/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
// CLASS HEADER
#include "scene-graph-renderer.h"
-// INTERNAL HEADERS
-#include <dali/internal/update/controllers/scene-controller.h>
+// INTERNAL INCLUDES
+#include <dali/internal/common/blending-options.h>
+#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
+#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/render/data-providers/render-data-provider.h>
+#include <dali/internal/render/queue/render-queue.h>
#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/shaders/render-shader.h>
#include <dali/internal/update/controllers/render-message-dispatcher.h>
-#include <dali/internal/update/rendering/scene-graph-geometry.h>
-#include <dali/internal/update/rendering/scene-graph-material.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-renderer.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/update/controllers/scene-controller.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/update/rendering/scene-graph-texture-set.h>
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
namespace // unnamed namespace
{
-
-const unsigned int UNIFORM_MAP_READY = 0;
-const unsigned int COPY_UNIFORM_MAP = 1;
-const unsigned int REGENERATE_UNIFORM_MAP = 2;
+const uint32_t UNIFORM_MAP_READY = 0;
+const uint32_t COPY_UNIFORM_MAP = 1;
+const uint32_t REGENERATE_UNIFORM_MAP = 2;
//Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
-Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
+MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
-void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
+void AddMappings(CollectedUniformMap& localMap, const UniformMap& uniformMap)
{
// Iterate thru uniformMap.
- // Any maps that aren't in localMap should be added in a single step
- Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
+ // Any maps that aren't in localMap should be added in a single step
+
+ // keep a static vector to avoid temporary heap allocation.
+ // As this function gets called only from update thread we don't have to
+ // make it thread safe (so no need to keep a thread_local variable).
+ static CollectedUniformMap newUniformMappings;
+
+ newUniformMappings.Clear();
- for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
+ for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
{
- Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
bool found = false;
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
+ for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
{
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
- if( map->uniformNameHash == nameHash )
+ const UniformPropertyMapping& map = (*iter);
+ if(map.uniformName == uniformMap[i].uniformName)
{
- if( map->uniformName == uniformMap[i].uniformName )
- {
- found = true;
- break;
- }
+ found = true;
+ break;
}
}
- if( !found )
+ if(!found)
{
- // it's a new mapping. Add raw ptr to temporary list
- newUniformMappings.PushBack( &uniformMap[i] );
+ newUniformMappings.PushBack(uniformMap[i]);
}
}
- if( newUniformMappings.Count() > 0 )
+ if(newUniformMappings.Count() > 0)
{
- localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
+ localMap.Reserve(localMap.Count() + newUniformMappings.Count());
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
- end = newUniformMappings.End() ;
- iter != end ;
- ++iter )
+ for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
+ end = newUniformMappings.End();
+ iter != end;
+ ++iter)
{
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
- localMap.PushBack( map );
+ const UniformPropertyMapping& map = (*iter);
+ localMap.PushBack(map);
}
}
}
-// flags for resending data to renderer
+// Flags for re-sending data to renderer.
enum Flags
{
- RESEND_DATA_PROVIDER = 1,
- RESEND_GEOMETRY = 1 << 1,
- RESEND_FACE_CULLING_MODE = 1 << 2,
- RESEND_BLEND_COLOR = 1 << 3,
- RESEND_BLEND_BIT_MASK = 1 << 4,
- RESEND_PREMULTIPLIED_ALPHA = 1 << 5
+ RESEND_GEOMETRY = 1 << 0,
+ RESEND_FACE_CULLING_MODE = 1 << 1,
+ RESEND_BLEND_COLOR = 1 << 2,
+ RESEND_BLEND_BIT_MASK = 1 << 3,
+ RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
+ RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
+ RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
+ RESEND_DEPTH_WRITE_MODE = 1 << 7,
+ RESEND_DEPTH_TEST_MODE = 1 << 8,
+ RESEND_DEPTH_FUNCTION = 1 << 9,
+ RESEND_RENDER_MODE = 1 << 10,
+ RESEND_STENCIL_FUNCTION = 1 << 11,
+ RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
+ RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
+ RESEND_STENCIL_MASK = 1 << 14,
+ RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
+ RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
+ RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
+ RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
+ RESEND_SHADER = 1 << 19,
+ RESEND_DRAW_COMMANDS = 1 << 20,
+ RESEND_SET_RENDER_CALLBACK = 1 << 21
};
-}
-
-namespace Dali
-{
-namespace Internal
-{
