X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=c6083a717e07010660966992be96ead805063d0b;hb=eb07b0dfcfa3c654cb7e200e259571c4f8b6e50e;hp=ca9724e39c699f493f7f7216e0edd3a05aaade0e;hpb=35d42a5284a46ee5dfa45311e942e3cb59330240;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 ca9724e..c6083a7 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 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. @@ -19,391 +19,260 @@ #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 Dali::Internal { - -namespace Internal -{ - namespace { - -static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead -static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead - -/** - * 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 ) -{ - 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 ) +// Helper to get the property value getter by type +typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const; +constexpr FuncGetter GetPropertyValueGetter(Property::Type type) +{ + switch(type) { - if( program.GetViewMatrix() != &viewMatrix ) + case Property::BOOLEAN: { - program.SetViewMatrix( &viewMatrix ); - program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() ); + return FuncGetter(&PropertyInputImpl::GetBoolean); } - } - // 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::INTEGER: { - program.SetProjectionMatrix( &projectionMatrix ); - program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() ); + return FuncGetter(&PropertyInputImpl::GetInteger); + } + case Property::FLOAT: + { + return FuncGetter(&PropertyInputImpl::GetFloat); + } + case Property::VECTOR2: + { + return FuncGetter(&PropertyInputImpl::GetVector2); + } + case Property::VECTOR3: + { + return FuncGetter(&PropertyInputImpl::GetVector3); + } + case Property::VECTOR4: + { + return FuncGetter(&PropertyInputImpl::GetVector4); + } + case Property::MATRIX3: + { + return FuncGetter(&PropertyInputImpl::GetMatrix3); + } + case Property::MATRIX: + { + return FuncGetter(&PropertyInputImpl::GetMatrix); + } + default: + { + return nullptr; } } - 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::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix ); - program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() ); - } +} - loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX ); - if( Program::UNIFORM_UNKNOWN != loc ) +/** + * Helper function that returns size of uniform datatypes based + * on property type. + */ +constexpr int GetPropertyValueSizeForUniform( Property::Type type ) +{ + switch(type) { - gNormalMatrix = modelViewMatrix; - gNormalMatrix.Invert(); - gNormalMatrix.Transpose(); - program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() ); - } + 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; + } + }; } +/** + * 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, - unsigned int 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, - unsigned int 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::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) +: mGraphicsController(nullptr), + mRenderDataProvider(dataProvider), + mGeometry(geometry), + mProgramCache(nullptr), mUniformIndexMap(), - mAttributesLocation(), - mStencilParameters( stencilParameters ), + mUniformsHash(), + mStencilParameters(stencilParameters), mBlendingOptions(), - mIndexedDrawFirstElement( 0 ), - mIndexedDrawElementsCount( 0 ), - mDepthFunction( depthFunction ), - mFaceCullingMode( faceCullingMode ), - mDepthWriteMode( depthWriteMode ), - mDepthTestMode( depthTestMode ), - mUpdateAttributesLocation( true ), - mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ) -{ - if( blendingBitmask != 0u ) + mIndexedDrawFirstElement(0), + mIndexedDrawElementsCount(0), + mDepthFunction(depthFunction), + mFaceCullingMode(faceCullingMode), + mDepthWriteMode(depthWriteMode), + mDepthTestMode(depthTestMode), + mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled), + mShaderChanged(false), + mUpdated(true) +{ + 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, Render::PipelineCache& pipelineCache) { - mContext = &context; + mGraphicsController = &graphicsController; + mProgramCache = &programCache; + mShaderCache = &shaderCache; + mUniformBufferManager = &uniformBufferManager; + mPipelineCache = &pipelineCache; } -Renderer::~Renderer() -{ -} +Renderer::~Renderer() = default; -void Renderer::SetGeometry( Render::Geometry* geometry ) +void Renderer::SetGeometry(Render::Geometry* geometry) { - mGeometry = geometry; - mUpdateAttributesLocation = true; + mGeometry = geometry; + mUpdated = true; } - -void Renderer::SetBlending( Context& context, bool blend ) -{ - 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() ); - } -} - -void Renderer::GlContextDestroyed() -{ - mGeometry->GlContextDestroyed(); -} - -void Renderer::GlCleanup() +void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size) { + mDrawCommands.clear(); + mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size); } -void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program ) +void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector& boundTextures) { - // 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) - { - const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex ); - const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex ); - - unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count(); - mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size - mUniformIndexMap.Resize( maxMaps ); - - unsigned int 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 ) - { - unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName ); - bool found(false); - for( unsigned int i(0); ipropertyPtr; - found = true; - break; - } - } - - if( !found ) - { - mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr; - mUniformIndexMap[mapIndex].uniformIndex = uniformIndex; - ++mapIndex; - } - } + uint32_t textureUnit = 0; - mUniformIndexMap.Resize( mapIndex ); - } + std::vector& samplers(mRenderDataProvider->GetSamplers()); + std::vector& textures(mRenderDataProvider->GetTextures()); - // 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 ) + 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; - } + boundTextures.PushBack(textures[i]->GetGraphicsObject()); + const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit}; + textureBindings.push_back(textureBinding); - 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; - } + ++textureUnit; } } -} - -bool Renderer::BindTextures( Context& context, Program& program ) -{ - unsigned int textureUnit = 0; - bool result = true; - GLint uniformLocation(-1); - std::vector& samplers( mRenderDataProvider->GetSamplers() ); - std::vector& textures( mRenderDataProvider->GetTextures() ); - for( size_t i(0); iBind(context, textureUnit, samplers[i] ); - 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( unsigned int 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( size_t firstElement ) +void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement) { mIndexedDrawFirstElement = firstElement; + mUpdated = true; } -void Renderer::SetIndexedDrawElementsCount( size_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 @@ -416,9 +285,10 @@ 