-#ifndef __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
+#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H
+#define DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H
/*
- * Copyright (c) 2014 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/internal/render/common/render-instruction.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
+#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/update/common/property-owner.h>
#include <dali/public-api/math/viewport.h>
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/internal/common/buffer-index.h>
-#include <dali/internal/common/message.h>
-#include <dali/internal/event/common/event-thread-services.h>
-#include <dali/internal/update/common/property-owner.h>
-#include <dali/internal/update/common/animatable-property.h>
namespace Dali
{
-
namespace Internal
{
-class FrameBufferTexture;
-class CompleteStatusManager;
+namespace Render
+{
+class RenderTracker;
+}
namespace SceneGraph
{
class Node;
-class CameraAttachment;
+class Camera;
class RenderInstruction;
+class RenderMessageDispatcher;
/**
* RenderTasks describe how the Dali scene should be rendered.
*/
-class RenderTask : public PropertyOwner
+class RenderTask : public PropertyOwner, public PropertyOwner::Observer
{
public:
- enum State
+ enum State : uint8_t
{
RENDER_CONTINUOUSLY, ///< mRefreshRate > 0
RENDER_ONCE_WAITING_FOR_RESOURCES, ///< mRefreshRate = REFRESH_ONCE
/**
* Virtual destructor
*/
- virtual ~RenderTask();
+ ~RenderTask() override;
+
+ /**
+ * Initialize the render task. Called in update thread
+ * @param[in] renderMessageDispatcher to send messages to render thread
+ */
+ void Initialize(RenderMessageDispatcher& renderMessageDispatcher);
/**
* Set the nodes to be rendered.
* @param[in] node This node and its children will be rendered.
*/
- void SetSourceNode( Node* node );
+ void SetSourceNode(Node* node);
/**
* Retrieve the source node.
Node* GetSourceNode() const;
/**
+ * Set the ViewportGuideNode.
+ * @param[in] node This node is used to compute viewport of the render task.
+ */
+ void SetViewportGuideNode(Node* node);
+
+ /**
+ * Retrieve the ViewportGuideNode.
+ * @return This node is used to compute viewport of the render task.
+ */
+ Node* GetViewportGuideNode() const;
+
+ /**
* Set whether the RenderTask has exclusive access to the source nodes.
* @param[in] exclusive True if the source nodes will only be rendered by this render-task.
*/
- void SetExclusive( bool exclusive );
+ void SetExclusive(bool exclusive);
/**
* Query whether the RenderTask has exclusive access to the source actors.
bool IsExclusive() const;
/**
- * Set the node from which the scene is viewed.
- * @param[in] node The scene is viewed from the perspective of this node.
+ * Set the camera from which the scene is viewed.
+ * @param[in] cameraNode that camera is connected with
+ * @param[in] camera to use.
*/
- void SetCameraNode( Node* node );
+ void SetCamera(Node* cameraNode, Camera* camera);
/**
* Set the frame-buffer used as a render target.
- * @param[in] resourceId The resource ID of the frame-buffer, or zero if not rendering off-screen.
+ * @param[in] frameBuffer The framebuffer
*/
- void SetFrameBufferId( unsigned int resourceId );
+ void SetFrameBuffer(Render::FrameBuffer* frameBuffer);
/**
* Retrieve the resource ID of the frame-buffer.
* @return The resource ID, or zero if not rendering off-screen.
*/
- unsigned int GetFrameBufferId() const;
+ Render::FrameBuffer* GetFrameBuffer();
+
+ /**
+ * Update viewport by using viewport guide node
+ * @param[in] updateBufferIndex The current update buffer index.
+ * @param[in] sceneSize The size of scene.
+ * @param[in] cameraPosition The position of default camera of the scene.
+ */
+ void UpdateViewport(BufferIndex updateBufferIndex, Vector2 sceneSize, Vector3 cameraPosition);
/**
- * Set the value of property viewport-position
+ * Set the value of property viewportPosition
* This value will persist only for the current frame.
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] value The value of the property
*/
- void SetViewportPosition( BufferIndex updateBufferIndex, const Vector2& value );
+ void SetViewportPosition(BufferIndex updateBufferIndex, const Vector2& value);
/**
- * Get the value of property viewport-position
+ * Get the value of property viewportPosition
* @warning Should only be called from the Update thread
* @param[in] bufferIndex The buffer to read from.
* @return the value of the property.
*/
- const Vector2& GetViewportPosition( BufferIndex bufferIndex ) const;
+ const Vector2& GetViewportPosition(BufferIndex bufferIndex) const;
/**
- * Bake the value of the property viewport-position
+ * Bake the value of the property viewportPosition
* This will also set the base value
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] value The new value for property.
