/*
- * Copyright (c) 2020 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.
#include <dali/internal/update/manager/render-instruction-processor.h>
// INTERNAL INCLUDES
-#include <dali/public-api/actors/layer.h>
#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/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/render/common/render-instruction-container.h>
+#include <dali/internal/render/common/render-instruction.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/common/render-instruction-container.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
#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>
+#include <dali/public-api/actors/layer.h>
namespace
{
#if defined(DEBUG_ENABLED)
Debug::Filter* gRenderListLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_LISTS");
#endif
-}
+} // namespace
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
-
namespace
{
-
/**
* 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
*/
-inline bool PartialCompareItems( const RenderInstructionProcessor::SortAttributes& lhs,
- const RenderInstructionProcessor::SortAttributes& rhs )
+inline bool PartialCompareItems(const RenderInstructionProcessor::SortAttributes& lhs,
+ const RenderInstructionProcessor::SortAttributes& rhs)
{
- if( lhs.shader == rhs.shader )
+ if(lhs.shader == rhs.shader)
{
- if( lhs.textureSet == rhs.textureSet )
+ if(lhs.textureSet == rhs.textureSet)
{
return lhs.geometry < rhs.geometry;
}
* @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 )
+bool CompareItems(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.renderItem->mDepthIndex == rhs.renderItem->mDepthIndex)
{
- return PartialCompareItems( lhs, rhs );
+ return PartialCompareItems(lhs, rhs);
}
return lhs.renderItem->mDepthIndex < rhs.renderItem->mDepthIndex;
}
* @param[in] rhs Right hand side item
* @return True if left item is greater than right
*/
-bool CompareItems3D( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+bool CompareItems3D(const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs)
{
const bool lhsIsOpaque = lhs.renderItem->mIsOpaque;
- if( lhsIsOpaque == rhs.renderItem->mIsOpaque )
+ if(lhsIsOpaque == rhs.renderItem->mIsOpaque)
{
- if( lhsIsOpaque )
+ if(lhsIsOpaque)
{
// If both RenderItems are opaque, sort using shader, then material then geometry.
- return PartialCompareItems( lhs, rhs );
+ 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(Equals(lhs.zValue, rhs.zValue))
{
- return PartialCompareItems( lhs, rhs );
+ return PartialCompareItems(lhs, rhs);
}
return lhs.zValue > rhs.zValue;
}
* @param[in] rhs Right hand side item
* @return True if left item is greater than right
*/
-bool CompareItems3DWithClipping( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+bool CompareItems3DWithClipping(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 )
+ if(lhs.renderItem->mNode->mClippingSortModifier == rhs.renderItem->mNode->mClippingSortModifier)
{
- return CompareItems3D( lhs, rhs );
+ return CompareItems3D(lhs, rhs);
}
return lhs.renderItem->mNode->mClippingSortModifier < rhs.renderItem->mNode->mClippingSortModifier;
}
/**
+ * 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
* @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) &&
+ 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)
+ 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;
- item.mIsUpdated = (item.mNode != renderable.mNode);
- item.mNode = renderable.mNode;
+ // We can skip render when node is not clipping and transparent
+ skipRender = (opacityType == Renderer::TRANSPARENT && node->GetClippingMode() == ClippingMode::DISABLED);
- bool prevIsOpaque = item.mIsOpaque;
- item.mIsOpaque = (opacityType == Renderer::OPAQUE);
- item.mIsUpdated |= (prevIsOpaque != item.mIsOpaque);
+ isOpaque = (opacityType == Renderer::OPAQUE);
+ }
- Vector4 prevColor = item.mColor;
- item.mColor = renderable.mNode->GetColor(updateBufferIndex);
- item.mIsUpdated |= (prevColor != item.mColor);
+ if(!skipRender)
+ {
+ // Get the next free RenderItem.
