X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=711eef56d38f84445c7f5ebad5cf4fbbf6dbe33b;hb=4f0ede80df126cfec14cc4a8994924542b9c3f29;hp=eea391ae4ff3512b73f5a10a2459d007bce2df58;hpb=65ea1ce29680f2cac5d033cc98d9bc57cba82447;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 eea391a..711eef5 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2019 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,398 +19,345 @@ #include // INTERNAL INCLUDES +#include +#include #include -#include +#include +#include +#include #include -#include +#include +#include +#include #include -#include -#include - -namespace Dali -{ +#include +#include +#include +#include -namespace Internal +namespace Dali::Internal { - namespace { - - -/** - * Helper to set view and projection matrices once per program - * @param program to set the matrices to - * @param modelMatrix to set - * @param viewMatrix to set - * @param projectionMatrix to set - * @param modelViewMatrix to set - * @param modelViewProjectionMatrix to set - */ -inline void SetMatrices( Program& program, - const Matrix& modelMatrix, - const Matrix& viewMatrix, - const Matrix& projectionMatrix, - const Matrix& modelViewMatrix ) +// Helper to get the vertex input format +Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType) { - GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX ); - if( Program::UNIFORM_UNKNOWN != loc ) - { - program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() ); - } - loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX ); - if( Program::UNIFORM_UNKNOWN != loc ) + Dali::Graphics::VertexInputFormat type{}; + + switch(propertyType) { - if( program.GetViewMatrix() != &viewMatrix ) + case Property::NONE: + case Property::STRING: + case Property::ARRAY: + case Property::MAP: + case Property::EXTENTS: // i4? + case Property::RECTANGLE: // i4/f4? + case Property::ROTATION: { - program.SetViewMatrix( &viewMatrix ); - program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() ); + type = Dali::Graphics::VertexInputFormat::UNDEFINED; + break; } - } - // set projection matrix if program has not yet received it this frame or if it is dirty - loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX ); - if( Program::UNIFORM_UNKNOWN != loc ) - { - if( program.GetProjectionMatrix() != &projectionMatrix ) + case Property::BOOLEAN: + { + type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this? + break; + } + case Property::INTEGER: + { + type = Dali::Graphics::VertexInputFormat::INTEGER; // (short) + break; + } + case Property::FLOAT: + { + type = Dali::Graphics::VertexInputFormat::FLOAT; + break; + } + case Property::VECTOR2: { - program.SetProjectionMatrix( &projectionMatrix ); - program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() ); + type = Dali::Graphics::VertexInputFormat::FVECTOR2; + break; + } + case Property::VECTOR3: + { + type = Dali::Graphics::VertexInputFormat::FVECTOR3; + break; + } + case Property::VECTOR4: + { + type = Dali::Graphics::VertexInputFormat::FVECTOR4; + break; + } + case Property::MATRIX3: + case Property::MATRIX: + { + type = Dali::Graphics::VertexInputFormat::FLOAT; + break; } } - loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX); - if( Program::UNIFORM_UNKNOWN != loc ) + + return type; +} + +constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode) +{ + switch(mode) { - program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() ); + case Dali::FaceCullingMode::NONE: + { + return Graphics::CullMode::NONE; + } + case Dali::FaceCullingMode::FRONT: + { + return Graphics::CullMode::FRONT; + } + case Dali::FaceCullingMode::BACK: + { + return Graphics::CullMode::BACK; + } + case Dali::FaceCullingMode::FRONT_AND_BACK: + { + return Graphics::CullMode::FRONT_AND_BACK; + } } + return Graphics::CullMode::NONE; +} - loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX ); - if( Program::UNIFORM_UNKNOWN != loc ) +constexpr Graphics::BlendFactor ConvertBlendFactor(BlendFactor::Type blendFactor) +{ + switch(blendFactor) { - Matrix modelViewProjectionMatrix(false); - Matrix::Multiply( modelViewProjectionMatrix, modelViewMatrix, projectionMatrix ); - program.SetUniformMatrix4fv( loc, 1, modelViewProjectionMatrix.AsFloat() ); + case BlendFactor::ZERO: + return Graphics::BlendFactor::ZERO; + case BlendFactor::ONE: + return Graphics::BlendFactor::ONE; + case BlendFactor::SRC_COLOR: + return Graphics::BlendFactor::SRC_COLOR; + case BlendFactor::ONE_MINUS_SRC_COLOR: + return Graphics::BlendFactor::ONE_MINUS_SRC_COLOR; + case BlendFactor::SRC_ALPHA: + return Graphics::BlendFactor::SRC_ALPHA; + case BlendFactor::ONE_MINUS_SRC_ALPHA: + return Graphics::BlendFactor::ONE_MINUS_SRC_ALPHA; + case BlendFactor::DST_ALPHA: + return Graphics::BlendFactor::DST_ALPHA; + case BlendFactor::ONE_MINUS_DST_ALPHA: + return Graphics::BlendFactor::ONE_MINUS_DST_ALPHA; + case BlendFactor::DST_COLOR: + return Graphics::BlendFactor::DST_COLOR; + case BlendFactor::ONE_MINUS_DST_COLOR: + return Graphics::BlendFactor::ONE_MINUS_DST_COLOR; + case BlendFactor::SRC_ALPHA_SATURATE: + return Graphics::BlendFactor::SRC_ALPHA_SATURATE; + case BlendFactor::CONSTANT_COLOR: + return Graphics::BlendFactor::CONSTANT_COLOR; + case BlendFactor::ONE_MINUS_CONSTANT_COLOR: + return Graphics::BlendFactor::ONE_MINUS_CONSTANT_COLOR; + case BlendFactor::CONSTANT_ALPHA: + return Graphics::BlendFactor::CONSTANT_ALPHA; + case BlendFactor::ONE_MINUS_CONSTANT_ALPHA: + return Graphics::BlendFactor::ONE_MINUS_CONSTANT_ALPHA; } + return Graphics::BlendFactor{}; +} - loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX ); - if( Program::UNIFORM_UNKNOWN != loc ) +constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation) +{ + switch(blendEquation) { - Matrix3 normalMatrix; - normalMatrix = modelViewMatrix; - normalMatrix.Invert(); - normalMatrix.Transpose(); - program.SetUniformMatrix3fv( loc, 1, normalMatrix.AsFloat() ); + case DevelBlendEquation::ADD: + return Graphics::BlendOp::ADD; + case DevelBlendEquation::SUBTRACT: + return Graphics::BlendOp::SUBTRACT; + case DevelBlendEquation::REVERSE_SUBTRACT: + return Graphics::BlendOp::REVERSE_SUBTRACT; + case DevelBlendEquation::COLOR: + case DevelBlendEquation::COLOR_BURN: + case DevelBlendEquation::COLOR_DODGE: + case DevelBlendEquation::DARKEN: + case DevelBlendEquation::DIFFERENCE: + case DevelBlendEquation::EXCLUSION: + case DevelBlendEquation::HARD_LIGHT: + case DevelBlendEquation::HUE: + case DevelBlendEquation::LIGHTEN: + case DevelBlendEquation::LUMINOSITY: + case DevelBlendEquation::MAX: + case DevelBlendEquation::MIN: + case DevelBlendEquation::MULTIPLY: + case DevelBlendEquation::OVERLAY: + case DevelBlendEquation::SATURATION: + case DevelBlendEquation::SCREEN: + case DevelBlendEquation::SOFT_LIGHT: + return Graphics::BlendOp{}; } + return Graphics::BlendOp{}; } +/** + * Helper function to calculate the correct alignment of data for uniform buffers + * @param dataSize size of uniform buffer + * @return aligned offset of data + */ +inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize) +{ + return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u; } +} // 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) +{ + return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters); +} -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 ) -{ - return new Renderer( dataProvider, geometry, blendingBitmask, blendColor, - faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, - depthFunction, stencilParameters ); -} - -Renderer::Renderer( 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 ) -: mRenderDataProvider( dataProvider ), - mContext( NULL), - mGeometry( geometry ), +Renderer::Renderer(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) +: mGraphicsController(nullptr), + mRenderDataProvider(dataProvider), + mGeometry(geometry), + mProgramCache(nullptr), mUniformIndexMap(), - mAttributesLocation(), - mStencilParameters( stencilParameters ), + mAttributeLocations(), + mUniformsHash(), + mStencilParameters(stencilParameters), mBlendingOptions(), - mIndexedDrawFirstElement( 0 ), - mIndexedDrawElementsCount( 0 ), - mDepthFunction( depthFunction ), - mFaceCullingMode( faceCullingMode ), - mDepthWriteMode( depthWriteMode ), - mDepthTestMode( depthTestMode ), - mUpdateAttributesLocation( true ), - mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ), - mShaderChanged( false ) + mIndexedDrawFirstElement(0), + mIndexedDrawElementsCount(0), + mDepthFunction(depthFunction), + mFaceCullingMode(faceCullingMode), + mDepthWriteMode(depthWriteMode), + mDepthTestMode(depthTestMode), + mUpdateAttributeLocations(true), + mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled), + mShaderChanged(false), + mUpdated(true) { - if( blendingBitmask != 0u ) + if(blendingBitmask != 0u) { - mBlendingOptions.SetBitmask( blendingBitmask ); + mBlendingOptions.SetBitmask(blendingBitmask); } - mBlendingOptions.SetBlendColor( blendColor ); + mBlendingOptions.SetBlendColor(blendColor); } -void Renderer::Initialize( Context& context ) +void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager) { - mContext = &context; + mGraphicsController = &graphicsController; + mProgramCache = &programCache; + mShaderCache = &shaderCache; + mUniformBufferManager = &uniformBufferManager; } -Renderer::~Renderer() -{ -} +Renderer::~Renderer() = default; -void Renderer::SetGeometry( Render::Geometry* geometry ) +void Renderer::SetGeometry(Render::Geometry* geometry) { - mGeometry = geometry; - mUpdateAttributesLocation = true; + mGeometry = geometry; + mUpdateAttributeLocations = true; } - -void Renderer::SetBlending( Context& context, bool blend ) +void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size) { - context.SetBlend( blend ); - if( blend ) - { - // Blend color is optional and rarely used - const Vector4* blendColor = mBlendingOptions.GetBlendColor(); - if( blendColor ) - { - context.SetCustomBlendColor( *blendColor ); - } - else - { - context.SetDefaultBlendColor(); - } - - // Set blend source & destination factors - context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(), - mBlendingOptions.GetBlendDestFactorRgb(), - mBlendingOptions.GetBlendSrcFactorAlpha(), - mBlendingOptions.GetBlendDestFactorAlpha() ); - - // Set blend equations - context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(), - mBlendingOptions.GetBlendEquationAlpha() ); - } + mDrawCommands.clear(); + mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size); } -void Renderer::GlContextDestroyed() +void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector& boundTextures) { - mGeometry->GlContextDestroyed(); -} - -void Renderer::GlCleanup() -{ -} - -void Renderer::SetUniforms( 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->GetUniformMap(); - - if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) || - node.GetUniformMapChanged(bufferIndex) || - mUniformIndexMap.Count() == 0 || - mShaderChanged ) - { - // Reset shader pointer - mShaderChanged = false; - - const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex ); - const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex ); - - 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 ); - - uint32_t mapIndex = 0; - for(; mapIndex < uniformMap.Count() ; ++mapIndex ) - { - mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr; - mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName ); - } - - for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex ) - { - uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName ); - bool found(false); - for( uint32_t i = 0; ipropertyPtr; - found = true; - break; - } - } - - if( !found ) - { - mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr; - mUniformIndexMap[mapIndex].uniformIndex = uniformIndex; - ++mapIndex; - } - } - - mUniformIndexMap.Resize( mapIndex ); - } - - // Set uniforms in local map - for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(), - end = mUniformIndexMap.End() ; - iter != end ; - ++iter ) - { - SetUniformFromProperty( bufferIndex, program, *iter ); - } + uint32_t textureUnit = 0; - GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE ); - if( -1 != sizeLoc ) - { - program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z ); - } -} + std::vector& samplers(mRenderDataProvider->GetSamplers()); + std::vector& textures(mRenderDataProvider->GetTextures()); -void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map ) -{ - GLint location = program.GetUniformLocation(map.uniformIndex); - if( Program::UNIFORM_UNKNOWN != location ) + std::vector textureBindings; + for(uint32_t i = 0; i < static_cast(textures.size()); ++i) // not expecting more than uint32_t of textures { - // switch based on property type to use correct GL uniform setter - switch ( map.propertyValue->GetType() ) + if(textures[i] && textures[i]->GetGraphicsObject()) { - case Property::INTEGER: - { - program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) ); - break; - } - case Property::FLOAT: - { - program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) ); - break; - } - case Property::VECTOR2: - { - Vector2 value( map.propertyValue->GetVector2( bufferIndex ) ); - program.SetUniform2f( location, value.x, value.y ); - break; - } + // if the sampler exists, + // if it's default, delete the graphics object + // otherwise re-initialize it if dirty - case Property::VECTOR3: - { - Vector3 value( map.propertyValue->GetVector3( bufferIndex ) ); - program.SetUniform3f( location, value.x, value.y, value.z ); - break; - } + const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject() + : nullptr); - case Property::VECTOR4: - { - Vector4 value( map.propertyValue->GetVector4( bufferIndex ) ); - program.SetUniform4f( location, value.x, value.y, value.z, value.w ); - break; - } - - case Property::ROTATION: - { - Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) ); - program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w ); - break; - } - - case Property::MATRIX: - { - const Matrix& value = map.propertyValue->GetMatrix(bufferIndex); - program.SetUniformMatrix4fv(location, 1, value.AsFloat() ); - break; - } - - case Property::MATRIX3: - { - const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex); - program.SetUniformMatrix3fv(location, 1, value.AsFloat() ); - break; - } + boundTextures.PushBack(textures[i]->GetGraphicsObject()); + const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit}; + textureBindings.push_back(textureBinding); - default: - { - // Other property types are ignored - break; - } + ++textureUnit; } } -} -bool Renderer::BindTextures( Context& context, Program& program, Vector& boundTextures ) -{ - uint32_t textureUnit = 0; - bool result = true; - - GLint uniformLocation(-1); - std::vector& 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(!textureBindings.empty()) { - if( textures[i] ) - { - result = textures[i]->Bind(context, textureUnit, samplers[i] ); - boundTextures.PushBack( textures[i]->GetId() ); - if( result && program.GetSamplerUniformLocation( i, uniformLocation ) ) - { - program.SetUniform1i( uniformLocation, textureUnit ); - ++textureUnit; - } - } + commandBuffer.BindTextures(textureBindings); } - - return