/*
- * Copyright (c) 2017 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.
#include "scene-graph-renderer.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/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/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/scene-graph-shader.h>
+#include <dali/internal/render/shaders/render-shader.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/integration-api/debug.h>
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
namespace // unnamed namespace
{
+#ifdef DEBUG_ENABLED
+Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
+#endif
-const unsigned int UNIFORM_MAP_READY = 0;
-const unsigned int COPY_UNIFORM_MAP = 1;
-const unsigned int 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;
-
-void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
+// Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
+MemoryPoolObjectAllocator<Renderer>& GetRendererMemoryPool()
{
- // Iterate thru uniformMap.
- // Any maps that aren't in localMap should be added in a single step
- Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
-
- for( unsigned int 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 )
- {
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
- if( map->uniformNameHash == nameHash )
- {
- if( map->uniformName == uniformMap[i].uniformName )
- {
- found = true;
- break;
- }
- }
- }
- if( !found )
- {
- // it's a new mapping. Add raw ptr to temporary list
- newUniformMappings.PushBack( &uniformMap[i] );
- }
- }
-
- if( newUniformMappings.Count() > 0 )
- {
- localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
-
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
- end = newUniformMappings.End() ;
- iter != end ;
- ++iter )
- {
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
- localMap.PushBack( map );
- }
- }
+ static MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
+ return gRendererMemoryPool;
}
// Flags for re-sending data to renderer.
enum Flags
{
- RESEND_DATA_PROVIDER = 1 << 0,
- 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_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
- RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
- RESEND_DEPTH_WRITE_MODE = 1 << 8,
- RESEND_DEPTH_TEST_MODE = 1 << 9,
- RESEND_DEPTH_FUNCTION = 1 << 10,
- RESEND_RENDER_MODE = 1 << 11,
- RESEND_STENCIL_FUNCTION = 1 << 12,
- RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
- RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
- RESEND_STENCIL_MASK = 1 << 15,
- 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_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
};
} // Anonymous namespace
-namespace Dali
-{
-namespace Internal
-{
-namespace SceneGraph
-{
-
-Renderer* Renderer::New()
+RendererKey Renderer::NewKey()
{
- return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
+ void* ptr = GetRendererMemoryPool().AllocateRawThreadSafe();
+ auto key = GetRendererMemoryPool().GetKeyFromPtr(static_cast<Renderer*>(ptr));
+ new(ptr) Renderer();
+ return RendererKey(key);
}
Renderer::Renderer()
-: mSceneController( 0 ),
- mRenderer( NULL ),
- mTextureSet( NULL ),
- mGeometry( NULL ),
- mShader( NULL ),
- mBlendColor( NULL ),
- 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 ),
- mResourcesReady( false ),
- mFinishedResourceAcquisition( false ),
- mPremultipledAlphaEnabled( false ),
- mDepthIndex( 0 )
-{
- mUniformMapChanged[0] = false;
- mUniformMapChanged[1] = false;
-
- // Observe our own PropertyOwner's uniform map
- AddUniformMapObserver( *this );
+: mSceneController(nullptr),
+ mRenderer{},
+ 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),
+ mResendFlag(0u),
+ mDepthFunction(DepthFunction::LESS),
+ mFaceCullingMode(FaceCullingMode::NONE),
+ mBlendMode(BlendMode::AUTO),
+ mDepthWriteMode(DepthWriteMode::AUTO),
+ mDepthTestMode(DepthTestMode::AUTO),
+ mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
+ mUpdateDecay(Renderer::Decay::INITIAL),
+ mRegenerateUniformMap(false),
+ mPremultipledAlphaEnabled(false),
+ mDirtyFlag(true),
+ mOpacity(1.0f),
+ mDepthIndex(0)
+{
}
Renderer::~Renderer()
{
- if( mTextureSet )
- {
- mTextureSet->RemoveObserver( this );
- mTextureSet = NULL;
- }
- if( mShader )
- {
- mShader->RemoveConnectionObserver( *this );
- mShader = NULL;
- }
}
-void Renderer::operator delete( void* ptr )
+void Renderer::operator delete(void* ptr)
{
- gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
+ GetRendererMemoryPool().FreeThreadSafe(static_cast<Renderer*>(ptr));
}
+Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
+{
+ return GetRendererMemoryPool().GetPtrFromKey(rendererKey);
+}
-void Renderer::PrepareRender( BufferIndex updateBufferIndex )
+RendererKey Renderer::GetKey(const Renderer& renderer)
{
- mResourcesReady = false;
- mFinishedResourceAcquisition = false;
+ return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(const_cast<Renderer*>(&renderer)));
+}
- // Can only be considered ready when all the scene graph objects are connected to the renderer
- if( mGeometry && mShader )
+RendererKey Renderer::GetKey(Renderer* renderer)
+{
+ return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(renderer));
+}
+
+bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
+{
+ bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
+ auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
+ bool shaderMapChanged = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
+ if(shaderMapChanged)
{
- mResourcesReady = true;
- mFinishedResourceAcquisition = true;
+ mShaderMapChangeCounter = shaderMapChangeCounter;
}
- if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+ if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
+ {
+ // The map has changed since the last time we checked.
