X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=45aa582d4e2da75fbcc8a71ecd0faea97c0e7872;hb=a513234144a775134eff3a24144983a5e374d1d5;hp=40490fb81438a675a20ebf5f4f2af4207fb92e98;hpb=14dc21f060cc6ec28838d3c38cf3aa335cb8e28e;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 40490fb..45aa582 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2022 Samsung Electronics Co., Ltd. + * Copyright (c) 2023 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. @@ -22,6 +22,9 @@ #include #include #include +#include +#include +#include #include #include #include @@ -143,22 +146,57 @@ inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize) return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u; } +/** + * @brief Store latest binded RenderGeometry, and help that we can skip duplicated vertex attributes bind. + * + * @param[in] geometry Current geometry to be used, or nullptr if render finished + * @return True if we can reuse latest binded vertex attributes. False otherwise. + */ +inline bool ReuseLatestBindedVertexAttributes(const Render::Geometry* geometry) +{ + static const Render::Geometry* gLatestVertexBindedGeometry = nullptr; + if(gLatestVertexBindedGeometry == geometry) + { + return true; + } + gLatestVertexBindedGeometry = geometry; + return false; +} + } // namespace namespace Render { -Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider, - Render::Geometry* geometry, - uint32_t blendingBitmask, - const Vector4& blendColor, - FaceCullingMode::Type faceCullingMode, - bool preMultipliedAlphaEnabled, - DepthWriteMode::Type depthWriteMode, - DepthTestMode::Type depthTestMode, - DepthFunction::Type depthFunction, - StencilParameters& stencilParameters) +namespace { - return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters); +MemoryPoolObjectAllocator gRenderRendererMemoryPool; +} + +void Renderer::PrepareCommandBuffer() +{ + // Reset latest geometry informations, So we can bind the first of geometry. + ReuseLatestBindedVertexAttributes(nullptr); + + // todo : Fill here as many caches as we can store for reduce the number of command buffers +} + +RendererKey Renderer::NewKey(SceneGraph::RenderDataProvider* dataProvider, + Render::Geometry* geometry, + uint32_t blendingBitmask, + const Vector4& blendColor, + FaceCullingMode::Type faceCullingMode, + bool preMultipliedAlphaEnabled, + DepthWriteMode::Type depthWriteMode, + DepthTestMode::Type depthTestMode, + DepthFunction::Type depthFunction, + StencilParameters& stencilParameters) +{ + void* ptr = gRenderRendererMemoryPool.AllocateRawThreadSafe(); + auto key = gRenderRendererMemoryPool.GetKeyFromPtr(static_cast(ptr)); + + // Use placement new to construct renderer. + new(ptr) Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters); + return RendererKey(key); } Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider, @@ -175,8 +213,6 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider, mRenderDataProvider(dataProvider), mGeometry(geometry), mProgramCache(nullptr), - mUniformIndexMap(), - mUniformsHash(), mStencilParameters(stencilParameters), mBlendingOptions(), mIndexedDrawFirstElement(0), @@ -186,8 +222,7 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider, mDepthWriteMode(depthWriteMode), mDepthTestMode(depthTestMode), mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled), - mShaderChanged(false), - mUpdated(true) + mShaderChanged(false) { if(blendingBitmask != 0u) { @@ -208,11 +243,21 @@ void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache Renderer::~Renderer() = default; +void Renderer::operator delete(void* ptr) +{ + gRenderRendererMemoryPool.FreeThreadSafe(static_cast(ptr)); +} + +Renderer* Renderer::Get(RendererKey::KeyType rendererKey) +{ + return gRenderRendererMemoryPool.GetPtrFromKey(rendererKey); +} + void Renderer::SetGeometry(Render::Geometry* geometry) { mGeometry = geometry; - mUpdated = true; } + void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size) { mDrawCommands.clear(); @@ -223,8 +268,8 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector* textures(mRenderDataProvider->GetTextures()); - const Dali::Vector* samplers(mRenderDataProvider->GetSamplers()); + auto textures(mRenderDataProvider->GetTextures()); + auto samplers(mRenderDataProvider->GetSamplers()); std::vector textureBindings; @@ -264,49 +309,41 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector(new RenderCallbackInput); + } + Graphics::DrawNativeInfo info{}; info.api = Graphics::DrawNativeAPI::GLES; info.callback = &static_cast(*mRenderCallback); - info.userData = &mRenderCallbackInput; - info.reserved = nullptr; + info.userData = mRenderCallbackInput.get(); + + // Set storage for the context to be used + info.glesNativeInfo.eglSharedContextStoragePointer = &mRenderCallbackInput->eglContext; + info.reserved = nullptr; + + auto& textureResources = mRenderCallback->GetTextureResources(); + + if(!textureResources.empty()) + { + mRenderCallbackTextureBindings.clear(); + mRenderCallbackInput->textureBindings.resize(textureResources.size()); + auto i = 0u; + for(auto& texture : textureResources) + { + auto& textureImpl = GetImplementation(texture); + auto graphicsTexture = textureImpl.GetRenderTextureKey()->GetGraphicsObject(); + + auto properties = mGraphicsController->GetTextureProperties(*graphicsTexture); + + mRenderCallbackTextureBindings.emplace_back(graphicsTexture); + mRenderCallbackInput->textureBindings[i++] = properties.nativeHandle; + } + info.textureCount = mRenderCallbackTextureBindings.size(); + info.textureList = mRenderCallbackTextureBindings.data(); + } // pass render callback input - mRenderCallbackInput.size = size; - mRenderCallbackInput.projection = projectionMatrix; - Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix); + mRenderCallbackInput->size = size; + mRenderCallbackInput->projection = projectionMatrix; + + MatrixUtils::MultiplyProjectionMatrix(mRenderCallbackInput->mvp, modelViewMatrix, projectionMatrix); // submit draw commandBuffer.DrawNative(&info); @@ -531,62 +589,106 @@ bool Renderer::Render(Graphics::CommandBuffer& comma BindTextures(commandBuffer, boundTextures); - BuildUniformIndexMap(bufferIndex, node, size, *program); + std::size_t nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program); - WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size); + WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size, nodeIndex); bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet // @todo We should detect this case much earlier to prevent unnecessary work - if(mDrawCommands.empty()) + // Reuse latest binded vertex attributes location, or Bind buffers to attribute locations. + if(ReuseLatestBindedVertexAttributes(mGeometry) || mGeometry->BindVertexAttributes(commandBuffer)) { - drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount); + if(mDrawCommands.empty()) + { + drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount); + } + else + { + for(auto& cmd : commands) + { + drawn |= mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount); + } + } } else { - for(auto& cmd : commands) - { - mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount); - } + // BindVertexAttributes failed. Reset cached geometry. + ReuseLatestBindedVertexAttributes(nullptr); } - mUpdated = false; return drawn; } -void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program) +std::size_t Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program) { // Check if the map has changed DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available"); const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider(); + const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetCollectedUniformMap(); + const SceneGraph::UniformMap& uniformMapNode = node.GetNodeUniformMap(); + + bool updateMaps; + + // Usual case is to only have 1 node, however we do allow multiple nodes to reuse the same + // renderer, so we have to cache uniform map per render item (node / renderer pair). + + // Specially, if node don't have uniformMap, we mark nodePtr as nullptr. + // So, all nodes without uniformMap will share same UniformIndexMap, contains only render data providers. + const auto nodePtr = uniformMapNode.Count() ? &node : nullptr; + + const auto nodeChangeCounter = nodePtr ? uniformMapNode.GetChangeCounter() : 0; + const auto renderItemMapChangeCounter = uniformMap.GetChangeCounter(); + + auto iter = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; }); - if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) || - node.GetUniformMapChanged(bufferIndex) || - mUniformIndexMap.Count() == 0 || - mShaderChanged) + std::size_t renderItemMapIndex; + if(iter == mNodeIndexMap.end()) + { + renderItemMapIndex = mUniformIndexMaps.size(); + RenderItemLookup renderItemLookup; + renderItemLookup.node = nodePtr; + renderItemLookup.index = renderItemMapIndex; + renderItemLookup.nodeChangeCounter = nodeChangeCounter; + renderItemLookup.renderItemMapChangeCounter = renderItemMapChangeCounter; + mNodeIndexMap.emplace_back(renderItemLookup); + + updateMaps = true; + mUniformIndexMaps.resize(mUniformIndexMaps.size() + 1); + } + else + { + renderItemMapIndex = iter->index; + + updateMaps = (nodeChangeCounter != iter->nodeChangeCounter) || + (renderItemMapChangeCounter != iter->renderItemMapChangeCounter) || + (mUniformIndexMaps[renderItemMapIndex].size() == 0); + + iter->nodeChangeCounter = nodeChangeCounter; + iter->renderItemMapChangeCounter = renderItemMapChangeCounter; + } + + if(updateMaps || mShaderChanged) { // Reset shader pointer mShaderChanged = false; - const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex); - const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex); - const uint32_t mapCount = uniformMap.Count(); const uint32_t mapNodeCount = uniformMapNode.Count(); - mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size - mUniformIndexMap.Resize(mapCount + mapNodeCount); + mUniformIndexMaps[renderItemMapIndex].clear(); // Clear contents, but keep memory if we don't change size + mUniformIndexMaps[renderItemMapIndex].resize(mapCount + mapNodeCount); // Copy uniform map into mUniformIndexMap uint32_t mapIndex = 0; for(; mapIndex < mapCount; ++mapIndex) { - mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr; - mUniformIndexMap[mapIndex].uniformName = uniformMap[mapIndex].uniformName; - mUniformIndexMap[mapIndex].uniformNameHash = uniformMap[mapIndex].uniformNameHash; - mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray; - mUniformIndexMap[mapIndex].arrayIndex = uniformMap[mapIndex].arrayIndex; + mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue = uniformMap.mUniformMap[mapIndex].propertyPtr; + mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName = uniformMap.mUniformMap[mapIndex].uniformName; + mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash = uniformMap.mUniformMap[mapIndex].uniformNameHash; + mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMap.mUniformMap[mapIndex].uniformNameHashNoArray; + mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex = uniformMap.mUniformMap[mapIndex].arrayIndex; } for(uint32_t nodeMapIndex = 0; nodeMapIndex < mapNodeCount; ++nodeMapIndex) @@ -596,28 +698,29 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N bool found(false); for(uint32_t i = 0; i < mapCount; ++i) { - if(mUniformIndexMap[i].uniformNameHash == hash && - mUniformIndexMap[i].uniformName == name) + if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash && + mUniformIndexMaps[renderItemMapIndex][i].uniformName == name) { - mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr; - found = true; + mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr; + found = true; break; } } if(!found) { - mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr; - mUniformIndexMap[mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName; - mUniformIndexMap[mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash; - mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray; - mUniformIndexMap[mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex; + mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr; + mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName; + mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash; + mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray; + mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex; ++mapIndex; } } - mUniformIndexMap.Resize(mapIndex); + mUniformIndexMaps[renderItemMapIndex].resize(mapIndex); } + return renderItemMapIndex; } void Renderer::WriteUniformBuffer( @@ -630,7 +733,8 @@ void Renderer::WriteUniformBuffer( const Matrix& modelViewMatrix, const Matrix& viewMatrix, const Matrix& projectionMatrix, - const Vector3& size) + const Vector3& size, + std::size_t nodeIndex) { // Create the UBO uint32_t uboOffset{0u}; @@ -669,7 +773,7 @@ void Renderer::WriteUniformBuffer( if(mvpUniformInfo && !mvpUniformInfo->name.empty()) { Matrix modelViewProjectionMatrix(false); - Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); + MatrixUtils::MultiplyProjectionMatrix(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix); } @@ -697,7 +801,7 @@ void Renderer::WriteUniformBuffer( WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color); // Write uniforms from the uniform map - FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex); + FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex, nodeIndex); // Write uSize in the end, as it shouldn't be overridable by dynamic properties. WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, size); @@ -733,7 +837,8 @@ void Renderer::FillUniformBuffer(Program& p Render::UniformBufferView& ubo, std::vector*& outBindings, uint32_t& offset, - BufferIndex updateBufferIndex) + BufferIndex updateBufferIndex, + std::size_t nodeIndex) { auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram()); auto uboCount = reflection.GetUniformBlockCount(); @@ -748,8 +853,8 @@ void Renderer::FillUniformBuffer(Program& p dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize); mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset); - for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(), - end = mUniformIndexMap.End(); + for(auto iter = mUniformIndexMaps[nodeIndex].begin(), + end = mUniformIndexMaps[nodeIndex].end(); iter != end; ++iter) { @@ -813,15 +918,9 @@ void Renderer::SetShaderChanged(bool value) mShaderChanged = value; } -bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node) +bool Renderer::Updated(BufferIndex bufferIndex) { - if(mUpdated) - { - mUpdated = false; - return true; - } - - if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged()) + if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged() || mRenderDataProvider->IsUpdated()) { return true; } @@ -832,47 +931,26 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter) { auto texture = *iter; - if(texture && texture->IsNativeImage()) + if(texture && texture->Updated()) { return true; } } } - - uint64_t hash = 0xc70f6907UL; - const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex); - for(const auto& uniformProperty : uniformMapNode) - { - hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash); - } - - const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider(); - const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex); - for(const auto& uniformProperty : uniformMap) - { - hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash); - } - - if(mUniformsHash != hash) - { - mUniformsHash = hash; - return true; - } - return false; } +Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex bufferIndex, const Vector4& originalUpdateArea) const noexcept +{ + return mRenderDataProvider->GetVisualTransformedUpdateArea(bufferIndex, originalUpdateArea); +} + Graphics::Pipeline& Renderer::PrepareGraphicsPipeline( Program& program, const Dali::Internal::SceneGraph::RenderInstruction& instruction, const SceneGraph::NodeDataProvider& node, bool blend) { - if(mGeometry->AttributesChanged()) - { - mUpdated = true; - } - // Prepare query info PipelineCacheQueryInfo queryInfo{}; queryInfo.program = &program;