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[platform/core/uifw/dali-core.git] / dali / internal / update / manager / render-instruction-processor.cpp
index 2436ff3..87c3c98 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
@@ -20,6 +20,7 @@
 
 // INTERNAL INCLUDES
 #include <dali/integration-api/debug.h>
+#include <dali/internal/common/matrix-utils.h>
 #include <dali/internal/event/actors/layer-impl.h> // for the default sorting function
 #include <dali/internal/render/common/render-instruction-container.h>
 #include <dali/internal/render/common/render-instruction.h>
@@ -28,6 +29,7 @@
 #include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/render/shaders/render-shader.h>
 #include <dali/internal/update/manager/sorted-layers.h>
+#include <dali/internal/update/nodes/partial-rendering-data.h>
 #include <dali/internal/update/nodes/scene-graph-layer.h>
 #include <dali/internal/update/render-tasks/scene-graph-render-task.h>
 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
@@ -137,6 +139,39 @@ bool CompareItems3DWithClipping(const RenderInstructionProcessor::SortAttributes
 }
 
 /**
+ * Set the update area of the node
+ * @param[in] node The node of the renderer
+ * @param[in] isLayer3d Whether we are processing a 3D layer or not
+ * @param[in,out] nodeWorldMatrix The world matrix of the node
+ * @param[in,out] nodeSize The size of the node
+ * @param[in,out] nodeUpdateArea The update area of the node
+ *
+ * @return True if node use it's own UpdateAreaHint, or z transform occured. False if we use nodeUpdateArea equal with Vector4(0, 0, nodeSize.width, nodeSize.height).
+ */
+inline bool SetNodeUpdateArea(Node* node, bool isLayer3d, Matrix& nodeWorldMatrix, Vector3& nodeSize, Vector4& nodeUpdateArea)
+{
+  node->GetWorldMatrixAndSize(nodeWorldMatrix, nodeSize);
+
+  if(node->GetUpdateAreaHint() == Vector4::ZERO)
+  {
+    // RenderItem::CalculateViewportSpaceAABB cannot cope with z transform
+    // I don't use item.mModelMatrix.GetTransformComponents() for z transform, would be too slow
+    if(!isLayer3d && nodeWorldMatrix.GetZAxis() == Vector3(0.0f, 0.0f, 1.0f))
+    {
+      nodeUpdateArea = Vector4(0.0f, 0.0f, nodeSize.width, nodeSize.height);
+      return false;
+    }
+    // Keep nodeUpdateArea as Vector4::ZERO, and return true.
+    return true;
+  }
+  else
+  {
+    nodeUpdateArea = node->GetUpdateAreaHint();
+    return true;
+  }
+}
+
+/**
  * Add a renderer to the list
  * @param updateBufferIndex to read the model matrix from
  * @param renderList to add the item to
@@ -144,103 +179,145 @@ bool CompareItems3DWithClipping(const RenderInstructionProcessor::SortAttributes
  * @param viewMatrix used to calculate modelview matrix for the item
  * @param camera The camera used to render
  * @param isLayer3d Whether we are processing a 3D layer or not
+ * @param viewportSet Whether the viewport is set or not
+ * @param viewport The viewport
  * @param cull Whether frustum culling is enabled or not
  */
-inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
-                                    RenderList&         renderList,
-                                    Renderable&         renderable,
-                                    const Matrix&       viewMatrix,
-                                    SceneGraph::Camera& camera,
-                                    bool                isLayer3d,
-                                    bool                cull)
+inline void AddRendererToRenderList(BufferIndex               updateBufferIndex,
+                                    RenderList&               renderList,
+                                    Renderable&               renderable,
+                                    const Matrix&             viewMatrix,
+                                    const SceneGraph::Camera& camera,
+                                    bool                      isLayer3d,
+                                    bool                      viewportSet,
+                                    const Viewport&           viewport,
+                                    bool                      cull)
 {
-  bool  inside(true);
-  Node* node = renderable.mNode;
-
-  if(cull && renderable.mRenderer && !renderable.mRenderer->GetShader().HintEnabled(Dali::Shader::Hint::MODIFIES_GEOMETRY))
+  bool    inside(true);
+  Node*   node = renderable.mNode;
+  Matrix  nodeWorldMatrix(false);
+  Vector3 nodeSize;
+  Vector4 nodeUpdateArea;
+  bool    nodeUpdateAreaSet(false);
+  Matrix  nodeModelViewMatrix(false);
+  bool    nodeModelViewMatrixSet(false);
+
+  // Don't cull items which have render callback
+  bool hasRenderCallback = (renderable.mRenderer && renderable.mRenderer->GetRenderCallback());
+
+  if(cull && renderable.mRenderer && !hasRenderCallback && !renderable.mRenderer->GetShader().HintEnabled(Dali::Shader::Hint::MODIFIES_GEOMETRY) && node->GetClippingMode() == ClippingMode::DISABLED)
   {
     const Vector4& boundingSphere = node->GetBoundingSphere();
     inside                        = (boundingSphere.w > Math::MACHINE_EPSILON_1000) &&
              (camera.CheckSphereInFrustum(updateBufferIndex, Vector3(boundingSphere), boundingSphere.w));
+
+    if(inside && !isLayer3d && viewportSet)
+    {
+      SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
+      nodeUpdateAreaSet = true;
+
+      const Vector3& scale = nodeWorldMatrix.GetScale();
+      const Vector3& size  = Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 1.0f) * scale;
+
+      if(size.LengthSquared() > Math::MACHINE_EPSILON_1000)
+      {
+        MatrixUtils::MultiplyTransformMatrix(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
+        nodeModelViewMatrixSet = true;
+
+        // Assume actors are at z=0, compute AABB in view space & test rect intersection
+        // against z=0 plane boundaries for frustum. (NOT viewport). This should take into account
+        // magnification due to FOV etc.
+
+        // TODO : Below logic might need to refactor it.
+        // If camera is Perspective, we need to calculate clipping box by FoV. Currently, we just believe default camera setup OrthographicSize well.
+        //  - If then, It must use math calculate like tan(fov) internally. So, we might need calculate it only one times, and cache.
+        ClippingBox boundingBox = RenderItem::CalculateTransformSpaceAABB(nodeModelViewMatrix, Vector3(nodeUpdateArea.x, nodeUpdateArea.y, 0.0f), Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 0.0f));
+        ClippingBox clippingBox = camera.GetOrthographicClippingBox(updateBufferIndex);
+        inside                  = clippingBox.Intersects(boundingBox);
+      }
+    }
+    /*
+     * Note, the API Camera::CheckAABBInFrustum() can be used to test if a bounding box is (partially/fully) inside the view frustum.
+     */
   }
 
