-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2015 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
// INTERNAL INCLUDES
#include <dali/public-api/math/matrix.h>
+#include <dali/internal/update/controllers/render-message-dispatcher.h>
#include <dali/internal/update/resources/resource-manager.h>
-#include <dali/internal/update/resources/complete-status-manager.h>
#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/node-attachments/scene-graph-camera-attachment.h>
#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/common/render-tracker.h>
#include <dali/internal/update/render-tasks/scene-graph-render-task-debug.h>
-namespace
-{
-const unsigned int NUM_FRAMES_BEFORE_NOTIFY_FINISHED(3);
-const unsigned int COUNTDOWN_COMPLETE(-1);
-} // anonymous namespace
-
namespace Dali
{
namespace Internal
mSourceNode->SetExclusiveRenderTask( NULL );
}
}
- if( mFrameBufferResourceId )
+ if( mRenderSyncTracker )
{
- mCompleteStatusManager->StopTrackingResource( mFrameBufferResourceId );
+ mRenderMessageDispatcher->RemoveRenderTracker( *mRenderSyncTracker );
}
}
+void RenderTask::Initialize( RenderMessageDispatcher& renderMessageDispatcher, ResourceManager& resourceManager )
+{
+ mRenderMessageDispatcher = &renderMessageDispatcher;
+ mResourceManager = &resourceManager;
+}
+
void RenderTask::SetSourceNode( Node* node )
{
// Remove exclusive flag from the old node, if necessary
}
}
-Node* RenderTask::GetCameraNode() const
+void RenderTask::SetFrameBufferId( unsigned int resourceId, bool isNativeFBO )
{
- return mCameraNode;
-}
-
-void RenderTask::SetFrameBufferId( unsigned int resourceId )
-{
- if ( mFrameBufferResourceId != resourceId )
- {
- DALI_ASSERT_DEBUG(mCompleteStatusManager && "Complete status tracker is null");
- if( mCompleteStatusManager )
- {
- if( resourceId && mState == RENDER_ONCE_WAITING_FOR_RESOURCES )
- {
- mCompleteStatusManager->TrackResource( resourceId );
- }
-
- if( mFrameBufferResourceId )
- {
- mCompleteStatusManager->StopTrackingResource( mFrameBufferResourceId );
- }
- }
-
- mFrameBufferResourceId = resourceId;
- }
+ // note that we might already have a RenderTracker
+ mTargetIsNativeFramebuffer = isNativeFBO;
+ mFrameBufferResourceId = resourceId;
}
unsigned int RenderTask::GetFrameBufferId() const
return mClearEnabled;
}
+void RenderTask::SetCullMode( bool mode )
+{
+ mCullMode = mode;
+}
+
+bool RenderTask::GetCullMode() const
+{
+ return mCullMode;
+}
+
void RenderTask::SetRefreshRate( unsigned int refreshRate )
{
DALI_LOG_TRACE_METHOD_FMT(gRenderTaskLogFilter, "this:%p RefreshRate:%d\n", this, refreshRate);
if( mRefreshRate > 0 )
{
mState = RENDER_CONTINUOUSLY;
-
- if( mFrameBufferResourceId )
- {
- // Don't need tracking
- DALI_ASSERT_DEBUG(mCompleteStatusManager && "Ready state tracker is null");
- if( mCompleteStatusManager != NULL )
- {
- mCompleteStatusManager->StopTrackingResource( mFrameBufferResourceId );
- }
- }
}
else
{
mState = RENDER_ONCE_WAITING_FOR_RESOURCES;
mWaitingToRender = true;
mNotifyTrigger = false;
-
- if( mFrameBufferResourceId )
- {
- DALI_ASSERT_DEBUG(mCompleteStatusManager && "Ready state tracker is null");
- if( mCompleteStatusManager != NULL )
- {
- mCompleteStatusManager->TrackResource( mFrameBufferResourceId );
- }
- }
+ // need at least on other render on the FBO
+ mResourceManager->SetFrameBufferBeenRenderedTo( mFrameBufferResourceId, false );
}
mFrameCounter = 0u;
bool RenderTask::ReadyToRender( BufferIndex updateBufferIndex )
{
+ // If the source node of the render task is invisible we should still render
+ // We want the render task to complete and possible clear colors to happen
+
+ // Check source node
if ( NULL == mSourceNode ||
( !mSourceNode->IsRoot() && NULL == mSourceNode->GetParent() ) )
{
return false;
}
- // Check if the source node (root actor) and all its ancestors are visible.