-namespace SceneGraph
-{
+} // Anonymous namespace
Renderer* Renderer::New()
{
- return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
+ return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
}
Renderer::Renderer()
-:mSceneController(0),
- mRenderer(NULL),
- mMaterial(NULL),
- mGeometry(NULL),
- mBlendColor(NULL),
- mBlendBitmask(0u),
- mFaceCullingMode( Dali::Renderer::NONE ),
- mBlendingMode( Dali::BlendingMode::AUTO ),
- mReferenceCount(0),
- mRegenerateUniformMap(0),
- mResendFlag(0),
- mResourcesReady(false),
- mFinishedResourceAcquisition(false),
- mDepthIndex(0)
-{
- mUniformMapChanged[0]=false;
- mUniformMapChanged[1]=false;
+: mSceneController(nullptr),
+ mRenderer(nullptr),
+ mTextureSet(nullptr),
+ mGeometry(nullptr),
+ mShader(nullptr),
+ mBlendColor(nullptr),
+ mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
+ mIndexedDrawFirstElement(0u),
+ mIndexedDrawElementsCount(0u),
+ mBlendBitmask(0u),
+ mRegenerateUniformMap(0u),
+ mResendFlag(0u),
+ mDepthFunction(DepthFunction::LESS),
+ mFaceCullingMode(FaceCullingMode::NONE),
+ mBlendMode(BlendMode::AUTO),
+ mDepthWriteMode(DepthWriteMode::AUTO),
+ mDepthTestMode(DepthTestMode::AUTO),
+ mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
+ mPremultipledAlphaEnabled(false),
+ mOpacity(1.0f),
+ mDepthIndex(0)
+{
+ mUniformMapChanged[0] = false;
+ mUniformMapChanged[1] = false;
// Observe our own PropertyOwner's uniform map
- AddUniformMapObserver( *this );
+ AddUniformMapObserver(*this);
}
Renderer::~Renderer()
{
- if (mMaterial)
+ if(mTextureSet)
{
- mMaterial->RemoveConnectionObserver(*this);
- mMaterial=NULL;
+ mTextureSet = nullptr;
}
- if (mGeometry)
+ if(mShader)
{
- mGeometry->RemoveConnectionObserver(*this);
- mGeometry=NULL;
+ mShader->RemoveConnectionObserver(*this);
+ mShader = nullptr;
}
}
-void Renderer::operator delete( void* ptr )
+void Renderer::operator delete(void* ptr)
{
- gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
+ gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
}
-
-void Renderer::PrepareRender( BufferIndex updateBufferIndex )
+bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
{
- mResourcesReady = false;
- mFinishedResourceAcquisition = false;
-
- // Can only be considered ready when all the scene graph objects are connected to the renderer
- if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
- ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
+ if(mRegenerateUniformMap == UNIFORM_MAP_READY)
{
- mMaterial->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
+ mUniformMapChanged[updateBufferIndex] = false;
}
-
- if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+ else
{
- DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
- DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
-
- if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
+ if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
{
- CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
- localMap.Resize(0);
+ CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
+ localMap.Clear();
const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
- AddMappings( localMap, rendererUniformMap );
- AddMappings( localMap, mMaterial->GetUniformMap() );
- AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
- AddMappings( localMap, mGeometry->GetUniformMap() );
+ auto size = rendererUniformMap.Count();
+ if(mShader)
+ {
+ size += mShader->GetUniformMap().Count();
+ }
+
+ localMap.Reserve(size);
+
+ AddMappings(localMap, rendererUniformMap);
+ if(mShader)
+ {
+ AddMappings(localMap, mShader->GetUniformMap());
+ }
}
- else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
+ else if(mRegenerateUniformMap == COPY_UNIFORM_MAP)
{
// Copy old map into current map
- CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
- CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
+ CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
+ CollectedUniformMap& oldMap = mCollectedUniformMap[1 - updateBufferIndex];
- localMap.Resize( oldMap.Count() );
+ localMap.Resize(oldMap.Count());
- unsigned int index=0;
- for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
+ uint32_t index = 0;
+ for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
{
localMap[index] = *iter;
}
mRegenerateUniformMap--;
}
- if( mResendFlag == 0 )
- {
- return;
- }
+ bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
- if( mResendFlag & RESEND_DATA_PROVIDER )
+ if(mResendFlag != 0)
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ if(mResendFlag & RESEND_GEOMETRY)
+ {
+ typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
+ }
- typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
- mResendFlag &= ~RESEND_DATA_PROVIDER;
- }
+ if(mResendFlag & RESEND_DRAW_COMMANDS)
+ {
+ using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
+ }
- if( mResendFlag & RESEND_GEOMETRY )
- {
- // The first call to GetRenderGeometry() creates the geometry and sends it in a message
- RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
+ if(mResendFlag & RESEND_FACE_CULLING_MODE)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
+ }
- typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ if(mResendFlag & RESEND_BLEND_BIT_MASK)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
+ }
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
- mResendFlag &= ~RESEND_GEOMETRY;
- }
+ if(mResendFlag & RESEND_BLEND_COLOR)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, Vector4>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
+ }
- if( mResendFlag & RESEND_FACE_CULLING_MODE )
- {
- typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
- mResendFlag &= ~RESEND_FACE_CULLING_MODE;
- }
+ if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, bool>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
+ }
- if( mResendFlag & RESEND_BLEND_BIT_MASK )
- {
- typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
- mResendFlag &= ~RESEND_BLEND_BIT_MASK;
- }
+ if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
+ }
- if( mResendFlag & RESEND_BLEND_COLOR )
- {
- typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
- mResendFlag &= ~RESEND_BLEND_COLOR;
- }
+ if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
+ }
- if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
- {
- typedef MessageValue1< Render::Renderer, bool > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
- mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
+ if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
+ }
+
+ if(mResendFlag & RESEND_DEPTH_TEST_MODE)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
+ }
+
+ if(mResendFlag & RESEND_DEPTH_FUNCTION)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
+ }
+
+ if(mResendFlag & RESEND_RENDER_MODE)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_FUNCTION)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, int>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, int>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_MASK)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, int>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
+ }
+
+ if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
+ }
+
+ if(mResendFlag & RESEND_SHADER)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, bool>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
+ }
+
+ if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
+ {
+ using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
+ }
+
+ mResendFlag = 0;
}
+
+ return rendererUpdated;
}
-void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
+void Renderer::SetTextures(TextureSet* textureSet)
{
- DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
+ DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
- mMaterial = material;
- mMaterial->AddConnectionObserver( *this );
+ mTextureSet = textureSet;
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+}
- mResendFlag |= RESEND_DATA_PROVIDER;
+const Vector<Render::Texture*>* Renderer::GetTextures() const
+{
+ return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
+}
+
+const Vector<Render::Sampler*>* Renderer::GetSamplers() const
+{
+ return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
}
-void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
+void Renderer::SetShader(Shader* shader)
{
- DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
- if( mGeometry)
+ DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
+
+ if(mShader)
{
- mGeometry->RemoveConnectionObserver(*this);
- mGeometry->OnRendererDisconnect();
+ mShader->RemoveConnectionObserver(*this);
}
- mGeometry = geometry;
- mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
+ mShader = shader;
+ mShader->AddConnectionObserver(*this);
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
+}
- if( mRenderer )
+void Renderer::SetGeometry(Render::Geometry* geometry)
+{
+ DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
+ mGeometry = geometry;
+
+ if(mRenderer)
{
mResendFlag |= RESEND_GEOMETRY;
}
}
-void Renderer::SetDepthIndex( int depthIndex )
+void Renderer::SetDepthIndex(int depthIndex)
{
mDepthIndex = depthIndex;
}
-void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
{
- mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
+ mFaceCullingMode = faceCullingMode;
mResendFlag |= RESEND_FACE_CULLING_MODE;
}
-void Renderer::SetBlendingMode( unsigned int blendingMode )
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+ return mFaceCullingMode;
+}
+
+void Renderer::SetBlendMode(BlendMode::Type blendingMode)
+{
+ mBlendMode = blendingMode;
+}
+
+BlendMode::Type Renderer::GetBlendMode() const
{
- mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
+ return mBlendMode;
}
-void Renderer::SetBlendingOptions( unsigned int options )
+void Renderer::SetBlendingOptions(uint32_t options)
{
