/*
- * Copyright (c) 2014 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/resources/resource-manager.h>
-#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/node-attachments/node-attachment.h>
-#include <dali/internal/update/node-attachments/scene-graph-renderable-attachment.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/scene-graph-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
- * @return The number of constraints that are still being applied
*/
-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 );
- }
-}
-
-/**
- * Recursively apply the constraints on the nodes
- * @param node to constraint
- * @param updateBufferIndex buffer index to use
- * @return number of active constraints
- */
-void ConstrainNodes( Node& node, BufferIndex updateBufferIndex )
-{
- ConstrainPropertyOwner( node, updateBufferIndex );
-
- if( node.HasAttachment() )
- {
- // @todo MESH_REWORK Remove dynamic cast.
- // (Or, if RendererAttachment split into RendererPropertyOwner(?),
- // do as separate pass as per other mesh objects - see also
- // UpdateManager::ResetNodeProperty())
- NodeAttachment& attachment = node.GetAttachment();
- PropertyOwner* propertyOwner = dynamic_cast< PropertyOwner* >( &attachment );
- if( propertyOwner != NULL )
- {
- ConstrainPropertyOwner( *propertyOwner, updateBufferIndex );
- }
- }
-
- /**
- * Constrain the children next
- */
- NodeContainer& children = node.GetChildren();
- const NodeIter endIter = children.End();
- for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
- {
- Node& child = **iter;
- ConstrainNodes( child, updateBufferIndex );
+ constraint.Apply(updateBufferIndex);
}
}
************************** Update node hierarchy *****************************
******************************************************************************/
-inline void UpdateRootNodeOpacity( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
+inline void UpdateRootNodeOpacity(Layer& rootNode, NodePropertyFlags nodeDirtyFlags, BufferIndex updateBufferIndex)
{
- if ( nodeDirtyFlags & ColorFlag )
+ 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, int nodeDirtyFlags, BufferIndex updateBufferIndex )
+inline void UpdateNodeOpacity(Node& node, NodePropertyFlags nodeDirtyFlags, BufferIndex updateBufferIndex)
{
// If opacity needs to be recalculated
- if ( nodeDirtyFlags & ColorFlag )
+ if(nodeDirtyFlags & NodePropertyFlags::COLOR)
{
- node.InheritWorldColor( updateBufferIndex );
+ node.InheritWorldColor(updateBufferIndex);
}
else
{
// Copy inherited value, if changed in the previous frame
- node.CopyPreviousWorldColor( updateBufferIndex );
- }
-}
-
-inline void UpdateRootNodeTransformValues( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- // If the transform values need to be reinherited
- if ( nodeDirtyFlags & TransformFlag )
- {
- rootNode.SetWorldPosition( updateBufferIndex, rootNode.GetPosition( updateBufferIndex ) );
- rootNode.SetWorldOrientation( updateBufferIndex, rootNode.GetOrientation( updateBufferIndex ) );
- rootNode.SetWorldScale ( updateBufferIndex, rootNode.GetScale ( updateBufferIndex ) );
- }
- else
- {
- // Copy previous value, in case they changed in the previous frame
- rootNode.CopyPreviousWorldOrientation( updateBufferIndex );
- rootNode.CopyPreviousWorldScale( updateBufferIndex );
- rootNode.CopyPreviousWorldPosition( updateBufferIndex );
- }
-}
-
-/**
- * Updates transform values for the given node if the transform flag is dirty.
- * Note that this will cause the size dirty flag to be set. This is why we pass
- * the dirty flags in by reference.
- * @param[in] node The node to update
- * @param[in,out] nodeDirtyFlags A reference to the dirty flags, these may be modified by this function
- * @param[in] updateBufferIndex The current index to use for this frame
- */
-inline void UpdateNodeTransformValues( Node& node, int& nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- // If the transform values need to be reinherited
- if( nodeDirtyFlags & TransformFlag )
- {
- // With a non-central anchor-point, the world rotation and scale affects the world position.
- // Therefore the world rotation & scale must be updated before the world position.