*/
- void BakeViewportPosition( BufferIndex updateBufferIndex, const Vector2& value );
+ void BakeViewportPosition(BufferIndex updateBufferIndex, const Vector2& value);
/**
- * Set the value of property viewport-size
+ * Set the value of property viewportSize
* This value will persist only for the current frame.
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] value The value of the property
*/
- void SetViewportSize( BufferIndex updateBufferIndex, const Vector2& value );
+ void SetViewportSize(BufferIndex updateBufferIndex, const Vector2& value);
/**
- * Get the value of property viewport-size
+ * Get the value of property viewportSize
* @warning Should only be called from the Update thread
* @param[in] bufferIndex The buffer to read from.
* @return the value of the property.
*/
- const Vector2& GetViewportSize( BufferIndex bufferIndex ) const;
+ const Vector2& GetViewportSize(BufferIndex bufferIndex) const;
/**
- * Bake the value of the property viewport-size
+ * Bake the value of the property viewportSize
* This will also set the base value
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] value The new value for property.
*/
- void BakeViewportSize( BufferIndex updateBufferIndex, const Vector2& value );
+ void BakeViewportSize(BufferIndex updateBufferIndex, const Vector2& value);
/**
- * Get the value of property viewport-enabled
+ * Get the value of property viewportEnabled
* @warning Should only be called from the Update thread
* @param[in] bufferIndex The buffer to read from.
* @return the value of the property.
*/
- bool GetViewportEnabled( BufferIndex bufferIndex ) const;
+ bool GetViewportEnabled(BufferIndex bufferIndex) const;
/**
* Query whether the optional viewport is set.
* @param[out] viewport The viewport position and size is populated.
* @return true if the viewport has been set
*/
- bool QueryViewport( BufferIndex bufferIndex, Viewport& viewport ) const;
+ bool QueryViewport(BufferIndex bufferIndex, Viewport& viewport) const;
/**
- * Set the value of property clear-color
+ * Set the value of property clearColor
* This value will persist only for the current frame.
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] value The value of the property
*/
- void SetClearColor( BufferIndex updateBufferIndex, const Vector4& value );
+ void SetClearColor(BufferIndex updateBufferIndex, const Vector4& value);
/**
- * Get the value of property clear-color
+ * Get the value of property clearColor
* @warning Should only be called from the Update thread
* @param[in] bufferIndex The buffer to read from.
* @return the value of the property.
*/
- const Vector4& GetClearColor( BufferIndex bufferIndex ) const;
+ const Vector4& GetClearColor(BufferIndex bufferIndex) const;
/**
- * Bake the value of the property clear-color
+ * Bake the value of the property clearColor
* This will also set the base value
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] value The new value for property.
*/
- void BakeClearColor( BufferIndex updateBufferIndex, const Vector4& value );
+ void BakeClearColor(BufferIndex updateBufferIndex, const Vector4& value);
/**
* @copydoc Dali::RenderTask::SetClearEnabled()
*/
- void SetClearEnabled( bool enabled );
+ void SetClearEnabled(bool enabled);
/**
* @copydoc Dali::RenderTask::GetClearEnabled()
/**
* @copydoc Dali::RenderTask::SetCullMode()
*/
- void SetCullMode( bool mode );
+ void SetCullMode(bool mode);
/**
* @copydoc Dali::RenderTask::GetCullMode()
* Set the refresh-rate of the RenderTask.
* @param[in] refreshRate The new refresh rate.
*/
- void SetRefreshRate( unsigned int refreshRate );
+ void SetRefreshRate(uint32_t refreshRate);
/**
* Retrieve the refresh-rate of the RenderTask.
* @return The refresh rate.
*/
- unsigned int GetRefreshRate() const;
+ uint32_t GetRefreshRate() const;
/**
* Check if the render task is ready for rendering.
* @param[in] updateBufferIndex The current update buffer index.
* @return True if the render-task is ready for rendering.
*/
- bool ReadyToRender( BufferIndex updateBufferIndex );
+ bool ReadyToRender(BufferIndex updateBufferIndex);
/**
* True if a render is required. If the current state is RENDER_CONTINUOUSLY, then
bool IsRenderRequired();
/**
- * Set whether all resources were available when the render-task was processed
- * @param[in] resourcesComplete True if the resources of the source tree are completely loaded.
- */
- void SetResourcesFinished( bool resourcesFinished );
-
- /**
* Process a frame. This method is called each frame for every ready render task, regardless
* of whether it needs to render (so that the frame counter can be updated).
*/
/**
* @return The number of times we have transited from RENDERED_ONCE to RENDERED_ONCE_AND_NOTIFIED state.
