X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=a3e6db9bb3e9dda092604169bc96a9ef30e6ff3b;hb=121e2eec98914ed249a2e646b6250480bc8d1638;hp=e9e13e81b72a4187a36a945ddae269b83e3005e3;hpb=61260bb3612098fca7124f400637237cb3f181d6;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 e9e13e8..a3e6db9 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2019 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. @@ -18,13 +18,18 @@ // CLASS HEADER #include +// EXTERNAL INCLUDES +#include + // INTERNAL INCLUDES #include #include #include #include +#include #include #include +#include #include #include #include @@ -34,6 +39,8 @@ #include #include #include +#include +#include #include #include #include @@ -48,6 +55,13 @@ namespace Internal namespace SceneGraph { +#if defined(DEBUG_ENABLED) +namespace +{ +Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" ); +} // unnamed namespace +#endif + /** * Structure to contain internal data */ @@ -55,10 +69,14 @@ struct RenderManager::Impl { Impl( Integration::GlAbstraction& glAbstraction, Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::GlContextHelperAbstraction& glContextHelperAbstraction, Integration::DepthBufferAvailable depthBufferAvailableParam, Integration::StencilBufferAvailable stencilBufferAvailableParam ) - : context( glAbstraction ), + : context( glAbstraction, &surfaceContextContainer ), + currentContext( &context ), + glAbstraction( glAbstraction ), glSyncAbstraction( glSyncAbstraction ), + glContextHelperAbstraction( glContextHelperAbstraction ), renderQueue(), instructions(), renderAlgorithms(), @@ -75,10 +93,14 @@ struct RenderManager::Impl depthBufferAvailable( depthBufferAvailableParam ), stencilBufferAvailable( stencilBufferAvailableParam ) { + // 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->Initialize( 1u ); } ~Impl() { + threadPool.reset( nullptr ); // reset now to maintain correct destruction order } void AddRenderTracker( Render::RenderTracker* renderTracker ) @@ -92,6 +114,17 @@ struct RenderManager::Impl mRenderTrackers.EraseObject( renderTracker ); } + Context* CreateSurfaceContext() + { + surfaceContextContainer.PushBack( new Context( glAbstraction ) ); + return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ]; + } + + void DestroySurfaceContext( Context* surfaceContext ) + { + surfaceContextContainer.EraseObject( surfaceContext ); + } + void UpdateTrackers() { for( auto&& iter : mRenderTrackers ) @@ -102,8 +135,12 @@ struct RenderManager::Impl // the order is important for destruction, // programs are owned by context at the moment. - Context context; ///< holds the GL state + Context context; ///< Holds the GL state of the share resource context + Context* currentContext; ///< Holds the GL state of the current context for rendering + OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface + Integration::GlAbstraction& glAbstraction; ///< GL abstraction Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction + Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread. // Render instructions describe what should be rendered during RenderManager::Render() @@ -134,16 +171,21 @@ struct RenderManager::Impl Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available + std::unique_ptr threadPool; ///< The thread pool + Vector boundTextures; ///< The textures bound for rendering + Vector textureDependencyList; ///< The dependency list of binded textures }; RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::GlContextHelperAbstraction& glContextHelperAbstraction, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderManager* manager = new RenderManager; manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, + glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable ); return manager; @@ -285,10 +327,18 @@ void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, u sampler->mTWrapMode = static_cast(tWrapMode); } -void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer ) +void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer ) { - mImpl->frameBufferContainer.PushBack( frameBuffer ); - frameBuffer->Initialize(mImpl->context); + Render::FrameBuffer* frameBufferPtr = frameBuffer.Release(); + mImpl->frameBufferContainer.PushBack( frameBufferPtr ); + if ( frameBufferPtr->IsSurfaceBacked() ) + { + frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() ); + } + else + { + frameBufferPtr->Initialize( mImpl->context ); + } } void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) @@ -301,7 +351,15 @@ void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) if ( iter == frameBuffer ) { frameBuffer->Destroy( mImpl->context ); + + if ( frameBuffer->IsSurfaceBacked() ) + { + auto surfaceFrameBuffer = static_cast( frameBuffer ); + mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() ); + } + mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it + break; } } @@ -309,7 +367,11 @@ void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer ) { - frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); + if ( !frameBuffer->IsSurfaceBacked() ) + { + auto textureFrameBuffer = static_cast( frameBuffer ); + textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); + } } void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer ) @@ -397,7 +459,7 @@ ProgramCache* RenderManager::GetProgramCache() return &(mImpl->programController); } -void RenderManager::Render( Integration::RenderStatus& status, bool forceClear ) +void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly ) { DALI_PRINT_RENDER_START( mImpl->renderBufferIndex ); @@ -413,64 +475,94 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear ) const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); const bool haveInstructions = count > 0u; + DALI_LOG_INFO( gLogFilter, Debug::General, + "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", + haveInstructions ? "true" : "false", + mImpl->lastFrameWasRendered ? "true" : "false", + forceClear ? "true" : "false" ); + // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required). if( haveInstructions || mImpl->lastFrameWasRendered || forceClear ) { - // 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, 0u ); - - mImpl->context.Viewport( mImpl->defaultSurfaceRect.x, - mImpl->defaultSurfaceRect.y, - mImpl->defaultSurfaceRect.width, - mImpl->defaultSurfaceRect.height ); + DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" ); - 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 ) + if ( !uploadOnly ) { - mImpl->context.DepthMask( true ); - clearMask |= GL_DEPTH_BUFFER_BIT; + // Mark that we will require a post-render step to be performed (includes swap-buffers). + status.SetNeedsPostRender( true ); } - if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) + // Switch to the shared context + if ( mImpl->currentContext != &mImpl->context ) { - mImpl->context.ClearStencil( 0 ); - mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's - clearMask |= GL_STENCIL_BUFFER_BIT; - } + mImpl->currentContext = &mImpl->context; - mImpl->context.Clear( clearMask, Context::FORCE_CLEAR ); + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + } - // 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(); + // Clear the current cached program when the context is switched + mImpl->programController.ClearCurrentProgram(); + } + // Upload the geometries for( uint32_t i = 0; i < count; ++i ) { RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - DoRender( instruction ); + 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( *mImpl->currentContext ); + } + } + } + } + } } - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + if ( !uploadOnly ) + { + for( uint32_t i = 0; i < count; ++i ) + { + RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); + + DoRender( instruction ); + } + + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + } + + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + for ( auto&& context : mImpl->surfaceContextContainer ) + { + context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + } + } //Notify RenderGeometries that rendering has finished for ( auto&& iter : mImpl->geometryContainer ) @@ -478,6 +570,10 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear ) iter->OnRenderFinished(); } } + else + { + DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear ); + } mImpl->UpdateTrackers(); @@ -508,63 +604,258 @@ void RenderManager::DoRender( RenderInstruction& instruction ) clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; } - if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) + Rect surfaceRect = mImpl->defaultSurfaceRect; + Vector4 backgroundColor = mImpl->backgroundColor; + Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; + Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable; + + Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr; + if ( instruction.mFrameBuffer != 0 ) { - instruction.mFrameBuffer->Bind( mImpl->context ); - if ( instruction.mIsViewportSet ) + if ( instruction.mFrameBuffer->IsSurfaceBacked() ) { - // 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 ); + surfaceFrameBuffer = static_cast( instruction.mFrameBuffer ); + + if ( !surfaceFrameBuffer->IsSurfaceValid() ) + { + // Skip rendering the frame buffer if the render surface becomes invalid + return; + } + + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + Context* surfaceContext = surfaceFrameBuffer->GetContext(); + if ( mImpl->currentContext != surfaceContext ) + { + // Switch the correct context if rendering to a surface + mImpl->currentContext = surfaceContext; + surfaceFrameBuffer->MakeContextCurrent(); + + // Clear the current cached program when the context is switched + mImpl->programController.ClearCurrentProgram(); + } + } + + surfaceRect = Rect( 0, 0, static_cast( surfaceFrameBuffer->GetWidth() ), static_cast( surfaceFrameBuffer->GetHeight() ) ); + backgroundColor = surfaceFrameBuffer->GetBackgroundColor(); } else { - viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + // Switch to shared context for off-screen buffer + mImpl->currentContext = &mImpl->context; + + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + } + } + } + + DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() ); + + // 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(); + + if( instruction.mFrameBuffer ) + { + instruction.mFrameBuffer->Bind( *mImpl->currentContext ); + + if ( !instruction.mFrameBuffer->IsSurfaceBacked() ) + { + // 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() ); } } - else // !