   if(inside)
   {
-    Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType(updateBufferIndex, *renderable.mNode) : Renderer::OPAQUE;
-    if(opacityType != Renderer::TRANSPARENT || node->GetClippingMode() == ClippingMode::CLIP_CHILDREN)
+    bool skipRender(false);
+    bool isOpaque = true;
+    if(!hasRenderCallback)
     {
-      // Get the next free RenderItem.
-      RenderItem& item = renderList.GetNextFreeItem();
+      Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType(updateBufferIndex, *node) : Renderer::OPAQUE;
 
-      // Get cached values
-      auto& partialRenderingData = node->GetPartialRenderingData();
+      // We can skip render when node is not clipping and transparent
+      skipRender = (opacityType == Renderer::TRANSPARENT && node->GetClippingMode() == ClippingMode::DISABLED);
 
-      auto& partialRenderingCacheInfo = node->GetPartialRenderingData().GetCurrentCacheInfo();
-
-      partialRenderingCacheInfo.node       = node;
-      partialRenderingCacheInfo.isOpaque   = (opacityType == Renderer::OPAQUE);
-      partialRenderingCacheInfo.renderer   = renderable.mRenderer;
-      partialRenderingCacheInfo.color      = renderable.mNode->GetColor(updateBufferIndex);
-      partialRenderingCacheInfo.depthIndex = renderable.mNode->GetDepthIndex();
-
-      if(renderable.mRenderer)
-      {
-        partialRenderingCacheInfo.textureSet = renderable.mRenderer->GetTextures();
-      }
+      isOpaque = (opacityType == Renderer::OPAQUE);
+    }
 