- if( node.IsOrientationInherited() )
- {
- node.InheritWorldOrientation( updateBufferIndex );
- }
- else
- {
- node.SetWorldOrientation( updateBufferIndex, node.GetOrientation( updateBufferIndex ) );
- }
-
- if( node.IsScaleInherited() )
- {
- node.InheritWorldScale( updateBufferIndex );
- }
- else
- {
- node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
- }
-
- node.InheritWorldPosition( updateBufferIndex );
- }
- else
- {
- // Copy inherited values, if those changed in the previous frame
- node.CopyPreviousWorldOrientation( updateBufferIndex );
- node.CopyPreviousWorldScale( updateBufferIndex );
- node.CopyPreviousWorldPosition( updateBufferIndex );
- node.CopyPreviousSize( updateBufferIndex );
- }
-}
-
-inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- // If world-matrix needs to be recalculated
- if ( nodeDirtyFlags & TransformFlag )
- {
- if( node.GetInhibitLocalTransform() )
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldOrientation(updateBufferIndex) / node.GetOrientation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
- }
- else
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldOrientation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) );
- }
- }
- else
- {
- node.CopyPreviousWorldMatrix( updateBufferIndex );
- }
-}
-
-inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- /**
- * If world-matrix needs to be recalculated.
- */
- if ( ( nodeDirtyFlags & TransformFlag ) ||
- updatedRenderable.IsScaleForSizeDirty() )
- {
- if( updatedRenderable.UsesGeometryScaling() )
- {
- // TODO: MESH_REWORK : remove scale for size
- Vector3 scaling;
- updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
- if( node.GetInhibitLocalTransform() )
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex) * scaling,
- node.GetWorldOrientation(updateBufferIndex) / node.GetOrientation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
- }
- else
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex) * scaling,
- node.GetWorldOrientation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) );
- }
- }
- else
- {
- // no scaling, i.e. Image
- if( node.GetInhibitLocalTransform() )
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldOrientation(updateBufferIndex) / node.GetOrientation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
- }
- else
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldOrientation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) );
- }
- }
- }
- else
- {
- node.CopyPreviousWorldMatrix( updateBufferIndex );
- }
-}
-
-/**
- * Update an attachment.
- * @return An updated renderable attachment if one was ready.
- */
-inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
- Node& node,
- BufferIndex updateBufferIndex,
- ResourceManager& resourceManager,
- int nodeDirtyFlags )
-{
- // Allow attachments to do specialised processing during updates
- attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
-
- RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
- if( renderable )
- {
- // Notify renderables when size has changed
- // Size can change while node was invisible so we need to check size again if we were previously invisible
- if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
- {
- renderable->SizeChanged( updateBufferIndex );
- }
-
- // check if node is visible
- if( renderable->ResolveVisibility( updateBufferIndex ) )
- {
- renderable->PrepareResources( updateBufferIndex, resourceManager );
- }
+ node.CopyPreviousWorldColor(updateBufferIndex);
}
- return renderable;
-}
-
-inline void AddRenderableToLayer( Layer& layer,
- RenderableAttachment& renderable,
- BufferIndex updateBufferIndex,
- int inheritedDrawMode )
-{
- // The renderables are stored into the opaque list temporarily for PrepareRenderables()
- // step. The list is cleared by ProcessRenderTasks().
