X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=ba07eac79f938dc82a5939481742b9f34ddc55cb;hb=6c5c060ed2522dd0df1de807296079c9a18c1ee5;hp=72b9632c0a38dc84d8461036037c7e4639e4f6f4;hpb=9e6b2a7b4a12aea1e89b204e3a3b89096d6d2cad;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 72b9632..ba07eac 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -95,13 +95,8 @@ inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int } return newScissorArea; } - -/** - * @brief The number of dirty rects per renderer in itemDirtyRects list. - * If this value is 3, keep only last 3 dirty rects for the same node and renderer. - */ -constexpr int MAX_DIRTY_RECT_PER_RENDERER = 3; } // namespace + /** * Structure to contain internal data */ @@ -194,6 +189,8 @@ struct RenderManager::Impl std::unique_ptr threadPool; ///< The thread pool Vector boundTextures; ///< The textures bound for rendering Vector textureDependencyList; ///< The dependency list of bound textures + + bool commandBufferSubmitted{false}; }; RenderManager* RenderManager::New(Graphics::Controller& graphicsController, @@ -351,6 +348,11 @@ void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel); } +void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel) +{ + frameBuffer->SetMultiSamplingLevel(multiSamplingLevel); +} + void RenderManager::AddVertexBuffer(OwnerPointer& vertexBuffer) { mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release()); @@ -470,6 +472,8 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear geom->Upload(mImpl->graphicsController); } } + + mImpl->commandBufferSubmitted = false; } void RenderManager::PreRender(Integration::Scene& scene, std::vector>& damagedRects) @@ -522,6 +526,7 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions. DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect); + bool cleanDamagedRect = false; // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number. // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end()); @@ -538,37 +543,36 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& if(instruction.mFrameBuffer) { - return; // TODO: reset, we don't deal with render tasks with framebuffers (for now) + cleanDamagedRect = true; + continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now) } const Camera* camera = instruction.GetCamera(); - if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION) + if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION) { - const Node* node = instruction.GetCamera()->GetNode(); - if(node) + Vector3 position; + Vector3 scale; + Quaternion orientation; + camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale); + + Vector3 orientationAxis; + Radian orientationAngle; + orientation.ToAxisAngle(orientationAxis, orientationAngle); + + if(position.x > Math::MACHINE_EPSILON_10000 || + position.y > Math::MACHINE_EPSILON_10000 || + orientationAxis != Vector3(0.0f, 1.0f, 0.0f) || + orientationAngle != ANGLE_180 || + scale != Vector3(1.0f, 1.0f, 1.0f)) { - Vector3 position; - Vector3 scale; - Quaternion orientation; - node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale); - - Vector3 orientationAxis; - Radian orientationAngle; - orientation.ToAxisAngle(orientationAxis, orientationAngle); - - if(position.x > Math::MACHINE_EPSILON_10000 || - position.y > Math::MACHINE_EPSILON_10000 || - orientationAxis != Vector3(0.0f, 1.0f, 0.0f) || - orientationAngle != ANGLE_180 || - scale != Vector3(1.0f, 1.0f, 1.0f)) - { - return; - } + cleanDamagedRect = true; + continue; } } else { - return; + cleanDamagedRect = true; + continue; } Rect viewportRect; @@ -578,7 +582,8 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height); if(viewportRect.IsEmpty() || !viewportRect.IsValid()) { - return; // just skip funny use cases for now, empty viewport means it is set somewhere else + cleanDamagedRect = true; + continue; // just skip funny use cases for now, empty viewport means it is set somewhere else } } else @@ -602,22 +607,40 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex) { RenderItem& item = renderList->GetItem(listIndex); - // If the item does 3D transformation, do early exit and clean the damaged rect array + // If the item does 3D transformation, make full update if(item.mUpdateArea == Vector4::ZERO) { - return; + cleanDamagedRect = true; + + // Save the full rect in the damaged list. We need it when this item is removed + DirtyRect dirtyRect(item.mNode, item.mRenderer, surfaceRect); + auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); + if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer) + { + // Replace the rect + dirtyRectPos->visited = true; + dirtyRectPos->rect = dirtyRect.rect; + } + else + { + // Else, just insert the new dirtyrect in the correct position + itemsDirtyRects.insert(dirtyRectPos, dirtyRect); + } + continue; } Rect rect; - DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect); + DirtyRect dirtyRect(item.mNode, item.mRenderer, rect); // If the item refers to updated node or renderer. if(item.mIsUpdated || (item.mNode && - (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode))))) + (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex))))) { item.mIsUpdated = false; - rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(item.mUpdateArea.x, item.mUpdateArea.y, 0.0f), Vector3(item.mUpdateArea.z, item.mUpdateArea.w, 0.0f), viewportRect.width, viewportRect.height); + Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea; + + rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height); if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty()) { const