X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=8db070bd05d79bf99a6d8ca086eb51eb526f63e2;hb=73d9eb4329d780832541e1d1df3d97e992666cc7;hp=35167edb7820eda9d808504597899397c0d3da54;hpb=8722f44e78a2048451c72e5caacbeb2242a18d30;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/common/render-manager.cpp b/dali/internal/render/common/render-manager.cpp index 35167ed..8db070b 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2019 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -22,174 +22,189 @@ #include // INTERNAL INCLUDES -#include -#include -#include -#include #include -#include #include -#include -#include + +#include + +#include +#include +#include + #include #include -#include -#include #include -#include +#include #include +#include #include -#include -#include -#include -#include -#include +#include +#include +#include +#include #include +#include + namespace Dali { - namespace Internal { - namespace SceneGraph { - #if defined(DEBUG_ENABLED) namespace { -Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" ); +Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER"); } // unnamed namespace #endif +namespace +{ +inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect viewportRect) +{ + Graphics::Rect2D newScissorArea; + + if(orientation == 90) + { + newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height); + newScissorArea.y = scissorArea.x; + newScissorArea.width = scissorArea.height; + newScissorArea.height = scissorArea.width; + } + else if(orientation == 180) + { + newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width); + newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height); + newScissorArea.width = scissorArea.width; + newScissorArea.height = scissorArea.height; + } + else if(orientation == 270) + { + newScissorArea.x = scissorArea.y; + newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width); + newScissorArea.width = scissorArea.height; + newScissorArea.height = scissorArea.width; + } + else + { + newScissorArea.x = scissorArea.x; + newScissorArea.y = scissorArea.y; + newScissorArea.width = scissorArea.width; + newScissorArea.height = scissorArea.height; + } + return newScissorArea; +} +} // namespace /** * Structure to contain internal data */ struct RenderManager::Impl { - Impl( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction, - Integration::GlContextHelperAbstraction& glContextHelperAbstraction, - Integration::DepthBufferAvailable depthBufferAvailableParam, - Integration::StencilBufferAvailable stencilBufferAvailableParam ) - : context( glAbstraction, &surfaceContextContainer ), - currentContext( &context ), - glAbstraction( glAbstraction ), - glSyncAbstraction( glSyncAbstraction ), - glContextHelperAbstraction( glContextHelperAbstraction ), + Impl(Graphics::Controller& graphicsController, + Integration::DepthBufferAvailable depthBufferAvailableParam, + Integration::StencilBufferAvailable stencilBufferAvailableParam, + Integration::PartialUpdateAvailable partialUpdateAvailableParam) + : graphicsController(graphicsController), renderQueue(), - instructions(), - renderAlgorithms(), - frameCount( 0u ), - renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ), - defaultSurfaceRect(), + renderAlgorithms(graphicsController), + frameCount(0u), + renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX), rendererContainer(), samplerContainer(), textureContainer(), frameBufferContainer(), - lastFrameWasRendered( false ), - programController( glAbstraction ), - depthBufferAvailable( depthBufferAvailableParam ), - stencilBufferAvailable( stencilBufferAvailableParam ) + lastFrameWasRendered(false), + programController(graphicsController), + shaderCache(graphicsController), + depthBufferAvailable(depthBufferAvailableParam), + stencilBufferAvailable(stencilBufferAvailableParam), + partialUpdateAvailable(partialUpdateAvailableParam) { - // Create thread pool with just one thread ( there may be a need to create more threads in the future ). - threadPool = std::unique_ptr( new Dali::ThreadPool() ); - threadPool->Initialize( 1u ); - } - - ~Impl() - { - threadPool.reset( nullptr ); // reset now to maintain correct destruction order - } + // Create thread pool with just one thread ( there may be a need to create more threads in the future ). + threadPool = std::make_unique(); + threadPool->Initialize(1u); - void AddRenderTracker( Render::RenderTracker* renderTracker ) - { - DALI_ASSERT_DEBUG( renderTracker != NULL ); - mRenderTrackers.PushBack( renderTracker ); + uniformBufferManager = std::make_unique(&graphicsController); + pipelineCache = std::make_unique(graphicsController); } - void RemoveRenderTracker( Render::RenderTracker* renderTracker ) + ~Impl() { - mRenderTrackers.EraseObject( renderTracker ); + threadPool.reset(nullptr); // reset now to maintain correct destruction order } - Context* CreateSurfaceContext() + void AddRenderTracker(Render::RenderTracker* renderTracker) { - surfaceContextContainer.PushBack( new Context( glAbstraction ) ); - return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ]; + DALI_ASSERT_DEBUG(renderTracker != nullptr); + mRenderTrackers.PushBack(renderTracker); } - void DestroySurfaceContext( Context* surfaceContext ) + void RemoveRenderTracker(Render::RenderTracker* renderTracker) { - surfaceContextContainer.EraseObject( surfaceContext ); + mRenderTrackers.EraseObject(renderTracker); } void UpdateTrackers() { - for( auto&& iter : mRenderTrackers ) + for(auto&& iter : mRenderTrackers) { iter->PollSyncObject(); } } // the order is important for destruction, - // programs are owned by context at the moment. - Context context; ///< Holds the GL state of the share resource context - Context* currentContext; ///< Holds the GL state of the current context