-      item.mNode     = renderable.mNode;
-      item.mIsOpaque = (opacityType == Renderer::OPAQUE);
-      item.mColor    = renderable.mNode->GetColor(updateBufferIndex);
+    if(!skipRender)
+    {
+      // Get the next free RenderItem.
+      RenderItem& item = renderList.GetNextFreeItem();
 
-      item.mDepthIndex = 0;
-      if(!isLayer3d)
-      {
-        item.mDepthIndex = renderable.mNode->GetDepthIndex();
-      }
+      item.mNode       = node;
+      item.mIsOpaque   = isOpaque;
+      item.mDepthIndex = isLayer3d ? 0 : node->GetDepthIndex();
 
       if(DALI_LIKELY(renderable.mRenderer))
       {
-        item.mRenderer   = &renderable.mRenderer->GetRenderer();
-        item.mTextureSet = renderable.mRenderer->GetTextures();
+        item.mRenderer   = renderable.mRenderer->GetRenderer();
+        item.mTextureSet = renderable.mRenderer->GetTextureSet();
         item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
       }
       else
       {
-        item.mRenderer = nullptr;
+        item.mRenderer = Render::RendererKey{};
       }
 
       item.mIsUpdated |= isLayer3d;
 
-      // Save ModelView matrix onto the item.
-      node->GetWorldMatrixAndSize(item.mModelMatrix, item.mSize);
-      Matrix::Multiply(item.mModelViewMatrix, item.mModelMatrix, viewMatrix);
-
-      partialRenderingCacheInfo.matrix = item.mModelViewMatrix;
-      partialRenderingCacheInfo.size   = item.mSize;
-
-      if(renderable.mNode->GetUpdateSizeHint() == Vector3::ZERO)
+      if(!nodeUpdateAreaSet)
       {
-        // RenderItem::CalculateViewportSpaceAABB cannot cope with z transform
-        // I don't use item.mModelMatrix.GetTransformComponents() for z transform, would be to slow
-        if(!isLayer3d && item.mModelMatrix.GetZAxis() == Vector3(0.0f, 0.0f, 1.0f))
-        {
-          item.mUpdateSize = item.mSize;
-        }
+        SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
       }
-      else
+
+      item.mSize        = nodeSize;
+      item.mUpdateArea  = nodeUpdateArea;
+      item.mModelMatrix = nodeWorldMatrix;
+
+      if(!nodeModelViewMatrixSet)
       {
-        item.mUpdateSize = renderable.mNode->GetUpdateSizeHint();
+        MatrixUtils::MultiplyTransformMatrix(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
       }
+      item.mModelViewMatrix = nodeModelViewMatrix;
 
-      partialRenderingCacheInfo.updatedSize = item.mUpdateSize;
+      PartialRenderingData partialRenderingData;
+      partialRenderingData.color               = node->GetWorldColor(updateBufferIndex);
+      partialRenderingData.matrix              = item.mModelViewMatrix;
+      partialRenderingData.updatedPositionSize = item.mUpdateArea;
+      partialRenderingData.size                = item.mSize;
 
