X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=fc2ceb7bef7dd8b4d4bb57fb5984b90707f2c145;hb=973cf3df73929e9a036818aba12a8a1e682c513a;hp=803f35a7640c2b0c9a2dc53cb60aa7e2e5a99228;hpb=21fc234fc49d66e688ac6d482f9846404704432f;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 803f35a..fc2ceb7 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2021 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 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. @@ -24,11 +24,11 @@ // INTERNAL INCLUDES #include #include -#include #include #include +#include #include #include @@ -36,6 +36,7 @@ #include #include #include +#include #include #include #include @@ -43,7 +44,7 @@ #include #include -#include +#include namespace Dali { @@ -95,6 +96,7 @@ inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int return newScissorArea; } } // namespace + /** * Structure to contain internal data */ @@ -121,10 +123,11 @@ struct RenderManager::Impl partialUpdateAvailable(partialUpdateAvailableParam) { // 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 = std::make_unique(); threadPool->Initialize(1u); - uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController)); + uniformBufferManager = std::make_unique(&graphicsController); + pipelineCache = std::make_unique(graphicsController); } ~Impl() @@ -173,10 +176,11 @@ struct RenderManager::Impl OwnerContainer mRenderTrackers; ///< List of render trackers - ProgramController programController; ///< Owner of the GL programs + ProgramController programController; ///< Owner of the programs Render::ShaderCache shaderCache; ///< The cache for the graphics shaders std::unique_ptr uniformBufferManager; ///< The uniform buffer manager + std::unique_ptr pipelineCache; Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available @@ -185,6 +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, @@ -222,7 +228,7 @@ void RenderManager::SetShaderSaver(ShaderSaver& upstream) void RenderManager::AddRenderer(OwnerPointer& renderer) { // Initialize the renderer as we are now in render thread - renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get())); + renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get())); mImpl->rendererContainer.PushBack(renderer.Release()); } @@ -253,15 +259,13 @@ void RenderManager::RemoveTexture(Render::Texture* texture) { DALI_ASSERT_DEBUG(NULL != texture); - // Find the texture, use reference to pointer so we can do the erase safely - for(auto&& iter : mImpl->textureContainer) + // Find the texture, use std::find so we can do the erase safely + auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture); + + if(iter != mImpl->textureContainer.end()) { - if(iter == texture) - { - texture->Destroy(); - mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it - return; - } + texture->Destroy(); + mImpl->textureContainer.Erase(iter); // Texture found; now destroy it } } @@ -299,16 +303,13 @@ void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer) { DALI_ASSERT_DEBUG(nullptr != frameBuffer); - // Find the sampler, use reference so we can safely do the erase - for(auto&& iter : mImpl->frameBufferContainer) - { - if(iter == frameBuffer) - { - frameBuffer->Destroy(); - mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it + // Find the framebuffer, use std:find so we can safely do the erase + auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer); - break; - } + if(iter != mImpl->frameBufferContainer.end()) + { + frameBuffer->Destroy(); + mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it } } @@ -379,7 +380,12 @@ void RenderManager::AddGeometry(OwnerPointer& geometry) void RenderManager::RemoveGeometry(Render::Geometry* geometry) { - mImpl->geometryContainer.EraseObject(geometry); + auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry); + + if(iter != mImpl->geometryContainer.end()) + { + mImpl->geometryContainer.Erase(iter); + } } void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer) @@ -427,7 +433,7 @@ void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker) mImpl->RemoveRenderTracker(renderTracker); } -void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly) +void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear) { DALI_PRINT_RENDER_START(mImpl->renderBufferIndex); @@ -456,45 +462,13 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n"); // Upload the geometries - for(auto& i : mImpl->sceneContainer) + for(auto&& geom : mImpl->geometryContainer) { - RenderInstructionContainer& instructions = i->GetRenderInstructions(); - for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j) - { - RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j); - - 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(); - } - } - } - } - } - } + geom->Upload(mImpl->graphicsController); } } + + mImpl->commandBufferSubmitted = false; } void RenderManager::PreRender(Integration::Scene& scene, std::vector>& damagedRects) @@ -516,8 +490,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& class DamagedRectsCleaner { public: - explicit DamagedRectsCleaner(std::vector>& damagedRects) + explicit DamagedRectsCleaner(std::vector>& damagedRects, Rect& surfaceRect) : mDamagedRects(damagedRects), + mSurfaceRect(surfaceRect), mCleanOnReturn(true) { } @@ -532,22 +507,25 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& if(mCleanOnReturn) { mDamagedRects.clear(); + mDamagedRects.push_back(mSurfaceRect); } } private: std::vector>& mDamagedRects; + Rect mSurfaceRect; bool mCleanOnReturn; }; Rect surfaceRect = sceneObject->GetSurfaceRect(); // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions. - DamagedRectsCleaner damagedRectCleaner(damagedRects); + 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()); - std::vector& itemsDirtyRects = sceneInternal.GetItemsDirtyRects(); + std::vector& itemsDirtyRects = sceneObject->GetItemsDirtyRects(); for(DirtyRect& dirtyRect : itemsDirtyRects) { dirtyRect.visited = false; @@ -564,28 +542,24 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& } 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; - } + return; } } else @@ -616,85 +590,93 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& for(RenderListContainer::SizeType index = 0u; index < count; ++index) { const RenderList* renderList = instruction.GetRenderList(index); - if(renderList && !renderList->IsEmpty()) + if(renderList) { - const std::size_t listCount = renderList->Count(); - for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex) + if(!renderList->IsEmpty()) { - RenderItem& item = renderList->GetItem(listIndex); - // If the item does 3D transformation, do early exit and clean the damaged rect array - if(item.mUpdateSize == Vector3::ZERO) + const std::size_t listCount = renderList->Count(); + for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex) { - return; - } + RenderItem& item = renderList->GetItem(listIndex); + // If the item does 3D transformation, make full update + if(item.mUpdateArea == Vector4::ZERO) + { + cleanDamagedRect = true; - Rect