#define __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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 <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/update/common/property-owner.h>
#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
namespace Dali
{
namespace Internal
{
class FrameBufferTexture;
-class ResourceManager;
namespace Render
{
namespace SceneGraph
{
class Node;
-class CameraAttachment;
+class Camera;
class RenderInstruction;
class RenderMessageDispatcher;
/**
* Initialize the render task. Called in update thread
* @param[in] renderMessageDispatcher to send messages to render thread
- * @param[in] resourceManager to check and update status of FBOs
*/
- void Initialize( RenderMessageDispatcher& renderMessageDispatcher, ResourceManager& resourceManager );
+ void Initialize( RenderMessageDispatcher& renderMessageDispatcher );
/**
* Set the nodes to be rendered.
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.
unsigned int GetFrameBufferId() const;
/**
+ * Set the frame-buffer used as a render target.
+ * @param[in] frameBuffer The framebuffer
+ */
+ void SetFrameBuffer( Render::FrameBuffer* frameBuffer );
+
+ /**
+ * Retrieve the resource ID of the frame-buffer.
+ * @return The resource ID, or zero if not rendering off-screen.
+ */
+ Render::FrameBuffer* GetFrameBuffer();
+
+ /**
* Set the value of property viewportPosition
* This value will persist only for the current frame.
* @param[in] updateBufferIndex The current update buffer index.
/**
* 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;
/**
- * @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;
+ 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.
*/
/**
* Prepares the render-instruction buffer to be populated with instructions.
+ *
+ * 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[out] instruction to prepare
* @param[in] updateBufferIndex The current update buffer index.
*/
bool ViewMatrixUpdated();
/**
- * @return A pointer to the camera used by the RenderTask
+ * Indicate whether GL sync is required for native render target.
+ * @param[in] requiresSync whether GL sync is required for native render target
*/
- Node* GetCamera() const;
+ void SetSyncRequired( bool requiresSync );
private:
private:
RenderMessageDispatcher* mRenderMessageDispatcher;
- ResourceManager* mResourceManager;
Render::RenderTracker* mRenderSyncTracker;
Node* mSourceNode;
Node* mCameraNode;
- CameraAttachment* mCameraAttachment;
- unsigned int mFrameBufferResourceId;
+ SceneGraph::Camera* mCamera;
+ Render::FrameBuffer* mFrameBuffer;
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 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
- bool mTargetIsNativeFramebuffer; ///< Tells if our target is a native framebuffer
+ bool mRequiresSync; ///< Whether sync is needed to track the render
};
// Messages for RenderTask
-
-inline void SetFrameBufferIdMessage( EventThreadServices& eventThreadServices, RenderTask& task, unsigned int resourceId, bool isNativeFBO )
+inline void SetFrameBufferMessage( EventThreadServices& eventThreadServices, RenderTask& task, Render::FrameBuffer* frameBuffer )
{
- typedef MessageValue2< RenderTask, unsigned int, bool > LocalType;
+ typedef MessageValue1< RenderTask, Render::FrameBuffer*> 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, isNativeFBO );
+ new (slot) LocalType( &task, &RenderTask::SetFrameBuffer, frameBuffer );
}
inline void SetClearColorMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Vector4& value )
new (slot) LocalType( &task, &RenderTask::SetSourceNode, node );
}
-inline void SetCameraNodeMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode )
+inline void SetCameraMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode, const Camera* constCamera )
{
- // Scene graph thread can destroy this object.
+ typedef MessageValue2< RenderTask, Node*, Camera* > LocalType;
+
Node* node = const_cast< Node* >( constNode );
+ Camera* camera = const_cast< Camera* >( constCamera );
+ // Reserve memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- typedef MessageValue1< RenderTask, Node* > LocalType;
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &task, &RenderTask::SetCamera, node, camera );
+}
+
+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::SetCameraNode, node );
+ new (slot) LocalType( &task, &RenderTask::SetExclusive, exclusive );
}
-inline void SetExclusiveMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool exclusive )
+inline void SetSyncRequiredMessage(EventThreadServices& eventThreadServices, RenderTask& task, bool requiresSync )
{
typedef MessageValue1< RenderTask, bool > LocalType;
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 );
+ new (slot) LocalType( &task, &RenderTask::SetSyncRequired, requiresSync );
}
inline void BakeViewportPositionMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Vector2& value )