-      item.mIsUpdated = partialRenderingData.IsUpdated() || item.mIsUpdated;
-      partialRenderingData.SwapBuffers();
+      auto& nodePartialRenderingData = node->GetPartialRenderingData();
+      item.mIsUpdated                = nodePartialRenderingData.IsUpdated(partialRenderingData) || item.mIsUpdated;
+
+      nodePartialRenderingData.Update(partialRenderingData);
+    }
+    else
+    {
+      // Mark as not rendered
+      auto& nodePartialRenderingData     = node->GetPartialRenderingData();
+      nodePartialRenderingData.mRendered = false;
     }
+
     node->SetCulled(updateBufferIndex, false);
   }
   else
   {
+    // Mark as not rendered
+    auto& nodePartialRenderingData     = node->GetPartialRenderingData();
+    nodePartialRenderingData.mRendered = false;
+
     node->SetCulled(updateBufferIndex, true);
   }
 }
@@ -256,13 +333,15 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
  * @param isLayer3d Whether we are processing a 3D layer or not
  * @param cull Whether frustum culling is enabled or not
  */
-inline void AddRenderersToRenderList(BufferIndex          updateBufferIndex,
-                                     RenderList&          renderList,
-                                     RenderableContainer& renderers,
-                                     const Matrix&        viewMatrix,
-                                     SceneGraph::Camera&  camera,
-                                     bool                 isLayer3d,
-                                     bool                 cull)
+inline void AddRenderersToRenderList(BufferIndex               updateBufferIndex,
+                                     RenderList&               renderList,
+                                     RenderableContainer&      renderers,
+                                     const Matrix&             viewMatrix,
+                                     const SceneGraph::Camera& camera,
+                                     bool                      isLayer3d,
+                                     bool                      viewportSet,
+                                     const Viewport&           viewport,
+                                     bool                      cull)
 {
   DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
 
@@ -274,6 +353,8 @@ inline void AddRenderersToRenderList(BufferIndex          updateBufferIndex,
                             viewMatrix,
                             camera,
                             isLayer3d,
+                            viewportSet,
+                            viewport,
                             cull);
   }
 }
@@ -301,11 +382,18 @@ inline bool TryReuseCachedRenderers(Layer&               layer,
     // Therefore we check a combined sum of all renderer addresses.
     size_t checkSumNew = 0;
     size_t checkSumOld = 0;
+    //@todo just use keys, don't deref.
     for(uint32_t index = 0; index < renderableCount; ++index)
     {
-      const Render::Renderer& renderer = renderables[index].mRenderer->GetRenderer();
-      checkSumNew += reinterpret_cast<std::size_t>(&renderer);
-      checkSumOld += reinterpret_cast<std::size_t>(&renderList.GetRenderer(index));
+      if(DALI_LIKELY(renderables[index].mRenderer))
+      {
+        Render::RendererKey renderer = renderables[index].mRenderer->GetRenderer();
+        checkSumNew += renderer.Value();
+      }
+      if(DALI_LIKELY(renderList.GetItem(index).mRenderer))
+      {
+        checkSumOld += renderList.GetItem(index).mRenderer.Value();
+      }
     }
     if(checkSumNew == checkSumOld)
     {
@@ -347,7 +435,7 @@ RenderInstructionProcessor::RenderInstructionProcessor()
 
 RenderInstructionProcessor::~RenderInstructionProcessor() = default;
 
-inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder)
+inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder, bool isOrthographicCamera)
 {
   const uint32_t renderableCount = static_cast<uint32_t>(renderList.Count());
   // Reserve space if needed.
@@ -368,44 +456,40 @@ inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex,
 
   // Calculate the sorting value, once per item by calling the layers sort function.
   // Using an if and two for-loops rather than if inside for as its better for branch prediction.
-  if(layer.UsesDefaultSortFunction())
-  {
-    for(uint32_t index = 0; index < renderableCount; ++index)
-    {
-      RenderItem& item = renderList.GetItem(index);
 
-      if(item.mRenderer)
-      {
-        item.mRenderer->SetSortAttributes(mSortingHelper[index]);
-      }
+  // List of zValue calculating functions.
+  const Dali::Layer::SortFunctionType zValueFunctionFromVector3[] = {
+    [](const Vector3& position) { return position.z; },
+    [](const Vector3& position) { return position.LengthSquared(); },
+    layer.GetSortFunction(),
+  };
 
-      // texture set
-      mSortingHelper[index].textureSet = item.mTextureSet;
+  // Determine whether we need to use zValue as Euclidean distance or translatoin's z value.
+  // If layer is LAYER_UI or camera is OrthographicProjection mode, we don't need to calculate
+  // renderItem's distance from camera.
 
