/*
- * Copyright (c) 2020 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.
#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>
namespace Dali
{
{
namespace // unnamed namespace
{
-
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
MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
-void AddMappings( CollectedUniformMap& localMap, const 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
newUniformMappings.Clear();
- for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
+ for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
{
- UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
bool found = false;
- for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
+ for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
{
- const 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( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
- end = newUniformMappings.End() ;
- iter != end ;
- ++iter )
+ for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
+ end = newUniformMappings.End();
+ iter != end;
+ ++iter)
{
- const UniformPropertyMapping* map = (*iter);
- localMap.PushBack( map );
+ const UniformPropertyMapping& map = (*iter);
+ localMap.PushBack(map);
}
}
}
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_DRAW_COMMANDS = 1 << 20,
+ RESEND_SET_RENDER_CALLBACK = 1 << 21
};
} // Anonymous namespace
Renderer* Renderer::New()
{
- return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
+ return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
}
Renderer::Renderer()
-: mSceneController( nullptr ),
- mRenderer( nullptr ),
- mTextureSet( nullptr ),
- mGeometry( nullptr ),
- mShader( nullptr ),
- mRenderDataProvider( 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 )
+: 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( mTextureSet )
+ if(mTextureSet)
{
- mTextureSet->RemoveObserver( this );
mTextureSet = nullptr;
}
- if( mShader )
+ if(mShader)
{
- mShader->RemoveConnectionObserver( *this );
+ 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));
}
-
-bool Renderer::PrepareRender( BufferIndex updateBufferIndex )
+bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
{
- if( mRegenerateUniformMap == UNIFORM_MAP_READY )
+ if(mRegenerateUniformMap == UNIFORM_MAP_READY)
{
mUniformMapChanged[updateBufferIndex] = false;
}
else
{
- 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 );
- if( mShader )
+ auto size = rendererUniformMap.Count();
+ if(mShader)
+ {
+ size += mShader->GetUniformMap().Count();
+ }
+
+ localMap.Reserve(size);
+
+ AddMappings(localMap, rendererUniformMap);
+
+ if(mShader)
{
- AddMappings( localMap, mShader->GetUniformMap() );
+ 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());
- uint32_t 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--;
}
- bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag;
+ bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
- if( mResendFlag != 0 )
+ if(mResendFlag != 0)
{
- if( mResendFlag & RESEND_GEOMETRY )
+ 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, Render::Geometry*> DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
}
- if( mResendFlag & RESEND_DRAW_COMMANDS )
+ 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() );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
}
- if( mResendFlag & RESEND_FACE_CULLING_MODE )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
}
- if( mResendFlag & RESEND_BLEND_BIT_MASK )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
}
- if( mResendFlag & RESEND_BLEND_COLOR )
+ 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() );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
}
- if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
}
- if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
}
- if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
}
- if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
}
- if( mResendFlag & RESEND_DEPTH_TEST_MODE )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
}
- if( mResendFlag & RESEND_DEPTH_FUNCTION )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
}
- if( mResendFlag & RESEND_RENDER_MODE )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
}
- if( mResendFlag & RESEND_STENCIL_FUNCTION )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
}
- if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
}
- if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
}
- if( mResendFlag & RESEND_STENCIL_MASK )
+ 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 );
+ 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 )
+ 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 );
+ 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 )
+ 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 );
+ 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 )
+ 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 );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+ new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
}
- if( mResendFlag & RESEND_SHADER )
+ 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 );
+ 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::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 );
+ mTextureSet = textureSet;
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+}
- UpdateTextureSet();
+const Vector<Render::Texture*>* Renderer::GetTextures() const
+{
+ return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
}
-void Renderer::SetShader( Shader* shader )
+const Vector<Render::Sampler*>* Renderer::GetSamplers() const
{
- DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
+ return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
+}
- if( mShader )
+void Renderer::SetShader(Shader* shader)
+{
+ DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
+
+ if(mShader)
{
mShader->RemoveConnectionObserver(*this);
}
mShader = shader;
- mShader->AddConnectionObserver( *this );
+ mShader->AddConnectionObserver(*this);
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
-
- if( mRenderDataProvider )
- {
- mRenderDataProvider->mShader = mShader;
- }
}
-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;