+ RenderItem& item = renderList.GetNextFreeItem();
- int prevDepthIndex = item.mDepthIndex;
- item.mDepthIndex = 0;
- if (!isLayer3d)
- {
- item.mDepthIndex = renderable.mNode->GetDepthIndex();
- }
+ item.mNode = node;
+ item.mIsOpaque = isOpaque;
+ item.mDepthIndex = isLayer3d ? 0 : node->GetDepthIndex();
- Render::Renderer* prevRenderer = item.mRenderer;
- if (DALI_LIKELY(renderable.mRenderer))
+ if(DALI_LIKELY(renderable.mRenderer))
{
- item.mRenderer = &renderable.mRenderer->GetRenderer();
- const void* prevTextureSet = item.mTextureSet;
- item.mTextureSet = renderable.mRenderer->GetTextures();
- item.mIsUpdated |= (prevTextureSet != item.mTextureSet);
+ 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 |= (prevDepthIndex != item.mDepthIndex);
- item.mIsUpdated |= (prevRenderer != item.mRenderer);
item.mIsUpdated |= isLayer3d;
- if (!item.mIsUpdated)
+ if(!nodeUpdateAreaSet)
{
- Matrix prevModelViewMatrix = item.mModelViewMatrix;
- Vector3 prevSize = item.mSize;
+ SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
+ }
- // Save ModelView matrix onto the item.
- node->GetWorldMatrixAndSize( item.mModelMatrix, item.mSize );
- Matrix::Multiply( item.mModelViewMatrix, item.mModelMatrix, viewMatrix );
+ item.mSize = nodeSize;
+ item.mUpdateArea = nodeUpdateArea;
+ item.mModelMatrix = nodeWorldMatrix;
- item.mIsUpdated = ((prevSize != item.mSize) || (item.mModelViewMatrix != prevModelViewMatrix));
- }
- else
+ if(!nodeModelViewMatrixSet)
{
- // Save ModelView matrix onto the item.
- node->GetWorldMatrixAndSize( item.mModelMatrix, item.mSize );
- Matrix::Multiply( item.mModelViewMatrix, item.mModelMatrix, viewMatrix );
+ MatrixUtils::MultiplyTransformMatrix(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
}
+ item.mModelViewMatrix = nodeModelViewMatrix;
- item.mUpdateSize = node->GetUpdateSizeHint();
- if (item.mUpdateSize == Vector3::ZERO)
- {
- // 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;
- }
- }
+ PartialRenderingData partialRenderingData;
+ partialRenderingData.color = node->GetWorldColor(updateBufferIndex);
+ partialRenderingData.matrix = item.mModelViewMatrix;
+ partialRenderingData.updatedPositionSize = item.mUpdateArea;
+ partialRenderingData.size = item.mSize;
+
+ 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 );
+ node->SetCulled(updateBufferIndex, false);
}
else
{
- node->SetCulled( updateBufferIndex, true );
+ // Mark as not rendered
+ auto& nodePartialRenderingData = node->GetPartialRenderingData();
+ nodePartialRenderingData.mRendered = false;
+
+ node->SetCulled(updateBufferIndex, true);
}
}
* @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");
+ DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
- for( auto&& renderer : renderers )
+ for(auto&& renderer : renderers)
{
- AddRendererToRenderList( updateBufferIndex,
- renderList,
- renderer,
- viewMatrix,
- camera,
- isLayer3d,
- cull);
+ AddRendererToRenderList(updateBufferIndex,
+ renderList,
+ renderer,
+ viewMatrix,
+ camera,
+ isLayer3d,
+ viewportSet,
+ viewport,
+ cull);
}
}
* @param renderList that is cached from frame N-1
* @param renderables list of renderables
*/
-inline bool TryReuseCachedRenderers( Layer& layer,
- RenderList& renderList,
- RenderableContainer& renderables )
+inline bool TryReuseCachedRenderers(Layer& layer,
+ RenderList& renderList,
+ RenderableContainer& renderables)
{
- bool retValue = false;
- uint32_t renderableCount = static_cast<uint32_t>( renderables.Size() );
+ bool retValue = false;
+ 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 ) )
+ if((renderList.GetSourceLayer() == &layer) &&
+ (renderList.GetCachedItemCount() == renderableCount))
{
// Check that all the same renderers are there. This gives us additional security in avoiding rendering the wrong things.
// Render list is sorted so at this stage renderers may be in different order.
