X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=c6083a717e07010660966992be96ead805063d0b;hb=eb07b0dfcfa3c654cb7e200e259571c4f8b6e50e;hp=014936a6d5f631c67ad2a231c0b31e97b48f1ff9;hpb=ea188edd2634c45c1d222cf5a2e1a4b205ae2803;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 014936a..c6083a7 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -19,252 +19,93 @@ #include // INTERNAL INCLUDES -#include #include +#include #include #include #include #include -#include #include #include #include #include +#include +#include #include -#include +#include #include +#include -namespace Dali -{ -namespace Internal +namespace Dali::Internal { namespace { -// Size of uniform buffer page used when resizing -constexpr uint32_t UBO_PAGE_SIZE = 8192u; - -// UBO allocation threshold below which the UBO will shrink -constexpr auto UBO_SHRINK_THRESHOLD = 0.75f; - -/** - * 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 property value getter by type +typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const; +constexpr FuncGetter GetPropertyValueGetter(Property::Type type) { - 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) - { - if(program.GetViewMatrix() != &viewMatrix) - { - program.SetViewMatrix(&viewMatrix); - program.SetUniformMatrix4fv(loc, 1, viewMatrix.AsFloat()); - } - } - // 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) - { - program.SetProjectionMatrix(&projectionMatrix); - program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat()); - } - } - loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX); - if(Program::UNIFORM_UNKNOWN != loc) - { - program.SetUniformMatrix4fv(loc, 1, modelViewMatrix.AsFloat()); - } - - loc = program.GetUniformLocation(Program::UNIFORM_MVP_MATRIX); - if(Program::UNIFORM_UNKNOWN != loc) - { - Matrix modelViewProjectionMatrix(false); - Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); - program.SetUniformMatrix4fv(loc, 1, modelViewProjectionMatrix.AsFloat()); - } - - loc = program.GetUniformLocation(Program::UNIFORM_NORMAL_MATRIX); - if(Program::UNIFORM_UNKNOWN != loc) + switch(type) { - Matrix3 normalMatrix; - normalMatrix = modelViewMatrix; - normalMatrix.Invert(); - normalMatrix.Transpose(); - program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat()); - } -} - -// Helper to get the vertex input format -Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType) -{ - Dali::Graphics::VertexInputFormat type{}; - - switch(propertyType) - { - case Property::NONE: - case Property::STRING: - case Property::ARRAY: - case Property::MAP: - case Property::EXTENTS: // i4? - case Property::RECTANGLE: // i4/f4? - case Property::ROTATION: - { - type = Dali::Graphics::VertexInputFormat::UNDEFINED; - break; - } case Property::BOOLEAN: { - type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this? - break; + return FuncGetter(&PropertyInputImpl::GetBoolean); } case Property::INTEGER: { - type = Dali::Graphics::VertexInputFormat::INTEGER; // (short) - break; + return FuncGetter(&PropertyInputImpl::GetInteger); } case Property::FLOAT: { - type = Dali::Graphics::VertexInputFormat::FLOAT; - break; + return FuncGetter(&PropertyInputImpl::GetFloat); } case Property::VECTOR2: { - type = Dali::Graphics::VertexInputFormat::FVECTOR2; - break; + return FuncGetter(&PropertyInputImpl::GetVector2); } case Property::VECTOR3: { - type = Dali::Graphics::VertexInputFormat::FVECTOR3; - break; + return FuncGetter(&PropertyInputImpl::GetVector3); } case Property::VECTOR4: { - type = Dali::Graphics::VertexInputFormat::FVECTOR4; - break; + return FuncGetter(&PropertyInputImpl::GetVector4); } case Property::MATRIX3: { - type = Dali::Graphics::VertexInputFormat::FLOAT; - break; + return FuncGetter(&PropertyInputImpl::GetMatrix3); } case Property::MATRIX: { - type = Dali::Graphics::VertexInputFormat::FLOAT; - break; - } - } - - return type; -} - -constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode) -{ - switch(mode) - { - case Dali::FaceCullingMode::NONE: - { - return Graphics::CullMode::NONE; - } - case Dali::FaceCullingMode::FRONT: - { - return Graphics::CullMode::FRONT; - } - case Dali::FaceCullingMode::BACK: - { - return Graphics::CullMode::BACK; + return FuncGetter(&PropertyInputImpl::GetMatrix); } - case Dali::FaceCullingMode::FRONT_AND_BACK: + default: { - return Graphics::CullMode::FRONT_AND_BACK; + return nullptr; } } - return Graphics::CullMode::NONE; } -constexpr Graphics::BlendFactor ConvertBlendFactor(BlendFactor::Type blendFactor) -{ - switch(blendFactor) - { - 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{}; -} - -constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation) +/** + * Helper function that returns size of uniform datatypes based + * on property type. + */ +constexpr int GetPropertyValueSizeForUniform( Property::Type type ) { - switch(blendEquation) + switch(type) { - 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{}; + case Property::Type::BOOLEAN:{ return sizeof(bool);} + case Property::Type::FLOAT:{ return sizeof(float);} + case Property::Type::INTEGER:{ return sizeof(int);} + case Property::Type::VECTOR2:{ return sizeof(Vector2);} + case Property::Type::VECTOR3:{ return sizeof(Vector3);} + case Property::Type::VECTOR4:{ return sizeof(Vector4);} + case Property::Type::MATRIX3:{ return sizeof(Matrix3);} + case Property::Type::MATRIX:{ return sizeof(Matrix);} + default: + { + return 0; + } + }; } /** @@ -305,12 +146,11 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider, DepthTestMode::Type depthTestMode, DepthFunction::Type depthFunction, StencilParameters& stencilParameters) -: mRenderDataProvider(dataProvider), - mContext(nullptr), +: mGraphicsController(nullptr), + mRenderDataProvider(dataProvider), mGeometry(geometry), mProgramCache(nullptr), mUniformIndexMap(), - mAttributeLocations(), mUniformsHash(), mStencilParameters(stencilParameters), mBlendingOptions(), @@ -320,8 +160,7 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider, mFaceCullingMode(faceCullingMode), mDepthWriteMode(depthWriteMode), mDepthTestMode(depthTestMode), - mUpdateAttributeLocations(true), - mPremultipledAlphaEnabled(preMultipliedAlphaEnabled), + mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled), mShaderChanged(false), mUpdated(true) { @@ -333,21 +172,21 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider, mBlendingOptions.SetBlendColor(blendColor); } -void Renderer::Initialize(Context& context, Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager) +void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache) { - mContext = &context; mGraphicsController = &graphicsController; mProgramCache = &programCache; mShaderCache = &shaderCache; mUniformBufferManager = &uniformBufferManager; + mPipelineCache = &pipelineCache; } Renderer::~Renderer() = default; void Renderer::SetGeometry(Render::Geometry* geometry) { - mGeometry = geometry; - mUpdateAttributeLocations = true; + mGeometry = geometry; + mUpdated = true; } void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size) { @@ -355,171 +194,10 @@ void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size); } -void Renderer::GlContextDestroyed() -{ - mGeometry->GlContextDestroyed(); -} - -void Renderer::GlCleanup() -{ -} - -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); - - 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); - 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) - { - uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName); - bool found(false); - for(uint32_t i = 0; i < uniformMap.Count(); ++i) - { - if(mUniformIndexMap[i].uniformIndex == uniformIndex) - { - 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].uniformIndex = uniformIndex; - mUniformIndexMap[mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash; - mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray; - mUniformIndexMap[mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex; - ++mapIndex; - } - } - - mUniformIndexMap.Resize(mapIndex); - } - - // The code below is disabled because the uniforms should now be set in the graphics backend. - - /* - // Set uniforms in local map - for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(), - end = mUniformIndexMap.End(); - iter != end; - ++iter) - { - SetUniformFromProperty(bufferIndex, program, *iter); - } - - GLint sizeLoc = program.GetUniformLocation(Program::UNIFORM_SIZE); - if(-1 != sizeLoc) - { - program.SetSizeUniform3f(sizeLoc, size.x, size.y, size.z); - } -*/ -} - -void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map) -{ - GLint location = program.GetUniformLocation(map.uniformIndex); - if(Program::UNIFORM_UNKNOWN != location) - { - // switch based on property type to use correct GL uniform setter - switch(map.propertyValue->GetType()) - { - 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; - } - - case Property::VECTOR3: - { - Vector3 value(map.propertyValue->GetVector3(bufferIndex)); - program.SetUniform3f(location, value.x, value.y, value.z); - break; - } - - 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; - } - - default: - { - // Other property types are ignored - break; - } - } - } -} - -bool Renderer::BindTextures(Program& program, Graphics::CommandBuffer& commandBuffer, Vector& boundTextures) +void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector& boundTextures) { uint32_t textureUnit = 0; - GLint uniformLocation(-1); std::vector& samplers(mRenderDataProvider->GetSamplers()); std::vector& textures(mRenderDataProvider->GetTextures()); @@ -528,32 +206,25 @@ bool Renderer::BindTextures(Program& program, Graphics::CommandBuffer& commandBu { if(textures[i] && textures[i]->GetGraphicsObject()) { - if(program.GetSamplerUniformLocation(i, uniformLocation)) - { - // if the sampler exists, - // if it's default, delete the graphics object - // otherwise re-initialize it if dirty + // if the sampler exists, + // if it's default, delete the graphics object + // otherwise re-initialize it if dirty - const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject() - : nullptr); + const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject() + : nullptr); - boundTextures.PushBack(textures[i]->GetGraphicsObject()); - const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit}; - textureBindings.push_back(textureBinding); + boundTextures.PushBack(textures[i]->GetGraphicsObject()); + const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit}; + textureBindings.push_back(textureBinding); - program.SetUniform1i(uniformLocation, textureUnit); // Get through shader reflection - ++textureUnit; - } + ++textureUnit; } } - if(textureBindings.size() > 0) + if(!textureBindings.empty()) { commandBuffer.BindTextures(textureBindings); } - - // @todo remove check from caller. - return true; } void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode) @@ -588,8 +259,8 @@ void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount) void Renderer::EnablePreMultipliedAlpha(bool enable) { - mPremultipledAlphaEnabled = enable; - mUpdated = true; + mPremultipliedAlphaEnabled = enable; + mUpdated = true; } void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode) @@ -718,7 +389,7 @@ void Renderer::Upload() mGeometry->Upload(*mGraphicsController); } -void Renderer::Render(Context& context, +bool Renderer::Render(Graphics::CommandBuffer& commandBuffer, BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Matrix& modelMatrix, @@ -734,7 +405,7 @@ void Renderer::Render(Context& conte // Before doing anything test if the call happens in the right queue if(mDrawCommands.empty() && queueIndex > 0) { - return; + return false; } // Prepare commands @@ -750,250 +421,268 @@ void Renderer::Render(Context& conte // Have commands but nothing to be drawn - abort if(!mDrawCommands.empty() && commands.empty()) { - return; - } - if(!mGraphicsCommandBuffer) - { - mGraphicsCommandBuffer = mGraphicsController->CreateCommandBuffer( - Graphics::CommandBufferCreateInfo() - .SetLevel(Graphics::CommandBufferLevel::SECONDARY), - nullptr); - } - else - { - mGraphicsCommandBuffer->Reset(); + return false; } - auto& commandBuffer = mGraphicsCommandBuffer; - - //Set blending mode + // Set blending mode if(!mDrawCommands.empty()) { - blend = (commands[0]->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend); + blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend; } - // Create Shader. - // Really, need to have a pipeline cache in implementation. - // Get the program to use - // The program cache owns the Program object so we don't need to worry about this raw allocation here. - 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); + // Create Program + ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData(); + Program* program = Program::New(*mProgramCache, shaderData, - *mGraphicsController, - std::move(graphicsProgram), - (shaderData->GetHints() & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0); - + *mGraphicsController); if(!program) { DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast(&mRenderDataProvider->GetShader())); - return; + return false; } - // Temporarily create a pipeline here - this will be used for transporting - // topology, vertex format, attrs, rasterization state - mGraphicsPipeline = PrepareGraphicsPipeline(*program, instruction, blend, std::move(mGraphicsPipeline)); + // If program doesn't have Gfx program object assigned yet, prepare it. + if(!program->GetGraphicsProgramPtr()) + { + 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()); - commandBuffer->BindPipeline(*mGraphicsPipeline.get()); + Dali::Graphics::Shader &fragmentShader = mShaderCache->GetShader( + fragShader, + Graphics::PipelineStage::FRAGMENT_SHADER, + shaderData->GetSourceMode()); - if(DALI_LIKELY(BindTextures(*program, *commandBuffer.get(), boundTextures))) - { - // Only set up and draw if we have textures and they are all valid + std::vector shaderStates{ + Graphics::ShaderState() + .SetShader(vertexShader) + .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER), + Graphics::ShaderState() + .SetShader(fragmentShader) + .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)}; - // The code below is disabled because the uniforms should now be set in the graphics backend. + auto createInfo = Graphics::ProgramCreateInfo(); + createInfo.SetShaderState(shaderStates); + auto graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr); + program->SetGraphicsProgram(std::move(graphicsProgram)); + } - /* - // set projection and view matrix if program has not yet received them yet this frame - SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix); + // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one. + auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend); - // set color uniform - GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR); - if(Program::UNIFORM_UNKNOWN != loc) - { - 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 - { - program->SetUniform4f(loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex)); - } - } -*/ + commandBuffer.BindPipeline(pipeline); - BuildUniformIndexMap(bufferIndex, node, size, *program); + BindTextures(commandBuffer, boundTextures); - // Create the UBO - uint32_t uniformBlockAllocationBytes{0u}; - uint32_t uniformBlockMaxSize{0u}; - uint32_t uboOffset{0u}; + BuildUniformIndexMap(bufferIndex, node, size, *program); - 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; - } + WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size); - auto pagedAllocation = ((uniformBlockAllocationBytes / UBO_PAGE_SIZE + 1u)) * UBO_PAGE_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 - // Allocate twice memory as required by the uniform buffers - // todo: memory usage backlog to use optimal allocation - if(uniformBlockAllocationBytes && !mUniformBuffer[bufferIndex]) - { - mUniformBuffer[bufferIndex] = std::move(mUniformBufferManager->AllocateUniformBuffer(pagedAllocation)); - } - else if(uniformBlockAllocationBytes && (mUniformBuffer[bufferIndex]->GetSize() < pagedAllocation || - (pagedAllocation < uint32_t(float(mUniformBuffer[bufferIndex]->GetSize()) * UBO_SHRINK_THRESHOLD)))) + if(mDrawCommands.empty()) + { + drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount); + } + else + { + for(auto& cmd : commands) { - mUniformBuffer[bufferIndex]->Reserve(pagedAllocation); + mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount); } + } - // Clear UBO - if(mUniformBuffer[bufferIndex]) - { - mUniformBuffer[bufferIndex]->Fill(0, 0u, 0u); - } + mUpdated = false; + return drawn; +} - // 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 - auto ubo = mUniformBuffer[bufferIndex].get(); - if(ubo) - { - auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram()); - auto uboCount = reflection.GetUniformBlockCount(); - mUniformBufferBindings.resize(uboCount); +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"); - std::vector* bindings{&mUniformBufferBindings}; + const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap(); - // Write default uniforms - Matrix modelViewProjectionMatrix(false); - Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); + if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) || + node.GetUniformMapChanged(bufferIndex) || + mUniformIndexMap.Count() == 0 || + mShaderChanged) + { + // Reset shader pointer + mShaderChanged = false; - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *ubo, *bindings, modelMatrix); - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *ubo, *bindings, viewMatrix); - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *ubo, *bindings, projectionMatrix); - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX), *ubo, *bindings, modelViewProjectionMatrix); - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *ubo, *bindings, modelViewMatrix); + const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex); + const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex); - // Update normal matrix only when used in the shader - Matrix3 normalMatrix(modelViewMatrix); - normalMatrix.Invert(); - normalMatrix.Transpose(); - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX), *ubo, *bindings, normalMatrix); + 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); - Vector4 finalColor; - const Vector4& color = node.GetRenderColor(bufferIndex); - if(mPremultipledAlphaEnabled) + // 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) { - float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex); - finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha); + if(mUniformIndexMap[i].uniformNameHash == hash && + mUniformIndexMap[i].uniformName == name) + { + mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr; + found = true; + break; + } } - else + + if(!found) { - finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex)); + 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; } - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *ubo, *bindings, finalColor); + } - // Write uniforms from the uniform map - FillUniformBuffers(*program, instruction, *ubo, bindings, uboOffset, bufferIndex); + mUniformIndexMap.Resize(mapIndex); + } - // Write uSize in the end, as it shouldn't be overridable by dynamic properties. - WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *ubo, *bindings, size); + // @todo Temporary workaround to reduce workload each frame. Find a better way. + auto& sceneGraphRenderer = const_cast(static_cast(uniformMapDataProvider)); + sceneGraphRenderer.AgeUniformMap(); +} - commandBuffer->BindUniformBuffers(*bindings); - } +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 uboOffset{0u}; - 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 + auto &reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram()); + + uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired; + + // Create uniform buffer view from uniform buffer + Graphics::UniquePtr uboView{nullptr}; + if(uniformBlockAllocationBytes) + { + auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex); + + uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes); + } - //@todo