+ rendererUpdated = true;
+ mRegenerateUniformMap = true;
+ mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
+
+ // Update local counters to identify any future changes to maps
+ // (unlikely, but allowed by API).
+ mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
+ }
+ if(mUpdateDecay > 0)
{
- DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
- DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
+ mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
+ }
- if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
+ if(mResendFlag != 0)
+ {
+ Render::Renderer* rendererPtr = mRenderer.Get();
+ if(mResendFlag & RESEND_GEOMETRY)
{
- CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
- localMap.Resize(0);
-
- const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
- AddMappings( localMap, rendererUniformMap );
-
- if( mShader )
- {
- AddMappings( localMap, mShader->GetUniformMap() );
- }
+ typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetGeometry, mGeometry);
}
- else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
- {
- // Copy old map into current map
- CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
- CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
- localMap.Resize( oldMap.Count() );
-
- unsigned int index=0;
- for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
- {
- localMap[index] = *iter;
- }
+ 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(rendererPtr, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
}
- mUniformMapChanged[updateBufferIndex] = true;
- mRegenerateUniformMap--;
- }
-
- if( mResendFlag != 0 )
- {
- if( mResendFlag & RESEND_DATA_PROVIDER )
+ if(mResendFlag & RESEND_FACE_CULLING_MODE)
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
-
- typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
+ using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
}
- if( mResendFlag & RESEND_GEOMETRY )
+ if(mResendFlag & RESEND_BLEND_BIT_MASK)
{
- typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
+ using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
}
- if( mResendFlag & RESEND_FACE_CULLING_MODE )
+ if(mResendFlag & RESEND_BLEND_COLOR)
{
- typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
+ using DerivedType = MessageValue1<Render::Renderer, Vector4>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendColor, GetBlendColor());
}
- if( mResendFlag & RESEND_BLEND_BIT_MASK )
+ if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
{
- typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
+ using DerivedType = MessageValue1<Render::Renderer, bool>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
}
- if( mResendFlag & RESEND_BLEND_COLOR )
+ if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
{
- typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
+ using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
}
- if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
+ if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
{
- typedef MessageValue1< Render::Renderer, bool > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
+ using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
}
- if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
+ if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
{
- typedef MessageValue1< Render::Renderer, size_t > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
+ using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
}
- if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
+ if(mResendFlag & RESEND_DEPTH_TEST_MODE)
{
- typedef MessageValue1< Render::Renderer, size_t > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
+ using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
}
- if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
+ if(mResendFlag & RESEND_DEPTH_FUNCTION)
{
- typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
+ using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthFunction, mDepthFunction);
}
- if( mResendFlag & RESEND_DEPTH_TEST_MODE )
+ if(mResendFlag & RESEND_RENDER_MODE)
{
- typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
+ using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
}
- if( mResendFlag & RESEND_DEPTH_FUNCTION )
+ if(mResendFlag & RESEND_STENCIL_FUNCTION)
{
- typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
+ using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
}
- if( mResendFlag & RESEND_RENDER_MODE )
+ if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
{
- typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
+ using DerivedType = MessageValue1<Render::Renderer, int>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
}
- if( mResendFlag & RESEND_STENCIL_FUNCTION )
+ if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