int left = rect.x; @@ -630,51 +653,22 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& rect.height = ((bottom + 16) / 16) * 16 - rect.y; // Found valid dirty rect. - // 1. Mark the related dirty rects as visited so they will not be removed below. - // 2. Keep only last "MAX_DIRTY_RECT_PER_RENDERER" dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1). - // 3-1. If itemDirtyRect hold MAX_DIRTY_RECT_PER_RENDERER rects, remove oldest one and insert it in the sorted array of the dirty rects. - // 3-2. Else, Insert it in the sorted array of the dirty rects. dirtyRect.rect = rect; auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); - auto originDirtyRectPos = dirtyRectPos; - bool hasMaxDirtyRect = false; - while(dirtyRectPos != itemsDirtyRects.end()) + if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer) { - if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) - { - break; - } - - dirtyRectPos->visited = true; + // Same item, merge it with the previous rect rect.Merge(dirtyRectPos->rect); - ++dirtyRectPos; - - if((dirtyRectPos - originDirtyRectPos) == MAX_DIRTY_RECT_PER_RENDERER) // no more than MAX_DIRTY_RECT_PER_RENDERER previous rects - { - hasMaxDirtyRect = true; - break; - } - } - - if(hasMaxDirtyRect) - { - // If we have already MAX_DIRTY_RECT_PER_RENDERER for the same item, just copy it. - // Remove the oldest rect (at pos + MAX_DIRTY_RECT_PER_RENDERER - 1) - // and move other rects one step. - // and insert new dirtyRect at originDirtyRectPos. - auto pos = originDirtyRectPos - itemsDirtyRects.begin(); - for(auto i = MAX_DIRTY_RECT_PER_RENDERER - 1; i > 0; i--) - { - itemsDirtyRects[pos + i] = itemsDirtyRects[pos + i - 1]; - } - itemsDirtyRects[pos] = dirtyRect; + // Replace the rect + dirtyRectPos->visited = true; + dirtyRectPos->rect = dirtyRect.rect; } else { // Else, just insert the new dirtyrect in the correct position - itemsDirtyRects.insert(originDirtyRectPos, dirtyRect); + itemsDirtyRects.insert(dirtyRectPos, dirtyRect); } damagedRects.push_back(rect); @@ -685,15 +679,16 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& // 1. The item is not dirty, the node and renderer referenced by the item are still exist. // 2. Mark the related dirty rects as visited so they will not be removed below. auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); - while(dirtyRectPos != itemsDirtyRects.end()) + if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer) { - if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) - { - break; - } - dirtyRectPos->visited = true; - dirtyRectPos++; + } + else + { + // The item is not in the list for some reason. Add it! + dirtyRect.rect = surfaceRect; + itemsDirtyRects.insert(dirtyRectPos, dirtyRect); + cleanDamagedRect = true; // And make full update at this frame } } } @@ -721,13 +716,10 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& } itemsDirtyRects.resize(j - itemsDirtyRects.begin()); - damagedRectCleaner.SetCleanOnReturn(false); - // Reset updated flag from the root - Layer* root = sceneObject->GetRoot(); - if(root) + if(!cleanDamagedRect) { - root->SetUpdatedTree(false); + damagedRectCleaner.SetCleanOnReturn(false); } } @@ -785,7 +777,11 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: Rect viewportRect; - int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation(); + int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation(); + if(surfaceOrientation >= 360) + { + surfaceOrientation -= 360; + } // @todo Should these be part of scene? Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; @@ -944,7 +940,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: // Scissor's value should be set based on the default system coordinates. // When the surface is rotated, the input values already were set with the rotated angle. // So, re-calculation is needed. - scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect); + scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect); // Begin render pass mainCommandBuffer->BeginRenderPass( @@ -969,7 +965,8 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: mImpl->boundTextures, viewportRect, clippingRect, - surfaceOrientation); + surfaceOrientation, + Uint16Pair(surfaceRect.width, surfaceRect.height)); Graphics::SyncObject* syncObject{nullptr}; // If the render instruction has an associated render tracker (owned separately) @@ -987,6 +984,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex); mImpl->renderAlgorithms.SubmitCommandBuffer(); + mImpl->commandBufferSubmitted = true; std::sort(targetstoPresent.begin(), targetstoPresent.end()); @@ -1003,12 +1001,29 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: void RenderManager::PostRender() { + if(!mImpl->commandBufferSubmitted) + { + // Rendering is skipped but there may be pending tasks. Flush them. + Graphics::SubmitInfo submitInfo; + submitInfo.cmdBuffer.clear(); // Only flush + submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH; + mImpl->graphicsController.SubmitCommandBuffers(submitInfo); + + mImpl->commandBufferSubmitted = true; + } + // Notify RenderGeometries that rendering has finished for(auto&& iter : mImpl->geometryContainer) { iter->OnRenderFinished(); } + // Notify RenderTexture that rendering has finished + for(auto&& iter : mImpl->textureContainer) + { + iter->OnRenderFinished(); + } + mImpl->UpdateTrackers(); uint32_t count = 0u;