#define DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
/*
- * Copyright (c) 2020 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.
* limitations under the License.
*/
-#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/renderer.h> // Dali::Renderer
#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/internal/common/blending-options.h>
-#include <dali/internal/common/type-abstraction-enums.h>
+#include <dali/internal/common/memory-pool-key.h>
#include <dali/internal/event/common/event-thread-services.h>
-#include <dali/internal/update/common/property-owner.h>
-#include <dali/internal/update/common/uniform-map.h>
-#include <dali/internal/update/common/scene-graph-connection-change-propagator.h>
-#include <dali/internal/update/common/animatable-property.h>
#include <dali/internal/render/data-providers/render-data-provider.h>
#include <dali/internal/render/renderers/render-renderer.h>
+#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/update/common/property-owner.h>
+#include <dali/internal/update/common/uniform-map.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h> // Dali::Renderer
namespace Dali
{
-
namespace Internal
{
-
namespace Render
{
class Renderer;
class Geometry;
-}
+} // namespace Render
namespace SceneGraph
{
class SceneController;
class Renderer;
-using RendererContainer = Dali::Vector<Renderer*>;
+class TextureSet;
+class Geometry;
+
+using RendererKey = MemoryPoolKey<SceneGraph::Renderer>;
+
+} // namespace SceneGraph
+} // namespace Internal
+
+// Ensure RendererKey can be used in Dali::Vector
+template<>
+struct TypeTraits<Internal::SceneGraph::RendererKey> : public BasicTypes<Internal::SceneGraph::RendererKey>
+{
+ enum
+ {
+ IS_TRIVIAL_TYPE = true
+ };
+};
+
+namespace Internal
+{
+namespace SceneGraph
+{
+using RendererContainer = Dali::Vector<RendererKey>;
using RendererIter = RendererContainer::Iterator;
using RendererConstIter = RendererContainer::ConstIterator;
-class TextureSet;
-class Geometry;
+namespace VisualRenderer
+{
+struct AnimatableVisualProperties
+{
+ AnimatableVisualProperties()
+ : mTransformOffset(Vector2::ZERO),
+ mTransformSize(Vector2::ONE),
+ mTransformOrigin(Vector2::ZERO),
+ mTransformAnchorPoint(Vector2::ZERO),
+ mTransformOffsetSizeMode(Vector4::ZERO),
+ mExtraSize(Vector2::ZERO),
+ mMixColor(Vector3::ONE),
+ mPreMultipliedAlpha(0.0f),
+ mExtendedPropertiesDeleteFunction(nullptr)
+ {
+ }
+
+ ~AnimatableVisualProperties()
+ {
+ if(mExtendedProperties && mExtendedPropertiesDeleteFunction)
+ {
+ mExtendedPropertiesDeleteFunction(mExtendedProperties);
+ }
+ }
-class Renderer : public PropertyOwner,
- public UniformMapDataProvider,
- public UniformMap::Observer,
- public ConnectionChangePropagator::Observer
+ /**
+ * @brief Cached coefficient value when we calculate visual transformed update size.
+ * It can reduce complexity of calculate the vertex position.
+ *
+ * Vector2 vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
+ */
+ struct VisualTransformedUpdateSizeCoefficientCache
+ {
+ Vector2 coefXA{Vector2::ZERO};
+ Vector2 coefXB{Vector2::ZERO};
+ Vector2 coefCA{Vector2::ZERO};
+ Vector2 coefCB{Vector2::ZERO};
+ float coefD{0.0f};
+
+ uint64_t hash{0u};
+ uint64_t decoratedHash{0u};
+ };
+ VisualTransformedUpdateSizeCoefficientCache mCoefficient; ///< Coefficient value to calculate visual transformed update size by VisualProperties more faster.
