X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=7c713f4225d7a54797cca4c39a0ffb7b10f59f37;hb=c17d02729a43a3f76fff1d56ea2c9bb01a23d99a;hp=2f7b1aaa0df258a48ae1a41e44aade97cefb0dd8;hpb=933b6c4b896da1ae0fd81e8e7d12aba75b6b8c4c;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 2f7b1aa..9261a6d 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -19,47 +19,26 @@ #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 -// Uncomment the next line to enable frame snapshot logging -//#define FRAME_SNAPSHOT_LOGGING - -#ifdef FRAME_SNAPSHOT_LOGGING - -using namespace Dali::Internal::Render; - -namespace // unnamed namespace -{ -unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds -} // unnamed namespace - -#define SET_SNAPSHOT_FRAME_LOG_LEVEL \ - DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise)); - -#else // FRAME_SNAPSHOT_LOGGING - -#define SET_SNAPSHOT_FRAME_LOG_LEVEL - -#endif // FRAME_SNAPSHOT_LOGGING - namespace Dali { @@ -69,42 +48,32 @@ namespace Internal namespace SceneGraph { -typedef OwnerContainer< Renderer* > RendererOwnerContainer; -typedef RendererOwnerContainer::Iterator RendererOwnerIter; - -typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer; -typedef RenderMaterialContainer::Iterator RenderMaterialIter; -typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter; - -typedef OwnerContainer< RenderTracker* > RenderTrackerContainer; -typedef RenderTrackerContainer::Iterator RenderTrackerIter; -typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter; - /** * Structure to contain internal data */ struct RenderManager::Impl { - Impl( Dali::Integration::GlAbstraction& glAbstraction, - ResourcePostProcessList& resourcePostProcessQ, - PostProcessResourceDispatcher& postProcessDispatcher ) + Impl( Integration::GlAbstraction& glAbstraction, + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailableParam, + Integration::StencilBufferAvailable stencilBufferAvailableParam ) : context( glAbstraction ), + glSyncAbstraction( glSyncAbstraction ), renderQueue(), - textureCache( renderQueue, postProcessDispatcher, context ), - resourcePostProcessQueue( resourcePostProcessQ ), instructions(), + renderAlgorithms(), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), - frameTime( 0.0f ), - lastFrameTime( 0.0f ), - frameCount( 0 ), + frameCount( 0u ), renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ), defaultSurfaceRect(), rendererContainer(), - materials(), - renderersAdded( false ), - firstRenderCompleted( false ), - defaultShader( NULL ), - programController( postProcessDispatcher, glAbstraction ) + samplerContainer(), + textureContainer(), + frameBufferContainer(), + lastFrameWasRendered( false ), + programController( glAbstraction ), + depthBufferAvailable( depthBufferAvailableParam ), + stencilBufferAvailable( stencilBufferAvailableParam ) { } @@ -112,70 +81,71 @@ struct RenderManager::Impl { } - void AddRenderTracker( RenderTracker* renderTracker ) + void AddRenderTracker( Render::RenderTracker* renderTracker ) { DALI_ASSERT_DEBUG( renderTracker != NULL ); mRenderTrackers.PushBack( renderTracker ); } - void RemoveRenderTracker( RenderTracker* renderTracker ) + void RemoveRenderTracker( Render::RenderTracker* renderTracker ) { - DALI_ASSERT_DEBUG( renderTracker != NULL ); - for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter) - { - if( *iter == renderTracker ) - { - mRenderTrackers.Erase( iter ); - break; - } - } + mRenderTrackers.EraseObject( renderTracker ); } void UpdateTrackers() { - for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter) + for( auto&& iter : mRenderTrackers ) { - (*iter)->PollSyncObject(); + iter->PollSyncObject(); } } // the order is important for destruction, // programs are owned by context at the moment. - Context context; ///< holds the GL state - RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread. - TextureCache textureCache; ///< Cache for all GL textures - ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread + Context context; ///< holds the GL state + Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction + RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread. // 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; + 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. - Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. + unsigned int frameCount; ///< The current frame count + BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer - float frameTime; ///< The elapsed time since the previous frame - float lastFrameTime; ///< Last frame delta. + Rect defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to - unsigned int frameCount; ///< The current frame count - BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer + 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 - Rect defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to + bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions - RendererOwnerContainer rendererContainer; ///< List of owned renderers - RenderMaterialContainer materials; ///< List of owned render materials + OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers - bool renderersAdded; + ProgramController programController; ///< Owner of the GL programs - RenderTrackerContainer mRenderTrackers; ///< List of render trackers + Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available + Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available - bool firstRenderCompleted; ///< False until the first render is done - Shader* defaultShader; ///< Default shader to use - ProgramController programController; ///< Owner of the GL programs }; -RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ ) +RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderManager* manager = new RenderManager; - manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager ); + manager->mImpl = new Impl( glAbstraction, + glSyncAbstraction, + depthBufferAvailable, + stencilBufferAvailable ); return manager; } @@ -194,11 +164,6 @@ RenderQueue& RenderManager::GetRenderQueue() return mImpl->renderQueue; } -TextureCache& RenderManager::GetTextureCache() -{ - return mImpl->textureCache; -} - void RenderManager::ContextCreated() { mImpl->context.GlContextCreated(); @@ -210,28 +175,31 @@ void RenderManager::ContextCreated() void RenderManager::ContextDestroyed() { - // @todo Set an atomic value to prevent render manager rendering again until - // ContextCreated has been called. - mImpl->context.GlContextDestroyed(); mImpl->programController.GlContextDestroyed(); - // inform texture cache - mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids + //Inform textures + for( auto&& texture : mImpl->textureContainer ) + { + texture->GlContextDestroyed(); + } + + //Inform framebuffers + for( auto&& framebuffer : mImpl->frameBufferContainer ) + { + framebuffer->GlContextDestroyed(); + } // inform renderers - RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End(); - RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin(); - for( ; iter != end; ++iter ) + for( auto&& renderer : mImpl->rendererContainer ) { - GlResourceOwner* renderer = *iter; - renderer->GlContextDestroyed(); // Clear up vertex buffers + renderer->GlContextDestroyed(); } } -void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request) +void RenderManager::SetShaderSaver( ShaderSaver& upstream ) { - mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request ); + mImpl->programController.SetShaderSaver( upstream ); } RenderInstructionContainer& RenderManager::GetRenderInstructionContainer() @@ -244,85 +212,184 @@ void RenderManager::SetBackgroundColor( const Vector4& color ) mImpl->backgroundColor = color; } -void RenderManager::SetFrameDeltaTime( float deltaTime ) -{ - mImpl->frameTime = deltaTime; -} - void RenderManager::SetDefaultSurfaceRect(const Rect& rect) { mImpl->defaultSurfaceRect = rect; } -void RenderManager::AddRenderer( Renderer* renderer ) +void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer ) { // Initialize the renderer as we are now in render thread - renderer->Initialize( mImpl->context, mImpl->textureCache ); + renderer->Initialize( mImpl->context ); + + mImpl->rendererContainer.PushBack( renderer.Release() ); +} - mImpl->rendererContainer.PushBack( renderer ); +void RenderManager::RemoveRenderer( Render::Renderer* renderer ) +{ + mImpl->rendererContainer.EraseObject( renderer ); +} + +void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler ) +{ + mImpl->samplerContainer.PushBack( sampler.Release() ); +} + +void RenderManager::RemoveSampler( Render::Sampler* sampler ) +{ + mImpl->samplerContainer.EraseObject( sampler ); +} - if( !mImpl->renderersAdded ) +void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture ) +{ + texture->Initialize( mImpl->context ); + mImpl->textureContainer.PushBack( texture.Release() ); +} + +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 ) { - mImpl->renderersAdded = true; + if ( iter == texture ) + { + texture->Destroy( mImpl->context ); + mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it + return; + } } } -void RenderManager::RemoveRenderer( Renderer* renderer ) +void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params ) { - DALI_ASSERT_DEBUG( NULL != renderer ); + texture->Upload( mImpl->context, pixelData, params ); +} + +void RenderManager::GenerateMipmaps( Render::Texture* texture ) +{ + texture->GenerateMipmaps( mImpl->context ); +} + +void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode ) +{ + sampler->mMinificationFilter = static_cast(minFilterMode); + sampler->mMagnificationFilter = static_cast(magFilterMode ); +} + +void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode ) +{ + sampler->mRWrapMode = static_cast(rWrapMode); + sampler->mSWrapMode = static_cast(sWrapMode); + sampler->mTWrapMode = static_cast(tWrapMode); +} + +void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer ) +{ + mImpl->frameBufferContainer.PushBack( frameBuffer ); + frameBuffer->Initialize(mImpl->context); +} - RendererOwnerContainer& renderers = mImpl->rendererContainer; +void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) +{ + DALI_ASSERT_DEBUG( NULL != frameBuffer ); - // Find the renderer - for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter ) + // Find the sampler, use reference so we can safely do the erase + for ( auto&& iter : mImpl->frameBufferContainer ) { - if ( *iter == renderer ) + if ( iter == frameBuffer ) { - renderers.Erase( iter ); // Renderer found; now destroy it + frameBuffer->Destroy( mImpl->context ); + mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it break; } } } -void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial ) +void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer ) +{ + frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); +} + +void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer ) +{ + mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() ); +} + +void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +{ + mImpl->propertyBufferContainer.EraseObject( propertyBuffer ); +} + +void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format ) +{ + propertyBuffer->SetFormat( format.Release() ); +} + +void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector >& data, size_t size ) +{ + propertyBuffer->SetData( data.Release(), size ); +} + +void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) +{ + geometry->SetIndexBuffer( indices ); +} + +void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry ) { - DALI_ASSERT_DEBUG( NULL != renderMaterial ); + mImpl->geometryContainer.PushBack( geometry.Release() ); +} - mImpl->materials.PushBack( renderMaterial ); - renderMaterial->Initialize( mImpl->textureCache ); +void RenderManager::RemoveGeometry( Render::Geometry* geometry ) +{ + mImpl->geometryContainer.EraseObject( geometry ); } -void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial ) +void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) { - DALI_ASSERT_DEBUG( NULL != renderMaterial ); + DALI_ASSERT_DEBUG( NULL != geometry ); + + // Find the geometry + for ( auto&& iter : mImpl->geometryContainer ) + { + if ( iter == geometry ) + { + iter->AddPropertyBuffer( propertyBuffer ); + break; + } + } +} - RenderMaterialContainer& materials = mImpl->materials; +void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +{ + DALI_ASSERT_DEBUG( NULL != geometry ); - // Find the render material and destroy it - for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter ) + // Find the geometry + for ( auto&& iter : mImpl->geometryContainer ) { - RenderMaterial& current = **iter; - if ( ¤t == renderMaterial ) + if ( iter == geometry ) { - materials.Erase( iter ); + iter->RemovePropertyBuffer( propertyBuffer ); break; } } } -void RenderManager::AddRenderTracker( RenderTracker* renderTracker ) +void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType ) { - mImpl->AddRenderTracker(renderTracker); + geometry->SetType( Render::Geometry::Type(geometryType) ); } -void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker ) +void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker ) { - mImpl->RemoveRenderTracker(renderTracker); + mImpl->AddRenderTracker(renderTracker); } -void RenderManager::SetDefaultShader( Shader* shader ) +void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker ) { - mImpl->defaultShader = shader; + mImpl->RemoveRenderTracker(renderTracker); } ProgramCache* RenderManager::GetProgramCache() @@ -330,33 +397,30 @@ ProgramCache* RenderManager::GetProgramCache() return &(mImpl->programController); } -bool RenderManager::Render( Integration::RenderStatus& status ) +void RenderManager::Render( Integration::RenderStatus& status ) { DALI_PRINT_RENDER_START( mImpl->renderBufferIndex ); // Core::Render documents that GL context must be current before calling Render DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() ); - status.SetHasRendered( false ); - // Increment the frame count at the beginning of each frame - ++(mImpl->frameCount); - mImpl->context.SetFrameCount(mImpl->frameCount); - mImpl->context.ClearRendererCount(); - mImpl->context.ClearCulledCount(); - - PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES); - - SET_SNAPSHOT_FRAME_LOG_LEVEL; + ++mImpl->frameCount; // Process messages queued during previous update mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex ); - // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup. - if( !mImpl->firstRenderCompleted || mImpl->renderersAdded ) + const size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); + const bool haveInstructions = count > 0u; + + // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required). + if( haveInstructions || mImpl->lastFrameWasRendered ) { + // Mark that we will require a post-render step to be performed (includes swap-buffers). + status.SetNeedsPostRender( true ); + // switch rendering to adaptor provided (default) buffer - mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 ); + mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u ); mImpl->context.Viewport( mImpl->defaultSurfaceRect.x, mImpl->defaultSurfaceRect.y, @@ -368,55 +432,57 @@ bool RenderManager::Render( Integration::RenderStatus& status ) mImpl->backgroundColor.b, mImpl->backgroundColor.a ); - mImpl->context.ClearStencil( 0 ); - - // Clear the entire color, depth and stencil buffers for the default framebuffer. - // It is important to clear all 3 buffers, for performance on deferred renderers like Mali + // 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->context.SetScissorTest( false ); + + GLbitfield clearMask = GL_COLOR_BUFFER_BIT; + mImpl->context.ColorMask( true ); - mImpl->context.DepthMask( true ); - mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's - mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR ); + + if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) + { + mImpl->context.DepthMask( true ); + clearMask |= GL_DEPTH_BUFFER_BIT; + } + + if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) + { + mImpl->context.ClearStencil( 0 ); + mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's + clearMask |= GL_STENCIL_BUFFER_BIT; + } + + mImpl->context.Clear( clearMask, Context::FORCE_CLEAR ); // reset the program matrices for all programs once per frame // this ensures we will set view and projection matrix once per program per camera - // @todo move programs out of context onto a program controller and let that handle this mImpl->programController.ResetProgramMatrices(); - // if we don't have default shader, no point doing the render calls - if( mImpl->defaultShader ) + for( size_t i = 0; i < count; ++i ) { - size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); - for ( size_t i = 0; i < count; ++i ) - { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); + RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime ); + DoRender( instruction ); + } - const RenderListContainer::SizeType countRenderList = instruction.RenderListCount(); - if ( countRenderList > 0 ) - { - status.SetHasRendered( true ); - } - } - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - mImpl->UpdateTrackers(); + mImpl->UpdateTrackers(); - mImpl->firstRenderCompleted = true; + //Notify RenderGeometries that rendering has finished + for ( auto&& iter : mImpl->geometryContainer ) + { + iter->OnRenderFinished(); } } - PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES); - - // Update the frame time - mImpl->lastFrameTime = mImpl->frameTime; - - // check if anything has been posted to the update thread - bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty(); + // 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. @@ -426,14 +492,9 @@ bool RenderManager::Render( Integration::RenderStatus& status ) mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; DALI_PRINT_RENDER_END(); - - DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount()); - DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount()); - - return updateRequired; } -void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime ) +void RenderManager::DoRender( RenderInstruction& instruction ) { Rect viewportRect; Vector4 clearColor; @@ -447,32 +508,18 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; } - FrameBufferTexture* offscreen = NULL; - - if ( instruction.mOffscreenTextureId != 0 ) + if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) { - offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId ); - DALI_ASSERT_DEBUG( NULL != offscreen ); - - if( NULL != offscreen && - offscreen->Prepare() ) + instruction.mFrameBuffer->Bind( mImpl->context ); + 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 int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); - } - else - { - viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() ); - } + // For glViewport the lower-left corner is (0,0) + const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; + viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); } else { - // Offscreen is NULL or could not be prepared. - return; + viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); } } else // !(instruction.mOffscreenTexture) @@ -510,21 +557,19 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha mImpl->context.SetScissorTest( false ); } - Render::ProcessRenderInstruction( instruction, - mImpl->context, - defaultShader, - mImpl->renderBufferIndex, - elapsedTime ); - - if(instruction.mOffscreenTextureId != 0) - { - GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - } + mImpl->renderAlgorithms.ProcessRenderInstruction( + instruction, + mImpl->context, + mImpl->renderBufferIndex, + mImpl->depthBufferAvailable, + mImpl->stencilBufferAvailable ); - if( instruction.mRenderTracker && offscreen != NULL ) + if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) ) { - instruction.mRenderTracker->CreateSyncObject(); + // 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. } }