result; } -void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode ) +void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode) { - mFaceCullingMode = mode; + mFaceCullingMode = mode; + mUpdated = true; } -void Renderer::SetBlendingBitMask( uint32_t bitmask ) +void Renderer::SetBlendingBitMask(uint32_t bitmask) { - mBlendingOptions.SetBitmask( bitmask ); + mBlendingOptions.SetBitmask(bitmask); + mUpdated = true; } -void Renderer::SetBlendColor( const Vector4& color ) +void Renderer::SetBlendColor(const Vector4& color) { - mBlendingOptions.SetBlendColor( color ); + mBlendingOptions.SetBlendColor(color); + mUpdated = true; } -void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement ) +void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement) { mIndexedDrawFirstElement = firstElement; + mUpdated = true; } -void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount ) +void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount) { mIndexedDrawElementsCount = elementsCount; + mUpdated = true; } -void Renderer::EnablePreMultipliedAlpha( bool enable ) +void Renderer::EnablePreMultipliedAlpha(bool enable) { - mPremultipledAlphaEnabled = enable; + mPremultipliedAlphaEnabled = enable; + mUpdated = true; } -void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode ) +void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode) { mDepthWriteMode = depthWriteMode; + mUpdated = true; } -void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode ) +void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode) { mDepthTestMode = depthTestMode; + mUpdated = true; } DepthWriteMode::Type Renderer::GetDepthWriteMode() const @@ -423,9 +370,10 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const return mDepthTestMode; } -void Renderer::SetDepthFunction( DepthFunction::Type depthFunction ) +void Renderer::SetDepthFunction(DepthFunction::Type depthFunction) { mDepthFunction = depthFunction; + mUpdated = true; } DepthFunction::Type Renderer::GetDepthFunction() const @@ -433,9 +381,10 @@ DepthFunction::Type Renderer::GetDepthFunction() const return mDepthFunction; } -void Renderer::SetRenderMode( RenderMode::Type renderMode ) +void Renderer::SetRenderMode(RenderMode::Type renderMode) { mStencilParameters.renderMode = renderMode; + mUpdated = true; } RenderMode::Type Renderer::GetRenderMode() const @@ -443,9 +392,10 @@ RenderMode::Type Renderer::GetRenderMode() const return mStencilParameters.renderMode; } -void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction ) +void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction) { mStencilParameters.stencilFunction = stencilFunction; + mUpdated = true; } StencilFunction::Type Renderer::GetStencilFunction() const @@ -453,9 +403,10 @@ StencilFunction::Type Renderer::GetStencilFunction() const return mStencilParameters.stencilFunction; } -void Renderer::SetStencilFunctionMask( int stencilFunctionMask ) +void Renderer::SetStencilFunctionMask(int stencilFunctionMask) { mStencilParameters.stencilFunctionMask = stencilFunctionMask; + mUpdated = true; } int Renderer::GetStencilFunctionMask() const @@ -463,9 +414,10 @@ int Renderer::GetStencilFunctionMask() const return mStencilParameters.stencilFunctionMask; } -void Renderer::SetStencilFunctionReference( int stencilFunctionReference ) +void Renderer::SetStencilFunctionReference(int stencilFunctionReference) { mStencilParameters.stencilFunctionReference = stencilFunctionReference; + mUpdated = true; } int Renderer::GetStencilFunctionReference() const @@ -473,9 +425,10 @@ int Renderer::GetStencilFunctionReference() const return mStencilParameters.stencilFunctionReference; } -void Renderer::SetStencilMask( int stencilMask ) +void Renderer::SetStencilMask(int stencilMask) { mStencilParameters.stencilMask = stencilMask; + mUpdated = true; } int Renderer::GetStencilMask() const @@ -483,9 +436,10 @@ int Renderer::GetStencilMask() const return mStencilParameters.stencilMask; } -void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail ) +void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail) { mStencilParameters.stencilOperationOnFail = stencilOperationOnFail; + mUpdated = true; } StencilOperation::Type Renderer::GetStencilOperationOnFail() const @@ -493,9 +447,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const return mStencilParameters.stencilOperationOnFail; } -void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail ) +void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail) { mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail; + mUpdated = true; } StencilOperation::Type Renderer::GetStencilOperationOnZFail() const @@ -503,9 +458,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const return mStencilParameters.stencilOperationOnZFail; } -void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass ) +void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass) { mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass; + mUpdated = true; } StencilOperation::Type Renderer::GetStencilOperationOnZPass() const @@ -513,37 +469,545 