X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=ce2bb78d33923b11f27b586ba479b7fae18f5b26;hb=091424324901c46a18959bfc0dd52f7ce8a0a811;hp=03ca20a24bd180b993d4c402a5c7482bcd1c3c29;hpb=3d64028b759662e0f0d6aa159755066a3b83a281;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 03ca20a..ce2bb78 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 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. @@ -31,10 +31,7 @@ #include #include #include -#include #include -#include -#include #include #include #include @@ -60,7 +57,7 @@ typedef GeometryOwnerContainer::Iterator GeometryOwnerIter; typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer; typedef SamplerOwnerContainer::Iterator SamplerOwnerIter; -typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer; +typedef OwnerContainer< Render::Texture* > TextureOwnerContainer; typedef TextureOwnerContainer::Iterator TextureOwnerIter; typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer; @@ -79,14 +76,10 @@ typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter; struct RenderManager::Impl { Impl( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction, - LockedResourceQueue& textureUploadedQ, - TextureUploadedDispatcher& postProcessDispatcher ) + Integration::GlSyncAbstraction& glSyncAbstraction ) : context( glAbstraction ), glSyncAbstraction( glSyncAbstraction ), renderQueue(), - textureCache( renderQueue, postProcessDispatcher, context ), - textureUploadedQueue( textureUploadedQ ), instructions(), backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ), frameCount( 0 ), @@ -97,8 +90,6 @@ struct RenderManager::Impl textureContainer(), frameBufferContainer(), renderersAdded( false ), - firstRenderCompleted( false ), - defaultShader( NULL ), programController( glAbstraction ) { } @@ -115,15 +106,7 @@ 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() @@ -139,9 +122,6 @@ struct RenderManager::Impl 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 @@ -165,17 +145,16 @@ struct RenderManager::Impl 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 + }; RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction, - LockedResourceQueue& textureUploadedQ ) + Integration::GlSyncAbstraction& glSyncAbstraction ) { RenderManager* manager = new RenderManager; - manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager ); + manager->mImpl = new Impl( glAbstraction, + glSyncAbstraction ); return manager; } @@ -186,16 +165,6 @@ 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; } @@ -204,11 +173,6 @@ RenderQueue& RenderManager::GetRenderQueue() return mImpl->renderQueue; } -TextureCache& RenderManager::GetTextureCache() -{ - return mImpl->textureCache; -} - void RenderManager::ContextCreated() { mImpl->context.GlContextCreated(); @@ -223,8 +187,17 @@ void RenderManager::ContextDestroyed() mImpl->context.GlContextDestroyed(); mImpl->programController.GlContextDestroyed(); - // inform texture cache - mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids + //Inform textures + for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter ) + { + (*iter)->GlContextDestroyed(); + } + + //Inform framebuffers + for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter ) + { + (*iter)->GlContextDestroyed(); + } // inform renderers RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End(); @@ -236,11 +209,6 @@ void RenderManager::ContextDestroyed() } } -void RenderManager::DispatchTextureUploaded(ResourceId request) -{ - mImpl->textureUploadedQueue.PushBack( request ); -} - void RenderManager::SetShaderSaver( ShaderSaver& upstream ) { mImpl->programController.SetShaderSaver( upstream ); @@ -264,7 +232,7 @@ void RenderManager::SetDefaultSurfaceRect(const Rect& rect) void RenderManager::AddRenderer( Render::Renderer* renderer ) { // Initialize the renderer as we are now in render thread - renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache ); + renderer->Initialize( mImpl->context ); mImpl->rendererContainer.PushBack( renderer ); @@ -276,19 +244,7 @@ void RenderManager::AddRenderer( Render::Renderer* renderer ) 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 ) @@ -298,28 +254,16 @@ void RenderManager::AddSampler( Render::Sampler* 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; - } - } + mImpl->samplerContainer.EraseObject( sampler ); } -void RenderManager::AddTexture( Render::NewTexture* texture ) +void RenderManager::AddTexture( Render::Texture* texture ) { mImpl->textureContainer.PushBack( texture ); texture->Initialize(mImpl->context); } -void RenderManager::RemoveTexture( Render::NewTexture* texture ) +void