rect; - DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, 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.mIsUpdated = false; - item.mNode->SetUpdated(false); + // 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 = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height); - if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty()) + Rect 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))))) { - const int left = rect.x; - const int top = rect.y; - const int right = rect.x + rect.width; - const int bottom = rect.y + rect.height; - rect.x = (left / 16) * 16; - rect.y = (top / 16) * 16; - rect.width = ((right + 16) / 16) * 16 - rect.x; - rect.height = ((bottom + 16) / 16) * 16 - rect.y; - - // Found valid dirty rect. - // 1. Insert it in the sorted array of the dirty rects. - // 2. Mark the related dirty rects as visited so they will not be removed below. - // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1). - dirtyRect.rect = rect; - auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); - dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect); + item.mIsUpdated = false; - int c = 1; - while(++dirtyRectPos != itemsDirtyRects.end()) + 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); + if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty()) { - if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) + const int left = rect.x; + const int top = rect.y; + const int right = rect.x + rect.width; + const int bottom = rect.y + rect.height; + rect.x = (left / 16) * 16; + rect.y = (top / 16) * 16; + rect.width = ((right + 16) / 16) * 16 - rect.x; + rect.height = ((bottom + 16) / 16) * 16 - rect.y; + + // Found valid dirty rect. + dirtyRect.rect = rect; + auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect); + + if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer) { - break; - } - - dirtyRectPos->visited = true; - Rect& dirtRect = dirtyRectPos->rect; - rect.Merge(dirtRect); + // Same item, merge it with the previous rect + rect.Merge(dirtyRectPos->rect); - c++; - if(c > 3) // no more then 3 previous rects + // Replace the rect + dirtyRectPos->visited = true; + dirtyRectPos->rect = dirtyRect.rect; + } + else { - itemsDirtyRects.erase(dirtyRectPos); - break; + // Else, just insert the new dirtyrect in the correct position + itemsDirtyRects.insert(dirtyRectPos, dirtyRect); } - } - damagedRects.push_back(rect); + damagedRects.push_back(rect); + } } - } - else - { - // 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()) + else { - if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer) + // 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); + if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer) { - break; + dirtyRectPos->visited = true; + } + else + { + // The item is not in the list for some reason. Add it! + itemsDirtyRects.insert(dirtyRectPos, dirtyRect); } - - dirtyRectPos->visited = true; - dirtyRectPos++; } } } @@ -721,17 +703,36 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector>& } itemsDirtyRects.resize(j - itemsDirtyRects.begin()); - damagedRectCleaner.SetCleanOnReturn(false); + + if(!cleanDamagedRect) + { + damagedRectCleaner.SetCleanOnReturn(false); + } + + // Reset updated flag from the root + Layer* root = sceneObject->GetRoot(); + if(root) + { + root->SetUpdatedTree(false); + } } void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo) { - Rect clippingRect; + SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject(); + Rect clippingRect = sceneObject->GetSurfaceRect(); + RenderScene(status, scene, renderToFbo, clippingRect); } void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect& clippingRect) { + if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty()) + { + // ClippingRect is empty. Skip rendering + return; + } + // Reset main algorithms command buffer mImpl->renderAlgorithms.ResetCommandBuffer(); @@ -744,6 +745,18 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: std::vector targetstoPresent; + Rect surfaceRect = sceneObject->GetSurfaceRect(); + if(clippingRect == surfaceRect) + { + // Full rendering case + // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty. + // To reduce side effects, keep this logic now. + clippingRect = Rect(); + } + + // Prepare to lock and map standalone uniform buffer. + mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex); + for(uint32_t i = 0; i < count; ++i) { RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i); @@ -758,8 +771,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: Rect viewportRect; - Rect surfaceRect = sceneObject->GetSurfaceRect(); - int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation(); + int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation(); // @todo Should these be part of scene? Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; @@ -856,7 +868,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: // Offscreen buffer rendering if(instruction.mIsViewportSet) { - // For glViewport the lower-left corner is (0,0) + // For Viewport 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); } @@ -871,7 +883,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: // 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) + // For Viewport 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); } @@ -918,7 +930,7 @@ 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( @@ -943,58 +955,8 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: mImpl->boundTextures, viewportRect, clippingRect, - surfaceOrientation); - - // Synchronise the FBO/Texture access - - // Check whether any bound texture is in the dependency list - bool textureFound = false; - - if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u) - { - for(auto texture : mImpl->textureDependencyList) - { - textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) { - return texture == graphicsTexture; - }) != mImpl->boundTextures.End(); - } - } - - if(textureFound) - { - if(instruction.mFrameBuffer) - { - // For off-screen buffer - - // Clear the dependency list - mImpl->textureDependencyList.Clear(); - } - else - { - // Worker thread lambda function - auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction(); - 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(); - } - } - } + surfaceOrientation, + Uint16Pair(surfaceRect.width, surfaceRect.height)); Graphics::SyncObject* syncObject{nullptr}; // If the render instruction has an associated render tracker (owned separately) @@ -1007,7 +969,12 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: } mainCommandBuffer->EndRenderPass(syncObject); } + + // Unlock standalone uniform buffer. + mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex); + mImpl->renderAlgorithms.SubmitCommandBuffer(); + mImpl->commandBufferSubmitted = true; std::sort(targetstoPresent.begin(), targetstoPresent.end()); @@ -1022,8 +989,19 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration:: } } -void RenderManager::PostRender(bool uploadOnly) +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) {