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const return mStencilParameters.stencilOperationOnZPass; } -void Renderer::Upload( Context& context ) +void Renderer::Upload() +{ + mGeometry->Upload(*mGraphicsController); +} + +bool Renderer::Render(Graphics::CommandBuffer& commandBuffer, + BufferIndex bufferIndex, + const SceneGraph::NodeDataProvider& node, + const Matrix& modelMatrix, + const Matrix& modelViewMatrix, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + const Vector3& size, + bool blend, + Vector& boundTextures, + const Dali::Internal::SceneGraph::RenderInstruction& instruction, + uint32_t queueIndex) +{ + // Before doing anything test if the call happens in the right queue + if(mDrawCommands.empty() && queueIndex > 0) + { + return false; + } + + // Prepare commands + std::vector commands; + for(auto& cmd : mDrawCommands) + { + if(cmd.queue == queueIndex) + { + commands.emplace_back(&cmd); + } + } + + // Have commands but nothing to be drawn - abort + if(!mDrawCommands.empty() && commands.empty()) + { + return false; + } + + // Set blending mode + if(!mDrawCommands.empty()) + { + blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend; + } + + // Create Program + ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData(); + const std::vector& vertShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER); + const std::vector& fragShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER); + Dali::Graphics::Shader& vertexShader = mShaderCache->GetShader( + vertShader, + Graphics::PipelineStage::VERTEX_SHADER, + shaderData->GetSourceMode()); + + Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader( + fragShader, + Graphics::PipelineStage::FRAGMENT_SHADER, + shaderData->GetSourceMode()); + + std::vector shaderStates{ + Graphics::ShaderState() + .SetShader(vertexShader) + .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER), + Graphics::ShaderState() + .SetShader(fragmentShader) + .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)}; + + auto createInfo = Graphics::ProgramCreateInfo(); + createInfo.SetShaderState(shaderStates); + + auto graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr); + Program* program = Program::New(*mProgramCache, + shaderData, + *mGraphicsController, + std::move(graphicsProgram)); + + if(!program) + { + DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast(&mRenderDataProvider->GetShader())); + return false; + } + + // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one. + auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend); + + commandBuffer.BindPipeline(pipeline); + + BindTextures(commandBuffer, boundTextures); + + BuildUniformIndexMap(bufferIndex, node, size, *program); + + WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size); + + 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()) + { + drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount); + } + else + { + for(auto& cmd : commands) + { + mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount); + } + } + + mUpdated = false; + return drawn; +} + +void 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->GetUniformMap(); + + if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) || + node.GetUniformMapChanged(bufferIndex) || + mUniformIndexMap.Count() == 0 || + mShaderChanged) + { + // Reset shader pointer + mShaderChanged = false; + + const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex); + const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex); + + auto 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); + + // Copy uniform map into mUniformIndexMap + uint32_t mapIndex = 0; + for(; mapIndex < uniformMap.Count(); ++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; + } + + for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex) + { + auto hash = uniformMapNode[nodeMapIndex].uniformNameHash; + auto& name = uniformMapNode[nodeMapIndex].uniformName; + bool found(false); + for(uint32_t i = 0; i < uniformMap.Count(); ++i) + { + if(mUniformIndexMap[i].uniformNameHash == hash && + mUniformIndexMap[i].uniformName == name) + { + mUniformIndexMap[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; + ++mapIndex; + } + } + + mUniformIndexMap.Resize(mapIndex); + } +} + +void Renderer::WriteUniformBuffer( + BufferIndex bufferIndex, + Graphics::CommandBuffer& commandBuffer, + Program* program, + const SceneGraph::RenderInstruction& instruction, + const SceneGraph::NodeDataProvider& node, + const Matrix& modelMatrix, + const Matrix& modelViewMatrix, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + const Vector3& size) +{ + // Create the UBO + uint32_t uniformBlockAllocationBytes{0u}; + uint32_t uniformBlockMaxSize{0u}; + uint32_t uboOffset{0u}; + + auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram()); + for(auto i = 0u; i < reflection.GetUniformBlockCount(); ++i) + { + auto blockSize = GetUniformBufferDataAlignment(reflection.GetUniformBlockSize(i)); + if(uniformBlockMaxSize < blockSize) + { + uniformBlockMaxSize = blockSize; + } + uniformBlockAllocationBytes += blockSize; + } + + // Create uniform buffer view from uniform buffer + Graphics::UniquePtr uboView {nullptr}; + if(uniformBlockAllocationBytes) + { + auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool( bufferIndex ); + + uboView = uboPoolView->CreateUniformBufferView( uniformBlockAllocationBytes ); + } + + // update the uniform buffer + // pass shared UBO and offset, return new offset for next item to be used + // don't process bindings if there are no uniform buffers allocated + if(uboView) + { + auto uboCount = reflection.GetUniformBlockCount(); + mUniformBufferBindings.resize(uboCount); + + std::vector* bindings{&mUniformBufferBindings}; + + mUniformBufferBindings[0].buffer = uboView->GetBuffer( &mUniformBufferBindings[0].offset ); + + // Write default uniforms + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *uboView, *bindings, modelMatrix); + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, *bindings, viewMatrix); + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, *bindings, projectionMatrix); + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, *bindings, modelViewMatrix); + + auto mvpUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX); + if(mvpUniformInfo && !mvpUniformInfo->name.empty()) + { + Matrix modelViewProjectionMatrix(false); + Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); + WriteDefaultUniform(mvpUniformInfo, *uboView, *bindings, modelViewProjectionMatrix); + } + + auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX); + if(normalUniformInfo && !normalUniformInfo->name.empty()) + { + Matrix3 normalMatrix(modelViewMatrix); + normalMatrix.Invert(); + normalMatrix.Transpose(); + WriteDefaultUniform(normalUniformInfo, *uboView, *bindings, normalMatrix); + } + + Vector4 finalColor; + const Vector4& color = node.GetRenderColor(bufferIndex); + if(mPremultipliedAlphaEnabled) + { + float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex); + finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha); + } + else + { + finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex)); + } + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, *bindings, finalColor); + + // Write uniforms from the uniform map + FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex); + + // Write uSize in the end, as it shouldn't be overridable by dynamic properties. + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, *bindings, size); + + commandBuffer.BindUniformBuffers(*bindings); + } +} + +template +bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const std::vector& bindings, const T& data) +{ + if(uniformInfo && !uniformInfo->name.empty()) + { + WriteUniform(ubo, bindings, *uniformInfo, data); + return true; + } + return false; +} + +template +void Renderer::WriteUniform(Render::UniformBufferView& ubo, const std::vector& bindings, const Graphics::UniformInfo& uniformInfo, const T& data) +{ + WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T)); +} + +void Renderer::WriteUniform(Render::UniformBufferView& ubo, const std::vector& bindings, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size) +{ + ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset); +} + +void Renderer::FillUniformBuffer(Program& program, + const SceneGraph::RenderInstruction& instruction, + Render::UniformBufferView& ubo, + std::vector*& outBindings, + uint32_t& offset, + BufferIndex updateBufferIndex) +{ + auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram()); + auto uboCount = reflection.GetUniformBlockCount(); + + // Setup bindings + uint32_t dataOffset = offset; + for(auto i = 0u; i < uboCount; ++i) + { + mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i); + mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i); + + dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize); + mUniformBufferBindings[i].buffer = ubo.GetBuffer( &mUniformBufferBindings[i].offset ); + + for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(), + end = mUniformIndexMap.End(); + iter != end; + ++iter) + { + // @todo This means parsing the uniform string every frame. Instead, store the array index if present. + int arrayIndex = (*iter).arrayIndex; + + auto uniformInfo = Graphics::UniformInfo{}; + auto uniformFound = program.GetUniform((*iter).uniformName.GetCString(), + (*iter).uniformNameHashNoArray ? (*iter).uniformNameHashNoArray + : (*iter).uniformNameHash, + uniformInfo); + + if(uniformFound) + { + auto dst = ubo.GetOffset() + uniformInfo.offset; + switch((*iter).propertyValue->GetType()) + { + case Property::Type::BOOLEAN: + { + ubo.Write(&(*iter).propertyValue->GetBoolean(updateBufferIndex), + sizeof(bool), + dst + static_cast(sizeof(bool)) * arrayIndex); + break; + } + case Property::Type::INTEGER: + { + ubo.Write(&(*iter).propertyValue->GetInteger(updateBufferIndex), + sizeof(int32_t), + dst + static_cast(sizeof(int32_t)) * arrayIndex); + break; + } + case Property::Type::FLOAT: + { + ubo.Write(&(*iter).propertyValue->GetFloat(updateBufferIndex), + sizeof(float), + dst + static_cast(sizeof(float)) * arrayIndex); + break; + } + case