Fix when shader changeness not applied issue 63/275163/9
authorEunki, Hong <eunkiki.hong@samsung.com>
Tue, 17 May 2022 11:52:00 +0000 (20:52 +0900)
committerEunki Hong <eunkiki.hong@samsung.com>
Wed, 18 May 2022 14:00:44 +0000 (14:00 +0000)
If RenderList was reused, SG::Renderer::UpdateUniformMap didn't called.

So Render::Renderer will render with not-updated uniform-map
(But uniform map change counter is updated.)

This patch make sure that renderer's uniformMap changeness in Prepare time.
So it will be applied well before render call.

Change-Id: I06618e99f38fecd19d263afd7eaff2c30f241cc3
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
automated-tests/src/dali/utc-Dali-Renderer.cpp
dali/internal/update/manager/render-instruction-processor.cpp
dali/internal/update/rendering/scene-graph-renderer.cpp
dali/internal/update/rendering/scene-graph-renderer.h

index ba640e0..0ae0595 100644 (file)
@@ -3521,6 +3521,85 @@ int UtcDaliRendererRegenerateUniformMap(void)
   END_TEST;
 }
 
+int UtcDaliRendererRenderAfterAddShader(void)
+{
+  TestApplication    application;
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+  tet_infoline("Test regenerating uniform map when shader changed");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader   shader1  = Shader::New("vertexSrc1", "fragmentSrc1");
+  Shader   shader2  = Shader::New("vertexSrc2", "fragmentSrc2");
+  Renderer renderer = Renderer::New(geometry, shader1);
+
+  // Register each shader1 and shader2 only had
+  shader1.RegisterProperty("uUniform1", Color::CRIMSON);
+  shader2.RegisterProperty("uShader2Only", Color::AQUA_MARINE);
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+  application.GetScene().Add(actor);
+
+  Property::Value value = renderer.GetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR);
+  int             renderingBehavior;
+  DALI_TEST_CHECK(value.Get(renderingBehavior));
+  DALI_TEST_EQUALS(static_cast<DevelRenderer::Rendering::Type>(renderingBehavior), DevelRenderer::Rendering::IF_REQUIRED, TEST_LOCATION);
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Check uUniform1 rendered and uUniform2 not rendered before
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK(glAbstraction.GetUniformValue<Vector4>("uUniform1", actualValue));
+  DALI_TEST_EQUALS(actualValue, Color::CRIMSON, TEST_LOCATION);
+
+  uint32_t updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK(!(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING));
+
+  // Update for several frames
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
+
+  std::vector<UniformData> customUniforms{{"uShader2Only", Property::VECTOR4}};
+
+  application.GetGraphicsController().AddCustomUniforms(customUniforms);
+
+  // Change shader.
+  renderer.SetShader(shader2);
+
+  // Render and check the update status
+  application.SendNotification();
+  application.Render(0);
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK(!(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING));
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  // Check uUniform2 rendered now
+  DALI_TEST_CHECK(glAbstraction.GetUniformValue<Vector4>("uShader2Only", actualValue));
+  DALI_TEST_EQUALS(actualValue, Color::AQUA_MARINE, TEST_LOCATION);
+
+  END_TEST;
+}
+
 int UtcDaliRendererAddDrawCommands(void)
 {
   TestApplication application;
index 0592ad9..744d674 100644 (file)
@@ -287,8 +287,8 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
         item.mTextureSet = renderable.mRenderer->GetTextureSet();
         item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
 
-        // Ensure collected map is up to date
-        item.mIsUpdated |= renderable.mRenderer->UpdateUniformMap();
+        // Get whether collected map is up to date
+        item.mIsUpdated |= renderable.mRenderer->UniformMapUpdated();
       }
       else
       {
index 931244a..0036c92 100644 (file)
@@ -104,6 +104,7 @@ Renderer::Renderer()
   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
   mUpdateDecay(Renderer::Decay::INITIAL),
   mRegenerateUniformMap(false),
+  mUniformMapUpdated(false),
   mPremultipledAlphaEnabled(false),
   mOpacity(1.0f),
   mDepthIndex(0)
@@ -295,6 +296,9 @@ bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
     mResendFlag = 0;
   }
 
+  // Ensure collected map is up to date
+  UpdateUniformMap();
+
   return rendererUpdated;
 }
 
@@ -652,10 +656,8 @@ Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, co
   return opacityType;
 }
 
-bool Renderer::UpdateUniformMap()
+void Renderer::UpdateUniformMap()
 {
-  bool updated = false;
-
   if(mRegenerateUniformMap)
   {
     CollectedUniformMap& localMap = mCollectedUniformMap;
@@ -677,9 +679,8 @@ bool Renderer::UpdateUniformMap()
     }
     localMap.UpdateChangeCounter();
     mRegenerateUniformMap = false;
-    updated               = true;
+    mUniformMapUpdated    = true;
   }
-  return updated;
 }
 
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
index 171042c..1e672a0 100644 (file)
@@ -400,10 +400,23 @@ public:
    * Merge shader uniform map into renderer uniform map if any of the
    * maps have changed.  Only update uniform map if added to render
    * instructions.
-   *
-   * @return true if map has been updated, false otherwise
    */
-  bool UpdateUniformMap();
+  void UpdateUniformMap();
+
+  /**
+   * @brief CHeck if the uniformMap regenerated
+   * @return True if the uniformMap changed after latest checkup.
+   * @note The uniform map updated flag is reset after calling this.
+   */
+  [[nodiscard]] inline bool UniformMapUpdated() noexcept
+  {
+    if(mUniformMapUpdated)
+    {
+      mUniformMapUpdated = false;
+      return true;
+    }
+    return false;
+  }
 
   /**
    * Set the given external draw commands on this renderer.
@@ -498,6 +511,7 @@ private:
   Decay                          mUpdateDecay : 2;       ///< Update decay (aging)
 
   bool                                          mRegenerateUniformMap : 1;     ///< true if the map should be regenerated
+  bool                                          mUniformMapUpdated : 1;        ///< true if the map regenerated recently.
   bool                                          mPremultipledAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
   std::vector<Dali::DevelRenderer::DrawCommand> mDrawCommands;
   Dali::RenderCallback*                         mRenderCallback{nullptr};