// Therefore we check a combined sum of all renderer addresses.
size_t checkSumNew = 0;
size_t checkSumOld = 0;
- for( uint32_t index = 0; index < renderableCount; ++index )
+ //@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 )
+ if(checkSumNew == checkSumOld)
{
// tell list to reuse its existing items
renderList.ReuseCachedItems();
return retValue;
}
-inline bool SetupRenderList( RenderableContainer& renderables,
- Layer& layer,
- RenderInstruction& instruction,
- bool tryReuseRenderList,
- RenderList** renderList )
+inline bool SetupRenderList(RenderableContainer& renderables,
+ Layer& layer,
+ RenderInstruction& instruction,
+ bool tryReuseRenderList,
+ RenderList** renderList)
{
- *renderList = &( instruction.GetNextFreeRenderList( renderables.Size() ) );
- ( *renderList )->SetClipping( layer.IsClipping(), layer.GetClippingBox() );
- ( *renderList )->SetSourceLayer( &layer );
+ *renderList = &(instruction.GetNextFreeRenderList(renderables.Size()));
+ (*renderList)->SetClipping(layer.IsClipping(), layer.GetClippingBox());
+ (*renderList)->SetSourceLayer(&layer);
// Try to reuse cached RenderItems from last time around.
- return ( tryReuseRenderList && TryReuseCachedRenderers( layer, **renderList, renderables ) );
+ return (tryReuseRenderList && TryReuseCachedRenderers(layer, **renderList, renderables));
}
} // Anonymous namespace.
-
RenderInstructionProcessor::RenderInstructionProcessor()
: mSortingHelper()
{
// Set up a container of comparators for fast run-time selection.
- mSortComparitors.Reserve( 3u );
+ mSortComparitors.Reserve(3u);
- mSortComparitors.PushBack( CompareItems );
- mSortComparitors.PushBack( CompareItems3D );
- mSortComparitors.PushBack( CompareItems3DWithClipping );
+ mSortComparitors.PushBack(CompareItems);
+ mSortComparitors.PushBack(CompareItems3D);
+ mSortComparitors.PushBack(CompareItems3DWithClipping);
}
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() );
+ const uint32_t renderableCount = static_cast<uint32_t>(renderList.Count());
// Reserve space if needed.
- const uint32_t oldcapacity = static_cast<uint32_t>( mSortingHelper.size() );
- if( oldcapacity < renderableCount )
+ const uint32_t oldcapacity = static_cast<uint32_t>(mSortingHelper.size());
+ if(oldcapacity < renderableCount)
{
- mSortingHelper.reserve( renderableCount );
+ mSortingHelper.reserve(renderableCount);
// Add real objects (reserve does not construct objects).
- mSortingHelper.insert( mSortingHelper.begin() + oldcapacity,
+ mSortingHelper.insert(mSortingHelper.begin() + oldcapacity,
(renderableCount - oldcapacity),
- RenderInstructionProcessor::SortAttributes() );
+ RenderInstructionProcessor::SortAttributes());
}
else
{
// Clear extra elements from helper, does not decrease capability.
- mSortingHelper.resize( renderableCount );
+ mSortingHelper.resize(renderableCount);
}
// 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( bufferIndex, 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( bufferIndex, mSortingHelper[ index ] );
-
- // texture set
- mSortingHelper[ index ].textureSet = item.mTextureSet;
+ item.mRenderer->SetSortAttributes(mSortingHelper[index]);
+ }
+ // 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.
// 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 ] );
+ 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");
+ DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "Sorted Transparent List:\n");
RenderItemContainer::Iterator renderListIter = renderList.GetContainer().Begin();
- for( uint32_t 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);
+ *renderListIter = mSortingHelper[index].renderItem;
+ DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, " sortedList[%d] = %x\n", index, mSortingHelper[index].renderItem->mRenderer);
}
}
-void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
- SortedLayerPointers& sortedLayers,
- RenderTask& renderTask,
- bool cull,
- bool hasClippingNodes,
- RenderInstructionContainer& instructions )
+void RenderInstructionProcessor::Prepare(BufferIndex updateBufferIndex,
+ SortedLayerPointers& sortedLayers,
+ RenderTask& renderTask,
+ bool cull,
+ bool hasClippingNodes,
+ RenderInstructionContainer& instructions)
{
// Retrieve the RenderInstruction buffer from the RenderInstructionContainer
// then populate with instructions.
