X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=85af820ea013f88b24fe0abbceb84a00ff322606;hb=485765dab55e1b81644d15aa867abf8173c6e0ee;hp=a2263067890dd95dec822680126caeed3a039d38;hpb=93460e870dcbb949193f2e790aba4f4e0defd2e2;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 a226306..85af820 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) 2015 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. @@ -19,46 +19,29 @@ #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 { @@ -68,37 +51,55 @@ namespace Internal namespace SceneGraph { -typedef OwnerContainer< Renderer* > RendererOwnerContainer; +typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer; typedef RendererOwnerContainer::Iterator RendererOwnerIter; -typedef OwnerContainer< RenderTracker* > RenderTrackerContainer; -typedef RenderTrackerContainer::Iterator RenderTrackerIter; -typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter; +typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer; +typedef GeometryOwnerContainer::Iterator GeometryOwnerIter; + +typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer; +typedef SamplerOwnerContainer::Iterator SamplerOwnerIter; + +typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer; +typedef TextureOwnerContainer::Iterator TextureOwnerIter; + +typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer; +typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter; + +typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer; +typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter; + +typedef OwnerContainer< Render::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, + LockedResourceQueue& textureUploadedQ, + TextureUploadedDispatcher& postProcessDispatcher ) : context( glAbstraction ), + glSyncAbstraction( glSyncAbstraction ), renderQueue(), textureCache( renderQueue, postProcessDispatcher, context ), - resourcePostProcessQueue( resourcePostProcessQ ), + textureUploadedQueue( textureUploadedQ ), instructions(), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), - frameTime( 0.0f ), - lastFrameTime( 0.0f ), frameCount( 0 ), renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ), defaultSurfaceRect(), rendererContainer(), + samplerContainer(), + textureContainer(), + frameBufferContainer(), renderersAdded( false ), firstRenderCompleted( false ), defaultShader( NULL ), - programController( postProcessDispatcher, glAbstraction ) + programController( glAbstraction ) { } @@ -106,13 +107,13 @@ 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) @@ -135,40 +136,46 @@ struct RenderManager::Impl // 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. + TextureCache textureCache; ///< Cache for all GL textures + Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms + LockedResourceQueue& textureUploadedQueue; ///< A queue for requesting resource post processing in 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; - Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. + Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame. - float frameTime; ///< The elapsed time since the previous frame - float lastFrameTime; ///< Last frame delta. + unsigned int frameCount; ///< The current frame count + BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer - unsigned int 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 - Rect defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to + RendererOwnerContainer rendererContainer; ///< List of owned renderers + SamplerOwnerContainer samplerContainer; ///< List of owned samplers + TextureOwnerContainer textureContainer; ///< List of owned textures + FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers + PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers + GeometryOwnerContainer geometryContainer; ///< List of owned Geometries - RendererOwnerContainer rendererContainer; ///< List of owned renderers + bool renderersAdded; - bool renderersAdded; + RenderTrackerContainer mRenderTrackers; ///< List of render trackers - RenderTrackerContainer mRenderTrackers; ///< List of render trackers - - bool firstRenderCompleted; ///< False until the first render is done - Shader* defaultShader; ///< Default shader to use - ProgramController programController; ///< Owner of the GL programs + 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, + LockedResourceQueue& textureUploadedQ ) { RenderManager* manager = new RenderManager; - manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager ); + manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager ); return manager; } @@ -179,6 +186,16 @@ RenderManager::RenderManager() RenderManager::~RenderManager() { + for ( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter ) + { + (*iter)->Destroy( mImpl->context ); + } + + for ( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter ) + { + (*iter)->Destroy( mImpl->context ); + } + delete mImpl; } @@ -203,9 +220,6 @@ 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(); @@ -222,9 +236,14 @@ void RenderManager::ContextDestroyed() } } -void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request) +void RenderManager::DispatchTextureUploaded(ResourceId request) +{ + mImpl->textureUploadedQueue.PushBack( request ); +} + +void RenderManager::SetShaderSaver( ShaderSaver& upstream ) { - mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request ); + mImpl->programController.SetShaderSaver( upstream ); } RenderInstructionContainer& RenderManager::GetRenderInstructionContainer() @@ -237,20 +256,15 @@ 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( Render::Renderer* renderer ) { // Initialize the renderer as we are now in render thread - renderer->Initialize( mImpl->context, mImpl->textureCache ); + renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache ); mImpl->rendererContainer.PushBack( renderer ); @@ -260,7 +274,7 @@ void RenderManager::AddRenderer( Renderer* renderer ) } } -void RenderManager::RemoveRenderer( Renderer* renderer ) +void RenderManager::RemoveRenderer( Render::Renderer* renderer ) { DALI_ASSERT_DEBUG( NULL != renderer ); @@ -277,12 +291,208 @@ void RenderManager::RemoveRenderer( Renderer* renderer ) } } -void RenderManager::AddRenderTracker( RenderTracker* renderTracker ) +void RenderManager::AddSampler( Render::Sampler* sampler ) +{ + mImpl->samplerContainer.PushBack( sampler ); +} + +void RenderManager::RemoveSampler( Render::Sampler* sampler ) +{ + DALI_ASSERT_DEBUG( NULL != sampler ); + + SamplerOwnerContainer& samplers = mImpl->samplerContainer; + + // Find the sampler + for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter ) + { + if ( *iter == sampler ) + { + samplers.Erase( iter ); // Sampler found; now destroy it + break; + } + } +} + +void RenderManager::AddTexture( Render::NewTexture* texture ) +{ + mImpl->textureContainer.PushBack( texture ); + texture->Initialize(mImpl->context); +} + +void RenderManager::RemoveTexture( Render::NewTexture* texture ) +{ + DALI_ASSERT_DEBUG( NULL != texture ); + + TextureOwnerContainer& textures = mImpl->textureContainer; + + // Find the texture + for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter ) + { + if ( *iter == texture ) + { + texture->Destroy( mImpl->context ); + textures.Erase( iter ); // Texture found; now destroy it + break; + } + } +} + +void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params ) +{ + texture->Upload( mImpl->context, pixelData, params ); +} + +void RenderManager::GenerateMipmaps( Render::NewTexture* 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); +} + +void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) +{ + DALI_ASSERT_DEBUG( NULL != frameBuffer ); + + FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer; + + // Find the sampler + for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter ) + { + if ( *iter == frameBuffer ) + { + frameBuffer->Destroy( mImpl->context ); + framebuffers.Erase( iter ); // frameBuffer found; now destroy it + break; + } + } +} + +void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer ) +{ + frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); +} + +void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +{ + mImpl->propertyBufferContainer.PushBack( propertyBuffer ); +} + +void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +{ + DALI_ASSERT_DEBUG( NULL != propertyBuffer ); + + PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer; + + // Find the sampler + for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter ) + { + if ( *iter == propertyBuffer ) + { + propertyBuffers.Erase( iter ); // Property buffer found; now destroy it + break; + } + } +} + +void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format ) +{ + propertyBuffer->SetFormat( format ); +} + +void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector* data, size_t size ) +{ + propertyBuffer->SetData( data, size ); +} + +void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) +{ + geometry->SetIndexBuffer( indices ); +} + +void RenderManager::AddGeometry( Render::Geometry* geometry ) +{ + mImpl->geometryContainer.PushBack( geometry ); +} + +void RenderManager::RemoveGeometry( Render::Geometry* geometry ) +{ + DALI_ASSERT_DEBUG( NULL != geometry ); + + GeometryOwnerContainer& geometries = mImpl->geometryContainer; + + // Find the geometry + for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter ) + { + if ( *iter == geometry ) + { + geometries.Erase( iter ); // Geometry found; now destroy it + break; + } + } +} + +void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +{ + DALI_ASSERT_DEBUG( NULL != geometry ); + + GeometryOwnerContainer& geometries = mImpl->geometryContainer; + + // Find the renderer + for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter ) + { + if ( *iter == geometry ) + { + (*iter)->AddPropertyBuffer( propertyBuffer ); + break; + } + } +} + +void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +{ + DALI_ASSERT_DEBUG( NULL != geometry ); + + GeometryOwnerContainer& geometries = mImpl->geometryContainer; + + // Find the renderer + for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter ) + { + if ( *iter == geometry ) + { + (*iter)->RemovePropertyBuffer( propertyBuffer ); + break; + } + } +} + +void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType ) +{ + geometry->SetGeometryType( Render::Geometry::GeometryType(geometryType) ); +} + +void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker ) { mImpl->AddRenderTracker(renderTracker); } -void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker ) +void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker ) { mImpl->RemoveRenderTracker(renderTracker); } @@ -304,17 +514,8 @@ bool RenderManager::Render( Integration::RenderStatus& status ) // 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; // Process messages queued during previous update mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex ); @@ -349,7 +550,6 @@ bool RenderManager::Render( Integration::RenderStatus& status ) // 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 @@ -360,13 +560,7 @@ bool RenderManager::Render( Integration::RenderStatus& status ) { RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime ); - - const RenderListContainer::SizeType countRenderList = instruction.RenderListCount(); - if ( countRenderList > 0 ) - { - status.SetHasRendered( true ); - } + DoRender( instruction, *mImpl->defaultShader ); } GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); @@ -377,13 +571,11 @@ bool RenderManager::Render( Integration::RenderStatus& status ) } } - 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(); + //Notify RenderGeometries that rendering has finished + for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter ) + { + (*iter)->OnRenderFinished(); + } /** * The rendering has finished; swap to the next buffer. @@ -394,13 +586,11 @@ bool RenderManager::Render( Integration::RenderStatus& status ) DALI_PRINT_RENDER_END(); - DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount()); - DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount()); - - return updateRequired; + // check if anything has been posted to the update thread, if IsEmpty then no update required. + return !mImpl->textureUploadedQueue.IsEmpty(); } -void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime ) +void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader ) { Rect viewportRect; Vector4 clearColor; @@ -442,6 +632,20 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha return; } } + else if( instruction.mFrameBuffer != 0 ) + { + instruction.mFrameBuffer->Bind( mImpl->context ); + if ( instruction.mIsViewportSet ) + { + // 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 + { + viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + } + } else // !(instruction.mOffscreenTexture) { // switch rendering to adaptor provided (default) buffer @@ -481,8 +685,7 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha mImpl->context, mImpl->textureCache, defaultShader, - mImpl->renderBufferIndex, - elapsedTime ); + mImpl->renderBufferIndex ); if(instruction.mOffscreenTextureId != 0) { @@ -492,7 +695,10 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha if( instruction.mRenderTracker && offscreen != 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. } }