/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 <algorithm>
// INTERNAL INCLUDES
+#include <dali/internal/render/renderers/render-renderer.h>
+#include <dali/internal/update/animation/scene-graph-constraint-base.h>
+#include <dali/internal/update/nodes/node.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
#include <dali/public-api/actors/draw-mode.h>
#include <dali/public-api/math/matrix.h>
#include <dali/public-api/math/vector3.h>
-#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/animation/scene-graph-constraint-base.h>
-#include <dali/internal/update/nodes/scene-graph-layer.h>
-#include <dali/internal/render/renderers/render-renderer.h>
#include <dali/integration-api/debug.h>
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
-
#if defined(DEBUG_ENABLED)
Debug::Filter* gUpdateFilter = Debug::Filter::New(Debug::Concise, false, "LOG_UPDATE_ALGORITHMS");
#endif
*********************** Apply Constraints ************************************
******************************************************************************/
-
/**
* Constrain the local properties of the PropertyOwner.
* @param propertyOwner to constrain
* @param updateBufferIndex buffer index to use
*/
-void ConstrainPropertyOwner( PropertyOwner& propertyOwner, BufferIndex updateBufferIndex )
+void ConstrainPropertyOwner(PropertyOwner& propertyOwner, BufferIndex updateBufferIndex)
{
ConstraintOwnerContainer& constraints = propertyOwner.GetConstraints();
const ConstraintIter endIter = constraints.End();
- for( ConstraintIter iter = constraints.Begin(); iter != endIter; ++iter )
+ for(ConstraintIter iter = constraints.Begin(); iter != endIter; ++iter)
{
ConstraintBase& constraint = **iter;
- constraint.Apply( updateBufferIndex );
+ constraint.Apply(updateBufferIndex);
}
}
************************** Update node hierarchy *****************************
******************************************************************************/
-inline void UpdateRootNodeOpacity( Layer& rootNode, NodePropertyFlags nodeDirtyFlags, BufferIndex updateBufferIndex )
+inline void UpdateRootNodeOpacity(Layer& rootNode, NodePropertyFlags nodeDirtyFlags, BufferIndex updateBufferIndex)
{
- if ( nodeDirtyFlags & NodePropertyFlags::COLOR )
+ if(nodeDirtyFlags & NodePropertyFlags::COLOR)
{
- rootNode.SetWorldColor( rootNode.GetColor( updateBufferIndex ), updateBufferIndex );
+ rootNode.SetWorldColor(rootNode.GetColor(updateBufferIndex), updateBufferIndex);
}
else
{
// Copy previous value, in case it changed in the previous frame
- rootNode.CopyPreviousWorldColor( updateBufferIndex );
+ rootNode.CopyPreviousWorldColor(updateBufferIndex);
}
}
-inline void UpdateNodeOpacity( Node& node, NodePropertyFlags nodeDirtyFlags, BufferIndex updateBufferIndex )
+inline void UpdateNodeOpacity(Node& node, NodePropertyFlags nodeDirtyFlags, BufferIndex updateBufferIndex)
{
// If opacity needs to be recalculated
- if ( nodeDirtyFlags & NodePropertyFlags::COLOR )
+ if(nodeDirtyFlags & NodePropertyFlags::COLOR)
{
- node.InheritWorldColor( updateBufferIndex );
+ node.InheritWorldColor(updateBufferIndex);
}
else
{
// Copy inherited value, if changed in the previous frame
- node.CopyPreviousWorldColor( updateBufferIndex );
+ node.CopyPreviousWorldColor(updateBufferIndex);
}
}
/**
* This is called recursively for all children of the root Node
*/
-inline NodePropertyFlags UpdateNodes( Node& node,
- NodePropertyFlags parentFlags,
- BufferIndex updateBufferIndex,
- RenderQueue& renderQueue,
- Layer& currentLayer,
- uint32_t inheritedDrawMode )
+inline NodePropertyFlags UpdateNodes(Node& node,
+ NodePropertyFlags parentFlags,
+ BufferIndex updateBufferIndex,
+ RenderQueue& renderQueue,
+ bool updated)
{
// Apply constraints to the node
- ConstrainPropertyOwner( node, updateBufferIndex );
+ ConstrainPropertyOwner(node, updateBufferIndex);
// Some dirty flags are inherited from parent
- NodePropertyFlags nodeDirtyFlags = node.GetInheritedDirtyFlags( parentFlags );
+ NodePropertyFlags nodeDirtyFlags = node.GetDirtyFlags() | node.GetInheritedDirtyFlags(parentFlags);
NodePropertyFlags cumulativeDirtyFlags = nodeDirtyFlags;
- Layer* layer = ¤tLayer;
- Layer* nodeIsLayer( node.GetLayer() );
- if( nodeIsLayer )
- {
- // all childs go to this layer
- layer = nodeIsLayer;
+ UpdateNodeOpacity(node, nodeDirtyFlags, updateBufferIndex);
- // assume layer is clean to begin with
- layer->SetReuseRenderers( updateBufferIndex, true );
+ // Collect uniform maps
+ node.PrepareRender(updateBufferIndex);
- // Layers do not inherit the DrawMode from their parents
- inheritedDrawMode = DrawMode::NORMAL;
+ // For partial update, mark all children of an animating node as updated.
+ if(updated) // Only set to updated if parent was updated.
+ {
+ node.SetUpdated(true);
}
- DALI_ASSERT_DEBUG( NULL != layer );
-
- UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
-
- // Draw mode inheritance is treated as or-ing the modes together (as they are a bit-mask).