+
+ AnimatableProperty<Vector2> mTransformOffset;
+ AnimatableProperty<Vector2> mTransformSize;
+ AnimatableProperty<Vector2> mTransformOrigin;
+ AnimatableProperty<Vector2> mTransformAnchorPoint;
+ AnimatableProperty<Vector4> mTransformOffsetSizeMode;
+ AnimatableProperty<Vector2> mExtraSize;
+ AnimatableProperty<Vector3> mMixColor;
+ AnimatableProperty<float> mPreMultipliedAlpha;
+
+ void* mExtendedProperties{nullptr}; // Enable derived class to extend properties further
+ void (*mExtendedPropertiesDeleteFunction)(void*){nullptr}; // Derived class's custom delete functor
+};
+
+struct AnimatableDecoratedVisualProperties
{
-public:
+ AnimatableDecoratedVisualProperties()
+ : mCornerRadius(Vector4::ZERO),
+ mCornerRadiusPolicy(1.0f),
+ mBorderlineWidth(0.0f),
+ mBorderlineColor(Color::BLACK),
+ mBorderlineOffset(0.0f),
+ mBlurRadius(0.0f)
+ {
+ }
+ ~AnimatableDecoratedVisualProperties()
+ {
+ }
+ // Delete function of AnimatableDecoratedVisualProperties* converted as void*
+ static void DeleteFunction(void* data)
+ {
+ delete static_cast<AnimatableDecoratedVisualProperties*>(data);
+ }
+
+ AnimatableProperty<Vector4> mCornerRadius;
+ AnimatableProperty<float> mCornerRadiusPolicy;
+ AnimatableProperty<float> mBorderlineWidth;
+ AnimatableProperty<Vector4> mBorderlineColor;
+ AnimatableProperty<float> mBorderlineOffset;
+ AnimatableProperty<float> mBlurRadius;
+};
+} // namespace VisualRenderer
+
+class Renderer : public PropertyOwner,
+ public UniformMapDataProvider,
+ public RenderDataProvider
+{
+public:
enum OpacityType
{
OPAQUE,
/**
* Construct a new Renderer
*/
- static Renderer* New();
+ static RendererKey NewKey();
/**
* Destructor
* Overriden delete operator
* Deletes the renderer from its global memory pool
*/
- void operator delete( void* ptr );
+ void operator delete(void* ptr);
+
+ /**
+ * Get a pointer to the object from the given key.
+ * Used by MemoryPoolKey to provide pointer semantics.
+ */
+ static Renderer* Get(RendererKey::KeyType);
+
+ /**
+ * Get the key of the given renderer in the associated memory pool.
+ * @param[in] renderer the given renderer
+ * @return The key in the associated memory pool.
+ */
+ static RendererKey GetKey(const SceneGraph::Renderer& renderer);
+
+ /**
+ * Get the key of the given renderer in the associated memory pool.
+ * @param[in] renderer the given renderer
+ * @return The key in the associated memory pool, or -1 if not
+ * found.
+ */
+ static RendererKey GetKey(SceneGraph::Renderer* renderer);
/**
* Set the texture set for the renderer
* @param[in] textureSet The texture set this renderer will use
*/
- void SetTextures( TextureSet* textureSet );
+ void SetTextures(TextureSet* textureSet);
/**
- * Returns current texture set object
- * @return Pointer to the texture set
+ * Get the associated texture set
+ * @return the texture set.