{
- typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
+ using DerivedType = MessageValue1<Render::Renderer, int>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
}
- if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+ if(mResendFlag & RESEND_STENCIL_MASK)
{
- typedef MessageValue1< Render::Renderer, int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
+ using DerivedType = MessageValue1<Render::Renderer, int>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
}
- if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+ if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
{
- typedef MessageValue1< Render::Renderer, int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+ using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
}
- if( mResendFlag & RESEND_STENCIL_MASK )
+ if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
{
- typedef MessageValue1< Render::Renderer, int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
+ using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
}
- if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+ if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
{
- typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
+ using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
}
- if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+ if(mResendFlag & RESEND_SHADER)
{
- typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
+ using DerivedType = MessageValue1<Render::Renderer, bool>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetShaderChanged, true);
}
- if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
+ if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
{
- typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+ using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderCallback, mRenderCallback);
}
+ SetUpdated(true);
+
mResendFlag = 0;
}
+
+ // Ensure collected map is up to date
+ UpdateUniformMap(updateBufferIndex);
+
+ return rendererUpdated;
}
-void Renderer::SetTextures( TextureSet* textureSet )
+void Renderer::SetTextures(TextureSet* textureSet)
{
- DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
-
- if( mTextureSet )
- {
- mTextureSet->RemoveObserver(this);
- }
+ DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
mTextureSet = textureSet;
- mTextureSet->AddObserver( this );
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendFlag |= RESEND_DATA_PROVIDER;
+
+ mDirtyFlag = true;
+ SetUpdated(true);
}
-void Renderer::SetShader( Shader* shader )
+const Vector<Render::TextureKey>* Renderer::GetTextures() const
{
- DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
+ return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
+}
- if( mShader )
- {
- mShader->RemoveConnectionObserver(*this);
- }
+const Vector<Render::Sampler*>* Renderer::GetSamplers() const
+{
+ return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
+}
+
+void Renderer::SetShader(Shader* shader)
+{
+ DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
- mShader = shader;
- mShader->AddConnectionObserver( *this );
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendFlag |= RESEND_DATA_PROVIDER;
+ mShader = shader;
+ mShaderMapChangeCounter = 0u;
+ mRegenerateUniformMap = true;
+ mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
+ mDirtyFlag = true;
}
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::SetGeometry(Render::Geometry* geometry)
{
- DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
+ DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
mGeometry = geometry;
- if( mRenderer )
+ if(mRenderer)
{
mResendFlag |= RESEND_GEOMETRY;
}
}
-void Renderer::SetDepthIndex( int depthIndex )
+void Renderer::SetDepthIndex(int depthIndex)
{
mDepthIndex = depthIndex;
+
+ mDirtyFlag = true;
+ SetUpdated(true);
}
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
{
mFaceCullingMode = faceCullingMode;
mResendFlag |= RESEND_FACE_CULLING_MODE;
}
-void Renderer::SetBlendMode( BlendMode::Type blendingMode )
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+ return mFaceCullingMode;
+}
+
+void Renderer::SetBlendMode(BlendMode::Type blendingMode)
{
mBlendMode = blendingMode;
+
+ mDirtyFlag = true;
+ SetUpdated(true);
+}
+
+BlendMode::Type Renderer::GetBlendMode() const
+{
+ 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;
+ mDirtyFlag = true;
}
}
-void Renderer::SetBlendColor( const Vector4& blendColor )
+uint32_t Renderer::GetBlendingOptions() const
+{
+ return mBlendBitmask;
+}
+
+void Renderer::SetBlendColor(const Vector4& blendColor)
{
- if( blendColor == Color::TRANSPARENT )
+ if(blendColor == Color::TRANSPARENT)
{
- mBlendColor = NULL;
+ mBlendColor = nullptr;
}
else
{
- if( !mBlendColor )
+ if(!mBlendColor)