- if( mBlendBitmask != options)
+ if(mBlendBitmask != options)
{
mBlendBitmask = options;
mResendFlag |= RESEND_BLEND_BIT_MASK;
}
}
-void Renderer::SetBlendColor( const Vector4& blendColor )
+uint32_t Renderer::GetBlendingOptions() const
+{
+ return mBlendBitmask;
+}
+
+void Renderer::SetBlendColor(const Vector4& blendColor)
{
- if( !mBlendColor )
+ if(blendColor == Color::TRANSPARENT)
{
- mBlendColor = new Vector4( blendColor );
+ mBlendColor = nullptr;
}
else
{
- *mBlendColor = blendColor;
+ if(!mBlendColor)
+ {
+ mBlendColor = new Vector4(blendColor);
+ }
+ else
+ {
+ *mBlendColor = blendColor;
+ }
}
mResendFlag |= RESEND_BLEND_COLOR;
}
-void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
+Vector4 Renderer::GetBlendColor() const
+{
+ if(mBlendColor)
+ {
+ return *mBlendColor;
+ }
+ return Color::TRANSPARENT;
+}
+
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
+{
+ mIndexedDrawFirstElement = firstElement;
+ mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+}
+
+uint32_t Renderer::GetIndexedDrawFirstElement() const
+{
+ return mIndexedDrawFirstElement;
+}
+
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
+{
+ mIndexedDrawElementsCount = elementsCount;
+ mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
+}
+
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+ return mIndexedDrawElementsCount;
+}
+
+void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
{
mPremultipledAlphaEnabled = preMultipled;
mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
}
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+bool Renderer::IsPreMultipliedAlphaEnabled() const
{
- ++mReferenceCount;
- if( !mRenderer)
- {
- RenderDataProvider* dataProvider = NewRenderDataProvider();
-
- RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
- mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
- mBlendBitmask, mBlendColor,
- static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
- mPremultipledAlphaEnabled );
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
- mResendFlag = 0;
- }
+ return mPremultipledAlphaEnabled;
}
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
{
- --mReferenceCount;
- if( mReferenceCount == 0 )
- {
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- if( mGeometry )
- {
- mGeometry->OnRendererDisconnect();
- }
- mRenderer = NULL;
- }
+ mDepthWriteMode = depthWriteMode;
+ mResendFlag |= RESEND_DEPTH_WRITE_MODE;
}
-//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
-void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
{
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mSceneController = &sceneController;
+ return mDepthWriteMode;
}
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
+{
+ mDepthTestMode = depthTestMode;
+ mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
-//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
-void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+DepthTestMode::Type Renderer::GetDepthTestMode() const
{
- //Remove renderer from RenderManager
- if( mRenderer )
- {
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- mRenderer = NULL;
- mSceneController = NULL;
- }
+ return mDepthTestMode;
}
-RenderDataProvider* Renderer::NewRenderDataProvider()
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
{
- RenderDataProvider* dataProvider = new RenderDataProvider();
+ mDepthFunction = depthFunction;
+ mResendFlag |= RESEND_DEPTH_FUNCTION;
+}
+
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+ return mDepthFunction;
+}
- dataProvider->mUniformMapDataProvider = this;
- dataProvider->mShader = mMaterial->GetShader();
+void Renderer::SetRenderMode(RenderMode::Type mode)
+{
+ mStencilParameters.renderMode = mode;
+ mResendFlag |= RESEND_RENDER_MODE;
+}
- size_t textureCount( mMaterial->GetTextureCount() );
- dataProvider->mTextures.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
+{
+ mStencilParameters.stencilFunction = stencilFunction;
+ mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
+
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
+{
+ mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
+}
+
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
+{
+ mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
+
+void Renderer::SetStencilMask(int stencilMask)
+{
+ mStencilParameters.stencilMask = stencilMask;
+ mResendFlag |= RESEND_STENCIL_MASK;
+}
+
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
+{
+ mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
+{
+ mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
+{
+ mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
+}
+
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+ mRenderCallback = callback;
+ mResendFlag |= RESEND_SET_RENDER_CALLBACK;
+}
+
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
+{
+ return mStencilParameters;
+}
+
+void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
+{