for rendering - OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface - Integration::GlAbstraction& glAbstraction; ///< GL abstraction - Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction - Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction - RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread. + Graphics::Controller& graphicsController; + RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread. + + std::vector sceneContainer; ///< List of pointers to the scene graph objects of the scenes - // Render instructions describe what should be rendered during RenderManager::Render() - // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one - RenderInstructionContainer instructions; - Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction + Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction - uint32_t frameCount; ///< The current frame count - BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer + uint32_t frameCount; ///< The current frame count + BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer - Rect defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to + OwnerContainer rendererContainer; ///< List of owned renderers + OwnerContainer samplerContainer; ///< List of owned samplers + OwnerContainer textureContainer; ///< List of owned textures + OwnerContainer frameBufferContainer; ///< List of owned framebuffers + OwnerContainer vertexBufferContainer; ///< List of owned vertex buffers + OwnerContainer geometryContainer; ///< List of owned Geometries - OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers - OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers - OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures - OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers - OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers - OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries + bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions - bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions + OwnerContainer mRenderTrackers; ///< List of render trackers - OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers + ProgramController programController; ///< Owner of the programs + Render::ShaderCache shaderCache; ///< The cache for the graphics shaders - ProgramController programController; ///< Owner of the GL programs + std::unique_ptr uniformBufferManager; ///< The uniform buffer manager + std::unique_ptr pipelineCache; - Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available - Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available + Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available + Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available + Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available - std::unique_ptr threadPool; ///< The thread pool - Vector boundTextures; ///< The textures bound for rendering - Vector textureDependencyList; ///< The dependency list of binded textures + std::unique_ptr threadPool; ///< The thread pool + Vector boundTextures; ///< The textures bound for rendering + Vector textureDependencyList; ///< The dependency list of bound textures }; -RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction, - Integration::GlContextHelperAbstraction& glContextHelperAbstraction, - Integration::DepthBufferAvailable depthBufferAvailable, - Integration::StencilBufferAvailable stencilBufferAvailable ) -{ - RenderManager* manager = new RenderManager; - manager->mImpl = new Impl( glAbstraction, - glSyncAbstraction, - glContextHelperAbstraction, - depthBufferAvailable, - stencilBufferAvailable ); +RenderManager* RenderManager::New(Graphics::Controller& graphicsController, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable, + Integration::PartialUpdateAvailable partialUpdateAvailable) +{ + auto* manager = new RenderManager; + manager->mImpl = new Impl(graphicsController, + depthBufferAvailable, + stencilBufferAvailable, + partialUpdateAvailable); return manager; } RenderManager::RenderManager() -: mImpl(NULL) +: mImpl(nullptr) { } @@ -203,671 +218,783 @@ RenderQueue& RenderManager::GetRenderQueue() return mImpl->renderQueue; } -void RenderManager::ContextCreated() -{ - mImpl->context.GlContextCreated(); - mImpl->programController.GlContextCreated(); - - // renderers, textures and gpu buffers cannot reinitialize themselves - // so they rely on someone reloading the data for them -} - -void RenderManager::ContextDestroyed() -{ - mImpl->context.GlContextDestroyed(); - mImpl->programController.GlContextDestroyed(); - - //Inform textures - for( auto&& texture : mImpl->textureContainer ) - { - texture->GlContextDestroyed(); - } - - //Inform framebuffers - for( auto&& framebuffer : mImpl->frameBufferContainer ) - { - framebuffer->GlContextDestroyed(); - } - - // inform renderers - for( auto&& renderer : mImpl->rendererContainer ) - { - renderer->GlContextDestroyed(); - } -} - -void RenderManager::SetShaderSaver( ShaderSaver& upstream ) +void RenderManager::SetShaderSaver(ShaderSaver& upstream) { - mImpl->programController.SetShaderSaver( upstream ); } -RenderInstructionContainer& RenderManager::GetRenderInstructionContainer() -{ - return mImpl->instructions; -} - -void RenderManager::SetDefaultSurfaceRect(const Rect& rect) -{ - mImpl->defaultSurfaceRect = rect; -} - -void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer ) +void RenderManager::AddRenderer(OwnerPointer& renderer) { // Initialize the renderer as we are now in render thread - renderer->Initialize( mImpl->context ); + renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get())); - mImpl->rendererContainer.PushBack( renderer.Release() ); + mImpl->rendererContainer.PushBack(renderer.Release()); } -void RenderManager::RemoveRenderer( Render::Renderer* renderer ) +void RenderManager::RemoveRenderer(Render::Renderer* renderer) { - mImpl->rendererContainer.EraseObject( renderer ); + mImpl->rendererContainer.EraseObject(renderer); } -void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler ) +void RenderManager::AddSampler(OwnerPointer& sampler) { - mImpl->samplerContainer.PushBack( sampler.Release() ); + sampler->Initialize(mImpl->graphicsController); + mImpl->samplerContainer.PushBack(sampler.Release()); } -void RenderManager::RemoveSampler( Render::Sampler* sampler ) +void RenderManager::RemoveSampler(Render::Sampler* sampler) { - mImpl->samplerContainer.EraseObject( sampler ); + mImpl->samplerContainer.EraseObject(sampler); } -void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture ) +void RenderManager::AddTexture(OwnerPointer& texture) { - texture->Initialize( mImpl->context ); - mImpl->textureContainer.PushBack( texture.Release() ); + texture->Initialize(mImpl->graphicsController); + mImpl->textureContainer.PushBack(texture.Release()); } -void RenderManager::RemoveTexture( Render::Texture* texture ) +void RenderManager::RemoveTexture(Render::Texture* texture) { - DALI_ASSERT_DEBUG( NULL != texture ); + DALI_ASSERT_DEBUG(NULL != texture); // Find the texture, use reference to pointer so we can do the erase safely - for ( auto&& iter : mImpl->textureContainer ) + for(auto&& iter : mImpl->textureContainer) { - if ( iter == texture ) + if(iter == texture) { - texture->Destroy( mImpl->context ); - mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it + texture->Destroy(); + mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it return; } } } -void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params ) +void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params) { - texture->Upload( mImpl->context, pixelData, params ); + texture->Upload(pixelData, params); } -void RenderManager::GenerateMipmaps( Render::Texture* texture ) +void RenderManager::GenerateMipmaps(Render::Texture* texture) { - texture->GenerateMipmaps( mImpl->context ); + texture->GenerateMipmaps(); } -void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode ) +void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode) { - sampler->mMinificationFilter = static_cast(minFilterMode); - sampler->mMagnificationFilter = static_cast(magFilterMode ); + sampler->SetFilterMode(static_cast(minFilterMode), + static_cast(magFilterMode)); } -void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode ) +void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode) { - sampler->mRWrapMode = static_cast(rWrapMode); - sampler->mSWrapMode = static_cast(sWrapMode); - sampler->mTWrapMode = static_cast(tWrapMode); + sampler->SetWrapMode(static_cast(rWrapMode), + static_cast(sWrapMode), + static_cast(tWrapMode)); } -void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer ) +void RenderManager::AddFrameBuffer(OwnerPointer& frameBuffer) { Render::FrameBuffer* frameBufferPtr = frameBuffer.Release(); - mImpl->frameBufferContainer.PushBack( frameBufferPtr ); - if ( frameBufferPtr->IsSurfaceBacked() ) - { - frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() ); - } - else - { - frameBufferPtr->Initialize( mImpl->context ); - } + mImpl->frameBufferContainer.PushBack(frameBufferPtr); + frameBufferPtr->Initialize(mImpl->graphicsController); } -void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) +void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer) { - DALI_ASSERT_DEBUG( NULL != frameBuffer ); + DALI_ASSERT_DEBUG(nullptr != frameBuffer); // Find the sampler, use reference so we can safely do the erase - for ( auto&& iter : mImpl->frameBufferContainer ) + for(auto&& iter : mImpl->frameBufferContainer) { - if ( iter == frameBuffer ) + if(iter == frameBuffer) { - frameBuffer->Destroy( mImpl->context ); - - if ( frameBuffer->IsSurfaceBacked() ) - { - auto surfaceFrameBuffer = static_cast( frameBuffer ); - mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() ); - } - - mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it + frameBuffer->Destroy(); + mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it break; } } } -void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer ) +void RenderManager::InitializeScene(SceneGraph::Scene* scene) +{ + scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable); + mImpl->sceneContainer.push_back(scene); +} + +void RenderManager::UninitializeScene(SceneGraph::Scene* scene) { - if ( !frameBuffer->IsSurfaceBacked() ) + auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene); + if(iter != mImpl->sceneContainer.end()) { - auto textureFrameBuffer = static_cast( frameBuffer ); - textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); + mImpl->sceneContainer.erase(iter); } } -void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer ) +void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene) +{ + scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable); +} + +void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer) +{ + frameBuffer->AttachColorTexture(texture, mipmapLevel, layer); +} + +void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel) +{ + frameBuffer->AttachDepthTexture(texture, mipmapLevel); +} + +void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel) { - mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() ); + frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel); } -void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +void RenderManager::AddVertexBuffer(OwnerPointer& vertexBuffer) { - mImpl->propertyBufferContainer.EraseObject( propertyBuffer ); + mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release()); } -void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format ) +void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer) { - propertyBuffer->SetFormat( format.Release() ); + mImpl->vertexBufferContainer.EraseObject(vertexBuffer); } -void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector >& data, uint32_t size ) +void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer& format) { - propertyBuffer->SetData( data.Release(), size ); + vertexBuffer->SetFormat(format.Release()); } -void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) +void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer>& data, uint32_t size) { - geometry->SetIndexBuffer( indices ); + vertexBuffer->SetData(data.Release(), size); } -void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry ) +void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector& indices) { - mImpl->geometryContainer.PushBack( geometry.Release() ); + geometry->SetIndexBuffer(indices); } -void RenderManager::RemoveGeometry( Render::Geometry* geometry ) +void RenderManager::AddGeometry(OwnerPointer& geometry) { - mImpl->geometryContainer.EraseObject( geometry ); + mImpl->geometryContainer.PushBack(geometry.Release()); +} + +void RenderManager::RemoveGeometry(Render::Geometry* geometry) +{ + auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) { + return geometry == item; + }); + + if(it != mImpl->geometryContainer.end()) + { + mImpl->geometryContainer.Erase(it); + } } -void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer) { - DALI_ASSERT_DEBUG( NULL != geometry ); + DALI_ASSERT_DEBUG(nullptr != geometry); // Find the geometry - for ( auto&& iter : mImpl->geometryContainer ) + for(auto&& iter : mImpl->geometryContainer) { - if ( iter == geometry ) + if(iter == geometry) { - iter->AddPropertyBuffer( propertyBuffer ); + iter->AddVertexBuffer(vertexBuffer); break; } } } -void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer) { - DALI_ASSERT_DEBUG( NULL != geometry ); + DALI_ASSERT_DEBUG(nullptr != geometry); // Find the geometry - for ( auto&& iter : mImpl->geometryContainer ) + for(auto&& iter : mImpl->geometryContainer) { - if ( iter == geometry ) + if(iter == geometry) { - iter->RemovePropertyBuffer( propertyBuffer ); + iter->RemoveVertexBuffer(vertexBuffer); break; } } } -void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType ) +void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType) { - geometry->SetType( Render::Geometry::Type(geometryType) ); + geometry->SetType(Render::Geometry::Type(geometryType)); } -void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker ) +void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker) { mImpl->AddRenderTracker(renderTracker); } -void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker ) +void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker) { mImpl->RemoveRenderTracker(renderTracker); } -ProgramCache* RenderManager::GetProgramCache() -{ - return &(mImpl->programController); -} - -void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly ) +void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly) { - DALI_PRINT_RENDER_START( mImpl->renderBufferIndex ); + DALI_PRINT_RENDER_START(mImpl->renderBufferIndex); - // Core::Render documents that GL context must be current before calling Render - DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() ); + // Rollback + mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback(); // Increment the frame count at the beginning of each frame ++mImpl->frameCount; // Process messages queued during previous update - mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex ); + mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex); + + uint32_t count = 0u; + for(auto& i : mImpl->sceneContainer) + { + count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex); + } - const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); const bool haveInstructions = count > 0u; - DALI_LOG_INFO( gLogFilter, Debug::General, - "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", - haveInstructions ? "true" : "false", - mImpl->lastFrameWasRendered ? "true" : "false", - forceClear ? "true" : "false" ); + DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false"); // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required). - if( haveInstructions || mImpl->lastFrameWasRendered || forceClear ) + if(haveInstructions || mImpl->lastFrameWasRendered || forceClear) { - DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" ); + DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n"); - if ( !uploadOnly ) + // Upload the geometries + for(auto&& geom : mImpl->geometryContainer) { - // Mark that we will require a post-render step to be performed (includes swap-buffers). - status.SetNeedsPostRender( true ); + geom->Upload(mImpl->graphicsController); } + } +} - // Switch to the shared context - if ( mImpl->currentContext != &mImpl->context ) +void RenderManager::PreRender(Integration::Scene& scene, std::vector>& damagedRects) +{ + if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE) + { + return; + } + + Internal::Scene& sceneInternal = GetImplementation(scene); + SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject(); + + if(sceneObject->IsRenderingSkipped()) + { + // We don't need to calculate dirty rects + return; + } + + class DamagedRectsCleaner + { + public: + explicit DamagedRectsCleaner(std::vector>& damagedRects, Rect& surfaceRect) + : mDamagedRects(damagedRects), + mSurfaceRect(surfaceRect), + mCleanOnReturn(true) + { + } + + void SetCleanOnReturn(bool cleanOnReturn) { - mImpl->currentContext = &mImpl->context; + mCleanOnReturn = cleanOnReturn; + } - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + ~DamagedRectsCleaner() + { + if(mCleanOnReturn) { - mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + mDamagedRects.clear(); + mDamagedRects.push_back(mSurfaceRect); } - - // Clear the current cached program when the context is switched - mImpl->programController.ClearCurrentProgram(); } - // Upload the geometries - for( uint32_t i = 0; i < count; ++i ) - { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); + private: + std::vector>& mDamagedRects; + Rect mSurfaceRect; + bool mCleanOnReturn; + }; - const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex ); - const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex ); + Rect surfaceRect = sceneObject->GetSurfaceRect(); - DALI_ASSERT_DEBUG( viewMatrix ); - DALI_ASSERT_DEBUG( projectionMatrix ); + // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions. + DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect); - if( viewMatrix && projectionMatrix ) - { - const RenderListContainer::SizeType renderListCount = instruction.RenderListCount(); + // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number. + // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end()); + std::vector& itemsDirtyRects = sceneInternal.GetItemsDirtyRects(); + for(DirtyRect& dirtyRect : itemsDirtyRects) + { + dirtyRect.visited = false; + } - // Iterate through each render list. - for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index ) - { - const RenderList* renderList = instruction.GetRenderList( index ); + uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex); + for(uint32_t i = 0; i < instructionCount; ++i) + { + RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i); - if( renderList && !renderList->IsEmpty() ) - { - const std::size_t itemCount = renderList->Count(); - for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex ) - { - const RenderItem& item = renderList->GetItem( itemIndex ); - if( DALI_LIKELY( item.mRenderer ) ) - { - item.mRenderer->Upload( *mImpl->currentContext ); - } - } - } - } - } + if(instruction.mFrameBuffer) + { + return; // TODO: reset, we don't deal with render tasks with framebuffers (for now) } - if ( !uploadOnly ) + const Camera* camera = instruction.GetCamera(); + if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION) { - for( uint32_t i = 0; i < count; ++i ) + const Node* node = instruction.GetCamera()->GetNode(); + if(node) { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - - DoRender( instruction ); + Vector3 position; + Vector3 scale; + Quaternion orientation; + node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale); + + Vector3 orientationAxis; + Radian orientationAngle; + orientation.ToAxisAngle(orientationAxis, orientationAngle); + + if(position.x > Math::MACHINE_EPSILON_10000 || + position.y > Math::MACHINE_EPSILON_10000 || + orientationAxis != Vector3(0.0f, 1.0f, 0.0f) || + orientationAngle != ANGLE_180 || + scale != Vector3(1.0f, 1.0f, 1.0f)) + { + return; + } } + } + else + { + return; + } - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + Rect viewportRect; + if(instruction.mIsViewportSet) + { + const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y; + viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height); + if(viewportRect.IsEmpty() || !viewportRect.IsValid()) { - mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + return; // just skip funny use cases for now, empty viewport means it is set somewhere else } + } + else + { + viewportRect = surfaceRect; + } - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - for ( auto&& context : mImpl->surfaceContextContainer ) + const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex); + const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex); + if(viewMatrix && projectionMatrix) + { + const RenderListContainer::SizeType count = instruction.RenderListCount(); + for(RenderListContainer::SizeType index = 0u; index < count; ++index) { - context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + const RenderList* renderList = instruction.GetRenderList(index); + if(renderList && !renderList->IsEmpty()) + { + const std::size_t listCount = renderList->Count(); + for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex) + { + RenderItem& item = renderList->GetItem(listIndex); + // If the item does 3D transformation, do early exit and clean the damaged rect array + if(item.mUpdateSize == Vector3::ZERO) + { + return; + } + + Rect rect; + DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect); + // If the item refers to updated node or renderer. + if(item.mIsUpdated || + (item.mNode && + (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode))))) + { + item.mIsUpdated = false; + + rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height); + if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty()) + { + const int left = rect.x; + const int top = rect.y; + const int right = rect.x + rect.width; + const int bottom = rect.y + rect.height; + rect.x = (left / 16) * 16; + rect.y = (top / 16) * 16; + rect.width = ((right + 16) / 16) * 16 - rect.x; + rect.height = ((bottom + 16) / 16) * 16 - rect.y; + + // Found valid dirty rect. + // 1. Insert it in the sorted array of the dirty rects. + // 2. Mark the related dirty rects as visited so they will not be removed below. + // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1). + dirtyRect.rect = rect; + auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); + dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect); + + int c = 1; + while(++dirtyRectPos != itemsDirtyRects.end()) + { + if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) + { + break; + } + + dirtyRectPos->visited = true; + Rect& dirtRect = dirtyRectPos->rect; + rect.Merge(dirtRect); + + c++; + if(c > 3) // no more then 3 previous rects + { + itemsDirtyRects.erase(dirtyRectPos); + break; + } + } + + damagedRects.push_back(rect); + } + } + else + { + // 1. The item is not dirty, the node and renderer referenced by the item are still exist. + // 2. Mark the related dirty rects as visited so they will not be removed below. + auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); + while(dirtyRectPos != itemsDirtyRects.end()) + { + if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) + { + break; + } + + dirtyRectPos->visited = true; + dirtyRectPos++; + } + } + } + } + + // Reset updated flag from the root + renderList->GetSourceLayer()->SetUpdatedTree(false); } } + } - //Notify RenderGeometries that rendering has finished - for ( auto&& iter : mImpl->geometryContainer ) + // Check removed nodes or removed renderers dirty rects + auto i = itemsDirtyRects.begin(); + auto j = itemsDirtyRects.begin(); + while(i != itemsDirtyRects.end()) + { + if(i->visited) { - iter->OnRenderFinished(); + *j++ = *i; } + else + { + Rect& dirtRect = i->rect; + damagedRects.push_back(dirtRect); + } + i++; } - else + + itemsDirtyRects.resize(j - itemsDirtyRects.begin()); + damagedRectCleaner.SetCleanOnReturn(false); +} + +void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo) +{ + Rect clippingRect; + RenderScene(status, scene, renderToFbo, clippingRect); +} + +void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect& clippingRect) +{ + if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty()) { - DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear ); + // ClippingRect is empty. Skip rendering + return; } - mImpl->UpdateTrackers(); + // Reset main algorithms command buffer + mImpl->renderAlgorithms.ResetCommandBuffer(); - // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame. - mImpl->lastFrameWasRendered = haveInstructions; + auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer(); - /** - * The rendering has finished; swap to the next buffer. - * Ideally the update has just finished using this buffer; otherwise the render thread - * should block until the update has finished. - */ - mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; + Internal::Scene& sceneInternal = GetImplementation(scene); + SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject(); - DALI_PRINT_RENDER_END(); -} + uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex); -void RenderManager::DoRender( RenderInstruction& instruction ) -{ - Rect viewportRect; - Vector4 clearColor; + std::vector targetstoPresent; - if ( instruction.mIsClearColorSet ) + Rect surfaceRect = sceneObject->GetSurfaceRect(); + if(clippingRect == surfaceRect) { - clearColor = instruction.mClearColor; + // Full rendering case + // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty. + // To reduce side effects, keep this logic now. + clippingRect = Rect(); } - else - { - clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; - } - - Rect surfaceRect = mImpl->defaultSurfaceRect; - Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; - Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable; - Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr; - if ( instruction.mFrameBuffer != 0 ) + for(uint32_t i = 0; i < count; ++i) { - if ( instruction.mFrameBuffer->IsSurfaceBacked() ) + RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i); + + if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer)) { - surfaceFrameBuffer = static_cast( instruction.mFrameBuffer ); + continue; // skip + } - if ( !surfaceFrameBuffer->IsSurfaceValid() ) - { - // Skip rendering the frame buffer if the render surface becomes invalid - return; - } + // Mark that we will require a post-render step to be performed (includes swap-buffers). + status.SetNeedsPostRender(true); + + Rect viewportRect; + + int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation(); + + // @todo Should these be part of scene? + Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; + Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable; - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + Graphics::RenderTarget* currentRenderTarget = nullptr; + Graphics::RenderPass* currentRenderPass = nullptr; + std::vector currentClearValues{}; + + if(instruction.mFrameBuffer) + { + // Ensure graphics framebuffer is created, bind attachments and create render passes + // Only happens once per framebuffer. If the create fails, e.g. no attachments yet, + // then don't render to this framebuffer. + if(!instruction.mFrameBuffer->GetGraphicsObject()) { - Context* surfaceContext = surfaceFrameBuffer->GetContext(); - if ( mImpl->currentContext != surfaceContext ) + const bool created = instruction.mFrameBuffer->CreateGraphicsObjects(); + if(!created) { - // Switch the correct context if rendering to a surface - mImpl->currentContext = surfaceContext; - surfaceFrameBuffer->MakeContextCurrent(); - - // Clear the current cached program when the context is switched - mImpl->programController.ClearCurrentProgram(); + continue; } } - surfaceRect = Rect( 0, 0, static_cast( surfaceFrameBuffer->GetWidth() ), static_cast( surfaceFrameBuffer->GetHeight() ) ); - } - else - { - // Switch to shared context for off-screen buffer - mImpl->currentContext = &mImpl->context; + auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues(); - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + // Set the clear color for first color attachment + if(instruction.mIsClearColorSet && !clearValues.empty()) { - mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + clearValues[0].color = { + instruction.mClearColor.r, + instruction.mClearColor.g, + instruction.mClearColor.b, + instruction.mClearColor.a}; } - } - } - DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() ); + currentClearValues = clearValues; - // reset the program matrices for all programs once per frame - // this ensures we will set