*/
- const TextureSet* GetTextures() const
+ const SceneGraph::TextureSet* GetTextureSet() const
{
return mTextureSet;
}
/**
+ * @copydoc RenderDataProvider::GetTextures()
+ */
+ const Vector<Render::TextureKey>* GetTextures() const override;
+
+ /**
+ * @copydoc RenderDataProvider::GetSamplers()
+ */
+ const Vector<Render::Sampler*>* GetSamplers() const override;
+
+ /**
* Set the shader for the renderer
* @param[in] shader The shader this renderer will use
*/
- void SetShader( Shader* shader );
+ void SetShader(Shader* shader);
/**
- * Get the shader used by this renderer
- * @return the shader this renderer uses
+ * @copydoc RenderDataProvider::GetShader()
*/
- const Shader& GetShader() const
+ const Shader& GetShader() const override
{
return *mShader;
}
* Set the geometry for the renderer
* @param[in] geometry The geometry this renderer will use
*/
- void SetGeometry( Render::Geometry* geometry );
+ void SetGeometry(Render::Geometry* geometry);
/**
* Set the depth index
* @param[in] depthIndex the new depth index to use
*/
- void SetDepthIndex( int depthIndex );
+ void SetDepthIndex(int depthIndex);
/**
* @brief Get the depth index
* Set the face culling mode
* @param[in] faceCullingMode to use
*/
- void SetFaceCullingMode( FaceCullingMode::Type faceCullingMode );
+ void SetFaceCullingMode(FaceCullingMode::Type faceCullingMode);
/**
* Get face culling mode
* Set the blending mode
* @param[in] blendingMode to use
*/
- void SetBlendMode( BlendMode::Type blendingMode );
+ void SetBlendMode(BlendMode::Type blendingMode);
/**
* Get the blending mode
* Set the blending options. This should only be called from the update thread.
* @param[in] options A bitmask of blending options.
*/
- void SetBlendingOptions( uint32_t options );
+ void SetBlendingOptions(uint32_t options);
/**
* Get the blending options
* Set the blend color for blending operation
* @param blendColor to pass to GL
*/
- void SetBlendColor( const Vector4& blendColor );
+ void SetBlendColor(const Vector4& blendColor);
/**
* Get the blending color
* Set the index of first element for indexed draw
* @param[in] firstElement index of first element to draw
*/
- void SetIndexedDrawFirstElement( uint32_t firstElement );
+ void SetIndexedDrawFirstElement(uint32_t firstElement);
/**
* Get the index of first element for indexed draw
* Set the number of elements to draw by indexed draw
* @param[in] elementsCount number of elements to draw
*/
- void SetIndexedDrawElementsCount( uint32_t elementsCount );
+ void SetIndexedDrawElementsCount(uint32_t elementsCount);
/**
* Get the number of elements to draw by indexed draw
* @brief Set whether the Pre-multiplied Alpha Blending is required
* @param[in] preMultipled whether alpha is pre-multiplied.
*/
- void EnablePreMultipliedAlpha( bool preMultipled );
+ void EnablePreMultipliedAlpha(bool preMultipled);
/**
* @brief Query whether alpha is pre-multiplied.
* Sets the depth buffer write mode
* @param[in] depthWriteMode The depth buffer write mode
*/
- void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
+ void SetDepthWriteMode(DepthWriteMode::Type depthWriteMode);
/**
* Get the depth buffer write mode
* Sets the depth buffer test mode
* @param[in] depthTestMode The depth buffer test mode
*/
- void SetDepthTestMode( DepthTestMode::Type depthTestMode );
+ void SetDepthTestMode(DepthTestMode::Type depthTestMode);
/**
* Get the depth buffer test mode
* Sets the depth function
* @param[in] depthFunction The depth function
*/
- void SetDepthFunction( DepthFunction::Type depthFunction );
+ void SetDepthFunction(DepthFunction::Type depthFunction);
/**
* Get the depth function
* Sets the render mode
* @param[in] mode The render mode
*/
- void SetRenderMode( RenderMode::Type mode );
+ void SetRenderMode(RenderMode::Type mode);
/**
* Sets the stencil function
* @param[in] stencilFunction The stencil function
*/
- void SetStencilFunction( StencilFunction::Type stencilFunction );
+ void SetStencilFunction(StencilFunction::Type stencilFunction);
/**
* Sets the stencil function mask
* @param[in] stencilFunctionMask The stencil function mask
*/
- void SetStencilFunctionMask( int stencilFunctionMask );
+ void SetStencilFunctionMask(int stencilFunctionMask);
/**
* Sets the stencil function reference
* @param[in] stencilFunctionReference The stencil function reference
*/
- void SetStencilFunctionReference( int stencilFunctionReference );
+ void SetStencilFunctionReference(int stencilFunctionReference);
/**
* Sets the stencil mask
* @param[in] stencilMask The stencil mask
*/
- void SetStencilMask( int stencilMask );
+ void SetStencilMask(int stencilMask);
/**
* Sets the stencil operation for when the stencil test fails
* @param[in] stencilOperationOnFail The stencil operation
*/
- void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail );
+ void SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail);
/**
* Sets the stencil operation for when the depth test fails
* @param[in] stencilOperationOnZFail The stencil operation
*/
- void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail );
+ void SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail);
/**
* Sets the stencil operation for when the depth test passes
* @param[in] stencilOperationOnZPass The stencil operation
*/
- void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
+ void SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass);
/**
* Gets the stencil parameters
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] opacity The opacity
*/
- void BakeOpacity( BufferIndex updateBufferIndex, float opacity );
+ void BakeOpacity(BufferIndex updateBufferIndex, float opacity);
/**
- * Gets the opacity
- * @param[in] bufferIndex The buffer to read from.