- if( !mSourceNode->IsFullyVisible( updateBufferIndex ) )
- {
- TASK_LOG_FMT(Debug::General, " =F No visible source FC:%d\n", mFrameCounter );
- return false;
- }
-
+ // Check camera node
if ( NULL == mCameraNode ||
NULL == mCameraNode->GetParent() ||
!mCameraNode->HasAttachment() )
switch( mState )
{
case RENDER_CONTINUOUSLY:
+ {
required = (mFrameCounter == 0);
break;
-
+ }
case RENDER_ONCE_WAITING_FOR_RESOURCES:
+ {
required = true;
break;
-
+ }
default:
+ {
required = false;
break;
+ }
}
TASK_LOG_FMT( Debug::General, " State:%s = %s\n", STATE_STRING(mState), required?"T":"F" );
return required;
}
+void RenderTask::SetResourcesFinished( bool resourcesFinished )
+{
+ // resourcesFinished tells us that this render task will render to its FBO
+ mResourcesFinished = resourcesFinished;
+ if( mResourcesFinished )
+ {
+ mResourceManager->SetFrameBufferBeenRenderedTo( mFrameBufferResourceId, true );
+ }
+}
+
// Called every frame regardless of whether render was required.
// If render was not required, ignore resourcesFinished.
-void RenderTask::UpdateState(bool resourcesFinished)
+void RenderTask::UpdateState()
{
- TASK_LOG_FMT( Debug::General, "(resourcesFinished:%s) FC:%d State:%s RR:%d\n", resourcesFinished?"T":"F", mFrameCounter, STATE_STRING(mState), mRefreshRate );
+ TASK_LOG_FMT( Debug::General, "(mResourcesFinished:%s) FC:%d State:%s RR:%d\n", mResourcesFinished?"T":"F", mFrameCounter, STATE_STRING(mState), mRefreshRate );
switch( mState )
{
{
if( mFrameCounter == 0 )
{
- if( resourcesFinished )
+ if( mResourcesFinished )
{
- ++mFrameCounter; // Only start missing frames when resources are loaded
+ ++mFrameCounter; // Only start skipping frames when resources are loaded
}
}
- else // Continue counting to miss frames
+ else // Continue counting to skip frames
{
++mFrameCounter;
if( mFrameCounter >= mRefreshRate )
case RENDER_ONCE_WAITING_FOR_RESOURCES:
{
- if( resourcesFinished )
+ if( mResourcesFinished )
{
mState = RENDERED_ONCE;
}
case RENDERED_ONCE:
{
+ mWaitingToRender = true;
+ mNotifyTrigger = false;
if( mFrameBufferResourceId > 0 )
{
- // Query if the framebuffer is complete:
- DALI_ASSERT_DEBUG(mCompleteStatusManager && "Complete status tracker is null");
- if( mCompleteStatusManager != NULL &&
- CompleteStatusManager::COMPLETE == mCompleteStatusManager->GetStatus( mFrameBufferResourceId ) )
+ if( mTargetIsNativeFramebuffer )
{
- mWaitingToRender = false;
- mNotifyTrigger = true;
+ if( mRenderSyncTracker && mRenderSyncTracker->IsSynced() )
+ {
+ mWaitingToRender = false;
+ mNotifyTrigger = true;
+ }
}
- else
+ else if( mResourceManager->HasFrameBufferBeenRenderedTo( mFrameBufferResourceId ) )
{
- mWaitingToRender = true;
+ mWaitingToRender = false;
+ mNotifyTrigger = true;
}
}
else
{
- mWaitingToRender = false;
mNotifyTrigger = true;
}
}
+
break;
default:
