X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=9261a6d651276fe0a643b5aa3ae7cfd8ac225bb7;hb=5273729f378b095959406a31664af3bab60fb385;hp=ce2bb78d33923b11f27b586ba479b7fae18f5b26;hpb=dccb112f833a42ac69e9b6fd4adac70606aba0b6;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 ce2bb78..9261a6d 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 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. @@ -48,49 +48,32 @@ namespace Internal namespace SceneGraph { -typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer; -typedef RendererOwnerContainer::Iterator RendererOwnerIter; - -typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer; -typedef GeometryOwnerContainer::Iterator GeometryOwnerIter; - -typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer; -typedef SamplerOwnerContainer::Iterator SamplerOwnerIter; - -typedef OwnerContainer< Render::Texture* > 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( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction ) + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailableParam, + Integration::StencilBufferAvailable stencilBufferAvailableParam ) : context( glAbstraction ), glSyncAbstraction( glSyncAbstraction ), renderQueue(), instructions(), + renderAlgorithms(), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), - frameCount( 0 ), + frameCount( 0u ), renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ), defaultSurfaceRect(), rendererContainer(), samplerContainer(), textureContainer(), frameBufferContainer(), - renderersAdded( false ), - programController( glAbstraction ) + lastFrameWasRendered( false ), + programController( glAbstraction ), + depthBufferAvailable( depthBufferAvailableParam ), + stencilBufferAvailable( stencilBufferAvailableParam ) { } @@ -111,50 +94,58 @@ struct RenderManager::Impl 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 - Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction - RenderQueue renderQueue; ///< A message queue for receiving messages from the 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 - 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 + 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 - 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 + bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions - bool renderersAdded; + OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers - RenderTrackerContainer mRenderTrackers; ///< List of render trackers + ProgramController programController; ///< Owner of the GL programs - ProgramController programController; ///< Owner of the GL programs + Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available + Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available }; RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction ) + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderManager* manager = new RenderManager; manager->mImpl = new Impl( glAbstraction, - glSyncAbstraction ); + glSyncAbstraction, + depthBufferAvailable, + stencilBufferAvailable ); return manager; } @@ -188,24 +179,21 @@ void RenderManager::ContextDestroyed() mImpl->programController.GlContextDestroyed(); //Inform textures - for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter ) + for( auto&& texture : mImpl->textureContainer ) { - (*iter)->GlContextDestroyed(); + texture->GlContextDestroyed(); } //Inform framebuffers - for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter ) + for( auto&& framebuffer : mImpl->frameBufferContainer ) { - (*iter)->GlContextDestroyed(); + 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(); } } @@ -229,17 +217,12 @@ void RenderManager::SetDefaultSurfaceRect(const Rect& rect) mImpl->defaultSurfaceRect = rect; } -void RenderManager::AddRenderer( Render::Renderer* renderer ) +void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer ) { // Initialize the renderer as we are now in render thread renderer->Initialize( mImpl->context ); - mImpl->rendererContainer.PushBack( renderer ); - - if( !mImpl->renderersAdded ) - { - mImpl->renderersAdded = true; - } + mImpl->rendererContainer.PushBack( renderer.Release() ); } void RenderManager::RemoveRenderer( Render::Renderer* renderer ) @@ -247,9 +230,9 @@ void RenderManager::RemoveRenderer( Render::Renderer* renderer ) mImpl->rendererContainer.EraseObject( renderer ); } -void RenderManager::AddSampler( Render::Sampler* sampler ) +void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler ) { - mImpl->samplerContainer.PushBack( sampler ); + mImpl->samplerContainer.PushBack( sampler.Release() ); } void RenderManager::RemoveSampler( Render::Sampler* sampler ) @@ -257,26 +240,24 @@ void RenderManager::RemoveSampler( Render::Sampler* sampler ) mImpl->samplerContainer.EraseObject( sampler ); } -void RenderManager::AddTexture( Render::Texture* texture ) +void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture ) { - mImpl->textureContainer.PushBack( texture ); - texture->Initialize(mImpl->context); + texture->Initialize( mImpl->context ); + mImpl->textureContainer.PushBack( texture.Release() ); } void RenderManager::RemoveTexture( Render::Texture* texture ) { DALI_ASSERT_DEBUG( NULL != texture ); - TextureOwnerContainer& textures = mImpl->textureContainer; - - // Find the texture - for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter ) + // Find the texture, use reference to pointer so we can do the erase safely + for ( auto&& iter : mImpl->textureContainer ) { - if ( *iter == texture ) + if ( iter == texture ) { texture->Destroy( mImpl->context ); - textures.Erase( iter ); // Texture found; now destroy it - break; + mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it + return; } } } @@ -314,15 +295,13 @@ 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 ) + // Find the sampler, use reference so we can safely do the erase + for ( auto&& iter : mImpl->frameBufferContainer ) { - if ( *iter == frameBuffer ) + if ( iter == frameBuffer ) { frameBuffer->Destroy( mImpl->context ); - framebuffers.Erase( iter ); // frameBuffer found; now destroy it + mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it break; } } @@ -333,9 +312,9 @@ void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameB frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); } -void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer ) +void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer ) { - mImpl->propertyBufferContainer.PushBack( propertyBuffer ); + mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() ); } void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer ) @@ -343,14 +322,14 @@ void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer mImpl->propertyBufferContainer.EraseObject( propertyBuffer ); } -void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format ) +void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format ) { - propertyBuffer->SetFormat( format ); + propertyBuffer->SetFormat( format.Release() ); } -void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector* data, size_t size ) +void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector >& data, size_t size ) { - propertyBuffer->SetData( data, size ); + propertyBuffer->SetData( data.Release(), size ); } void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) @@ -358,9 +337,9 @@ void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::VectorSetIndexBuffer( indices ); } -void RenderManager::AddGeometry( Render::Geometry* geometry ) +void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry ) { - mImpl->geometryContainer.PushBack( geometry ); + mImpl->geometryContainer.PushBack( geometry.Release() ); } void RenderManager::RemoveGeometry( Render::Geometry* geometry ) @@ -368,18 +347,16 @@ void RenderManager::RemoveGeometry( Render::Geometry* geometry ) mImpl->geometryContainer.EraseObject( geometry ); } -void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) +void RenderManager::AttachVertexBuffer( 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 ) + // Find the geometry + for ( auto&& iter : mImpl->geometryContainer ) { - if ( *iter == geometry ) + if ( iter == geometry ) { - (*iter)->AddPropertyBuffer( propertyBuffer ); + iter->AddPropertyBuffer( propertyBuffer ); break; } } @@ -389,14 +366,12 @@ void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::Prop { DALI_ASSERT_DEBUG( NULL != geometry ); - GeometryOwnerContainer& geometries = mImpl->geometryContainer; - - // Find the renderer - for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter ) + // Find the geometry + for ( auto&& iter : mImpl->geometryContainer ) { - if ( *iter == geometry ) + if ( iter == geometry ) { - (*iter)->RemovePropertyBuffer( propertyBuffer ); + iter->RemovePropertyBuffer( propertyBuffer ); break; } } @@ -430,58 +405,85 @@ void RenderManager::Render( Integration::RenderStatus& status ) DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() ); // Increment the frame count at the beginning of each frame - ++(mImpl->frameCount); + ++mImpl->frameCount; // Process messages queued during previous update mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex ); - // switch rendering to adaptor provided (default) buffer - mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 ); - - mImpl->context.Viewport( mImpl->defaultSurfaceRect.x, - mImpl->defaultSurfaceRect.y, - mImpl->defaultSurfaceRect.width, - mImpl->defaultSurfaceRect.height ); - - mImpl->context.ClearColor( mImpl->backgroundColor.r, - mImpl->backgroundColor.g, - 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 - // 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 ); - 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 ); - - // 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(); - - size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); - for ( size_t i = 0; i < count; ++i ) + 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 ) { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); + // Mark that we will require a post-render step to be performed (includes swap-buffers). + status.SetNeedsPostRender( true ); - DoRender( instruction ); - } - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + // switch rendering to adaptor provided (default) buffer + mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u ); - mImpl->UpdateTrackers(); + mImpl->context.Viewport( mImpl->defaultSurfaceRect.x, + mImpl->defaultSurfaceRect.y, + mImpl->defaultSurfaceRect.width, + mImpl->defaultSurfaceRect.height ); - //Notify RenderGeometries that rendering has finished - for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter ) - { - (*iter)->OnRenderFinished(); + mImpl->context.ClearColor( mImpl->backgroundColor.r, + mImpl->backgroundColor.g, + mImpl->backgroundColor.b, + mImpl->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->context.SetScissorTest( false ); + + GLbitfield clearMask = GL_COLOR_BUFFER_BIT; + + mImpl->context.ColorMask( true ); + + 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 + mImpl->programController.ResetProgramMatrices(); + + for( size_t i = 0; i < count; ++i ) + { + RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); + + DoRender( instruction ); + } + + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + + mImpl->UpdateTrackers(); + + //Notify RenderGeometries that rendering has finished + for ( auto&& iter : mImpl->geometryContainer ) + { + iter->OnRenderFinished(); + } } + // 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 @@ -506,7 +508,7 @@ void RenderManager::DoRender( RenderInstruction& instruction ) clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; } - if( instruction.mFrameBuffer != 0 ) + if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) { instruction.mFrameBuffer->Bind( mImpl->context ); if ( instruction.mIsViewportSet ) @@ -555,9 +557,12 @@ void RenderManager::DoRender( RenderInstruction& instruction ) mImpl->context.SetScissorTest( false ); } - Render::ProcessRenderInstruction( instruction, - mImpl->context, - mImpl->renderBufferIndex ); + mImpl->renderAlgorithms.ProcessRenderInstruction( + instruction, + mImpl->context, + mImpl->renderBufferIndex, + mImpl->depthBufferAvailable, + mImpl->stencilBufferAvailable ); if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) ) {