*/
- unsigned int GetRenderedOnceCounter() const;
+ uint32_t GetRenderedOnceCounter() const;
/**
* Retrieve the view-matrix; this is double buffered for input handling.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @pre GetCameraNode() returns a node with valid Camera.
* @param[in] bufferIndex The buffer to read from.
* @return The view-matrix.
*/
- const Matrix& GetViewMatrix( BufferIndex bufferIndex ) const;
+ const Matrix& GetViewMatrix(BufferIndex bufferIndex) const;
/**
- * @brief Retrieve the camera attachment.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @brief Retrieve the camera.
+ * @pre GetCameraNode() returns a node with valid Camera.
*
- * @return The camera attachment.
+ * @return The camera.
*/
- SceneGraph::CameraAttachment& GetCameraAttachment() const;
+ const SceneGraph::Camera& GetCamera() const;
/**
* Retrieve the projection-matrix; this is double buffered for input handling.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @pre GetCameraNode() returns a node with valid Camera.
* @param[in] bufferIndex The buffer to read from.
* @return The projection-matrix.
*/
- const Matrix& GetProjectionMatrix( BufferIndex bufferIndex ) const;
+ const Matrix& GetProjectionMatrix(BufferIndex bufferIndex) const;
/**
* Prepares the render-instruction buffer to be populated with instructions.
- * @param[out] instruction to prepare
+ *
+ * If the render task is a render-once framebuffer backed by a native image,
+ * then this method will ensure that a GL sync object is created to track
+ * when the rendering has finished.
+ *
* @param[in] updateBufferIndex The current update buffer index.
+ * @return instruction to prepare
*/
- void PrepareRenderInstruction( RenderInstruction& instruction, BufferIndex updateBufferIndex );
+ RenderInstruction& PrepareRenderInstruction(BufferIndex updateBufferIndex);
/**
* @return true if the view matrix has been updated during this or last frame
bool ViewMatrixUpdated();
/**
- * Set the complete status tracker.
- * @param[in] completeStatusManager The complete status Tracker (not owned)
+ * Indicate whether GL sync is required for native render target.
+ * @param[in] requiresSync whether GL sync is required for native render target
+ */
+ void SetSyncRequired(bool requiresSync);
+
+ /**
+ * Retrieve the render instruction.
+ * @param[in] updateBufferIndex The current update buffer index.
+ * @return The render instruction
+ */
+ RenderInstruction& GetRenderInstruction(BufferIndex updateBufferIndex)
+ {
+ return mRenderInstruction[updateBufferIndex];
+ }
+
+private: // from PropertyOwner::Observer
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerConnected( PropertyOwner& owner )
*/
- void SetCompleteStatusManager( CompleteStatusManager* completeStatusManager );
+ void PropertyOwnerConnected(PropertyOwner& owner) override;
/**
- * @return A pointer to the camera used by the RenderTask
+ * @copydoc PropertyOwner::Observer::PropertyOwnerDisconnected( BufferIndex updateBufferIndex, PropertyOwner& owner )
*/
- Node* GetCamera() const;
+ void PropertyOwnerDisconnected(BufferIndex updateBufferIndex, PropertyOwner& owner) override;
+
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerDestroyed( PropertyOwner& owner )
+ */
+ void PropertyOwnerDestroyed(PropertyOwner& owner) override;
private:
+ void SetActiveStatus();
/**
- * Protected constructor.
+ * Constructor.
*/
RenderTask();
// Undefined
- RenderTask(const RenderTask&);
-
- // Undefined
- RenderTask& operator=(const RenderTask&);
-
-private: // PropertyOwner
+ RenderTask(const RenderTask&) = delete;
+ RenderTask& operator=(const RenderTask&) = delete;
- virtual void ResetDefaultProperties( BufferIndex currentBufferIndex );
-
-public: // Animatable Properties
- AnimatableProperty< Vector2 > mViewportPosition; ///< viewport-position
- AnimatableProperty< Vector2 > mViewportSize; ///< viewport-size
- AnimatableProperty< Vector4 > mClearColor; ///< clear-color
+public: // Animatable Properties
+ AnimatableProperty<Vector2> mViewportPosition; ///< viewportPosition
+ AnimatableProperty<Vector2> mViewportSize; ///< viewportSize
+ AnimatableProperty<Vector4> mClearColor; ///< clearColor
private:
- CompleteStatusManager* mCompleteStatusManager;
- Node* mSourceNode;
- Node* mCameraNode;
- CameraAttachment* mCameraAttachment;
- unsigned int mFrameBufferResourceId;
-
- bool mResourcesFinished:1; ///< True if all resources were available when the render-task was processed
- bool mWaitingToRender:1; ///< True when an render once to FBO is waiting
- bool mNotifyTrigger:1; ///< True if a render once render task has finished renderering
- bool mExclusive: 1; ///< Whether the render task has exclusive access to the source actor (node in the scene graph implementation).