- layer.opaqueRenderables.push_back( &renderable );
}
/**
* This is called recursively for all children of the root Node
*/
-inline int UpdateNodesAndAttachments( Node& node,
- int parentFlags,
- BufferIndex updateBufferIndex,
- ResourceManager& resourceManager,
- RenderQueue& renderQueue,
- Layer& currentLayer,
- int inheritedDrawMode )
+inline NodePropertyFlags UpdateNodes(Node& node,
+ NodePropertyFlags parentFlags,
+ BufferIndex updateBufferIndex,
+ RenderQueue& renderQueue,
+ Layer& currentLayer,
+ uint32_t inheritedDrawMode,
+ bool updated)
{
- Layer* layer = ¤tLayer;
-
- // Short-circuit for invisible nodes
- if ( !node.IsVisible( updateBufferIndex ) )
- {
- return 0;
- }
-
- // If the node was not previously visible
- BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
- if ( !node.IsVisible( previousBuffer ) )
- {
- // The node was skipped in the previous update; it must recalculate everything
- node.SetAllDirtyFlags();
- }
+ // Apply constraints to the node
+ ConstrainPropertyOwner(node, updateBufferIndex);
// Some dirty flags are inherited from parent
- int nodeDirtyFlags( node.GetDirtyFlags() | ( parentFlags & InheritedDirtyFlags ) );
+ NodePropertyFlags nodeDirtyFlags = node.GetInheritedDirtyFlags(parentFlags);
- int cumulativeDirtyFlags = nodeDirtyFlags;
+ NodePropertyFlags cumulativeDirtyFlags = nodeDirtyFlags;
- if ( node.IsLayer() )
+ Layer* layer = ¤tLayer;
+ Layer* nodeIsLayer(node.GetLayer());
+ if(nodeIsLayer)
{
// all childs go to this layer
- layer = node.GetLayer();
+ layer = nodeIsLayer;
// assume layer is clean to begin with
- layer->SetReuseRenderers( updateBufferIndex, true );
+ layer->SetReuseRenderers(updateBufferIndex, true);
// Layers do not inherit the DrawMode from their parents
inheritedDrawMode = DrawMode::NORMAL;
}
- DALI_ASSERT_DEBUG( NULL != layer );
+ DALI_ASSERT_DEBUG(NULL != layer);
- UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
+ UpdateNodeOpacity(node, nodeDirtyFlags, updateBufferIndex);
- // Note: nodeDirtyFlags are passed in by reference and may be modified by the following function.
- // It is important that the modified version of these flags are used by the RenderableAttachment.
- UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
-
- // Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
+ // Draw mode inheritance is treated as or-ing the modes together (as they are a bit-mask).
inheritedDrawMode |= node.GetDrawMode();
- if ( node.HasAttachment() )
+ 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)
{
- /*
- * Add renderables for the children into the current Layer
- */
- RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
- node,
- updateBufferIndex,
- resourceManager,
- nodeDirtyFlags );
-
-
- if( NULL != renderable )
- {
- // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
- UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
-
- // The attachment is ready to render, so it is added to a set of renderables.
- AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
- }
+ layer->SetReuseRenderers(updateBufferIndex, false);
}
- else if( node.IsObserved() )
+
+ // For partial update, mark all children of an animating node as updated.
+ if(updated) // Only set to updated if parent was updated.
{
- // This node is being used as a property input for an animation, constraint,
- // camera or bone. Ensure it's matrix is updated
- UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
+ node.SetUpdated(true);
}
-
- // 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 |=UpdateNodesAndAttachments( child,
- nodeDirtyFlags,
- updateBufferIndex,
- resourceManager,
- renderQueue,
- *layer,
- inheritedDrawMode );
+ 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
*/
-int UpdateNodesAndAttachments( Layer& rootNode,
- BufferIndex updateBufferIndex,
- ResourceManager& resourceManager,
- 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 ( !rootNode.IsVisible( updateBufferIndex ) )
+ if(DALI_UNLIKELY(!rootNode.IsVisible(updateBufferIndex))) // almost never ever true
{
- return 0;
+ return NodePropertyFlags::NOTHING;
}
// If the root node was not previously visible
BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
- if ( !rootNode.IsVisible( previousBuffer ) )
+ if(DALI_UNLIKELY(!rootNode.IsVisible(previousBuffer))) // almost never ever true
{
// The node was skipped in the previous update; it must recalculate everything
rootNode.SetAllDirtyFlags();
}
- int nodeDirtyFlags( rootNode.GetDirtyFlags() );
+ NodePropertyFlags nodeDirtyFlags(rootNode.GetDirtyFlags());
- int cumulativeDirtyFlags = nodeDirtyFlags;
+ NodePropertyFlags cumulativeDirtyFlags = nodeDirtyFlags;
- UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
+ UpdateRootNodeOpacity(rootNode, nodeDirtyFlags, updateBufferIndex);
- UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
+ DrawMode::Type drawMode(rootNode.GetDrawMode());
- 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 |= UpdateNodesAndAttachments( child,
- nodeDirtyFlags,
- updateBufferIndex,
- resourceManager,
- renderQueue,
- rootNode,
- drawMode );
+ cumulativeDirtyFlags |= UpdateNodes(child,
+ nodeDirtyFlags,
+ updateBufferIndex,
+ renderQueue,
+ rootNode,
+ drawMode,
+ updated);
}
return cumulativeDirtyFlags;