#include "scene-graph-renderer.h"
// INTERNAL INCLUDES
-#include <dali/internal/update/controllers/scene-controller.h>
-#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/update/controllers/render-message-dispatcher.h>
+#include <dali/internal/update/controllers/scene-controller.h>
+#include <dali/internal/update/nodes/node.h>
#include <dali/internal/update/rendering/scene-graph-texture-set.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/update/nodes/node.h>
#include <dali/internal/render/queue/render-queue.h>
-#include <dali/internal/common/internal-constants.h>
-#include <dali/internal/common/memory-pool-object-allocator.h>
-
+#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
namespace // unnamed namespace
{
RESEND_DEPTH_WRITE_MODE = 1 << 8,
RESEND_DEPTH_TEST_MODE = 1 << 9,
RESEND_DEPTH_FUNCTION = 1 << 10,
- RESEND_STENCIL_MODE = 1 << 11,
+ RESEND_RENDER_MODE = 1 << 11,
RESEND_STENCIL_FUNCTION = 1 << 12,
RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
- RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19
+ RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
+ RESEND_BATCHING_MODE = 1 << 20,
};
} // Anonymous namespace
mGeometry( NULL ),
mShader( NULL ),
mBlendColor( NULL ),
- mStencilParameters( StencilMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
+ mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
mIndexedDrawFirstElement( 0u ),
mIndexedDrawElementsCount( 0u ),
mBlendBitmask( 0u ),
mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
- mWriteToColorBuffer( true ),
mResourcesReady( false ),
mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled( false ),
+ mBatchingEnabled( false ),
mDepthIndex( 0 )
{
mUniformMapChanged[0] = false;
Renderer::~Renderer()
{
- if (mTextureSet)
+ if( mTextureSet )
{
- mTextureSet->RemoveObserver(this);
- mTextureSet=NULL;
+ mTextureSet->RemoveObserver( this );
+ mTextureSet = NULL;
}
if( mShader )
{
- mShader->RemoveConnectionObserver(*this);
- mShader=NULL;
+ mShader->RemoveConnectionObserver( *this );
+ mShader = NULL;
}
}
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
}
- if( mResendFlag & RESEND_STENCIL_MODE )
+ if( mResendFlag & RESEND_RENDER_MODE )
{
- typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
+ typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
}
if( mResendFlag & RESEND_STENCIL_FUNCTION )
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
}
- if( mResendFlag & RESEND_WRITE_TO_COLOR_BUFFER )
+ if( mResendFlag & RESEND_BATCHING_MODE )
{
typedef MessageValue1< Render::Renderer, bool > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBatchingEnabled, mBatchingEnabled );
}
mResendFlag = 0;
mResendFlag |= RESEND_DEPTH_FUNCTION;
}
-void Renderer::SetStencilMode( StencilMode::Type mode )
+void Renderer::SetRenderMode( RenderMode::Type mode )
{
- mStencilParameters.stencilMode = mode;
- mResendFlag |= RESEND_STENCIL_MODE;
+ mStencilParameters.renderMode = mode;
+ mResendFlag |= RESEND_RENDER_MODE;
}
void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
}
-void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
+void Renderer::SetBatchingEnabled( bool batchingEnabled )
{
- mWriteToColorBuffer = writeToColorBuffer;
- mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
+ mBatchingEnabled = batchingEnabled;
+ mResendFlag |= RESEND_BATCHING_MODE;
}
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
RenderDataProvider* dataProvider = NewRenderDataProvider();
mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
+ mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
}
if( mTextureSet )
{
- size_t textureCount( mTextureSet->GetTextureCount() );
+ size_t textureCount = mTextureSet->GetTextureCount();
+ size_t newTextureCount = mTextureSet->GetNewTextureCount();
+
+ Program* program = mShader->GetProgram();
+ if( program && program->GetActiveSamplerCount() != textureCount + newTextureCount )
+ {
+ DALI_LOG_ERROR("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
+ program->GetActiveSamplerCount(),
+ textureCount + newTextureCount );
+ }
+
dataProvider->mTextures.resize( textureCount );
dataProvider->mSamplers.resize( textureCount );
for( unsigned int i(0); i<textureCount; ++i )
dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
}
- textureCount = mTextureSet->GetNewTextureCount();
- dataProvider->mNewTextures.resize( textureCount );
- dataProvider->mSamplers.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
+ dataProvider->mNewTextures.resize( newTextureCount );
+ dataProvider->mSamplers.resize( newTextureCount );
+ for( unsigned int i(0); i<newTextureCount; ++i )
{
dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
}
case BlendMode::AUTO:
{
- bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+ bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
opacity = Renderer::TRANSLUCENT;
}
}
-
return opacity;
}