{
- mBlendColor = new Vector4( blendColor );
+ mBlendColor = new Vector4(blendColor);
}
else
{
mResendFlag |= RESEND_BLEND_COLOR;
}
-void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+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;
}
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+uint32_t Renderer::GetIndexedDrawFirstElement() const
+{
+ return mIndexedDrawFirstElement;
+}
+
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
{
mIndexedDrawElementsCount = elementsCount;
mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
}
-void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+ return mIndexedDrawElementsCount;
+}
+
+void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
{
mPremultipledAlphaEnabled = preMultipled;
mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
}
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+bool Renderer::IsPreMultipliedAlphaEnabled() const
+{
+ return mPremultipledAlphaEnabled;
+}
+
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
{
mDepthWriteMode = depthWriteMode;
mResendFlag |= RESEND_DEPTH_WRITE_MODE;
}
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
+{
+ return mDepthWriteMode;
+}
+
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
{
mDepthTestMode = depthTestMode;
mResendFlag |= RESEND_DEPTH_TEST_MODE;
}
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+ return mDepthTestMode;
+}
+
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
{
mDepthFunction = depthFunction;
mResendFlag |= RESEND_DEPTH_FUNCTION;
}
-void Renderer::SetRenderMode( RenderMode::Type mode )
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+ return mDepthFunction;
+}
+
+void Renderer::SetRenderMode(RenderMode::Type mode)
{
mStencilParameters.renderMode = mode;
mResendFlag |= RESEND_RENDER_MODE;
}
-void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
{
mStencilParameters.stencilFunction = stencilFunction;
mResendFlag |= RESEND_STENCIL_FUNCTION;
}
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
{
mStencilParameters.stencilFunctionMask = stencilFunctionMask;
mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
}
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
{
mStencilParameters.stencilFunctionReference = stencilFunctionReference;
mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
}
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
{
mStencilParameters.stencilMask = stencilMask;
mResendFlag |= RESEND_STENCIL_MASK;
}
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
{
mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
}
-void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
{
mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
}
-void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
{
mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
}
-//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 )
+void Renderer::SetRenderCallback(RenderCallback* callback)
{
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mSceneController = &sceneController;
- RenderDataProvider* dataProvider = NewRenderDataProvider();
-
- mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
-
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+ mRenderCallback = callback;
+ mResendFlag |= RESEND_SET_RENDER_CALLBACK;
+ mDirtyFlag = true;
}
-//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
-void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
{
- //Remove renderer from RenderManager
- if( mRenderer )
- {
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- mRenderer = NULL;
- }
- mSceneController = NULL;
+ return mStencilParameters;
}
-RenderDataProvider* Renderer::NewRenderDataProvider()
+void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
{
- RenderDataProvider* dataProvider = new RenderDataProvider();
+ mOpacity.Bake(updateBufferIndex, opacity);
- dataProvider->mUniformMapDataProvider = this;
- dataProvider->mShader = mShader;
+ mDirtyFlag = true;
+ SetUpdated(true);
+}
- if( mTextureSet )
- {
- size_t textureCount = mTextureSet->GetTextureCount();
- dataProvider->mTextures.resize( textureCount );
- dataProvider->mSamplers.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
- {
- dataProvider->mTextures[i] = mTextureSet->GetTexture(i);
- dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
- }
- }
+float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
+{
+ return mOpacity[updateBufferIndex];
+}
- return dataProvider;
+void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
+{
+ mRenderingBehavior = renderingBehavior;
+ SetUpdated(true);
}
-const Vector4& Renderer::GetBlendColor() const
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
{
- if( mBlendColor )
- {
- return *mBlendColor;
- }
- return Color::TRANSPARENT;