view and projection matrix once per program per camera - mImpl->programController.ResetProgramMatrices(); - - if( instruction.mFrameBuffer ) - { - instruction.mFrameBuffer->Bind( *mImpl->currentContext ); + auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD; - if ( !instruction.mFrameBuffer->IsSurfaceBacked() ) + // offscreen buffer + currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget(); + currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE); + } + else // no framebuffer { - // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer. - Render::TextureFrameBuffer* textureFrameBuffer = static_cast( instruction.mFrameBuffer ); - for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0) + // surface + auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues(); + + if(instruction.mIsClearColorSet) { - mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) ); + clearValues[0].color = { + instruction.mClearColor.r, + instruction.mClearColor.g, + instruction.mClearColor.b, + instruction.mClearColor.a}; } - } - } - else - { - mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u ); - } - if ( surfaceFrameBuffer ) - { - mImpl->currentContext->Viewport( surfaceRect.x, - surfaceRect.y, - surfaceRect.width, - surfaceRect.height ); - } + currentClearValues = clearValues; - // Clear the entire color, depth and stencil buffers for the default framebuffer, if required. - // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers - // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit", - // and then stall. That problem is only noticeable when rendering a large number of vertices per frame. - GLbitfield clearMask = GL_COLOR_BUFFER_BIT; + // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array. + // if the window has a depth/stencil buffer. + if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE || + stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) && + (currentClearValues.size() <= 1)) + { + currentClearValues.emplace_back(); + currentClearValues.back().depthStencil.depth = 0; + currentClearValues.back().depthStencil.stencil = 0; + } - mImpl->currentContext->ColorMask( true ); + auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD; - if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) - { - mImpl->currentContext->DepthMask( true ); - clearMask |= GL_DEPTH_BUFFER_BIT; - } + currentRenderTarget = sceneObject->GetSurfaceRenderTarget(); + currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE); + } - if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) - { - mImpl->currentContext->ClearStencil( 0 ); - mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's - clearMask |= GL_STENCIL_BUFFER_BIT; - } + targetstoPresent.emplace_back(currentRenderTarget); - if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) - { - if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering + // reset the program matrices for all programs once per frame + // this ensures we will set view and projection matrix once per program per camera + mImpl->programController.ResetProgramMatrices(); + + if(instruction.mFrameBuffer) { - if ( instruction.mIsViewportSet ) - { - // For glViewport the lower-left corner is (0,0) - // For glViewport the lower-left corner is (0,0) - const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); - } - else + // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer. + for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0) { - viewportRect = surfaceRect; + mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0)); } } - else // Offscreen buffer rendering + + if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr)) { - if ( instruction.mIsViewportSet ) + // Offscreen buffer rendering + if(instruction.mIsViewportSet) { - // For glViewport the lower-left corner is (0,0) - const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); + // For Viewport the lower-left corner is (0,0) + const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y; + viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height); } else { - viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight()); } + surfaceOrientation = 0; } - } - else // No Offscreen frame buffer rendering - { - // Check whether a viewport is specified, otherwise the full surface size is used - if ( instruction.mFrameBuffer != 0 ) + else // No Offscreen frame buffer rendering { - if ( instruction.mIsViewportSet ) + // Check whether a viewport is specified, otherwise the full surface size is used + if(instruction.mIsViewportSet) { - // For glViewport the lower-left corner is (0,0) - const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); + // For Viewport the lower-left corner is (0,0) + const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y; + viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height); } else { - viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + viewportRect = surfaceRect; } } - else - { - viewportRect = surfaceRect; - } - } - bool clearFullFrameRect = true; - if( instruction.mFrameBuffer != 0 ) - { - Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); - clearFullFrameRect = ( frameRect == viewportRect ); - } - else - { - clearFullFrameRect = ( surfaceRect == viewportRect ); - } - - mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height); - mImpl->currentContext->ClearColor( clearColor.r, - clearColor.g, - clearColor.b, - clearColor.a ); + // Set surface orientation + // @todo Inform graphics impl by another route. + // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation); - if( instruction.mIsClearColorSet && !clearFullFrameRect ) - { - mImpl->currentContext->SetScissorTest( true ); - mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height ); - mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); - mImpl->currentContext->SetScissorTest( false ); - } - else - { - mImpl->currentContext->SetScissorTest( false ); - mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); - } - - // Clear the list of bound textures - mImpl->boundTextures.Clear(); - - mImpl->renderAlgorithms.ProcessRenderInstruction( - instruction, - *mImpl->currentContext, - mImpl->renderBufferIndex, - depthBufferAvailable, - stencilBufferAvailable, - mImpl->boundTextures ); - - // Synchronise the FBO/Texture access when there are multiple contexts - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) - { - // Check whether any binded texture is in the dependency list - bool textureFound = false; + /*** Clear region of framebuffer or surface before drawing ***/ + bool clearFullFrameRect = (surfaceRect == viewportRect); + if(instruction.mFrameBuffer != nullptr) + { + Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight()); + clearFullFrameRect = (frameRect == viewportRect); + } - if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u ) + if(!clippingRect.IsEmpty()) { - for ( auto textureId : mImpl->textureDependencyList ) + if(!clippingRect.Intersect(viewportRect)) { - - textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), - [textureId]( GLuint id ) - { - return textureId == id; - } ) != mImpl->boundTextures.End(); + DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height); + clippingRect = Rect(); } + clearFullFrameRect = false; } - if ( textureFound ) + Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)}; + if(instruction.mIsClearColorSet) { - - if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() ) + if(!clearFullFrameRect) { - // For off-screen buffer - - // Wait until all rendering calls for the currently context are executed - mImpl->glContextHelperAbstraction.WaitClient(); - - // Clear the dependency list - mImpl->textureDependencyList.Clear(); + if(!clippingRect.IsEmpty()) + { + scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)}; + } } - else - { - // For surface-backed frame buffer + } - // Worker thread lambda function - auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction; - auto workerFunction = [&glContextHelperAbstraction]( int workerThread ) - { - // Switch to the shared context in the worker thread - glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + // Scissor's value should be set based on the default system coordinates. + // When the surface is rotated, the input values already were set with the rotated angle. + // So, re-calculation is needed. + scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect); - // Wait until all rendering calls for the shared context are executed - glContextHelperAbstraction.WaitClient(); + // Begin render pass + mainCommandBuffer->BeginRenderPass( + currentRenderPass, + currentRenderTarget, + scissorArea, + currentClearValues); - // Must clear the context in the worker thread - // Otherwise the shared context cannot be switched to from the render thread - glContextHelperAbstraction.MakeContextNull(); - }; + mainCommandBuffer->SetViewport({float(viewportRect.x), + float(viewportRect.y), + float(viewportRect.width), + float(viewportRect.height)}); - auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction ); - if ( future ) - { - mImpl->threadPool->Wait(); + // Clear the list of bound textures + mImpl->boundTextures.Clear(); - // Clear the dependency list - mImpl->textureDependencyList.Clear(); - } - } + mImpl->renderAlgorithms.ProcessRenderInstruction( + instruction, + mImpl->renderBufferIndex, + depthBufferAvailable, + stencilBufferAvailable, + mImpl->boundTextures, + viewportRect, + clippingRect, + surfaceOrientation); + + Graphics::SyncObject* syncObject{nullptr}; + // If the render instruction has an associated render tracker (owned separately) + // and framebuffer, create a one shot sync object, and use it to determine when + // the render pass has finished executing on GPU. + if(instruction.mRenderTracker && instruction.mFrameBuffer) + { + syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController); + instruction.mRenderTracker = nullptr; } + mainCommandBuffer->EndRenderPass(syncObject); } + mImpl->renderAlgorithms.SubmitCommandBuffer(); + + std::sort(targetstoPresent.begin(), targetstoPresent.end()); - if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) ) + Graphics::RenderTarget* rt = nullptr; + for(auto& target : targetstoPresent) { - // This will create a sync object every frame this render tracker - // is alive (though it should be now be created only for - // render-once render tasks) - instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction ); - instruction.mRenderTracker = NULL; // Only create once. + if(target != rt) + { + mImpl->graphicsController.PresentRenderTarget(target); + rt = target; + } } +} - if ( surfaceFrameBuffer ) +void RenderManager::PostRender(bool uploadOnly) +{ + // Notify RenderGeometries that rendering has finished + for(auto&& iter : mImpl->geometryContainer) { - surfaceFrameBuffer->PostRender(); + iter->OnRenderFinished(); } - else + + mImpl->UpdateTrackers(); + + uint32_t count = 0u; + for(auto& scene : mImpl->sceneContainer) { - mImpl->currentContext->Flush(); + count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex); } + + const bool haveInstructions = count > 0u; + + // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame. + mImpl->lastFrameWasRendered = haveInstructions; + + /** + * The rendering has finished; swap to the next buffer. + * Ideally the update has just finished using this buffer; otherwise the render thread + * should block until the update has finished. + */ + mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; + + DALI_PRINT_RENDER_END(); } } // namespace SceneGraph