}
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
{
mFaceCullingMode = faceCullingMode;
mResendFlag |= RESEND_FACE_CULLING_MODE;
return mFaceCullingMode;
}
-void Renderer::SetBlendMode( BlendMode::Type blendingMode )
+void Renderer::SetBlendMode(BlendMode::Type blendingMode)
{
mBlendMode = blendingMode;
}
return mBlendMode;
}
-void Renderer::SetBlendingOptions( uint32_t options )
+void Renderer::SetBlendingOptions(uint32_t options)
{
- if( mBlendBitmask != options)
+ if(mBlendBitmask != options)
{
mBlendBitmask = options;
mResendFlag |= RESEND_BLEND_BIT_MASK;
return mBlendBitmask;
}
-void Renderer::SetBlendColor( const Vector4& blendColor )
+void Renderer::SetBlendColor(const Vector4& blendColor)
{
- if( blendColor == Color::TRANSPARENT )
+ if(blendColor == Color::TRANSPARENT)
{
mBlendColor = nullptr;
}
else
{
- if( !mBlendColor )
+ if(!mBlendColor)
{
- mBlendColor = new Vector4( blendColor );
+ mBlendColor = new Vector4(blendColor);
}
else
{
Vector4 Renderer::GetBlendColor() const
{
- if( mBlendColor )
+ if(mBlendColor)
{
return *mBlendColor;
}
return Color::TRANSPARENT;
}
-void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
{
mIndexedDrawFirstElement = firstElement;
mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
return mIndexedDrawFirstElement;
}
-void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
{
mIndexedDrawElementsCount = elementsCount;
mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
return mIndexedDrawElementsCount;
}
-void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
+void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
{
mPremultipledAlphaEnabled = preMultipled;
mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
return mPremultipledAlphaEnabled;
}
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
{
mDepthWriteMode = depthWriteMode;
mResendFlag |= RESEND_DEPTH_WRITE_MODE;
return mDepthWriteMode;
}
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
{
mDepthTestMode = depthTestMode;
mResendFlag |= RESEND_DEPTH_TEST_MODE;
return mDepthTestMode;
}
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
{
mDepthFunction = depthFunction;
mResendFlag |= RESEND_DEPTH_FUNCTION;
return mDepthFunction;
}
-void Renderer::SetRenderMode( RenderMode::Type mode )
+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;
}
+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 )
+void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
{
- mOpacity.Bake( updateBufferIndex, opacity );
+ mOpacity.Bake(updateBufferIndex, opacity);
}
-float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
+float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
{
return mOpacity[updateBufferIndex];
}
-void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
+void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
{
mRenderingBehavior = renderingBehavior;
}
}
//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::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
{
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mSceneController = &sceneController;
-
- mRenderDataProvider = new RenderDataProvider( mOpacity );
- mRenderDataProvider->mUniformMapDataProvider = this;
+ mSceneController = &sceneController;
- mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
+ 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 );
+ 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 )
+void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
{
//Remove renderer from RenderManager
- if( mRenderer )
+ if(mRenderer)
{
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
+ mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
mRenderer = nullptr;
}
mSceneController = nullptr;
- mRenderDataProvider = nullptr;
-}
-
-void Renderer::UpdateTextureSet()
-{
- if( mRenderDataProvider )
- {
- if( mTextureSet )
- {
- uint32_t textureCount = mTextureSet->GetTextureCount();
- mRenderDataProvider->mTextures.resize( textureCount );
- mRenderDataProvider->mSamplers.resize( textureCount );
- for( uint32_t i = 0; i<textureCount; ++i )
- {
- mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
- mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
- }
- }
- else
- {
- mRenderDataProvider->mTextures.clear();
- mRenderDataProvider->mSamplers.clear();
- }
- }
}
Render::Renderer& Renderer::GetRenderer()
return *mRenderer;
}
-const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
{
return mCollectedUniformMap[bufferIndex];
}
-Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
+Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
{
Renderer::OpacityType opacityType = Renderer::OPAQUE;
- switch( mBlendMode )
+ if(node.IsTransparent())
+ {
+ return Renderer::TRANSPARENT;
+ }
+
+ 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
{
- float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
- if( alpha <= FULLY_TRANSPARENT )
+ float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+ if(alpha <= FULLY_TRANSPARENT)
{
opacityType = Renderer::TRANSPARENT;
}
}
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 )
+ float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+ if(alpha <= FULLY_TRANSPARENT)
{
opacityType = Renderer::TRANSPARENT;
}
- else if( alpha <= FULLY_OPAQUE )
+ else if(alpha <= FULLY_OPAQUE)
{
opacityType = Renderer::TRANSLUCENT;
}
+
break;
}
case BlendMode::OFF: // the renderer should never use blending
return opacityType;
}
-void Renderer::TextureSetChanged()
-{
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
- UpdateTextureSet();
-}
-
-void Renderer::TextureSetDeleted()
-{
- mTextureSet = nullptr;
-
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
- UpdateTextureSet();
-}
-
-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;
}
-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*>(mShader) == &owner )
+ if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
{
mShader = nullptr;
}
}
-void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
mDrawCommands.clear();
- mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
+ mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
mResendFlag |= RESEND_DRAW_COMMANDS;
}