RenderManager::RemoveTexture( Render::Texture* texture ) { DALI_ASSERT_DEBUG( NULL != texture ); @@ -337,12 +281,12 @@ void RenderManager::RemoveTexture( Render::NewTexture* texture ) } } -void RenderManager::UploadTexture( Render::NewTexture* texture, Vector& buffer, const NewTexture::UploadParams& params ) +void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params ) { - texture->Upload( mImpl->context, buffer, params ); + texture->Upload( mImpl->context, pixelData, params ); } -void RenderManager::GenerateMipmaps( Render::NewTexture* texture ) +void RenderManager::GenerateMipmaps( Render::Texture* texture ) { texture->GenerateMipmaps( mImpl->context ); } @@ -384,7 +328,7 @@ void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) } } -void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer ) +void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer ) { frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); } @@ -396,19 +340,7 @@ void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* 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; - } - } + mImpl->propertyBufferContainer.EraseObject( propertyBuffer ); } void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format ) @@ -433,19 +365,7 @@ void RenderManager::AddGeometry( Render::Geometry* 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; - } - } + mImpl->geometryContainer.EraseObject( geometry ); } void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer ) @@ -484,7 +404,7 @@ void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::Prop void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType ) { - geometry->SetGeometryType( Render::Geometry::GeometryType(geometryType) ); + geometry->SetType( Render::Geometry::Type(geometryType) ); } void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker ) @@ -497,17 +417,12 @@ 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 ); @@ -520,56 +435,46 @@ bool RenderManager::Render( Integration::RenderStatus& status ) // 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 ) + // 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 ) { - // 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(); - - // if we don't have default shader, no point doing the render calls - if( mImpl->defaultShader ) - { - size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); - for ( size_t i = 0; i < count; ++i ) - { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - - DoRender( instruction, *mImpl->defaultShader ); - } - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - mImpl->UpdateTrackers(); - - mImpl->firstRenderCompleted = true; - } + DoRender( instruction ); } + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + + mImpl->UpdateTrackers(); //Notify RenderGeometries that rendering has finished for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter ) @@ -585,12 +490,9 @@ bool RenderManager::Render( Integration::RenderStatus& status ) mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; DALI_PRINT_RENDER_END(); - - // 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 ) +void RenderManager::DoRender( RenderInstruction& instruction ) { Rect viewportRect; Vector4 clearColor; @@ -604,35 +506,7 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; } - FrameBufferTexture* offscreen = NULL; - - if ( instruction.mOffscreenTextureId != 0 ) - { - offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId ); - DALI_ASSERT_DEBUG( NULL != offscreen ); - - if( NULL != offscreen && - offscreen->Prepare() ) - { - // Check whether a viewport is specified, otherwise the full surface size is used - if ( instruction.mIsViewportSet ) - { - // For glViewport the lower-left corner is (0,0) - const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); - } - else - { - viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() ); - } - } - else - { - // Offscreen is NULL or could not be prepared. - return; - } - } - else if( instruction.mFrameBuffer != 0 ) + if( instruction.mFrameBuffer != 0 ) { instruction.mFrameBuffer->Bind( mImpl->context ); if ( instruction.mIsViewportSet ) @@ -683,17 +557,9 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha Render::ProcessRenderInstruction( instruction, mImpl->context, - mImpl->textureCache, - defaultShader, mImpl->renderBufferIndex ); - if(instruction.mOffscreenTextureId != 0) - { - GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - } - - if( instruction.mRenderTracker && offscreen != NULL ) + if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) ) { // This will create a sync object every frame this render tracker // is alive (though it should be now be created only for