-      // The default sorting function should get inlined here.
-      mSortingHelper[index].zValue = Internal::Layer::ZValue(item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
+  // Here we determine which zValue SortFunctionType (of the 3) to use.
+  //   0 is position z value : Default LAYER_UI or Orthographic camera
+  //   1 is distance square value : Default LAYER_3D and Perspective camera
+  //   2 is user defined function.
+  const int zValueFunctionIndex = layer.UsesDefaultSortFunction() ? ((layer.GetBehavior() == Dali::Layer::LAYER_UI || isOrthographicCamera) ? 0 : 1) : 2;
 
-      // Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
-      mSortingHelper[index].renderItem = &item;
-    }
-  }
-  else
+  for(uint32_t index = 0; index < renderableCount; ++index)
   {
-    const Dali::Layer::SortFunctionType sortFunction = layer.GetSortFunction();
-    for(uint32_t index = 0; index < renderableCount; ++index)
+    RenderItemKey itemKey = renderList.GetItemKey(index);
+    RenderItem&   item    = *itemKey.Get();
+    if(DALI_LIKELY(item.mRenderer))
     {
-      RenderItem& item = renderList.GetItem(index);
-
       item.mRenderer->SetSortAttributes(mSortingHelper[index]);
+    }
 
-      // texture set
-      mSortingHelper[index].textureSet = item.mTextureSet;
+    // texture set
+    mSortingHelper[index].textureSet = item.mTextureSet;
 
-      mSortingHelper[index].zValue = (*sortFunction)(item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
+    mSortingHelper[index].zValue = zValueFunctionFromVector3[zValueFunctionIndex](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;
-    }
+    // Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
+    mSortingHelper[index].renderItem = itemKey;
   }
 
   // Here we determine which comparitor (of the 3) to use.
@@ -422,7 +506,7 @@ inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex,
   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);
+    DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "  sortedList[%d] = %x\n", index, mSortingHelper[index].renderItem->mRenderer);
   }
 }
 
@@ -440,14 +524,18 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
   bool               isRenderListAdded       = false;
   bool               isRootLayerDirty        = false;
 
-  const Matrix&       viewMatrix = renderTask.GetViewMatrix(updateBufferIndex);
-  SceneGraph::Camera& camera     = renderTask.GetCamera();
+  const Matrix&             viewMatrix           = renderTask.GetViewMatrix(updateBufferIndex);
+  const SceneGraph::Camera& camera               = renderTask.GetCamera();
+  const bool                isOrthographicCamera = camera.mProjectionMode == Dali::Camera::ProjectionMode::ORTHOGRAPHIC_PROJECTION;
+
+  Viewport viewport;
+  bool     viewportSet = renderTask.QueryViewport(updateBufferIndex, viewport);
 
   const SortedLayersIter endIter = sortedLayers.end();
   for(SortedLayersIter iter = sortedLayers.begin(); iter != endIter; ++iter)
   {
     Layer&      layer = **iter;
-    const bool  tryReuseRenderList(viewMatrixHasNotChanged && layer.CanReuseRenderers(&renderTask.GetCamera()));
+    const bool  tryReuseRenderList(viewMatrixHasNotChanged && layer.CanReuseRenderers(&camera));
     const bool  isLayer3D  = layer.GetBehavior() == Dali::Layer::LAYER_3D;
     RenderList* renderList = nullptr;
 
@@ -470,10 +558,12 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
                                  viewMatrix,
                                  camera,
                                  isLayer3D,
+                                 viewportSet,
+                                 viewport,
                                  cull);
 
         // We only use the clipping version of the sort comparitor if any clipping nodes exist within the RenderList.
-        SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes);
+        SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes, isOrthographicCamera);
       }
 
       isRenderListAdded = true;
@@ -492,10 +582,12 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
                                  viewMatrix,
                                  camera,
                                  isLayer3D,
+                                 viewportSet,
+                                 viewport,
                                  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);
+        SortRenderItems(updateBufferIndex, *renderList, layer, false, isOrthographicCamera);
       }
 
       isRenderListAdded = true;