return mCameraAttachment->GetViewMatrix( bufferIndex );
}
+SceneGraph::CameraAttachment& RenderTask::GetCameraAttachment() const
+{
+ DALI_ASSERT_DEBUG( NULL != mCameraAttachment );
+ return *mCameraAttachment;
+}
+
const Matrix& RenderTask::GetProjectionMatrix( BufferIndex bufferIndex ) const
{
DALI_ASSERT_DEBUG( NULL != mCameraAttachment );
void RenderTask::PrepareRenderInstruction( RenderInstruction& instruction, BufferIndex updateBufferIndex )
{
+ DALI_ASSERT_DEBUG( NULL != mCameraAttachment );
+
TASK_LOG(Debug::General);
Viewport viewport;
bool viewportSet = QueryViewport( updateBufferIndex, viewport );
- instruction.Reset( &GetViewMatrix( updateBufferIndex ),
- &GetProjectionMatrix( updateBufferIndex ),
+ instruction.Reset( mCameraAttachment,
GetFrameBufferId(),
viewportSet ? &viewport : NULL,
mClearEnabled ? &GetClearColor( updateBufferIndex ) : NULL );
+
+ if( mTargetIsNativeFramebuffer &&
+ mRefreshRate == Dali::RenderTask::REFRESH_ONCE &&
+ mResourcesFinished )
+ {
+ // create tracker if one doesn't yet exist.
+ if( !mRenderSyncTracker )
+ {
+ mRenderSyncTracker = new Render::RenderTracker();
+ mRenderMessageDispatcher->AddRenderTracker( *mRenderSyncTracker );
+ }
+ instruction.mRenderTracker = mRenderSyncTracker;
+ }
+ else
+ {
+ // no sync needed, texture FBOs are "ready" the same frame they are rendered to
+ instruction.mRenderTracker = NULL;
+ }
}
bool RenderTask::ViewMatrixUpdated()
return retval;
}
-void RenderTask::SetCompleteStatusManager(CompleteStatusManager* completeStatusManager)
-{
- mCompleteStatusManager = completeStatusManager;
-}
-
void RenderTask::SetViewportPosition( BufferIndex updateBufferIndex, const Vector2& value )
{
mViewportPosition.Set( updateBufferIndex, value );
return false;
}
+Node* RenderTask::GetCamera() const
+{
+ return mCameraNode;
+}
+
void RenderTask::ResetDefaultProperties( BufferIndex updateBufferIndex )
{
// Reset default properties
: mViewportPosition( Vector2::ZERO),
mViewportSize( Vector2::ZERO),
mClearColor( Dali::RenderTask::DEFAULT_CLEAR_COLOR ),
- mCompleteStatusManager( NULL ),
+ mRenderMessageDispatcher( NULL ),
+ mResourceManager( NULL ),
+ mRenderSyncTracker( NULL ),
mSourceNode( NULL ),
mCameraNode( NULL ),
mCameraAttachment( NULL ),
mFrameBufferResourceId( 0 ),
+ mResourcesFinished( false ),
mWaitingToRender( false ),
mNotifyTrigger( false ),
mExclusive( Dali::RenderTask::DEFAULT_EXCLUSIVE ),
mClearEnabled( Dali::RenderTask::DEFAULT_CLEAR_ENABLED ),
+ mCullMode( Dali::RenderTask::DEFAULT_CULL_MODE ),
mRenderTarget( NULL ),
mState( (Dali::RenderTask::DEFAULT_REFRESH_RATE == Dali::RenderTask::REFRESH_ALWAYS)
? RENDER_CONTINUOUSLY
: RENDER_ONCE_WAITING_FOR_RESOURCES ),
mRefreshRate( Dali::RenderTask::DEFAULT_REFRESH_RATE ),
mFrameCounter( 0u ),
- mRenderedOnceCounter( 0u )
+ mRenderedOnceCounter( 0u ),
+ mTargetIsNativeFramebuffer( false )
{
}