manage mDrawCommands in the same way as above command buffer?! - if(mDrawCommands.empty()) + // 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, modelMatrix); + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, viewMatrix); + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, projectionMatrix); + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, modelViewMatrix); + + auto mvpUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX); + if(mvpUniformInfo && !mvpUniformInfo->name.empty()) { - drawn = mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), mIndexedDrawFirstElement, mIndexedDrawElementsCount); + Matrix modelViewProjectionMatrix(false); + Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); + WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix); } - else + + auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX); + if(normalUniformInfo && !normalUniformInfo->name.empty()) { - for(auto& cmd : commands) - { - // @todo This should generate a command buffer per cmd - // Tests WILL fail. (Temporarily commented out) - mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), cmd->firstIndex, cmd->elementCount); - } + Matrix3 normalMatrix(modelViewMatrix); + normalMatrix.Invert(); + normalMatrix.Transpose(); + WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix); } - // Command buffer contains Texture bindings, vertex bindings, index buffer binding, pipeline(vertex format) - // @todo We should return the command buffer(s) and let the calling method submit - // If not drawn, then don't add command buffer to submit info, and if empty, don't - // submit. - if(drawn) + 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 { - Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH}; - submitInfo.cmdBuffer.push_back(commandBuffer.get()); - mGraphicsController->SubmitCommandBuffers(submitInfo); + finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex)); } + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor); - mUpdated = false; + // 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, size); + + commandBuffer.BindUniformBuffers(*bindings); } } template -bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBuffer& ubo, const std::vector& bindings, const T& data) +bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data) { if(uniformInfo && !uniformInfo->name.empty()) { - WriteUniform(ubo, bindings, *uniformInfo, data); + WriteUniform(ubo, *uniformInfo, data); return true; } return false; } template -void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector& bindings, const Graphics::UniformInfo& uniformInfo, const T& data) +void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data) { - WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T)); + WriteUniform(ubo, uniformInfo, &data, sizeof(T)); } -void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector& bindings, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size) +void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size) { - ubo.Write(data, size, bindings[uniformInfo.bufferIndex].offset + uniformInfo.offset); + ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset); } -void Renderer::FillUniformBuffers(Program& program, - const SceneGraph::RenderInstruction& instruction, - Render::UniformBuffer& ubo, - std::vector*& outBindings, - uint32_t& offset, - BufferIndex updateBufferIndex) +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(); @@ -1004,102 +693,56 @@ void Renderer::FillUniformBuffers(Program& { mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i); mUniformBufferBindings[i].binding = reflection.GetUniformBlockBinding(i); - mUniformBufferBindings[i].offset = dataOffset; dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize); - mUniformBufferBindings[i].buffer = ubo.GetBuffer(); + 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); + auto& uniform = *iter; + int arrayIndex = uniform.arrayIndex; - if(uniformFound) + if(!uniform.uniformFunc) { - auto dst = mUniformBufferBindings[uniformInfo.bufferIndex].offset + uniformInfo.offset; + auto uniformInfo = Graphics::UniformInfo{}; + auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(), + uniform.uniformNameHashNoArray ? uniform.uniformNameHashNoArray + : uniform.uniformNameHash, + uniformInfo); - switch((*iter).propertyValue->GetType()) + uniform.uniformOffset = uniformInfo.offset; + uniform.uniformLocation = uniformInfo.location; + + if (uniformFound) { - 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: - { - } + auto dst = ubo.GetOffset() + uniformInfo.offset; + const auto typeSize = GetPropertyValueSizeForUniform((*iter).propertyValue->GetType()); + const auto dest = dst + static_cast(typeSize) * arrayIndex; + const auto func = GetPropertyValueGetter((*iter).propertyValue->GetType()); + + ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex), + typeSize, + dest); + + uniform.uniformSize = typeSize; + uniform.uniformFunc = func; } } + else + { + auto dst = ubo.GetOffset() + uniform.uniformOffset; + const auto typeSize = uniform.uniformSize; + const auto dest = dst + static_cast(typeSize) * arrayIndex; + const auto func = uniform.uniformFunc; + + + ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex), + typeSize, + dest); + } } } // write output bindings @@ -1109,8 +752,7 @@ void Renderer::FillUniformBuffers(Program& offset = dataOffset; } -void Renderer::SetSortAttributes(BufferIndex bufferIndex, - SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const +void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const { sortAttributes.shader = &(mRenderDataProvider->GetShader()); sortAttributes.geometry = mGeometry; @@ -1129,7 +771,7 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid return true; } - if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged()) + if(mShaderChanged || mGeometry->AttributesChanged()) { return true; } @@ -1165,181 +807,33 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid return false; } -Graphics::UniquePtr Renderer::PrepareGraphicsPipeline( +Graphics::Pipeline& Renderer::PrepareGraphicsPipeline( Program& program, const Dali::Internal::SceneGraph::RenderInstruction& instruction, - bool blend, - Graphics::UniquePtr&& oldPipeline) + const SceneGraph::NodeDataProvider& node, + bool blend) { - Graphics::InputAssemblyState inputAssemblyState{}; - Graphics::VertexInputState vertexInputState{}; - Graphics::ProgramState programState{}; - uint32_t bindingIndex{0u}; - - if(mUpdateAttributeLocations || mGeometry->AttributesChanged()) + if(mGeometry->AttributesChanged()) { - mAttributeLocations.Clear(); - mUpdateAttributeLocations = true; + mUpdated = true; } - auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram()); - - /** - * Bind Attributes - */ - uint32_t base = 0; - for(auto&& vertexBuffer : mGeometry->GetVertexBuffers()) - { - 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); - } + // Prepare query info + PipelineCacheQueryInfo queryInfo{}; + queryInfo.program = &program; + queryInfo.renderer = this; + queryInfo.geometry = mGeometry; + queryInfo.blendingEnabled = blend; + queryInfo.blendingOptions = &mBlendingOptions; + queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled; + queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed(); - uint32_t location = static_cast(mAttributeLocations[base + i]); + auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true ); - 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()) - { - auto adjFaceCullingMode = mFaceCullingMode; - switch(mFaceCullingMode) - { - case FaceCullingMode::Type::FRONT: - { - adjFaceCullingMode = FaceCullingMode::Type::BACK; - break; - } - case FaceCullingMode::Type::BACK: - { - adjFaceCullingMode = FaceCullingMode::Type::FRONT; - break; - } - default: - { - // nothing to do, leave culling as it is - } - } - rasterizationState.SetCullMode(ConvertCullFace(adjFaceCullingMode)); - } - else - { - rasterizationState.SetCullMode(ConvertCullFace(mFaceCullingMode)); - } - - rasterizationState.SetFrontFace(Graphics::FrontFace::COUNTER_CLOCKWISE); - - /** - * Set Polygon mode - */ - switch(mGeometry->GetTopology()) - { - 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; - } - - // @todo How to signal a blend barrier is needed? - //if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled) - //{ - // context.BlendBarrier(); - //} - - 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() && mPremultipledAlphaEnabled) - { - if(rgbOp != alphaOp) - { - DALI_LOG_ERROR("Advanced Blend Equation MUST be applied by using BlendEquation.\n"); - alphaOp = rgbOp; - } - } - - colorBlendState - .SetSrcColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorRgb())) - .SetSrcAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorAlpha())) - .SetDstColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorRgb())) - .SetDstAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorAlpha())) - .SetColorBlendOp(rgbOp) - .SetAlphaBlendOp(alphaOp); - - // Blend color is optional and rarely used - Vector4* blendColor = const_cast(mBlendingOptions.GetBlendColor()); - if(blendColor) - { - colorBlendState.SetBlendConstants(blendColor->AsFloat()); - } - } - - // Take the program into use so we can send uniforms to it - // @todo Remove this call entirely! - program.Use(); - - mUpdated = true; - - // Create a new pipeline - return mGraphicsController->CreatePipeline( - Graphics::PipelineCreateInfo() - .SetInputAssemblyState(&inputAssemblyState) // Passed as pointers - shallow copy will break. TOO C LIKE - .SetVertexInputState(&vertexInputState) - .SetRasterizationState(&rasterizationState) - .SetColorBlendState(&colorBlendState) - .SetProgramState(&programState) - .SetNextExtension(&mLegacyProgram), - std::move(oldPipeline)); + // should be never null? + return *pipelineResult.pipeline; } } // namespace Render -} // namespace Internal - -} // namespace Dali +} // namespace Dali::Internal