- bool mClearEnabled: 1; ///< Whether previous results are cleared.
- bool mCullMode: 1; ///< Whether renderers should be frustum culled
-
- FrameBufferTexture* mRenderTarget;
- Viewport mViewport;
-
- State mState; ///< Render state.
- unsigned int mRefreshRate; ///< REFRESH_ONCE, REFRESH_ALWAYS or render every N frames
- unsigned int mFrameCounter; ///< counter for rendering every N frames
-
- unsigned int mRenderedOnceCounter; ///< Incremented whenever state changes to RENDERED_ONCE_AND_NOTIFIED
-
+ RenderMessageDispatcher* mRenderMessageDispatcher;
+ Render::RenderTracker* mRenderSyncTracker;
+ Node* mSourceNode;
+ Node* mCameraNode;
+ Node* mViewportGuideNode;
+ SceneGraph::Camera* mCamera;
+ Render::FrameBuffer* mFrameBuffer;
+
+ RenderInstruction mRenderInstruction[2]; ///< Owned double buffered render instruction. (Double buffered because this owns render commands for the currently drawn frame)
+
+ uint32_t mRefreshRate; ///< REFRESH_ONCE, REFRESH_ALWAYS or render every N frames
+ uint32_t mFrameCounter; ///< counter for rendering every N frames
+ uint32_t mRenderedOnceCounter; ///< Incremented whenever state changes to RENDERED_ONCE_AND_NOTIFIED
+
+ State mState; ///< Render state.
+
+ bool mRequiresSync : 1; ///< Whether sync is needed to track the render
+ bool mActive : 1; ///< True when the task is active, i.e. has valid source and camera
+ bool mWaitingToRender : 1; ///< True when an render once to FBO is waiting
+ bool mNotifyTrigger : 1; ///< True if a render once render task has finished renderering
+ bool mExclusive : 1; ///< Whether the render task has exclusive access to the source actor (node in the scene graph).
+ bool mClearEnabled : 1; ///< Whether previous results are cleared.
+ bool mCullMode : 1; ///< Whether renderers should be frustum culled
};
-// Messages for RenderTask
-
-inline void SetFrameBufferIdMessage( EventThreadServices& eventThreadServices, RenderTask& task, unsigned int resourceId )
-{
- typedef MessageValue1< RenderTask, unsigned int > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetFrameBufferId, resourceId );
-}
-
-inline void SetClearColorMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Vector4& value )
-{
- typedef MessageDoubleBuffered1< RenderTask, Vector4 > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetClearColor, value );
-}
-
-inline void BakeClearColorMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Vector4& value )
-{
- typedef MessageDoubleBuffered1< RenderTask, Vector4 > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::BakeClearColor, value );
-}
-
-inline void SetClearEnabledMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool enabled )
-{
- typedef MessageValue1< RenderTask, bool > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetClearEnabled, enabled );
-}
-
-inline void SetCullModeMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool mode )
-{
- typedef MessageValue1< RenderTask, bool > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetCullMode, mode );
-}
-
-inline void SetRefreshRateMessage( EventThreadServices& eventThreadServices, RenderTask& task, unsigned int refreshRate )
-{
- typedef MessageValue1< RenderTask, unsigned int > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetRefreshRate, refreshRate );
-}
-
-inline void SetSourceNodeMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode )
-{
- // Scene graph thread can destroy this object.
- Node* node = const_cast< Node* >( constNode );
-
- typedef MessageValue1< RenderTask, Node* > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetSourceNode, node );
-}
-
-inline void SetCameraNodeMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode )
-{
- // Scene graph thread can destroy this object.
- Node* node = const_cast< Node* >( constNode );
-
- typedef MessageValue1< RenderTask, Node* > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetCameraNode, node );
-}
-
-inline void SetExclusiveMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool exclusive )
-{
- typedef MessageValue1< RenderTask, bool > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetExclusive, exclusive );
-}
-
-inline void BakeViewportPositionMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Vector2& value )
-{
- typedef MessageDoubleBuffered1< RenderTask, Vector2 > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::BakeViewportPosition, value );
-}
-
-inline void BakeViewportSizeMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Vector2& value )
-{
- typedef MessageDoubleBuffered1< RenderTask, Vector2 > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::BakeViewportSize, value );
-}
-
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H