- * @return The opacity
+ * @copydoc RenderDataProvider::GetOpacity()
*/
- float GetOpacity( BufferIndex updateBufferIndex ) const;
+ float GetOpacity(BufferIndex updateBufferIndex) const override;
/**
* Sets the rendering behavior
* @param[in] renderingBehavior The rendering behavior required.
*/
- void SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior );
+ void SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior);
/**
* Gets the rendering behavior
* @param[in] updateBufferIndex The current update buffer index.
* @return Whether this renderer has been updated in the current frame
*/
- bool PrepareRender( BufferIndex updateBufferIndex );
+ bool PrepareRender(BufferIndex updateBufferIndex);
/**
* Retrieve the Render thread renderer
* @return The associated render thread renderer
*/
- Render::Renderer& GetRenderer();
+ Render::RendererKey GetRenderer();
/**
* Query whether the renderer is fully opaque, fully transparent or transparent.
* @param[in] updateBufferIndex The current update buffer index.
* @return OPAQUE if fully opaque, TRANSPARENT if fully transparent and TRANSLUCENT if in between
*/
- OpacityType GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const;
-
- /**
- * Called by the TextureSet to notify to the renderer that it has changed
- */
- void TextureSetChanged();
-
- /**
- * Called by the TextureSet to notify to the renderer that it is about to be deleted
- */
- void TextureSetDeleted();
+ OpacityType GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const;
/**
* Connect the object to the scene graph
* @param[in] sceneController The scene controller - used for sending messages to render thread
* @param[in] bufferIndex The current buffer index - used for sending messages to render thread
*/
- void ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex );
+ void ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex);
/**
* Disconnect the object from the scene graph
* @param[in] sceneController The scene controller - used for sending messages to render thread
* @param[in] bufferIndex The current buffer index - used for sending messages to render thread
*/
- void DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex );
+ void DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex);
+
+ /**
+ * @copydoc RenderDataProvider::GetUniformMapDataProvider()
+ */
+ const UniformMapDataProvider& GetUniformMapDataProvider() const override
+ {
+ return *this;
+ };
+
+ /**
+ * @copydoc RenderDataProvider::IsUpdated()
+ */
+ bool IsUpdated() const override
+ {
+ return Updated();
+ }
-public: // Implementation of ConnectionChangePropagator
/**
- * @copydoc ConnectionChangePropagator::AddObserver
+ * @copydoc RenderDataProvider::GetVisualTransformedUpdateArea()
*/
- void AddConnectionObserver(ConnectionChangePropagator::Observer& observer){};
+ Vector4 GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept override;
/**
- * @copydoc ConnectionChangePropagator::RemoveObserver
+ * Sets RenderCallback object
+ *
+ * @param[in] callback Valid pointer to RenderCallback object
*/
- void RemoveConnectionObserver(ConnectionChangePropagator::Observer& observer){};
+ void SetRenderCallback(RenderCallback* callback);
-public: // UniformMap::Observer
/**
- * @copydoc UniformMap::Observer::UniformMappingsChanged
+ * Returns currently set RenderCallback pointer
+ *
+ * @return RenderCallback pointer or nullptr
*/
- void UniformMappingsChanged( const UniformMap& mappings ) override;
+ RenderCallback* GetRenderCallback()
+ {
+ return mRenderCallback;
+ }
-public: // ConnectionChangePropagator::Observer
+ /**
+ * Merge shader uniform map into renderer uniform map if any of the
+ * maps have changed. Only update uniform map if added to render
+ * instructions.
