X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=e9e13e81b72a4187a36a945ddae269b83e3005e3;hb=14502a507909174b52e486a0ee7516cb26e6ad45;hp=d3190bf499c493579d490f4141343acf01a63246;hpb=6a54569308b889703a8679e7013210ad19192f74;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 d3190bf..e9e13e8 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) 2018 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 @@ -51,28 +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::NewTexture* > 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 */ @@ -80,26 +55,25 @@ struct RenderManager::Impl { Impl( Integration::GlAbstraction& glAbstraction, Integration::GlSyncAbstraction& glSyncAbstraction, - LockedResourceQueue& textureUploadedQ, - TextureUploadedDispatcher& postProcessDispatcher ) + Integration::DepthBufferAvailable depthBufferAvailableParam, + Integration::StencilBufferAvailable stencilBufferAvailableParam ) : context( glAbstraction ), glSyncAbstraction( glSyncAbstraction ), renderQueue(), - textureCache( renderQueue, postProcessDispatcher, context ), - textureUploadedQueue( textureUploadedQ ), 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 ), - programController( glAbstraction ) + lastFrameWasRendered( false ), + programController( glAbstraction ), + depthBufferAvailable( depthBufferAvailableParam ), + stencilBufferAvailable( stencilBufferAvailableParam ) { } @@ -115,67 +89,63 @@ 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. - 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 + 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. + uint32_t 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 + + Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available + Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available - 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::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderManager* manager = new RenderManager; - manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager ); + manager->mImpl = new Impl( glAbstraction, + glSyncAbstraction, + depthBufferAvailable, + stencilBufferAvailable ); return manager; } @@ -186,16 +156,6 @@ 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 +164,6 @@ RenderQueue& RenderManager::GetRenderQueue() return mImpl->renderQueue; } -TextureCache& RenderManager::GetTextureCache() -{ - return mImpl->textureCache; -} - void RenderManager::ContextCreated() { mImpl->context.GlContextCreated(); @@ -223,22 +178,23 @@ void RenderManager::ContextDestroyed() mImpl->context.GlContextDestroyed(); mImpl->programController.GlContextDestroyed(); - // inform texture cache - mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids + //Inform textures + for( auto&& texture : mImpl->textureContainer ) + { + texture->GlContextDestroyed(); + } - // inform renderers - RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End(); - RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin(); - for( ; iter != end; ++iter ) + //Inform framebuffers + for( auto&& framebuffer : mImpl->frameBufferContainer ) { - GlResourceOwner* renderer = *iter; - renderer->GlContextDestroyed(); // Clear up vertex buffers + framebuffer->GlContextDestroyed(); } -} -void RenderManager::DispatchTextureUploaded(ResourceId request) -{ - mImpl->textureUploadedQueue.PushBack( request ); + // inform renderers + for( auto&& renderer : mImpl->rendererContainer ) + { + renderer->GlContextDestroyed(); + } } void RenderManager::SetShaderSaver( ShaderSaver& upstream ) @@ -256,104 +212,73 @@ void RenderManager::SetBackgroundColor( const Vector4& color ) mImpl->backgroundColor = color; } -void RenderManager::SetDefaultSurfaceRect(const Rect& rect) +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->textureCache, mImpl->uniformNameCache ); - - mImpl->rendererContainer.PushBack( renderer ); + renderer->Initialize( mImpl->context ); - 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::NewTexture* 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::NewTexture* texture ) +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; } } } -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 ); } -void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode ) +void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode ) { sampler->mMinificationFilter = static_cast(minFilterMode); sampler->mMagnificationFilter = static_cast(magFilterMode ); } -void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode ) +void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode ) { sampler->mRWrapMode = static_cast(rWrapMode); sampler->mSWrapMode = static_cast(sWrapMode); @@ -370,96 +295,68 @@ 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; } } } -void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer ) +void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer ) { 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, uint32_t size ) { - propertyBuffer->SetData( data, size ); + propertyBuffer->SetData( data.Release(), size ); } -void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) +void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector& indices ) { geometry->SetIndexBuffer( 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; } } @@ -469,22 +366,20 @@ 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; } } } -void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType ) +void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType ) { - geometry->SetGeometryType( Render::Geometry::GeometryType(geometryType) ); + geometry->SetType( Render::Geometry::Type(geometryType) ); } void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker ) @@ -497,36 +392,35 @@ 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, bool forceClear ) { DALI_PRINT_RENDER_START( mImpl->renderBufferIndex ); // Core::Render documents that GL context must be current before calling Render DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() ); - status.SetHasRendered( false ); - // 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 uint32_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 || 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, 0 ); + mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u ); mImpl->context.Viewport( mImpl->defaultSurfaceRect.x, mImpl->defaultSurfaceRect.y, @@ -538,52 +432,57 @@ bool RenderManager::Render( Integration::RenderStatus& status ) 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 + // 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 ); - 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 ); + + 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(); - // if we don't have default shader, no point doing the render calls - if( mImpl->defaultShader ) + for( uint32_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 ); - - DoRender( instruction, *mImpl->defaultShader ); + RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - const RenderListContainer::SizeType countRenderList = instruction.RenderListCount(); - if ( countRenderList > 0 ) - { - status.SetHasRendered( true ); - } - } - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); + DoRender( instruction ); + } - mImpl->UpdateTrackers(); + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - 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(); - } + mImpl->UpdateTrackers(); + + // 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. @@ -593,14 +492,11 @@ 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; + Rect viewportRect; Vector4 clearColor; if ( instruction.mIsClearColorSet ) @@ -612,41 +508,13 @@ 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.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) { instruction.mFrameBuffer->Bind( mImpl->context ); if ( instruction.mIsViewportSet ) { // For glViewport the lower-left corner is (0,0) - const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; + 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 @@ -663,7 +531,7 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha if ( instruction.mIsViewportSet ) { // For glViewport the lower-left corner is (0,0) - const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y; + 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 ); } else @@ -689,19 +557,14 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha mImpl->context.SetScissorTest( false ); } - 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); - } + mImpl->renderAlgorithms.ProcessRenderInstruction( + instruction, + mImpl->context, + mImpl->renderBufferIndex, + mImpl->depthBufferAvailable, + mImpl->stencilBufferAvailable ); - 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