- inheritedDrawMode |= node.GetDrawMode();
-
- node.PrepareRender( updateBufferIndex );
-
- // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
- // also if node has been deleted, dont reuse old render items
- if( nodeDirtyFlags & RenderableUpdateFlags )
+ else if(node.Updated()) // Only propagate updated==true downwards.
{
- layer->SetReuseRenderers( updateBufferIndex, false );
+ updated = true;
}
// recurse children
NodeContainer& children = node.GetChildren();
- const NodeIter endIter = children.End();
- for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
+ const NodeIter endIter = children.End();
+ for(NodeIter iter = children.Begin(); iter != endIter; ++iter)
{
Node& child = **iter;
- cumulativeDirtyFlags |=UpdateNodes( child,
+ cumulativeDirtyFlags |= UpdateNodes(child,
nodeDirtyFlags,
updateBufferIndex,
renderQueue,
- *layer,
- inheritedDrawMode );
+ updated);
}
return cumulativeDirtyFlags;
/**
* The root node is treated separately; it cannot inherit values since it has no parent
*/
-NodePropertyFlags UpdateNodeTree( Layer& rootNode,
- BufferIndex updateBufferIndex,
- RenderQueue& renderQueue )
+NodePropertyFlags UpdateNodeTree(Layer& rootNode,
+ BufferIndex updateBufferIndex,
+ RenderQueue& renderQueue)
{
- DALI_ASSERT_DEBUG( rootNode.IsRoot() );
+ DALI_ASSERT_DEBUG(rootNode.IsRoot());
// Short-circuit for invisible nodes
- if ( DALI_UNLIKELY( !rootNode.IsVisible( updateBufferIndex ) ) ) // almost never ever true
+ if(DALI_UNLIKELY(!rootNode.IsVisible(updateBufferIndex))) // almost never ever true
{
return NodePropertyFlags::NOTHING;
}
// If the root node was not previously visible
BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
- if ( DALI_UNLIKELY( !rootNode.IsVisible( previousBuffer ) ) ) // almost never ever true
+ if(DALI_UNLIKELY(!rootNode.IsVisible(previousBuffer))) // almost never ever true
{
// The node was skipped in the previous update; it must recalculate everything
rootNode.SetAllDirtyFlags();
}
- NodePropertyFlags nodeDirtyFlags( rootNode.GetDirtyFlags() );
+ NodePropertyFlags nodeDirtyFlags(rootNode.GetDirtyFlags());
NodePropertyFlags cumulativeDirtyFlags = nodeDirtyFlags;
- UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
+ UpdateRootNodeOpacity(rootNode, nodeDirtyFlags, updateBufferIndex);
- DrawMode::Type drawMode( rootNode.GetDrawMode() );
+ bool updated = rootNode.Updated();
// recurse children
NodeContainer& children = rootNode.GetChildren();
- const NodeIter endIter = children.End();
- for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
+ const NodeIter endIter = children.End();
+ for(NodeIter iter = children.Begin(); iter != endIter; ++iter)
{
Node& child = **iter;
- cumulativeDirtyFlags |= UpdateNodes( child,
- nodeDirtyFlags,
- updateBufferIndex,
- renderQueue,
- rootNode,
- drawMode );
+ cumulativeDirtyFlags |= UpdateNodes(child,
+ nodeDirtyFlags,
+ updateBufferIndex,
+ renderQueue,
+ updated);
}
return cumulativeDirtyFlags;
}
+inline void UpdateLayers(Node& node,
+ NodePropertyFlags parentFlags,
+ BufferIndex updateBufferIndex,
+ Layer& currentLayer)
+{
+ // Some dirty flags are inherited from parent
+ NodePropertyFlags nodeDirtyFlags = node.GetDirtyFlags() | node.GetInheritedDirtyFlags(parentFlags);
+ nodeDirtyFlags |= (node.IsLocalMatrixDirty() ? NodePropertyFlags::TRANSFORM : NodePropertyFlags::NOTHING);
+
+ Layer* nodeIsLayer(node.GetLayer());
+ Layer* layer = nodeIsLayer ? nodeIsLayer : ¤tLayer;
+ if(nodeIsLayer)
+ {
+ layer->SetReuseRenderers(updateBufferIndex, true);
+ }
+ DALI_ASSERT_DEBUG(nullptr != layer);
+
+ // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
+ // also if node has been deleted, dont reuse old render items
+ if(nodeDirtyFlags != NodePropertyFlags::NOTHING)
+ {
+ layer->SetReuseRenderers(updateBufferIndex, false);
+ }
+
+ // recurse children
+ NodeContainer& children = node.GetChildren();
+ const NodeIter endIter = children.End();
+ for(NodeIter iter = children.Begin(); iter != endIter; ++iter)
+ {
+ Node& child = **iter;
+ UpdateLayers(child, nodeDirtyFlags, updateBufferIndex, *layer);
+ }
+}
+
+void UpdateLayerTree(Layer& layer,
+ BufferIndex updateBufferIndex)
+{
+ NodePropertyFlags nodeDirtyFlags = layer.GetDirtyFlags();
+ nodeDirtyFlags |= (layer.IsLocalMatrixDirty() ? NodePropertyFlags::TRANSFORM : NodePropertyFlags::NOTHING);
+
+ // recurse children
+ NodeContainer& children = layer.GetChildren();
+ const NodeIter endIter = children.End();
+ for(NodeIter iter = children.Begin(); iter != endIter; ++iter)
+ {
+ Node& child = **iter;
+ UpdateLayers(child, nodeDirtyFlags, updateBufferIndex, layer);
+ }
+}
+
} // namespace SceneGraph
} // namespace Internal