+ * @param[in] updateBufferIndex The current update buffer index.
+ */
+ void UpdateUniformMap(BufferIndex updateBufferIndex);
/**
- * @copydoc ConnectionChangePropagator::ConnectionsChanged
+ * Set the given external draw commands on this renderer.
*/
- void ConnectionsChanged( PropertyOwner& owner ) override;
+ void SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size);
/**
- * @copydoc ConnectionChangePropagator::ConnectedUniformMapChanged
+ * Query whether a renderer is dirty.
+ * @return true if the renderer is dirty.
+ * @note It is used to decide whether to reuse the RenderList. We can't reuse the RenderList if this is dirty.
*/
- void ConnectedUniformMapChanged( ) override;
+ bool IsDirty() const;
/**
- * @copydoc ConnectionChangePropagator::ConnectedUniformMapChanged
+ * Reset both dirty flag and updated flag.
+ * @note This is called after rendering has completed.
*/
- void ObservedObjectDestroyed(PropertyOwner& owner) override;
+ void ResetDirtyFlag();
+
+ /**
+ * Get the capacity of the memory pools
+ * @return the capacity of the memory pools
+ */
+ static uint32_t GetMemoryPoolCapacity();
+
+public: // PropertyOwner::MappingChanged
+ /**
+ * @copydoc PropertyOwner::OnMappingChanged
+ */
+ void OnMappingChanged() override;
public: // PropertyOwner implementation
/**
* @copydoc Dali::Internal::SceneGraph::PropertyOwner::ResetDefaultProperties()
*/
- virtual void ResetDefaultProperties( BufferIndex updateBufferIndex ){};
+ virtual void ResetDefaultProperties(BufferIndex updateBufferIndex){};
public: // From UniformMapDataProvider
-
/**
- * @copydoc UniformMapDataProvider::GetUniformMapChanged
+ * @copydoc UniformMapDataProvider::GetCollectedUniformMap
*/
- bool GetUniformMapChanged( BufferIndex bufferIndex ) const override{ return mUniformMapChanged[bufferIndex];}
+ const CollectedUniformMap& GetCollectedUniformMap() const override;
+public: // For VisualProperties
/**
- * @copydoc UniformMapDataProvider::GetUniformMap
+ * To be used only for 1st stage initialization in event thread.
*/
- const CollectedUniformMap& GetUniformMap( BufferIndex bufferIndex ) const override;
+ void SetVisualProperties(VisualRenderer::AnimatableVisualProperties* visualProperties)
+ {
+ mVisualProperties = visualProperties;
+ }
- void SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size );
+ /**
+ * May be accessed from event thread
+ */
+ const VisualRenderer::AnimatableVisualProperties* GetVisualProperties() const
+ {
+ return mVisualProperties.Get();
+ }
private:
-
/**
* Protected constructor; See also Renderer::New()
*/
Renderer();
- /**
- * Update texture set to the render data provider
- */
- void UpdateTextureSet();
-
private:
+ enum Decay
+ {
+ DONE = 0,
+ LAST = 1,
+ INITIAL = 2
+ };
- CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
-
- SceneController* mSceneController; ///< Used for initializing renderers
- Render::Renderer* mRenderer; ///< Raw pointer to the renderer (that's owned by RenderManager)
- TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
- Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
- Shader* mShader; ///< The shader this renderer uses. (Not owned)
- RenderDataProvider* mRenderDataProvider; ///< The render data provider
- OwnerPointer< Vector4 > mBlendColor; ///< The blend color for blending operation
-
- Dali::Internal::Render::Renderer::StencilParameters mStencilParameters; ///< Struct containing all stencil related options
-
- uint32_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
- uint32_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
- uint32_t mBlendBitmask; ///< The bitmask of blending options
- uint32_t mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
- uint32_t mResendFlag; ///< Indicate whether data should be resent to the renderer
-
- DepthFunction::Type mDepthFunction:4; ///< Local copy of the depth function
- FaceCullingMode::Type mFaceCullingMode:3; ///< Local copy of the mode of face culling
- BlendMode::Type mBlendMode:3; ///< Local copy of the mode of blending
- DepthWriteMode::Type mDepthWriteMode:3; ///< Local copy of the depth write mode
- DepthTestMode::Type mDepthTestMode:3; ///< Local copy of the depth test mode
- DevelRenderer::Rendering::Type mRenderingBehavior:2; ///< The rendering behavior
- bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
- bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+private:
