From: Adeel Kazmi Date: Thu, 9 Nov 2017 14:51:01 +0000 (+0000) Subject: Disable certain GL calls when depth and/or stencil buffers are not available X-Git-Tag: dali_1.3.1~2 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=refs%2Fchanges%2F60%2F159560%2F3;p=platform%2Fcore%2Fuifw%2Fdali-core.git Disable certain GL calls when depth and/or stencil buffers are not available Change-Id: Ibe949280e963e3ffbbe46d99499b4415c4b86ec0 --- diff --git a/automated-tests/src/dali/dali-test-suite-utils/test-application.cpp b/automated-tests/src/dali/dali-test-suite-utils/test-application.cpp index 54a69bb..a247f7d 100644 --- a/automated-tests/src/dali/dali-test-suite-utils/test-application.cpp +++ b/automated-tests/src/dali/dali-test-suite-utils/test-application.cpp @@ -68,7 +68,9 @@ void TestApplication::Initialize() mGlSyncAbstraction, mGestureManager, mDataRetentionPolicy, - false ); + Integration::RenderToFrameBuffer::FALSE, + Integration::DepthBufferAvailable::TRUE, + Integration::StencilBufferAvailable::TRUE ); mCore->ContextCreated(); mCore->SurfaceResized( mSurfaceWidth, mSurfaceHeight ); diff --git a/dali/integration-api/CMakeLists.txt b/dali/integration-api/CMakeLists.txt index 07ae15d..8beedf4 100644 --- a/dali/integration-api/CMakeLists.txt +++ b/dali/integration-api/CMakeLists.txt @@ -25,6 +25,7 @@ SET(SOURCES ${SOURCES} SET(INTEGRATION_API_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/core.h + ${CMAKE_CURRENT_SOURCE_DIR}/core-enumerations.h ${CMAKE_CURRENT_SOURCE_DIR}/context-notifier.h ${CMAKE_CURRENT_SOURCE_DIR}/debug.h ${CMAKE_CURRENT_SOURCE_DIR}/profiling.h diff --git a/dali/integration-api/core-enumerations.h b/dali/integration-api/core-enumerations.h new file mode 100644 index 0000000..684be03 --- /dev/null +++ b/dali/integration-api/core-enumerations.h @@ -0,0 +1,64 @@ +#ifndef DALI_INTEGRATION_CORE_ENUMERATIONS_H +#define DALI_INTEGRATION_CORE_ENUMERATIONS_H + +/* + * Copyright (c) 2017 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. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ + +// EXTERNAL INCLUDES +#include +#include +#include +#include + +namespace Dali +{ + +namespace Integration +{ + +/** + * @brief Enumerations to specify whether we should render to the frame-buffer. + */ +enum class RenderToFrameBuffer +{ + FALSE = 0, + TRUE +}; + +/** + * @brief Enumerations to specify whether the depth buffer is available. + */ +enum class DepthBufferAvailable +{ + FALSE = 0, + TRUE +}; + +/** + * @brief Enumerations to specify whether the stencil buffer is available. + */ +enum class StencilBufferAvailable +{ + FALSE = 0, + TRUE +}; + +} // namespace Integration + +} // namespace Dali + +#endif // DALI_INTEGRATION_CORE_ENUMERATIONS_H diff --git a/dali/integration-api/core.cpp b/dali/integration-api/core.cpp index dbe71ec..41dfa0d 100644 --- a/dali/integration-api/core.cpp +++ b/dali/integration-api/core.cpp @@ -36,7 +36,9 @@ Core* Core::New( RenderController& renderController, GlSyncAbstraction& glSyncAbstraction, GestureManager& gestureManager, ResourcePolicy::DataRetention policy, - bool renderToFboEnabled ) + RenderToFrameBuffer renderToFboEnabled, + DepthBufferAvailable depthBufferAvailable, + StencilBufferAvailable stencilBufferAvailable ) { Core* instance = new Core; instance->mImpl = new Internal::Core( renderController, @@ -45,7 +47,9 @@ Core* Core::New( RenderController& renderController, glSyncAbstraction, gestureManager, policy, - renderToFboEnabled ); + renderToFboEnabled, + depthBufferAvailable, + stencilBufferAvailable ); return instance; } diff --git a/dali/integration-api/core.h b/dali/integration-api/core.h index 6d44715..7db841a 100644 --- a/dali/integration-api/core.h +++ b/dali/integration-api/core.h @@ -18,10 +18,11 @@ * */ -// EXTERNAL INCLUDES +// INTERNAL INCLUDES #include #include #include +#include #include namespace Dali @@ -217,6 +218,8 @@ public: * and platform support. Dali should honour this policy when deciding to discard * intermediate resource data. * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled. + * @param[in] depthBufferAvailable Whether the depth buffer is available + * @param[in] stencilBufferAvailable Whether the stencil buffer is available * @return A newly allocated Core. */ static Core* New( RenderController& renderController, @@ -225,7 +228,9 @@ public: GlSyncAbstraction& glSyncAbstraction, GestureManager& gestureManager, ResourcePolicy::DataRetention policy, - bool renderToFboEnabled ); + RenderToFrameBuffer renderToFboEnabled, + DepthBufferAvailable depthBufferAvailable, + StencilBufferAvailable stencilBufferAvailable ); /** * Non-virtual destructor. Core is not intended as a base class. diff --git a/dali/integration-api/file.list b/dali/integration-api/file.list index afcc494..3337f92 100644 --- a/dali/integration-api/file.list +++ b/dali/integration-api/file.list @@ -24,6 +24,7 @@ platform_abstraction_src_files = \ platform_abstraction_header_files = \ $(platform_abstraction_src_dir)/core.h \ + $(platform_abstraction_src_dir)/core-enumerations.h \ $(platform_abstraction_src_dir)/context-notifier.h \ $(platform_abstraction_src_dir)/debug.h \ $(platform_abstraction_src_dir)/profiling.h \ diff --git a/dali/internal/common/core-impl.cpp b/dali/internal/common/core-impl.cpp index 873dbf5..7637a27 100644 --- a/dali/internal/common/core-impl.cpp +++ b/dali/internal/common/core-impl.cpp @@ -84,7 +84,9 @@ Core::Core( RenderController& renderController, GlSyncAbstraction& glSyncAbstraction, GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy, - bool renderToFboEnabled ) + Integration::RenderToFrameBuffer renderToFboEnabled, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) : mRenderController( renderController ), mPlatform(platform), mProcessingEvent(false) @@ -103,7 +105,7 @@ Core::Core( RenderController& renderController, mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor(); - mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction ); + mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable ); RenderQueue& renderQueue = mRenderManager->GetRenderQueue(); @@ -125,7 +127,7 @@ Core::Core( RenderController& renderController, // This must be called after stage is created but before stage initialization mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) ); - mStage->Initialize( renderToFboEnabled ); + mStage->Initialize( renderToFboEnabled == Integration::RenderToFrameBuffer::TRUE ); mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController ); mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor ); diff --git a/dali/internal/common/core-impl.h b/dali/internal/common/core-impl.h index 2a73f5a..0e745d7 100644 --- a/dali/internal/common/core-impl.h +++ b/dali/internal/common/core-impl.h @@ -21,6 +21,7 @@ // INTERNAL INCLUDES #include #include +#include #include #include #include @@ -80,7 +81,9 @@ public: Integration::GlSyncAbstraction& glSyncAbstraction, Integration::GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy, - bool renderToFboEnabled ); + Integration::RenderToFrameBuffer renderToFboEnabled, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ); /** * Destructor diff --git a/dali/internal/render/common/render-algorithms.cpp b/dali/internal/render/common/render-algorithms.cpp index 7c5063f..d262224 100644 --- a/dali/internal/render/common/render-algorithms.cpp +++ b/dali/internal/render/common/render-algorithms.cpp @@ -296,7 +296,12 @@ inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Cont } } -inline void RenderAlgorithms::SetupClipping( const RenderItem& item, Context& context, bool& usedStencilBuffer, uint32_t& lastClippingDepth, uint32_t& lastClippingId ) +inline void RenderAlgorithms::SetupClipping( const RenderItem& item, + Context& context, + bool& usedStencilBuffer, + uint32_t& lastClippingDepth, + uint32_t& lastClippingId, + Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderMode::Type renderMode = RenderMode::AUTO; const Renderer *renderer = item.mRenderer; @@ -314,12 +319,16 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, Context& co // Turn the color buffer on as we always want to render this renderer, regardless of clipping hierarchy. context.ColorMask( true ); - // The automatic clipping feature will manage the scissor and stencil functions. + // The automatic clipping feature will manage the scissor and stencil functions, only if stencil buffer is available for the latter. // As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip. // We process both based on our current and old clipping depths for each mode. // Both methods with return rapidly if there is nothing to be done for that type of clipping. SetupScissorClipping( item, context ); - SetupStencilClipping( item, context, lastClippingDepth, lastClippingId ); + + if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE ) + { + SetupStencilClipping( item, context, lastClippingDepth, lastClippingId ); + } break; } @@ -328,8 +337,11 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, Context& co { // No clipping is performed for these modes. // Note: We do not turn off scissor clipping as it may be used for the whole layer. - // The stencil buffer will not be used at