Property::Type::VECTOR2: + { + ubo.Write(&(*iter).propertyValue->GetVector2(updateBufferIndex), + sizeof(Vector2), + dst + static_cast(sizeof(Vector2)) * arrayIndex); + break; + } + case Property::Type::VECTOR3: + { + ubo.Write(&(*iter).propertyValue->GetVector3(updateBufferIndex), + sizeof(Vector3), + dst + static_cast(sizeof(Vector3)) * arrayIndex); + break; + } + case Property::Type::VECTOR4: + { + ubo.Write(&(*iter).propertyValue->GetVector4(updateBufferIndex), + sizeof(Vector4), + dst + static_cast(sizeof(Vector4)) * arrayIndex); + break; + } + case Property::Type::MATRIX: + { + ubo.Write(&(*iter).propertyValue->GetMatrix(updateBufferIndex), + sizeof(Matrix), + dst + static_cast(sizeof(Matrix)) * arrayIndex); + break; + } + case Property::Type::MATRIX3: + { + // todo: handle data padding properly + // Vulkan: + // + //const auto& matrix = &(*iter).propertyValue->GetMatrix3(updateBufferIndex); + //for(int i = 0; i < 3; ++i) + //{ + //ubo.Write(&matrix->AsFloat()[i * 3], + // sizeof(float) * 3, + // dst + (i * static_cast(sizeof(Vector4)))); + //} + // GL: + ubo.Write(&(*iter).propertyValue->GetMatrix3(updateBufferIndex), + sizeof(Matrix3), + dst + static_cast(sizeof(Matrix3)) * arrayIndex); + break; + } + default: + { + } + } + } + } + } + // write output bindings + outBindings = &mUniformBufferBindings; + + // Update offset + offset = dataOffset; +} + +void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const +{ + sortAttributes.shader = &(mRenderDataProvider->GetShader()); + sortAttributes.geometry = mGeometry; +} + +void Renderer::SetShaderChanged(bool value) +{ + mShaderChanged = value; +} + +bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node) { - mGeometry->Upload( context ); + if(mUpdated) + { + mUpdated = false; + return true; + } + + if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged()) + { + return true; + } + + for(const auto& texture : mRenderDataProvider->GetTextures()) + { + if(texture && texture->IsNativeImage()) + { + 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->GetUniformMap(); + 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; } -void Renderer::Render( Context& context, - BufferIndex bufferIndex, - const SceneGraph::NodeDataProvider& node, - const Matrix& modelMatrix, - const Matrix& modelViewMatrix, - const Matrix& viewMatrix, - const Matrix& projectionMatrix, - const Vector3& size, - bool blend, - Vector& boundTextures, - const Dali::Internal::SceneGraph::RenderInstruction& instruction ) +Graphics::Pipeline& Renderer::PrepareGraphicsPipeline( + Program& program, + const Dali::Internal::SceneGraph::RenderInstruction& instruction, + const SceneGraph::NodeDataProvider& node, + bool blend) { - // Get the program to use: - Program* program = mRenderDataProvider->GetShader().GetProgram(); - if( !program ) + Graphics::InputAssemblyState inputAssemblyState{}; + Graphics::VertexInputState vertexInputState{}; + Graphics::ProgramState programState{}; + uint32_t bindingIndex{0u}; + + if(mUpdateAttributeLocations || mGeometry->AttributesChanged()) + { + mAttributeLocations.Clear(); + mUpdateAttributeLocations = true; + } + + auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram()); + + /** + * Bind Attributes + */ + uint32_t base = 0; + for(auto&& vertexBuffer : mGeometry->GetVertexBuffers()) { - DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) ); - return; + const VertexBuffer::Format& vertexFormat = *vertexBuffer->GetFormat(); + + vertexInputState.bufferBindings.emplace_back(vertexFormat.size, // stride + Graphics::VertexInputRate::PER_VERTEX); + + const uint32_t attributeCount = vertexBuffer->GetAttributeCount(); + for(uint32_t i = 0; i < attributeCount; ++i) + { + if(mUpdateAttributeLocations) + { + auto attributeName = vertexBuffer->GetAttributeName(i); + int32_t pLocation = reflection.GetVertexAttributeLocation(std::string(attributeName.GetStringView())); + if(-1 == pLocation) + { + DALI_LOG_WARNING("Attribute not found in the shader: %s\n", attributeName.GetCString()); + } + mAttributeLocations.PushBack(pLocation); + } + + auto location = static_cast(mAttributeLocations[base + i]); + + vertexInputState.attributes.emplace_back(location, + bindingIndex, + vertexFormat.components[i].offset, + GetPropertyVertexFormat(vertexFormat.components[i].type)); + } + base += attributeCount; + ++bindingIndex; } + mUpdateAttributeLocations = false; + + // Get the topology + inputAssemblyState.SetTopology(mGeometry->GetTopology()); + + // Get the program + programState.SetProgram(program.GetGraphicsProgram()); + + Graphics::RasterizationState rasterizationState{}; //Set cull face mode const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera(); - if (cam->GetReflectionUsed()) + if(cam->GetReflectionUsed()) { auto adjFaceCullingMode = mFaceCullingMode; - switch( mFaceCullingMode ) + switch(mFaceCullingMode) { case FaceCullingMode::Type::FRONT: { @@ -560,72 +1024,115 @@ void Renderer::Render( Context& context, // nothing to do, leave culling as it is } } - context.CullFace( adjFaceCullingMode ); + rasterizationState.SetCullMode(ConvertCullFace(adjFaceCullingMode)); } else { - context.CullFace( mFaceCullingMode ); + rasterizationState.SetCullMode(ConvertCullFace(mFaceCullingMode)); } - //Set blending mode - SetBlending( context, blend ); - - // Take the program into use so we can send uniforms to it - program->Use(); + rasterizationState.SetFrontFace(Graphics::FrontFace::COUNTER_CLOCKWISE); - if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) ) + /** + * Set Polygon mode + */ + switch(mGeometry->GetTopology()) { - // Only set up and draw if we have textures and they are all valid + case Graphics::PrimitiveTopology::TRIANGLE_LIST: + case Graphics::PrimitiveTopology::TRIANGLE_STRIP: + case Graphics::PrimitiveTopology::TRIANGLE_FAN: + rasterizationState.SetPolygonMode(Graphics::PolygonMode::FILL); + break; + case Graphics::PrimitiveTopology::LINE_LIST: + case Graphics::PrimitiveTopology::LINE_LOOP: + case Graphics::PrimitiveTopology::LINE_STRIP: + rasterizationState.SetPolygonMode(Graphics::PolygonMode::LINE); + break; + case Graphics::PrimitiveTopology::POINT_LIST: + rasterizationState.SetPolygonMode(Graphics::PolygonMode::POINT); + break; + } - // set projection and view matrix if program has not yet received them yet this frame - SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix ); + // @todo Add blend barrier to the Graphics API if we are using advanced + // blending options. Command? - // set color uniform - GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR ); - if( Program::UNIFORM_UNKNOWN != loc ) + Graphics::ColorBlendState colorBlendState{}; + colorBlendState.SetBlendEnable(false); + + if(blend) + { + colorBlendState.SetBlendEnable(true); + + Graphics::BlendOp rgbOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb()); + Graphics::BlendOp alphaOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb()); + if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipliedAlphaEnabled) { - const Vector4& color = node.GetRenderColor( bufferIndex ); - if( mPremultipledAlphaEnabled ) - { - float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex ); - program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha ); - } - else + if(rgbOp != alphaOp) { - program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) ); + DALI_LOG_ERROR("Advanced Blend Equation MUST be applied by using BlendEquation.\n"); + alphaOp = rgbOp; } } - SetUniforms( bufferIndex, node, size, *program ); + colorBlendState + .SetSrcColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorRgb())) + .SetSrcAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorAlpha())) + .SetDstColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorRgb())) + .SetDstAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorAlpha())) + .SetColorBlendOp(rgbOp) + .SetAlphaBlendOp(alphaOp); - if( mUpdateAttributesLocation || mGeometry->AttributesChanged() ) + // Blend color is optional and rarely used + auto* blendColor = const_cast(mBlendingOptions.GetBlendColor()); + if(blendColor) { - mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex ); - mUpdateAttributesLocation = false; + colorBlendState.SetBlendConstants(blendColor->AsFloat()); } - - mGeometry->Draw( context, - bufferIndex, - mAttributesLocation, - mIndexedDrawFirstElement, - mIndexedDrawElementsCount ); } -} -void Renderer::SetSortAttributes( BufferIndex bufferIndex, - SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const -{ - sortAttributes.shader = &( mRenderDataProvider->GetShader() ); - sortAttributes.geometry = mGeometry; -} + mUpdated = true; + + // Create the pipeline + Graphics::PipelineCreateInfo createInfo; + createInfo + .SetInputAssemblyState(&inputAssemblyState) + .SetVertexInputState(&vertexInputState) + .SetRasterizationState(&rasterizationState) + .SetColorBlendState(&colorBlendState) + .SetProgramState(&programState); + + // Store a pipeline per renderer per render (renderer can be owned by multiple nodes, + // and re-drawn in multiple instructions). + // @todo This is only needed because ColorBlend state can change. Fixme! + // This is ameliorated by the fact that implementation caches pipelines, and we're only storing + // handles. + auto hash = HashedPipeline::GetHash(&node, &instruction, blend); + HashedPipeline* hashedPipeline = nullptr; + for(auto& element : mGraphicsPipelines) + { + if(element.mHash == hash) + { + hashedPipeline = &element; + break; + } + } -void Renderer::SetShaderChanged( bool value ) -{ - mShaderChanged = value; + if(hashedPipeline != nullptr) + { + hashedPipeline->mGraphicsPipeline = mGraphicsController->CreatePipeline( + createInfo, + std::move(hashedPipeline->mGraphicsPipeline)); + } + else + { + mGraphicsPipelines.emplace_back(); + mGraphicsPipelines.back().mHash = hash; + mGraphicsPipelines.back().mGraphicsPipeline = mGraphicsController->CreatePipeline(createInfo, nullptr); + hashedPipeline = &mGraphicsPipelines.back(); + } + return *hashedPipeline->mGraphicsPipeline.get(); } -} // namespace SceneGraph - -} // namespace Internal +} // namespace Render } // namespace Dali