+ CollectedUniformMap mCollectedUniformMap; ///< Uniform maps collected by the renderer
+
+ SceneController* mSceneController; ///< Used for initializing renderers
+ Render::RendererKey mRenderer; ///< Key to the renderer (that's owned by RenderManager)
+ TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
+ Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
+ Shader* mShader; ///< The shader this renderer uses. (Not owned)
+
+ OwnerPointer<VisualRenderer::AnimatableVisualProperties> mVisualProperties{nullptr}; ///< VisualProperties (optional/owned)
+ OwnerPointer<Vector4> mBlendColor; ///< The blend color for blending operation
+
+ Dali::Internal::Render::Renderer::StencilParameters mStencilParameters; ///< Struct containing all stencil related options
+
+ uint64_t mUniformsHash{0}; ///< Hash of uniform map property values
+ uint32_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
+ uint32_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
+ uint32_t mBlendBitmask; ///< The bitmask of blending options
+ uint32_t mResendFlag; ///< Indicate whether data should be resent to the renderer
+ UniformMap::SizeType mUniformMapChangeCounter{0u}; ///< Value to check if uniform data should be updated
+ UniformMap::SizeType mShaderMapChangeCounter{0u}; ///< Value to check if uniform data should be updated
+
+ DepthFunction::Type mDepthFunction : 4; ///< Local copy of the depth function
+ FaceCullingMode::Type mFaceCullingMode : 3; ///< Local copy of the mode of face culling
+ BlendMode::Type mBlendMode : 3; ///< Local copy of the mode of blending
+ DepthWriteMode::Type mDepthWriteMode : 3; ///< Local copy of the depth write mode
+ DepthTestMode::Type mDepthTestMode : 3; ///< Local copy of the depth test mode
+ DevelRenderer::Rendering::Type mRenderingBehavior : 2; ///< The rendering behavior
+ Decay mUpdateDecay : 2; ///< Update decay (aging)
+
+ bool mRegenerateUniformMap : 1; ///< true if the map should be regenerated
+ bool mPremultipledAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ bool mDirtyFlag : 1; ///< Flag indicating whether the properties are changed
std::vector<Dali::DevelRenderer::DrawCommand> mDrawCommands;
+ Dali::RenderCallback* mRenderCallback{nullptr};
public:
-
- AnimatableProperty< float > mOpacity; ///< The opacity value
- int32_t mDepthIndex; ///< Used only in PrepareRenderInstructions
-
+ AnimatableProperty<float> mOpacity; ///< The opacity value
+ int32_t mDepthIndex; ///< Used only in PrepareRenderInstructions
};
-
-/// Messages
-inline void SetTexturesMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const TextureSet& textureSet )
-{
- using LocalType = MessageValue1<Renderer, TextureSet*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetTextures, const_cast<TextureSet*>(&textureSet) );
-}
-
-inline void SetGeometryMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Render::Geometry& geometry )
-{
- using LocalType = MessageValue1<Renderer, Render::Geometry*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetGeometry, const_cast<Render::Geometry*>(&geometry) );
-}
-
-inline void SetShaderMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Shader& shader )
-{
- using LocalType = MessageValue1<Renderer, Shader*>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetShader, const_cast<Shader*>( &shader ) );
-}
-
-inline void SetDepthIndexMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int depthIndex )
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetDepthIndex, depthIndex );
-}
-
-inline void SetFaceCullingModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, FaceCullingMode::Type faceCullingMode )
-{
- using LocalType = MessageValue1<Renderer, FaceCullingMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetFaceCullingMode, faceCullingMode );
-}
-
-inline void SetBlendModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, BlendMode::Type blendingMode )
-{
- using LocalType = MessageValue1<Renderer, BlendMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetBlendMode, blendingMode );
-}
-
-inline void SetBlendingOptionsMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, uint32_t options )
-{
- using LocalType = MessageValue1<Renderer, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetBlendingOptions, options );
-}
-
-inline void SetBlendColorMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Vector4& blendColor )
-{
- using LocalType = MessageValue1<Renderer, Vector4>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetBlendColor, blendColor );
