X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=9324d86c3bb083e5b1f8003d52190a3d410b72cb;hb=baef81c81217e013c1cc253ac636f154c7e61370;hp=01c03e391ed916570c567c788574e870ae490e42;hpb=22bbf88067ca1c914055b2aa91f469760f12502f;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 01c03e3..9324d86 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. @@ -25,10 +25,6 @@ #include #include #include -#include -#include -#include -#include namespace Dali { @@ -111,36 +107,32 @@ 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, DepthTestMode::Type depthTestMode, DepthFunction::Type depthFunction, - StencilParameters& stencilParameters, - bool writeToColorBuffer ) + StencilParameters& stencilParameters ) { return new Renderer( dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, - depthFunction, stencilParameters, writeToColorBuffer ); + depthFunction, stencilParameters ); } 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, DepthTestMode::Type depthTestMode, DepthFunction::Type depthFunction, - StencilParameters& stencilParameters, - bool writeToColorBuffer ) + StencilParameters& stencilParameters ) : mRenderDataProvider( dataProvider ), mContext( NULL), - mTextureCache( NULL ), - mUniformNameCache( NULL ), mGeometry( geometry ), mUniformIndexMap(), mAttributesLocation(), @@ -152,38 +144,27 @@ Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider, mFaceCullingMode( faceCullingMode ), mDepthWriteMode( depthWriteMode ), mDepthTestMode( depthTestMode ), - mWriteToColorBuffer( writeToColorBuffer ), mUpdateAttributesLocation( true ), - mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ) + mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ), + mShaderChanged( false ) { - 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, Render::UniformNameCache& uniformNameCache ) +void Renderer::Initialize( Context& context ) { mContext = &context; - mTextureCache = &textureCache; - mUniformNameCache = &uniformNameCache; } Renderer::~Renderer() { } -void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider ) -{ - mRenderDataProvider = dataProvider; - mUpdateAttributesLocation = true; -} - void Renderer::SetGeometry( Render::Geometry* geometry ) { mGeometry = geometry; @@ -235,27 +216,32 @@ 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 || + mShaderChanged ) { + // Reset shader pointer + mShaderChanged = false; + 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& boundTextures ) { - unsigned int textureUnit = 0; + uint32_t textureUnit = 0; bool result = true; - std::vector& 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); result && 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 = program.GetSamplerUniformLocation( i, uniformLocation ) && - newTextures[i]->Bind(context, textureUnit, samplers[i] ); - - if( result ) + result = textures[i]->Bind(context, textureUnit, samplers[i] ); + boundTextures.PushBack( textures[i]->GetId() ); + if( result && program.GetSamplerUniformLocation( i, uniformLocation ) ) { program.SetUniform1i( uniformLocation, textureUnit ); ++textureUnit; @@ -427,22 +377,22 @@ 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; } @@ -482,14 +432,14 @@ DepthFunction::Type Renderer::GetDepthFunction() const return mDepthFunction; } -void Renderer::SetStencilMode( StencilMode::Type stencilMode ) +void Renderer::SetRenderMode( RenderMode::Type renderMode ) { - mStencilParameters.stencilMode = stencilMode; + mStencilParameters.renderMode = renderMode; } -StencilMode::Type Renderer::GetStencilMode() const +RenderMode::Type Renderer::GetRenderMode() const { - return mStencilParameters.stencilMode; + return mStencilParameters.renderMode; } void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction ) @@ -562,40 +512,28 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const return mStencilParameters.stencilOperationOnZPass; } -void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer ) +void Renderer::Upload( Context& context ) { - mWriteToColorBuffer = writeToColorBuffer; -} - -bool Renderer::GetWriteToColorBuffer() const -{ - return mWriteToColorBuffer; + 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, - bool blend ) + bool blend, + Vector& boundTextures ) { // 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.", (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 @@ -607,7 +545,7 @@ 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, boundTextures ) ) ) { // Only set up and draw if we have textures and they are all valid @@ -621,11 +559,12 @@ 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 ) ); } } @@ -637,26 +576,26 @@ void Renderer::Render( Context& context, mUpdateAttributesLocation = false; } - mGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount ); + mGeometry->Draw( context, + bufferIndex, + mAttributesLocation, + mIndexedDrawFirstElement, + mIndexedDrawElementsCount ); } } -void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& 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; } +void Renderer::SetShaderChanged( bool value ) +{ + mShaderChanged = value; +} + } // namespace SceneGraph } // namespace Internal