- RenderInstruction& instruction = renderTask.PrepareRenderInstruction( updateBufferIndex );
- bool viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
- bool isRenderListAdded = false;
- bool isRootLayerDirty = false;
+ RenderInstruction& instruction = renderTask.PrepareRenderInstruction(updateBufferIndex);
+ bool viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
+ bool isRenderListAdded = false;
+ bool isRootLayerDirty = false;
+
+ const Matrix& viewMatrix = renderTask.GetViewMatrix(updateBufferIndex);
+ const SceneGraph::Camera& camera = renderTask.GetCamera();
+ const bool isOrthographicCamera = camera.mProjectionMode == Dali::Camera::ProjectionMode::ORTHOGRAPHIC_PROJECTION;
- const Matrix& viewMatrix = renderTask.GetViewMatrix( updateBufferIndex );
- SceneGraph::Camera& camera = renderTask.GetCamera();
+ Viewport viewport;
+ bool viewportSet = renderTask.QueryViewport(updateBufferIndex, viewport);
const SortedLayersIter endIter = sortedLayers.end();
- for( SortedLayersIter iter = sortedLayers.begin(); iter != endIter; ++iter )
+ for(SortedLayersIter iter = sortedLayers.begin(); iter != endIter; ++iter)
{
- Layer& layer = **iter;
- const bool tryReuseRenderList( viewMatrixHasNotChanged && layer.CanReuseRenderers( &renderTask.GetCamera() ) );
- const bool isLayer3D = layer.GetBehavior() == Dali::Layer::LAYER_3D;
+ Layer& layer = **iter;
+ const bool tryReuseRenderList(viewMatrixHasNotChanged && layer.CanReuseRenderers(&camera));
+ const bool isLayer3D = layer.GetBehavior() == Dali::Layer::LAYER_3D;
RenderList* renderList = nullptr;
- if( layer.IsRoot() && ( layer.GetDirtyFlags() != NodePropertyFlags::NOTHING ) )
+ 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() )
+ if(!layer.colorRenderables.Empty())
{
RenderableContainer& renderables = layer.colorRenderables;
- if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
+ if(!SetupRenderList(renderables, layer, instruction, tryReuseRenderList, &renderList))
{
- renderList->SetHasColorRenderItems( true );
- AddRenderersToRenderList( updateBufferIndex,
- *renderList,
- renderables,
- viewMatrix,
- camera,
- isLayer3D,
- cull );
+ renderList->SetHasColorRenderItems(true);
+ AddRenderersToRenderList(updateBufferIndex,
+ *renderList,
+ renderables,
+ 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;
}
- if( !layer.overlayRenderables.Empty() )
+ if(!layer.overlayRenderables.Empty())
{
RenderableContainer& renderables = layer.overlayRenderables;
- if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
+ if(!SetupRenderList(renderables, layer, instruction, tryReuseRenderList, &renderList))
{
- renderList->SetHasColorRenderItems( false );
- AddRenderersToRenderList( updateBufferIndex,
- *renderList,
- renderables,
- viewMatrix,
- camera,
- isLayer3D,
- cull );
+ renderList->SetHasColorRenderItems(false);
+ AddRenderersToRenderList(updateBufferIndex,
+ *renderList,
+ renderables,
+ 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;
// Inform the render instruction that all renderers have been added and this frame is complete.
instruction.UpdateCompleted();
- if( isRenderListAdded || instruction.mIsClearColorSet || isRootLayerDirty )
+ if(isRenderListAdded || instruction.mIsClearColorSet || isRootLayerDirty)
{
- instructions.PushBack( updateBufferIndex, &instruction );
+ instructions.PushBack(updateBufferIndex, &instruction);
}
}
-} // SceneGraph
+} // namespace SceneGraph
-} // Internal
+} // namespace Internal
-} // Dali
+} // namespace Dali