-}
-
-inline void SetIndexedDrawFirstElementMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, uint32_t firstElement )
-{
- using LocalType = MessageValue1<Renderer, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawFirstElement, firstElement );
-}
-
-inline void SetIndexedDrawElementsCountMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, uint32_t elementsCount )
-{
- using LocalType = MessageValue1<Renderer, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawElementsCount, elementsCount );
-}
-
-inline void SetEnablePreMultipliedAlphaMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, bool preMultiplied )
-{
- using LocalType = MessageValue1<Renderer, bool>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::EnablePreMultipliedAlpha, preMultiplied );
-}
-
-inline void SetDepthWriteModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthWriteMode::Type depthWriteMode )
-{
- using LocalType = MessageValue1<Renderer, DepthWriteMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetDepthWriteMode, depthWriteMode );
-}
-
-inline void SetDepthTestModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthTestMode::Type depthTestMode )
-{
- using LocalType = MessageValue1<Renderer, DepthTestMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetDepthTestMode, depthTestMode );
-}
-
-inline void SetDepthFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthFunction::Type depthFunction )
-{
- using LocalType = MessageValue1<Renderer, DepthFunction::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetDepthFunction, depthFunction );
-}
-
-inline void SetRenderModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, RenderMode::Type mode )
-{
- using LocalType = MessageValue1<Renderer, RenderMode::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetRenderMode, mode );
-}
-
-inline void SetStencilFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilFunction::Type stencilFunction )
-{
- using LocalType = MessageValue1<Renderer, StencilFunction::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilFunction, stencilFunction );
-}
-
-inline void SetStencilFunctionMaskMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int mask )
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilFunctionMask, mask );
-}
-
-inline void SetStencilFunctionReferenceMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilFunctionReference )
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilFunctionReference, stencilFunctionReference );
-}
-
-inline void SetStencilMaskMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilMask )
-{
- using LocalType = MessageValue1<Renderer, int>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilMask, stencilMask );
-}
-
-inline void SetStencilOperationOnFailMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
-{
- using LocalType = MessageValue1<Renderer, StencilOperation::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnFail, stencilOperation );
-}
-
-inline void SetStencilOperationOnZFailMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
-{
- using LocalType = MessageValue1<Renderer, StencilOperation::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZFail, stencilOperation );
-}
-
-inline void SetStencilOperationOnZPassMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
-{
- using LocalType = MessageValue1<Renderer, StencilOperation::Type>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZPass, stencilOperation );
-}
-
-inline void BakeOpacityMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, float opacity )
-{
- using LocalType = MessageDoubleBuffered1<Renderer, float>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::BakeOpacity, opacity );
-}
-
-inline void SetRenderingBehaviorMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DevelRenderer::Rendering::Type renderingBehavior )
-{
- using LocalType = MessageValue1< Renderer, DevelRenderer::Rendering::Type >;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetRenderingBehavior, renderingBehavior );
-}
-
-inline void SetDrawCommandsMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
-{
- using LocalType = MessageValue2<Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetDrawCommands, pDrawCommands, size );
-}
-
-
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali
-#endif // DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDERER_H