X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=a4ddb84b508530114a681ce2af4e9099cd9573cc;hb=cc17e51c101f23c848fa2348f6097473fff41f33;hp=e9f7b937f65ba62eef4c71e76987ec6d7526ed1f;hpb=b30bdab12215357d26d8b3aca47d225419eae5fd;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 e9f7b93..a4ddb84 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. @@ -48,28 +48,6 @@ 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 */ @@ -81,17 +59,16 @@ struct RenderManager::Impl 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 ), - firstRenderCompleted( false ), - defaultShader( NULL ), + lastFrameWasRendered( false ), programController( glAbstraction ) { } @@ -108,56 +85,47 @@ struct RenderManager::Impl 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 - 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 - 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 + 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 - bool renderersAdded; + bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions - RenderTrackerContainer mRenderTrackers; ///< List of render trackers + OwnerContainer< Render::RenderTracker* > 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 + ProgramController programController; ///< Owner of the GL programs }; @@ -200,24 +168,21 @@ 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(); } } @@ -241,78 +206,47 @@ 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 ) { - DALI_ASSERT_DEBUG( NULL != renderer ); - - RendererOwnerContainer& renderers = mImpl->rendererContainer; - - // Find the renderer - for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter ) - { - if ( *iter == renderer ) - { - renderers.Erase( iter ); // Renderer found; now destroy it - break; - } - } + 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 ) { - 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; - } - } + 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; } } } @@ -350,15 +284,13 @@ 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; } } @@ -369,36 +301,24 @@ 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 ) { - 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; - } - } + 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 ) @@ -406,40 +326,26 @@ 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 ) { - 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; - } - } + 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; } } @@ -449,14 +355,12 @@ 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; } } @@ -477,17 +381,12 @@ void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker ) mImpl->RemoveRenderTracker(renderTracker); } -void RenderManager::SetDefaultShader( Shader* shader ) -{ - mImpl->defaultShader = shader; -} - ProgramCache* RenderManager::GetProgramCache() { return &(mImpl->programController); } -bool RenderManager::Render( Integration::RenderStatus& status ) +void RenderManager::Render( Integration::RenderStatus& status ) { DALI_PRINT_RENDER_START( mImpl->renderBufferIndex ); @@ -495,16 +394,22 @@ bool 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 ); - // 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, @@ -526,36 +431,33 @@ bool RenderManager::Render( Integration::RenderStatus& status ) 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 ); + 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(); - // 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 ); + } - DoRender( instruction, *mImpl->defaultShader ); - } - 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(); } } - //Notify RenderGeometries that rendering has finished - for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter ) - { - (*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. @@ -565,11 +467,9 @@ bool RenderManager::Render( Integration::RenderStatus& status ) mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; DALI_PRINT_RENDER_END(); - - return false; } -void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader ) +void RenderManager::DoRender( RenderInstruction& instruction ) { Rect viewportRect; Vector4 clearColor; @@ -583,7 +483,7 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; } - if( instruction.mFrameBuffer != 0 ) + if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) { instruction.mFrameBuffer->Bind( mImpl->context ); if ( instruction.mIsViewportSet ) @@ -632,10 +532,7 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha mImpl->context.SetScissorTest( false ); } - Render::ProcessRenderInstruction( instruction, - mImpl->context, - defaultShader, - mImpl->renderBufferIndex ); + mImpl->renderAlgorithms.ProcessRenderInstruction( instruction, mImpl->context, mImpl->renderBufferIndex ); if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) ) {