ) |
- ( layer.GetBehavior() == Dali::Layer::LAYER_3D ? ( 1u << 1u ) : 0u );
+ // Here we determine which comparitor (of the 3) to use.
+ // 0 is LAYER_UI
+ // 1 is LAYER_3D
+ // 2 is LAYER_3D + Clipping
+ const unsigned int comparitorIndex = layer.GetBehavior() == Dali::Layer::LAYER_3D ? respectClippingOrder ? 2u : 1u : 0u;
std::stable_sort( mSortingHelper.begin(), mSortingHelper.end(), mSortComparitors[ comparitorIndex ] );
// Reorder / re-populate the RenderItems in the RenderList to correct order based on the sortinghelper.
DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "Sorted Transparent List:\n");
RenderItemContainer::Iterator renderListIter = renderList.GetContainer().Begin();
- for( unsigned int index = 0; index < renderableCount; ++index, ++renderListIter )
+ for( uint32_t index = 0; index < renderableCount; ++index, ++renderListIter )
{
*renderListIter = mSortingHelper[ index ].renderItem;
DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, " sortedList[%d] = %p\n", index, mSortingHelper[ index ].renderItem->mRenderer);
SortedLayerPointers& sortedLayers,
RenderTask& renderTask,
bool cull,
- GeometryBatcher& geometryBatcher,
bool hasClippingNodes,
RenderInstructionContainer& instructions )
{
RenderInstruction& instruction = instructions.GetNextInstruction( updateBufferIndex );
renderTask.PrepareRenderInstruction( instruction, updateBufferIndex );
bool viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
+ bool isRenderListAdded = false;
+ bool isRootLayerDirty = false;
const Matrix& viewMatrix = renderTask.GetViewMatrix( updateBufferIndex );
SceneGraph::Camera& camera = renderTask.GetCamera();
const bool isLayer3D = layer.GetBehavior() == Dali::Layer::LAYER_3D;
RenderList* renderList = NULL;
+ if( layer.IsRoot() && ( layer.GetDirtyFlags() != NodePropertyFlags::NOTHING ) )
+ {
+ // If root-layer & dirty, i.e. a property has changed or a child has been deleted, then we need to ensure we render once more
+ isRootLayerDirty = true;
+ }
+
if( !layer.colorRenderables.Empty() )
{
RenderableContainer& renderables = layer.colorRenderables;
if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
{
renderList->SetHasColorRenderItems( true );
- AddRenderersToRenderList( updateBufferIndex, *renderList, renderables, viewMatrix, camera, &geometryBatcher, isLayer3D, cull );
+ if( !isLayer3D )
+ {
+ renderList->SetPartialUpdateEnabled( true );
+ }
+ AddRenderersToRenderList( updateBufferIndex,
+ *renderList,
+ renderables,
+ viewMatrix,
+ camera,
+ isLayer3D,
+ cull );
// We only use the clipping version of the sort comparitor if any clipping nodes exist within the RenderList.
SortRenderItems( updateBufferIndex, *renderList, layer, hasClippingNodes );
}
+
+ isRenderListAdded = true;
}
if( !layer.overlayRenderables.Empty() )
if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
{
renderList->SetHasColorRenderItems( false );
- AddRenderersToRenderList( updateBufferIndex, *renderList, renderables, viewMatrix, camera, NULL, isLayer3D, cull );
+ if( !isLayer3D )
+ {
+ renderList->SetPartialUpdateEnabled( true );
+ }
+ AddRenderersToRenderList( updateBufferIndex,
+ *renderList,
+ renderables,
+ viewMatrix,
+ camera,
+ isLayer3D,
+ cull );
// Clipping hierarchy is irrelevant when sorting overlay items, so we specify using the non-clipping version of the sort comparitor.
SortRenderItems( updateBufferIndex, *renderList, layer, false );
}
+
+ isRenderListAdded = true;
}
}
// Inform the render instruction that all renderers have been added and this frame is complete.
instruction.UpdateCompleted();
-}
+ if( !isRenderListAdded && !instruction.mIsClearColorSet && !isRootLayerDirty )
+ {
+ instructions.DiscardCurrentInstruction( updateBufferIndex );
+ }
+}
} // SceneGraph