(instruction.mOffscreenTexture) + else + { + mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u ); + } + + 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 ); + + if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) + { + mImpl->currentContext->DepthMask( true ); + clearMask |= GL_DEPTH_BUFFER_BIT; + } + + if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) { - // switch rendering to adaptor provided (default) buffer - mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 ); + mImpl->currentContext->ClearStencil( 0 ); + mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's + clearMask |= GL_STENCIL_BUFFER_BIT; + } + mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); + + if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) + { + if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering + { + if ( instruction.mIsViewportSet ) + { + // 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 ); + } + else + { + viewportRect = surfaceRect; + } + } + else // Offscreen buffer rendering + { + if ( instruction.mIsViewportSet ) + { + // 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 ); + } + else + { + viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + } + } + } + else // No Offscreen frame buffer rendering + { // Check whether a viewport is specified, otherwise the full surface size is used - if ( instruction.mIsViewportSet ) + if ( instruction.mFrameBuffer != 0 ) { - // For glViewport the lower-left corner is (0,0) - const int32_t y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); + if ( instruction.mIsViewportSet ) + { + // 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 ); + } + else + { + viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + } } else { - viewportRect = mImpl->defaultSurfaceRect; + viewportRect = surfaceRect; } } - mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height); + mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height); if ( instruction.mIsClearColorSet ) { - mImpl->context.ClearColor( clearColor.r, - clearColor.g, - clearColor.b, - clearColor.a ); + mImpl->currentContext->ClearColor( clearColor.r, + clearColor.g, + clearColor.b, + clearColor.a ); // Clear the viewport area only - mImpl->context.SetScissorTest( true ); - mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height ); - mImpl->context.ColorMask( true ); - mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES ); - mImpl->context.SetScissorTest( false ); + 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 ); } + // Clear the list of bound textures + mImpl->boundTextures.Clear(); + mImpl->renderAlgorithms.ProcessRenderInstruction( instruction, - mImpl->context, + *mImpl->currentContext, mImpl->renderBufferIndex, - mImpl->depthBufferAvailable, - mImpl->stencilBufferAvailable ); + depthBufferAvailable, + stencilBufferAvailable, + mImpl->boundTextures ); - if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) ) + // Synchronise the FBO/Texture access when there are multiple contexts + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + // Check whether any binded texture is in the dependency list + bool textureFound = false; + + if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u ) + { + for ( auto textureId : mImpl->textureDependencyList ) + { + + textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), + [textureId]( GLuint id ) + { + return textureId == id; + } ) != mImpl->boundTextures.End(); + } + } + + if ( textureFound ) + { + + if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() ) + { + // For off-screen buffer + + // Wait until all rendering calls for the currently context are executed + mImpl->glContextHelperAbstraction.WaitClient(); + + // Clear the dependency list + mImpl->textureDependencyList.Clear(); + } + else + { + // For surface-backed frame buffer + + // Worker thread lambda function + auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction; + auto workerFunction = [&glContextHelperAbstraction]( int workerThread ) + { + // Switch to the shared context in the worker thread + glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + + // Wait until all rendering calls for the shared context are executed + glContextHelperAbstraction.WaitClient(); + + // Must clear the context in the worker thread + // Otherwise the shared context cannot be switched to from the render thread + glContextHelperAbstraction.MakeContextNull(); + }; + + auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction ); + if ( future ) + { + mImpl->threadPool->Wait(); + + // Clear the dependency list + mImpl->textureDependencyList.Clear(); + } + } + } + } + + if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) ) { // This will create a sync object every frame this render tracker // is alive (though it should be now be created only for @@ -572,6 +863,15 @@ void RenderManager::DoRender( RenderInstruction& instruction ) instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction ); instruction.mRenderTracker = NULL; // Only create once. } + + if ( surfaceFrameBuffer ) + { + surfaceFrameBuffer->PostRender(); + } + else + { + mImpl->currentContext->Flush(); + } } } // namespace SceneGraph