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 @@ -426,9 +296,10 @@ 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 @@ -436,9 +307,10 @@ 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 @@ -446,9 +318,10 @@ 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 @@ -456,9 +329,10 @@ 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 @@ -466,9 +340,10 @@ 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 @@ -476,9 +351,10 @@ 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 @@ -486,9 +362,10 @@ 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 @@ -496,9 +373,10 @@ 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 @@ -506,81 +384,456 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const return mStencilParameters.stencilOperationOnZPass; } -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 ) +void Renderer::Upload() { - // Get the program to use: - Program* program = mRenderDataProvider->GetShader().GetProgram(); - if( !program ) + 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) { - DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) ); - return; + if(cmd.queue == queueIndex) + { + commands.emplace_back(&cmd); + } } - //Set cull face mode - context.CullFace( mFaceCullingMode ); + // Have commands but nothing to be drawn - abort + if(!mDrawCommands.empty() && commands.empty()) + { + return false; + } - //Set blending mode - SetBlending( context, blend ); + // Set blending mode + if(!mDrawCommands.empty()) + { + blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend; + } - // Take the program into use so we can send uniforms to it - program->Use(); + // Create Program + ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData(); - if( DALI_LIKELY( BindTextures( context, *program ) ) ) + Program* program = Program::New(*mProgramCache, + shaderData, + *mGraphicsController); + if(!program) { - // Only set up and draw if we have textures and they are all valid + DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast(&mRenderDataProvider->GetShader())); + return false; + } + + // 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()); + + 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->SetGraphicsProgram(std::move(graphicsProgram)); + } + + // 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); + } + } - // set projection and view matrix if program has not yet received them yet this frame - SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix ); + 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); - // set color uniform - GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR ); - if( Program::UNIFORM_UNKNOWN != loc ) + 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) { - const Vector4& color = node.GetRenderColor( bufferIndex ); - if( mPremultipledAlphaEnabled ) + 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 ); - program->SetUniform4f( loc, 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) { - program->SetUniform4f( loc, 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; } } - SetUniforms( bufferIndex, node, size, *program ); + mUniformIndexMap.Resize(mapIndex); + } + + // @todo Temporary workaround to reduce workload each frame. Find a better way. + auto& sceneGraphRenderer = const_cast(static_cast(uniformMapDataProvider)); + sceneGraphRenderer.AgeUniformMap(); +} + +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}; + + 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); + } + + // 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); - if( mUpdateAttributesLocation || mGeometry->AttributesChanged() ) + // 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()) + { + Matrix modelViewProjectionMatrix(false); + Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix); + WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix); + } + + auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX); + if(normalUniformInfo && !normalUniformInfo->name.empty()) + { + Matrix3 normalMatrix(modelViewMatrix); + normalMatrix.Invert(); + normalMatrix.Transpose(); + WriteDefaultUniform(normalUniformInfo, *uboView, 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 { - mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex ); - mUpdateAttributesLocation = false; + finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex)); } + WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, 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, size); - mGeometry->UploadAndDraw( context, - bufferIndex, - mAttributesLocation, - mIndexedDrawFirstElement, - mIndexedDrawElementsCount ); + commandBuffer.BindUniformBuffers(*bindings); } } -void Renderer::SetSortAttributes( BufferIndex bufferIndex, - SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const +template +bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data) { - sortAttributes.shader = &( mRenderDataProvider->GetShader() ); + if(uniformInfo && !uniformInfo->name.empty()) + { + WriteUniform(ubo, *uniformInfo, data); + return true; + } + return false; +} + +template +void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data) +{ + WriteUniform(ubo, uniformInfo, &data, sizeof(T)); +} + +void Renderer::WriteUniform(Render::UniformBufferView& ubo, 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) + { + auto& uniform = *iter; + int arrayIndex = uniform.arrayIndex; + + if(!uniform.uniformFunc) + { + auto uniformInfo = Graphics::UniformInfo{}; + auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(), + uniform.uniformNameHashNoArray ? uniform.uniformNameHashNoArray + : uniform.uniformNameHash, + uniformInfo); + + uniform.uniformOffset = uniformInfo.offset; + uniform.uniformLocation = uniformInfo.location; + + if (uniformFound) + { + 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 + outBindings = &mUniformBufferBindings; + + // Update offset + offset = dataOffset; +} + +void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const +{ + sortAttributes.shader = &(mRenderDataProvider->GetShader()); sortAttributes.geometry = mGeometry; } -} // namespace SceneGraph +void Renderer::SetShaderChanged(bool value) +{ + mShaderChanged = value; +} + +bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node) +{ + if(mUpdated) + { + mUpdated = false; + return true; + } + + if(mShaderChanged || 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; +} + +Graphics::Pipeline& Renderer::PrepareGraphicsPipeline( + Program& program, + const Dali::Internal::SceneGraph::RenderInstruction& instruction, + const SceneGraph::NodeDataProvider& node, + bool blend) +{ + if(mGeometry->AttributesChanged()) + { + mUpdated = true; + } + + // Prepare query info + PipelineCacheQueryInfo queryInfo{}; + queryInfo.program = &program; + queryInfo.renderer = this; + queryInfo.geometry = mGeometry; + queryInfo.blendingEnabled = blend; + queryInfo.blendingOptions = &mBlendingOptions; + queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled; + queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed(); + + auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true ); + + // should be never null? + return *pipelineResult.pipeline; +} -} // namespace Internal +} // namespace Render -} // namespace Dali +} // namespace Dali::Internal