X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=e878e8a0e815b32b7eeb54692cefced79b25646b;hb=0adda602532f61db5b44eb2796f9a74d7a37b519;hp=a3e6db9bb3e9dda092604169bc96a9ef30e6ff3b;hpb=0f84952ea22efd262e3ef9c0bc9d3090a0a6a5fa;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 old mode 100644 new mode 100755 index a3e6db9..e878e8a --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -62,6 +62,37 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_REN } // unnamed namespace #endif +namespace +{ +const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update. + +/** + * @brief Find the intersection of two AABB rectangles. + * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles. + * @param[in] aabbA Rectangle A + * @param[in] aabbB Rectangle B + * @return The intersection of rectangle A & B (result is a rectangle) + */ +inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB ) +{ + ClippingBox intersectionBox; + + // First calculate the largest starting positions in X and Y. + intersectionBox.x = std::max( aabbA.x, aabbB.x ); + intersectionBox.y = std::max( aabbA.y, aabbB.y ); + + // Now calculate the smallest ending positions, and take the largest starting + // positions from the result, to get the width and height respectively. + // If the two boxes do not intersect at all, then we need a 0 width and height clipping area. + // We use max here to clamp both width and height to >= 0 for this use-case. + intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 ); + intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 ); + + return intersectionBox; +} + +} + /** * Structure to contain internal data */ @@ -71,7 +102,8 @@ struct RenderManager::Impl Integration::GlSyncAbstraction& glSyncAbstraction, Integration::GlContextHelperAbstraction& glContextHelperAbstraction, Integration::DepthBufferAvailable depthBufferAvailableParam, - Integration::StencilBufferAvailable stencilBufferAvailableParam ) + Integration::StencilBufferAvailable stencilBufferAvailableParam, + Integration::PartialUpdateAvailable partialUpdateAvailableParam ) : context( glAbstraction, &surfaceContextContainer ), currentContext( &context ), glAbstraction( glAbstraction ), @@ -80,7 +112,6 @@ struct RenderManager::Impl renderQueue(), instructions(), renderAlgorithms(), - backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), frameCount( 0u ), renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ), defaultSurfaceRect(), @@ -91,7 +122,9 @@ struct RenderManager::Impl lastFrameWasRendered( false ), programController( glAbstraction ), depthBufferAvailable( depthBufferAvailableParam ), - stencilBufferAvailable( stencilBufferAvailableParam ) + stencilBufferAvailable( stencilBufferAvailableParam ), + partialUpdateAvailable( partialUpdateAvailableParam ), + defaultSurfaceOrientation( 0 ) { // 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() ); @@ -148,8 +181,6 @@ struct RenderManager::Impl RenderInstructionContainer instructions; Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction - Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. - uint32_t frameCount; ///< The current frame count BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer @@ -170,24 +201,29 @@ struct RenderManager::Impl 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 + int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to + }; RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, Integration::GlSyncAbstraction& glSyncAbstraction, Integration::GlContextHelperAbstraction& glContextHelperAbstraction, Integration::DepthBufferAvailable depthBufferAvailable, - Integration::StencilBufferAvailable stencilBufferAvailable ) + Integration::StencilBufferAvailable stencilBufferAvailable, + Integration::PartialUpdateAvailable partialUpdateAvailable ) { RenderManager* manager = new RenderManager; manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, - stencilBufferAvailable ); + stencilBufferAvailable, + partialUpdateAvailable ); return manager; } @@ -249,14 +285,14 @@ RenderInstructionContainer& RenderManager::GetRenderInstructionContainer() return mImpl->instructions; } -void RenderManager::SetBackgroundColor( const Vector4& color ) +void RenderManager::SetDefaultSurfaceRect(const Rect& rect) { - mImpl->backgroundColor = color; + mImpl->defaultSurfaceRect = rect; } -void RenderManager::SetDefaultSurfaceRect(const Rect& rect) +void RenderManager::SetDefaultSurfaceOrientation( int orientation ) { - mImpl->defaultSurfaceRect = rect; + mImpl->defaultSurfaceOrientation = orientation; } void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer ) @@ -590,10 +626,87 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, DALI_PRINT_RENDER_END(); } +bool GetDamagedRect( Rect &viewportRect, RenderInstruction& instruction, Rect &damagedRect ) +{ + // merge bounding + int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0; + int checkWidth = static_cast( static_cast( viewportRect.width ) * partialUpdateRatio ); + int checkHeight = static_cast( static_cast( viewportRect.height ) * partialUpdateRatio ); + Rect screenRect; + + bool isPartialUpdate = false; + + const RenderListContainer::SizeType renderListCount = instruction.RenderListCount(); + // Iterate through each render list. + + for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index ) + { + const RenderList* renderList = instruction.GetRenderList( index ); + + if( renderList && !renderList->IsEmpty() && renderList->IsPartialUpdateEnabled() ) + { + const std::size_t itemCount = renderList->Count(); + for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex ) + { + const RenderItem& item = renderList->GetItem( itemIndex ); + + if( item.mPartialUpdateEnabled ) + { + isPartialUpdate = true; + + screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true ); + + dx1 = std::min( screenRect.x, dx1 ); + dx2 = std::max( screenRect.x + screenRect.width, dx2); + dy1 = std::min( screenRect.y, dy1 ); + dy2 = std::max( screenRect.y + screenRect.height, dy2 ); + + if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight ) + { + return false; + } + } + } + } + } + + if( isPartialUpdate ) + { + if( dx1 < 0.0f ) + { + dx1 = 0.0f; + } + if( dy1 < 0.0f ) + { + dy1 = 0.0f; + } + if( dx2 > viewportRect.width ) + { + dx2 = viewportRect.width; + } + if( dy2 > viewportRect.height ) + { + dy2 = viewportRect.height; + } + + damagedRect.x = dx1; + damagedRect.y = dy1; + damagedRect.width = dx2 - dx1; + damagedRect.height = dy2 - dy1; + } + + return isPartialUpdate; +} + void RenderManager::DoRender( RenderInstruction& instruction ) { Rect viewportRect; Vector4 clearColor; + bool isPartialUpdate = false; + Dali::DamagedRect damagedRect; + Dali::DamagedRect mergedRect; + Dali::ClippingBox scissorBox; + Dali::ClippingBox intersectRect; if ( instruction.mIsClearColorSet ) { @@ -605,9 +718,10 @@ void RenderManager::DoRender( RenderInstruction& instruction ) } Rect surfaceRect = mImpl->defaultSurfaceRect; - Vector4 backgroundColor = mImpl->backgroundColor; + int surfaceOrientation = mImpl->defaultSurfaceOrientation; Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable; + Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable; Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr; if ( instruction.mFrameBuffer != 0 ) @@ -637,7 +751,6 @@ void RenderManager::DoRender( RenderInstruction& instruction ) } surfaceRect = Rect( 0, 0, static_cast( surfaceFrameBuffer->GetWidth() ), static_cast( surfaceFrameBuffer->GetHeight() ) ); - backgroundColor = surfaceFrameBuffer->GetBackgroundColor(); } else { @@ -665,7 +778,10 @@ void RenderManager::DoRender( RenderInstruction& instruction ) { // 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 ); - mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() ); + for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0) + { + mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) ); + } } } else @@ -673,26 +789,48 @@ void RenderManager::DoRender( RenderInstruction& instruction ) mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u ); } + + if( surfaceFrameBuffer && + partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE ) + { + // Iterate through each render list. + if( surfaceFrameBuffer->IsPartialUpdateEnabled() ) + { + isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ; + } + + if( !isPartialUpdate ) + { + damagedRect = surfaceRect; + } + + surfaceFrameBuffer->SetDamagedRect( damagedRect, mergedRect ); + + if( mergedRect.IsEmpty() ) + { + isPartialUpdate = false; + } + else + { + scissorBox.x = mergedRect.x; + scissorBox.y = mergedRect.y; + scissorBox.width = mergedRect.width; + scissorBox.height = mergedRect.height; + } + } + if ( surfaceFrameBuffer ) { mImpl->currentContext->Viewport( surfaceRect.x, surfaceRect.y, surfaceRect.width, surfaceRect.height ); - - mImpl->currentContext->ClearColor( backgroundColor.r, - backgroundColor.g, - backgroundColor.b, - backgroundColor.a ); } // 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. - - mImpl->currentContext->SetScissorTest( false ); - GLbitfield clearMask = GL_COLOR_BUFFER_BIT; mImpl->currentContext->ColorMask( true ); @@ -710,8 +848,6 @@ void RenderManager::DoRender( RenderInstruction& instruction ) clearMask |= GL_STENCIL_BUFFER_BIT; } - mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); - if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) { if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering @@ -721,7 +857,7 @@ void RenderManager::DoRender( RenderInstruction& instruction ) // 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 ); + viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); } else { @@ -740,6 +876,7 @@ void RenderManager::DoRender( RenderInstruction& instruction ) { viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); } + surfaceOrientation = 0; } } else // No Offscreen frame buffer rendering @@ -751,7 +888,7 @@ void RenderManager::DoRender( RenderInstruction& instruction ) { // 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 ); + viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); } else { @@ -764,21 +901,53 @@ void RenderManager::DoRender( RenderInstruction& instruction ) } } + bool clearFullFrameRect = true; + if( instruction.mFrameBuffer != 0 ) + { + Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + clearFullFrameRect = ( frameRect == viewportRect ); + } + else + { + clearFullFrameRect = ( surfaceRect == viewportRect ); + } + + if ( surfaceOrientation == 90 || surfaceOrientation == 270 ) + { + int temp = viewportRect.width; + viewportRect.width = viewportRect.height; + viewportRect.height = temp; + } + mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height); - if ( instruction.mIsClearColorSet ) + if( instruction.mIsClearColorSet ) { mImpl->currentContext->ClearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a ); - // Clear the viewport area only - mImpl->currentContext->SetScissorTest( true ); - mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height ); - mImpl->currentContext->ColorMask( true ); - mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES ); - mImpl->currentContext->SetScissorTest( false ); + if( !clearFullFrameRect ) + { + mImpl->currentContext->SetScissorTest( true ); + if( isPartialUpdate ) + { + intersectRect = IntersectAABB( scissorBox, viewportRect ); + mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height ); + } + else + { + 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 @@ -790,7 +959,9 @@ void RenderManager::DoRender( RenderInstruction& instruction ) mImpl->renderBufferIndex, depthBufferAvailable, stencilBufferAvailable, - mImpl->boundTextures ); + mImpl->boundTextures, + surfaceOrientation, + scissorBox ); // Synchronise the FBO/Texture access when there are multiple contexts if ( mImpl->currentContext->IsSurfacelessContextSupported() )