/*
- * 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.
// 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>
#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>
}
/**
+ * 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) &&
(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);
}
}
* @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");
viewMatrix,
camera,
isLayer3d,
+ viewportSet,
+ viewport,
cull);
}
}
// 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)
{
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.
// 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.
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);
}
}
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;
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;
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;