/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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>
-#include <dali/internal/render/renderers/render-geometry.h>
+// INTERNAL INCLUDES
+#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/renderers/render-renderer.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
{
}
}
-// 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_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
+ 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_FUNCTION = 1 << 9,
+ 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,
};
-}
+} // Anonymous namespace
namespace Dali
{
}
Renderer::Renderer()
-:mSceneController( 0 ),
- mRenderer( NULL ),
- mTextureSet( NULL ),
- mGeometry( NULL ),
- mShader( NULL ),
- mBlendColor( NULL ),
- mBlendBitmask( 0u ),
- mFaceCullingMode( FaceCullingMode::NONE ),
- mBlendMode( BlendMode::AUTO ),
- mDepthWriteMode( DepthWriteMode::AUTO ),
- mDepthFunction( DepthFunction::LESS ),
- mIndexedDrawFirstElement( 0 ),
- mIndexedDrawElementsCount( 0 ),
- mReferenceCount( 0 ),
- mRegenerateUniformMap( 0 ),
- mResendFlag( 0 ),
- mResourcesReady( false ),
- mFinishedResourceAcquisition( false ),
- mPremultipledAlphaEnabled(false),
- mDepthIndex( 0 )
+: 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 ),
+ mPremultipledAlphaEnabled( false ),
+ mDepthIndex( 0 )
{
mUniformMapChanged[0] = false;
mUniformMapChanged[1] = 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;
}
-
}
void Renderer::operator delete( void* ptr )
void 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 && mShader )
+ if( mRegenerateUniformMap == UNIFORM_MAP_READY )
{
- if( mTextureSet )
- {
- mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
- }
- else
- {
- mResourcesReady = true;
- mFinishedResourceAcquisition = true;
- }
+ mUniformMapChanged[updateBufferIndex] = false;
}
-
- if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+ else
{
- DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
- DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
-
if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
{
CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
AddMappings( localMap, rendererUniformMap );
- AddMappings( localMap, mShader->GetUniformMap() );
+
+ if( mShader )
+ {
+ AddMappings( localMap, mShader->GetUniformMap() );
+ }
}
else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
{
{
if( mResendFlag & RESEND_DATA_PROVIDER )
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ OwnerPointer<RenderDataProvider> dataProvider = NewRenderDataProvider();
typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
{
typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
}
if( mResendFlag & RESEND_BLEND_COLOR )
{
- typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
+ typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
}
if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
}
+ if( mResendFlag & RESEND_DEPTH_TEST_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 );
+ }
+
if( mResendFlag & RESEND_DEPTH_FUNCTION )
{
typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
}
+ if( mResendFlag & RESEND_RENDER_MODE )
+ {
+ 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 );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION )
+ {
+ 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 );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION_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 );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+ }
+
+ 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::SetStencilMask, mStencilParameters.stencilMask );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+ {
+ 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 );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+ {
+ 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 );
+ }
+
+ 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::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+ }
+
mResendFlag = 0;
}
}
void Renderer::SetBlendColor( const Vector4& blendColor )
{
- if( !mBlendColor )
+ if( blendColor == Color::TRANSPARENT )
{
- mBlendColor = new Vector4( blendColor );
+ mBlendColor = NULL;
}
else
{
- *mBlendColor = blendColor;
+ if( !mBlendColor )
+ {
+ mBlendColor = new Vector4( blendColor );
+ }
+ else
+ {
+ *mBlendColor = blendColor;
+ }
}
mResendFlag |= RESEND_BLEND_COLOR;
mResendFlag |= RESEND_DEPTH_WRITE_MODE;
}
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+{
+ mDepthTestMode = depthTestMode;
+ mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
+
void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
{
mDepthFunction = depthFunction;
mResendFlag |= RESEND_DEPTH_FUNCTION;
}
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+void Renderer::SetRenderMode( RenderMode::Type mode )
{
- ++mReferenceCount;
- if( !mRenderer)
- {
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ mStencilParameters.renderMode = mode;
+ mResendFlag |= RESEND_RENDER_MODE;
+}
- mRenderer = Render::Renderer::New( dataProvider, mGeometry,
- mBlendBitmask, mBlendColor,
- static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled,
- mDepthWriteMode,
- mDepthFunction );
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+ mStencilParameters.stencilFunction = stencilFunction;
+ mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
- mResendFlag = 0;
- }
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+ mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
}
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
{
- --mReferenceCount;
- if( mReferenceCount == 0 )
- {
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- mRenderer = NULL;
- }
+ 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;
}
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
{
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 );
+
+ 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 )
{
mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
mRenderer = NULL;
- mSceneController = NULL;
}
+ mSceneController = NULL;
}
RenderDataProvider* Renderer::NewRenderDataProvider()
if( mTextureSet )
{
- size_t textureCount( mTextureSet->GetTextureCount() );
+ size_t textureCount = mTextureSet->GetTextureCount();
dataProvider->mTextures.resize( textureCount );
+ dataProvider->mSamplers.resize( textureCount );
for( unsigned int i(0); i<textureCount; ++i )
{
- dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
- mTextureSet->GetTextureSampler(i));
+ dataProvider->mTextures[i] = mTextureSet->GetTexture(i);
+ dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
}
}
return dataProvider;
}
+const Vector4& Renderer::GetBlendColor() const
+{
+ if( mBlendColor )
+ {
+ return *mBlendColor;
+ }
+ return Color::TRANSPARENT;
+}
+
Render::Renderer& Renderer::GetRenderer()
{
return *mRenderer;
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
}
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;
}
void Renderer::TextureSetChanged()
{
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
mResendFlag |= RESEND_DATA_PROVIDER;
}
+void Renderer::TextureSetDeleted()
+{
+ mTextureSet = NULL;
+
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mResendFlag |= RESEND_DATA_PROVIDER;
+}
void Renderer::ConnectionsChanged( PropertyOwner& object )
{
// One of our child objects has changed it's connections. Ensure the uniform
void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
{
- if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
- {
- mTextureSet = NULL;
- }
- else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
+ if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
{
mShader = NULL;
}