X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=2222abd8eaca46afaa418da6e742e65bdcc68c64;hb=6d4b6de12867b318f41562184baba1022c487d4b;hp=42d748a7a0a1bea02fa16ecba58c6bca38f901f1;hpb=0fb5f4124e065cb93c2278d96260759fc463a51b;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/renderers/render-renderer.cpp b/dali/internal/render/renderers/render-renderer.cpp index 42d748a..2222abd 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2019 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. @@ -25,8 +25,6 @@ #include #include #include -#include -#include namespace Dali { @@ -109,8 +107,8 @@ namespace Render Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider, Render::Geometry* geometry, - unsigned int blendingBitmask, - const Vector4* blendColor, + uint32_t blendingBitmask, + const Vector4& blendColor, FaceCullingMode::Type faceCullingMode, bool preMultipliedAlphaEnabled, DepthWriteMode::Type depthWriteMode, @@ -125,8 +123,8 @@ Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider, Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider, Render::Geometry* geometry, - unsigned int blendingBitmask, - const Vector4* blendColor, + uint32_t blendingBitmask, + const Vector4& blendColor, FaceCullingMode::Type faceCullingMode, bool preMultipliedAlphaEnabled, DepthWriteMode::Type depthWriteMode, @@ -135,7 +133,6 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider, StencilParameters& stencilParameters ) : mRenderDataProvider( dataProvider ), mContext( NULL), - mTextureCache( NULL ), mGeometry( geometry ), mUniformIndexMap(), mAttributesLocation(), @@ -148,46 +145,25 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider, mDepthWriteMode( depthWriteMode ), mDepthTestMode( depthTestMode ), mUpdateAttributesLocation( true ), - mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ), - mBatchingEnabled( false ) + mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ) { - if( blendingBitmask != 0u ) + if( blendingBitmask != 0u ) { mBlendingOptions.SetBitmask( blendingBitmask ); } - if( blendColor ) - { - mBlendingOptions.SetBlendColor( *blendColor ); - } + mBlendingOptions.SetBlendColor( blendColor ); } -void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache ) +void Renderer::Initialize( Context& context ) { mContext = &context; - mTextureCache = &textureCache; } Renderer::~Renderer() { } -void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider ) -{ - mRenderDataProvider = dataProvider; - mUpdateAttributesLocation = true; - - //Check that the number of textures match the number of samplers in the shader - size_t textureCount = dataProvider->GetTextures().size() + dataProvider->GetNewTextures().size(); - Program* program = dataProvider->GetShader().GetProgram(); - if( program && program->GetActiveSamplerCount() != textureCount ) - { - DALI_LOG_ERROR("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n", - program->GetActiveSamplerCount(), - textureCount ); - } -} - void Renderer::SetGeometry( Render::Geometry* geometry ) { mGeometry = geometry; @@ -239,27 +215,28 @@ void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataP const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap(); if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) || - node.GetUniformMapChanged(bufferIndex)) + node.GetUniformMapChanged(bufferIndex) || + mUniformIndexMap.Count() == 0) { const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex ); const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex ); - unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count(); + uint32_t maxMaps = static_cast( uniformMap.Count() + uniformMapNode.Count() ); // 4,294,967,295 maps should be enough mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size mUniformIndexMap.Resize( maxMaps ); - unsigned int mapIndex(0); + uint32_t mapIndex = 0; for(; mapIndex < uniformMap.Count() ; ++mapIndex ) { mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr; mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName ); } - for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex ) + for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex ) { - unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName ); + uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName ); bool found(false); - for( unsigned int i(0); i& samplers( mRenderDataProvider->GetSamplers() ); - - std::vector& textures( mRenderDataProvider->GetTextures() ); GLint uniformLocation(-1); - for( size_t i(0); result && imBitfield; - } - - texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield ); - - ++textureUnit; - } - } - } - } - - std::vector& newTextures( mRenderDataProvider->GetNewTextures() ); - for( size_t i(0); i& samplers( mRenderDataProvider->GetSamplers() ); + std::vector& textures( mRenderDataProvider->GetTextures() ); + for( uint32_t i = 0; i < static_cast( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures { - if( newTextures[i] ) + if( textures[i] ) { - result = newTextures[i]->Bind(context, textureUnit, samplers[i] ); + result = textures[i]->Bind(context, textureUnit, samplers[i] ); if( result && program.GetSamplerUniformLocation( i, uniformLocation ) ) { program.SetUniform1i( uniformLocation, textureUnit ); @@ -429,22 +371,22 @@ void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode ) mFaceCullingMode = mode; } -void Renderer::SetBlendingBitMask( unsigned int bitmask ) +void Renderer::SetBlendingBitMask( uint32_t bitmask ) { mBlendingOptions.SetBitmask( bitmask ); } -void Renderer::SetBlendColor( const Vector4* color ) +void Renderer::SetBlendColor( const Vector4& color ) { - mBlendingOptions.SetBlendColor( *color ); + mBlendingOptions.SetBlendColor( color ); } -void Renderer::SetIndexedDrawFirstElement( size_t firstElement ) +void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement ) { mIndexedDrawFirstElement = firstElement; } -void Renderer::SetIndexedDrawElementsCount( size_t elementsCount ) +void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount ) { mIndexedDrawElementsCount = elementsCount; } @@ -564,36 +506,27 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const return mStencilParameters.stencilOperationOnZPass; } -void Renderer::SetBatchingEnabled( bool batchingEnabled ) +void Renderer::Upload( Context& context ) { - mBatchingEnabled = batchingEnabled; + mGeometry->Upload( context ); } void Renderer::Render( Context& context, - SceneGraph::TextureCache& textureCache, BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, - SceneGraph::Shader& defaultShader, const Matrix& modelMatrix, const Matrix& modelViewMatrix, const Matrix& viewMatrix, const Matrix& projectionMatrix, const Vector3& size, - Render::Geometry* externalGeometry, bool blend ) { // Get the program to use: Program* program = mRenderDataProvider->GetShader().GetProgram(); if( !program ) { - // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program - program = defaultShader.GetProgram(); - DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." ); - if( !program ) - { - DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() ); - return; - } + DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) ); + return; } //Set cull face mode @@ -605,7 +538,7 @@ void Renderer::Render( Context& context, // Take the program into use so we can send uniforms to it program->Use(); - if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) ) + if( DALI_LIKELY( BindTextures( context, *program ) ) ) { // Only set up and draw if we have textures and they are all valid @@ -619,40 +552,35 @@ void Renderer::Render( Context& context, const Vector4& color = node.GetRenderColor( bufferIndex ); if( mPremultipledAlphaEnabled ) { - program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a ); + float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex ); + program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha ); } else { - program->SetUniform4f( loc, color.r, color.g, color.b, color.a ); + program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) ); } } SetUniforms( bufferIndex, node, size, *program ); - Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry; - if( mUpdateAttributesLocation || geometry->AttributesChanged() ) + if( mUpdateAttributesLocation || mGeometry->AttributesChanged() ) { - geometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex ); + mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex ); mUpdateAttributesLocation = false; } - geometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount ); + mGeometry->Draw( context, + bufferIndex, + mAttributesLocation, + mIndexedDrawFirstElement, + mIndexedDrawElementsCount ); } } -void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const +void Renderer::SetSortAttributes( BufferIndex bufferIndex, + SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const { sortAttributes.shader = &( mRenderDataProvider->GetShader() ); - const std::vector& textures( mRenderDataProvider->GetTextures() ); - if( !textures.empty() ) - { - sortAttributes.textureResourceId = textures[0].GetTextureId(); - } - else - { - sortAttributes.textureResourceId = Integration::InvalidResourceId; - } - sortAttributes.geometry = mGeometry; }