+ return mRenderingBehavior;
}
-Render::Renderer& Renderer::GetRenderer()
+// 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)
{
- return *mRenderer;
+ mRegenerateUniformMap = true;
+ mSceneController = &sceneController;
+
+ mRenderer = Render::Renderer::NewKey(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
+
+ mSceneController->GetRenderMessageDispatcher().AddRenderer(mRenderer);
}
-const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+// Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
+void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
{
- return mCollectedUniformMap[bufferIndex];
+ // Remove renderer from RenderManager
+ if(mRenderer)
+ {
+ mSceneController->GetRenderMessageDispatcher().RemoveRenderer(mRenderer);
+ mRenderer = Render::RendererKey{};
+ }
+ mSceneController = nullptr;
}
-void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
+Render::RendererKey Renderer::GetRenderer()
{
- ready = mResourcesReady;
- complete = mFinishedResourceAcquisition;
+ return mRenderer;
}
-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;
+ }
- switch( mBlendMode )
+ switch(mBlendMode)
{
+ case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ break;
+ }
case BlendMode::ON: // If the renderer should always be use blending
{
- opacity = Renderer::TRANSLUCENT;
+ float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+ if(alpha <= FULLY_TRANSPARENT)
+ {
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
break;
}
case BlendMode::AUTO:
{
- bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
- if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
+ if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
+ {
+ 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)
{
- opacity = Renderer::TRANSLUCENT;
+ opacityType = Renderer::TRANSPARENT;
}
- else // renderer should determine opacity using the actor color
+ else if(alpha <= FULLY_OPAQUE)
{
- float alpha = node.GetWorldColor( updateBufferIndex ).a;
- if( alpha <= FULLY_TRANSPARENT )
- {
- opacity = TRANSPARENT;
- }
- else if( alpha <= FULLY_OPAQUE )
- {
- opacity = TRANSLUCENT;
- }
+ opacityType = Renderer::TRANSLUCENT;
+ }
+
+ break;
+ }
+ case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
+ {
+ // renderer should determine opacity using the actor color
+ float alpha = node.GetWorldColor(updateBufferIndex).a;
+ if(alpha <= FULLY_TRANSPARENT)
+ {
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else if(alpha < FULLY_OPAQUE)
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
+ else
+ {
+ opacityType = Renderer::OPAQUE;
}
break;
}
case BlendMode::OFF: // the renderer should never use blending
default:
{
- opacity = Renderer::OPAQUE;
+ opacityType = Renderer::OPAQUE;
break;
}
}
- return opacity;
+ return opacityType;
}
-void Renderer::TextureSetChanged()
+void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
{
- mResendFlag |= RESEND_DATA_PROVIDER;
+ if(mRegenerateUniformMap)
+ {
+ CollectedUniformMap& localMap = mCollectedUniformMap;
+ localMap.Clear();
+
+ const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
+
+ auto size = rendererUniformMap.Count();
+ if(mShader)
+ {
+ size += mShader->GetUniformMap().Count();
+ }
+
+ localMap.Reserve(size);
+ localMap.AddMappings(rendererUniformMap);
+ if(mShader)
+ {
+ localMap.AddMappings(mShader->GetUniformMap());
+ }
+ localMap.UpdateChangeCounter();
+
+ mRegenerateUniformMap = false;
+ SetUpdated(true);
+ }
}
-void Renderer::ConnectionsChanged( PropertyOwner& object )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
- // One of our child objects has changed it's connections. Ensure the uniform
- // map gets regenerated during PrepareRender
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mDrawCommands.clear();
+ mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
+ mResendFlag |= RESEND_DRAW_COMMANDS;
+}
- // Ensure the child object pointers get re-sent to the renderer
- mResendFlag |= RESEND_DATA_PROVIDER;
+bool Renderer::IsDirty() const
+{
+ // Check whether the opacity property has changed
+ return (mDirtyFlag || !mOpacity.IsClean());
}
-void Renderer::ConnectedUniformMapChanged()
+void Renderer::ResetDirtyFlag()
{
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mDirtyFlag = false;
+
+ SetUpdated(false);
}
-void Renderer::UniformMappingsChanged( const UniformMap& mappings )
+uint32_t Renderer::GetMemoryPoolCapacity()
{
- // The mappings are either from PropertyOwner base class, or the Actor
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ return GetRendererMemoryPool().GetCapacity();
}
-void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
+void Renderer::OnMappingChanged()
{
- if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
+ // Properties have been registered on the base class.
+ mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
+}
+
+const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
+{
+ return mCollectedUniformMap;
+}
+
+bool Renderer::IsUpdated() const
+{
+ if(Updated() || (mShader && mShader->Updated()))
{
- mTextureSet = NULL;
+ return true;
}
- else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
+ return false;
+}
+
+Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
+{
+ if(mVisualProperties)
{
- mShader = NULL;
+ auto& coefficient = mVisualProperties->mCoefficient;
+
+ // TODO : We may need to get some method that visual properties changed, without hash.
+ // Or, need to call this API in PreRender side.
+
+ uint64_t hash = 0xc70f6907UL;
+
+ hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
+ hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
+ hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
+ hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
+ hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
+ hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
+
+ if(coefficient.hash != hash)
+ {
+ coefficient.hash = hash;
+
+ // VisualProperty
+ const Vector2 transformOffset = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
+ const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
+ const Vector2 transformSize = mVisualProperties->mTransformSize.Get(updateBufferIndex);
+ const Vector2 transformOrigin = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
+ const Vector2 transformAnchorPoint = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
+ const Vector2 extraSize = mVisualProperties->mExtraSize.Get(updateBufferIndex);
+
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size %5.3f %5.3f\n", transformSize.x, transformSize.y);
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size %5.3f %5.3f\n", extraSize.x, extraSize.y);
+
+ // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
+ // Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
+ // extraSize;
+ // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
+ // Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
+
+ // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
+ // const Vector2 decoratedVisualSize = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
+
+ // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
+ // + anchorPoint * visualSize
+ // + origin * uSize.xy
+ // + visualOffset;
+
+ // Calculate same logic of visual's vertex shader transform.
+ // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
+ // maxVertexPosition = 0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
+
+ // Update cached VisualTransformedUpdateSizeCoefficientCache
+
+ // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
+
+ // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
+ // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
+ // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
+ // + transformOrigin
+ // CA = transformSize * transformOffsetSizeMode.zw + extraSize
+ // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
+ // + transformOffset * transformOffsetSizeMode.xy
+ // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
+
+ coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
+ coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
+ coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
+ coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
+ }
+ if(mVisualProperties->mExtendedProperties)
+ {
+ const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
+
+ uint64_t decoratedHash = 0xc70f6907UL;
+
+ decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
+ decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
+ decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
+
+ if(coefficient.decoratedHash != decoratedHash)
+ {
+ coefficient.decoratedHash = decoratedHash;
+
+ // DecoratedVisualProperty
+ const float borderlineWidth = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
+ const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
+ const float blurRadius = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
+
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width %5.3f\n", borderlineWidth);
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius %5.3f\n", blurRadius);
+
+ // D coefficients be used only decoratedVisual.
+ // It can be calculated parallely with transform.
+
+ coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
+ }
+ }
+
+ // Calculate vertex position by coefficient
+ // It will reduce the number of operations
+
+ // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
+ // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
+
+ // When we set
+ // basicVertexPosition = XB * originalSize + CB
+ // scaleVertexPosition = XA * originalSize + CA + D
+
+ // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
+ // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
+
+ // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
+ // = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
+ // = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
+ // Cause transform matrix will think center of vertex is (0, 0)
+
+ const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
+ const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
+
+ const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
+ const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
+
+ // TODO : We need to re-generate coefficient to consitder area width/height
+ const Vector4 resultArea = Vector4(originalXY.x,
+ originalXY.y,
+ scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
+ scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
+
+ DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f %f %f--> %f %f %f %f\n", originalUpdateArea.x, originalUpdateArea.y, originalUpdateArea.z, originalUpdateArea.w, resultArea.x, resultArea.y, resultArea.z, resultArea.w);
+
+ return resultArea;
}
+ return originalUpdateArea;
}
} // namespace SceneGraph