+ mOpacity.Bake(updateBufferIndex, opacity);
+}
+
+float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
+{
+ return mOpacity[updateBufferIndex];
+}
+
+void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
+{
+ mRenderingBehavior = renderingBehavior;
+}
+
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
+{
+ return mRenderingBehavior;
+}
+
+//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
+void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
+{
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mSceneController = &sceneController;
+
+ mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
+
+ OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
+ mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
+}
+
+//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
+void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
+{
+ //Remove renderer from RenderManager
+ if(mRenderer)
{
- dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
- mMaterial->GetTextureId(i),
- mMaterial->GetTextureSampler(i));
+ mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
+ mRenderer = nullptr;
}
-
- return dataProvider;
+ mSceneController = nullptr;
}
Render::Renderer& Renderer::GetRenderer()
return *mRenderer;
}
-const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
{
return mCollectedUniformMap[bufferIndex];
-};
-
-void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
-{
- ready = mResourcesReady;
- complete = mFinishedResourceAcquisition;
}
-Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
+Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
{
- Renderer::Opacity opacity = Renderer::OPAQUE;
+ Renderer::OpacityType opacityType = Renderer::OPAQUE;
+
+ if(node.IsTransparent())
+ {
+ return Renderer::TRANSPARENT;
+ }
- if( mMaterial )
+ switch(mBlendMode)
{
- switch( mBlendingMode )
+ case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
{
- case BlendingMode::ON: // If the renderer should always be use blending
+ opacityType = Renderer::TRANSLUCENT;
+ break;
+ }
+ case BlendMode::ON: // If the renderer should always be use blending
+ {
+ float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+ if(alpha <= FULLY_TRANSPARENT)
{
- opacity = Renderer::TRANSLUCENT;
- break;
+ opacityType = Renderer::TRANSPARENT;
}
- case BlendingMode::AUTO:
+ else
{
- if(mMaterial->IsTranslucent() ) // If the renderer should determine opacity using the material
- {
- opacity = Renderer::TRANSLUCENT;
- }
- else // renderer should determine opacity using the actor color
- {
- float alpha = node.GetWorldColor( updateBufferIndex ).a;
- if( alpha <= FULLY_TRANSPARENT )
- {
- opacity = TRANSPARENT;
- }
- else if( alpha <= FULLY_OPAQUE )
- {
- opacity = TRANSLUCENT;
- }
- }
- break;
+ opacityType = Renderer::TRANSLUCENT;
}
- case BlendingMode::OFF: // the renderer should never use blending
- default:
+ break;
+ }
+ case BlendMode::AUTO:
+ {
+ if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
{
- opacity = Renderer::OPAQUE;
+ opacityType = Renderer::TRANSLUCENT;
break;
}
+
+ bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
+ if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
+
+ // renderer should determine opacity using the actor color
+ float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+ if(alpha <= FULLY_TRANSPARENT)
+ {
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else if(alpha <= FULLY_OPAQUE)
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
+
+ break;
+ }
+ case BlendMode::OFF: // the renderer should never use blending
+ default:
+ {
+ opacityType = Renderer::OPAQUE;
+ break;
}
}
- return opacity;
+ return opacityType;
}
-void Renderer::ConnectionsChanged( PropertyOwner& object )
+void Renderer::ConnectionsChanged(PropertyOwner& object)
{
// One of our child objects has changed it's connections. Ensure the uniform
// map gets regenerated during PrepareRender
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
- // Ensure the child object pointers get re-sent to the renderer
- mResendFlag |= RESEND_DATA_PROVIDER;
}
void Renderer::ConnectedUniformMapChanged()
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
}
-void Renderer::UniformMappingsChanged( const UniformMap& mappings )
+void Renderer::UniformMappingsChanged(const UniformMap& mappings)
{
// The mappings are either from PropertyOwner base class, or the Actor
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
{
- if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
- {
- mGeometry = NULL;
- }
- else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
+ if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
{
- mMaterial = NULL;
+ mShader = nullptr;
}
}
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
+{
+ mDrawCommands.clear();
+ mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
+ mResendFlag |= RESEND_DRAW_COMMANDS;
+}
+
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali