X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=3772183ccf0744e937d8d020d93725d44e3f0442;hb=9502baa1298289b85dcf263d723521ce6a400fd6;hp=503842b73a6d4b57fd6faf96220d82ba8517f718;hpb=01b6712f5f3aeafa16fc3de6173452e53dab1704;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 503842b..3772183 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -28,6 +28,7 @@ #include #include +#include #include #include @@ -35,6 +36,7 @@ #include #include #include +#include #include #include #include @@ -42,7 +44,7 @@ #include #include -#include +#include namespace Dali { @@ -120,10 +122,11 @@ struct RenderManager::Impl 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 = std::make_unique(); threadPool->Initialize(1u); - uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController)); + uniformBufferManager = std::make_unique(&graphicsController); + pipelineCache = std::make_unique(graphicsController); } ~Impl() @@ -176,6 +179,7 @@ struct RenderManager::Impl Render::ShaderCache shaderCache; ///< The cache for the graphics shaders 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 @@ -221,7 +225,7 @@ void RenderManager::SetShaderSaver(ShaderSaver& upstream) void RenderManager::AddRenderer(OwnerPointer& renderer) { // Initialize the renderer as we are now in render thread - renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get())); + renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get())); mImpl->rendererContainer.PushBack(renderer.Release()); } @@ -252,15 +256,13 @@ void RenderManager::RemoveTexture(Render::Texture* 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) + // Find the texture, use std::find so we can do the erase safely + auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture); + + if(iter != mImpl->textureContainer.end()) { - if(iter == texture) - { - texture->Destroy(); - mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it - return; - } + texture->Destroy(); + mImpl->textureContainer.Erase(iter); // Texture found; now destroy it } } @@ -298,16 +300,13 @@ void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer) { DALI_ASSERT_DEBUG(nullptr != frameBuffer); - // Find the sampler, use reference so we can safely do the erase - for(auto&& iter : mImpl->frameBufferContainer) - { - if(iter == frameBuffer) - { - frameBuffer->Destroy(); - mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it + // Find the framebuffer, use std:find so we can safely do the erase + auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer); - break; - } + if(iter != mImpl->frameBufferContainer.end()) + { + frameBuffer->Destroy(); + mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it } } @@ -378,7 +377,12 @@ void RenderManager::AddGeometry(OwnerPointer& geometry) void RenderManager::RemoveGeometry(Render::Geometry* geometry) { - mImpl->geometryContainer.EraseObject(geometry); + auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry); + + if(iter != mImpl->geometryContainer.end()) + { + mImpl->geometryContainer.Erase(iter); + } } void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer) @@ -455,43 +459,9 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n"); // Upload the geometries - for(auto& i : mImpl->sceneContainer) + for(auto&& geom : mImpl->geometryContainer) { - RenderInstructionContainer& instructions = i->GetRenderInstructions(); - for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j) - { - RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j); - - const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex); - const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex); - - DALI_ASSERT_DEBUG(viewMatrix); - DALI_ASSERT_DEBUG(projectionMatrix); - - if(viewMatrix && projectionMatrix) - { - 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()) - { - 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(); - } - } - } - } - } - } + geom->Upload(mImpl->graphicsController); } } } @@ -515,8 +485,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& class DamagedRectsCleaner { public: - explicit DamagedRectsCleaner(std::vector>& damagedRects) + explicit DamagedRectsCleaner(std::vector>& damagedRects, Rect& surfaceRect) : mDamagedRects(damagedRects), + mSurfaceRect(surfaceRect), mCleanOnReturn(true) { } @@ -531,22 +502,24 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& if(mCleanOnReturn) { mDamagedRects.clear(); + mDamagedRects.push_back(mSurfaceRect); } } private: std::vector>& mDamagedRects; + Rect mSurfaceRect; bool mCleanOnReturn; }; Rect surfaceRect = sceneObject->GetSurfaceRect(); // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions. - DamagedRectsCleaner damagedRectCleaner(damagedRects); + DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect); // 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(); + std::vector& itemsDirtyRects = sceneObject->GetItemsDirtyRects(); for(DirtyRect& dirtyRect : itemsDirtyRects) { dirtyRect.visited = false; @@ -615,50 +588,78 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& for(RenderListContainer::SizeType index = 0u; index < count; ++index) { const RenderList* renderList = instruction.GetRenderList(index); - if(renderList && !renderList->IsEmpty()) + if(renderList) { - const std::size_t listCount = renderList->Count(); - for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex) + if(!renderList->IsEmpty()) { - 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) + const std::size_t listCount = renderList->Count(); + for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex) { - return; - } + 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; - item.mNode->SetUpdated(false); + 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; + } + } - rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height); - if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty()) + damagedRects.push_back(rect); + } + } + else { - 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. + // 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. - // 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()) + while(dirtyRectPos != itemsDirtyRects.end()) { if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) { @@ -666,36 +667,17 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& } dirtyRectPos->visited = true; - Rect& dirtRect = dirtyRectPos->rect; - rect.Merge(dirtRect); - - c++; - if(c > 3) // no more then 3 previous rects - { - itemsDirtyRects.erase(dirtyRectPos); - break; - } + dirtyRectPos++; } - - 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 + Layer* sourceLayer = renderList->GetSourceLayer(); + if(sourceLayer) + { + sourceLayer->SetUpdatedTree(false); } } } @@ -725,12 +707,20 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo) { - Rect clippingRect; + SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject(); + Rect clippingRect = sceneObject->GetSurfaceRect(); + 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()) + { + // ClippingRect is empty. Skip rendering + return; + } + // Reset main algorithms command buffer mImpl->renderAlgorithms.ResetCommandBuffer(); @@ -743,6 +733,15 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: std::vector targetstoPresent; + Rect surfaceRect = sceneObject->GetSurfaceRect(); + if(clippingRect == surfaceRect) + { + // 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(); + } + for(uint32_t i = 0; i < count; ++i) { RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i); @@ -757,8 +756,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: Rect viewportRect; - Rect surfaceRect = sceneObject->GetSurfaceRect(); - int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation(); + int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation(); // @todo Should these be part of scene? Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;