all. - context.EnableStencilBuffer( false ); + // The stencil buffer will not be used at all, but we only need to disable it if it's available. + if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE ) + { + context.EnableStencilBuffer( false ); + } // Setup the color buffer based on the RenderMode. context.ColorMask( renderMode == RenderMode::COLOR ); @@ -339,29 +351,32 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, Context& co case RenderMode::STENCIL: case RenderMode::COLOR_STENCIL: { - // We are using the low-level Renderer Stencil API. - // The stencil buffer must be enabled for every renderer with stencil mode on, as renderers in between can disable it. - // Note: As the command state is cached, it is only sent when needed. - context.EnableStencilBuffer( true ); - - // Setup the color buffer based on the RenderMode. - context.ColorMask( renderMode == RenderMode::COLOR_STENCIL ); - - // If this is the first use of the stencil buffer within this RenderList, clear it (this avoids unnecessary clears). - if( !usedStencilBuffer ) + if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE ) { - context.Clear( GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES ); - usedStencilBuffer = true; + // We are using the low-level Renderer Stencil API. + // The stencil buffer must be enabled for every renderer with stencil mode on, as renderers in between can disable it. + // Note: As the command state is cached, it is only sent when needed. + context.EnableStencilBuffer( true ); + + // Setup the color buffer based on the RenderMode. + context.ColorMask( renderMode == RenderMode::COLOR_STENCIL ); + + // If this is the first use of the stencil buffer within this RenderList, clear it (this avoids unnecessary clears). + if( !usedStencilBuffer ) + { + context.Clear( GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES ); + usedStencilBuffer = true; + } + + // Setup the stencil buffer based on the renderers properties. + context.StencilFunc( DaliStencilFunctionToGL[ renderer->GetStencilFunction() ], + renderer->GetStencilFunctionReference(), + renderer->GetStencilFunctionMask() ); + context.StencilOp( DaliStencilOperationToGL[ renderer->GetStencilOperationOnFail() ], + DaliStencilOperationToGL[ renderer->GetStencilOperationOnZFail() ], + DaliStencilOperationToGL[ renderer->GetStencilOperationOnZPass() ] ); + context.StencilMask( renderer->GetStencilMask() ); } - - // Setup the stencil buffer based on the renderers properties. - context.StencilFunc( DaliStencilFunctionToGL[ renderer->GetStencilFunction() ], - renderer->GetStencilFunctionReference(), - renderer->GetStencilFunctionMask() ); - context.StencilOp( DaliStencilOperationToGL[ renderer->GetStencilOperationOnFail() ], - DaliStencilOperationToGL[ renderer->GetStencilOperationOnZFail() ], - DaliStencilOperationToGL[ renderer->GetStencilOperationOnZPass() ] ); - context.StencilMask( renderer->GetStencilMask() ); break; } } @@ -371,13 +386,17 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, Context& context, BufferIndex bufferIndex, const Matrix& viewMatrix, - const Matrix& projectionMatrix ) + const Matrix& projectionMatrix, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) { DALI_PRINT_RENDER_LIST( renderList ); // Note: The depth buffer is enabled or disabled on a per-renderer basis. // Here we pre-calculate the value to use if these modes are set to AUTO. - const bool autoDepthTestMode( !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && renderList.HasColorRenderItems() ); + const bool autoDepthTestMode( ( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) && + !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && + renderList.HasColorRenderItems() ); const std::size_t count = renderList.Count(); uint32_t lastClippingDepth( 0u ); uint32_t lastClippingId( 0u ); @@ -411,16 +430,19 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, // Set up clipping based on both the Renderer and Actor APIs. // The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used. - SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId ); + SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable ); if( DALI_LIKELY( item.mRenderer ) ) { - // Set up the depth buffer based on per-renderer flags. + // Set up the depth buffer based on per-renderer flags if depth buffer is available // If the per renderer flags are set to "ON" or "OFF", they will always override any Layer depth mode or // draw-mode state, such as Overlays. // If the flags are set to "AUTO", the behavior then depends on the type of renderer. Overlay Renderers will always // disable depth testing and writing. Color Renderers will enable them if the Layer does. - SetupDepthBuffer( item, context, autoDepthTestMode, firstDepthBufferUse ); + if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) + { + SetupDepthBuffer( item, context, autoDepthTestMode, firstDepthBufferUse ); + } // Render the item. item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix, @@ -435,7 +457,11 @@ RenderAlgorithms::RenderAlgorithms() { } -void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instruction, Context& context, BufferIndex bufferIndex ) +void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instruction, + Context& context, + BufferIndex bufferIndex, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) { DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex ); @@ -457,7 +483,13 @@ void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru if( renderList && !renderList->IsEmpty() ) { - ProcessRenderList( *renderList, context, bufferIndex, *viewMatrix, *projectionMatrix ); + ProcessRenderList( *renderList, + context, + bufferIndex, + *viewMatrix, + *projectionMatrix, + depthBufferAvailable, + stencilBufferAvailable ); } } } diff --git a/dali/internal/render/common/render-algorithms.h b/dali/internal/render/common/render-algorithms.h index 5d4e44f..523cc14 100644 --- a/dali/internal/render/common/render-algorithms.h +++ b/dali/internal/render/common/render-algorithms.h @@ -19,6 +19,7 @@ */ // INTERNAL INCLUDES +#include #include #include @@ -52,11 +53,17 @@ class RenderAlgorithms /** * Process a render-instruction. - * @param[in] instruction The render-instruction to process. - * @param[in] context The GL context. - * @param[in] bufferIndex The current render buffer index (previous update buffer) + * @param[in] instruction The render-instruction to process. + * @param[in] context The GL context. + * @param[in] bufferIndex The current render buffer index (previous update buffer) + * @param[in] depthBufferAvailable Whether the depth buffer is available + * @param[in] stencilBufferAvailable Whether the stencil buffer is available */ - void ProcessRenderInstruction( const SceneGraph::RenderInstruction& instruction, Context& context, BufferIndex bufferIndex ); + void ProcessRenderInstruction( const SceneGraph::RenderInstruction& instruction, + Context& context, + BufferIndex bufferIndex, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ); private: @@ -88,18 +95,32 @@ class RenderAlgorithms * @param[in/out] usedStencilBuffer True if the stencil buffer has been used so far within this RenderList. Used by StencilMode::ON. * @param[in/out] lastClippingDepth The stencil depth of the last renderer drawn. Used by the clipping feature. * @param[in/out] lastClippingId The clipping ID of the last renderer drawn. Used by the clipping feature. + * @param[in] stencilBufferAvailable Whether the stencil buffer is available */ - inline void SetupClipping( const Dali::Internal::SceneGraph::RenderItem& item, Context& context, bool& usedStencilBuffer, uint32_t& lastClippingDepth, uint32_t& lastClippingId ); + inline void SetupClipping( const Dali::Internal::SceneGraph::RenderItem& item, + Context& context, + bool& usedStencilBuffer, + uint32_t& lastClippingDepth, + uint32_t& lastClippingId, + Integration::StencilBufferAvailable stencilBufferAvailable ); /** * @brief Process a render-list. - * @param[in] renderList The render-list to process. - * @param[in] context The GL context. - * @param[in] buffer The current render buffer index (previous update buffer) - * @param[in] viewMatrix The view matrix from the appropriate camera. - * @param[in] projectionMatrix The projection matrix from the appropriate camera. + * @param[in] renderList The render-list to process. + * @param[in] context The GL context. + * @param[in] buffer The current render buffer index (previous update buffer) + * @param[in] viewMatrix The view matrix from the appropriate camera. + * @param[in] projectionMatrix The projection matrix from the appropriate camera. + * @param[in] depthBufferAvailable Whether the depth buffer is available + * @param[in] stencilBufferAvailable Whether the stencil buffer is available */ - inline void ProcessRenderList( const Dali::Internal::SceneGraph::RenderList& renderList, Context& context, BufferIndex bufferIndex, const Matrix& viewMatrix, const Matrix& projectionMatrix ); + inline void ProcessRenderList( const Dali::Internal::SceneGraph::RenderList& renderList, + Context& context, + BufferIndex bufferIndex, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ); // Prevent copying: RenderAlgorithms( RenderAlgorithms& rhs ); diff --git a/dali/internal/render/common/render-manager.cpp b/dali/internal/render/common/render-manager.cpp index a4ddb84..9261a6d 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -54,7 +54,9 @@ namespace SceneGraph struct RenderManager::Impl { Impl( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction ) + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailableParam, + Integration::StencilBufferAvailable stencilBufferAvailableParam ) : context( glAbstraction ), glSyncAbstraction( glSyncAbstraction ), renderQueue(), @@ -69,7 +71,9 @@ struct RenderManager::Impl textureContainer(), frameBufferContainer(), lastFrameWasRendered( false ), - programController( glAbstraction ) + programController( glAbstraction ), + depthBufferAvailable( depthBufferAvailableParam ), + stencilBufferAvailable( stencilBufferAvailableParam ) { } @@ -127,14 +131,21 @@ struct RenderManager::Impl ProgramController programController; ///< Owner of the GL programs + Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available + Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available + }; RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction ) + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderManager* manager = new RenderManager; manager->mImpl = new Impl( glAbstraction, - glSyncAbstraction ); + glSyncAbstraction, + depthBufferAvailable, + stencilBufferAvailable ); return manager; } @@ -421,17 +432,31 @@ void RenderManager::Render( Integration::RenderStatus& status ) mImpl->backgroundColor.b, mImpl->backgroundColor.a ); - mImpl->context.ClearStencil( 0 ); - - // Clear the entire color, depth and stencil buffers for the default framebuffer. - // It is important to clear all 3 buffers, for performance on deferred renderers like Mali + // Clear the entire color, depth and stencil buffers for the default framebuffer, if required. + // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit", // and then stall. That problem is only noticeable when rendering a large number of vertices per frame. + mImpl->context.SetScissorTest( false ); + + GLbitfield clearMask = GL_COLOR_BUFFER_BIT; + mImpl->context.ColorMask( true ); - mImpl->context.DepthMask( true ); - mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's - mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR ); + + if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) + { + mImpl->context.DepthMask( true ); + clearMask |= GL_DEPTH_BUFFER_BIT; + } + + if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) + { + mImpl->context.ClearStencil( 0 ); + mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's + clearMask |= GL_STENCIL_BUFFER_BIT; + } + + mImpl->context.Clear( clearMask, Context::FORCE_CLEAR ); // reset the program matrices for all programs once per frame // this ensures we will set view and projection matrix once per program per camera @@ -532,7 +557,12 @@ void RenderManager::DoRender( RenderInstruction& instruction ) mImpl->context.SetScissorTest( false ); } - mImpl->renderAlgorithms.ProcessRenderInstruction( instruction, mImpl->context, mImpl->renderBufferIndex ); + mImpl->renderAlgorithms.ProcessRenderInstruction( + instruction, + mImpl->context, + mImpl->renderBufferIndex, + mImpl->depthBufferAvailable, + mImpl->stencilBufferAvailable ); if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) ) { diff --git a/dali/internal/render/common/render-manager.h b/dali/internal/render/common/render-manager.h index 400d138..5e48692 100644 --- a/dali/internal/render/common/render-manager.h +++ b/dali/internal/render/common/render-manager.h @@ -2,7 +2,7 @@ #define __DALI_INTERNAL_SCENE_GRAPH_RENDER_MANAGER_H__ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -20,6 +20,7 @@ // INTERNAL INCLUDES #include +#include #include #include #include @@ -71,12 +72,15 @@ public: /** * Construct a new RenderManager. - * @param[in] glAbstraction The GL abstraction used for rendering. - * @param[in] glSyncAbstraction The GL sync abstraction used fence sync creation/deletion. - * @param[out] resourcePostProcessQueue A queue for sending rendered texture ids to the update-thread.* + * @param[in] glAbstraction The GL abstraction used for rendering. + * @param[in] glSyncAbstraction The GL sync abstraction used fence sync creation/deletion. + * @param[in] depthBufferAvailable Whether the depth buffer is available + * @param[in] stencilBufferAvailable Whether the stencil buffer is available */ static RenderManager* New( Integration::GlAbstraction& glAbstraction, - Integration::GlSyncAbstraction& glSyncAbstraction ); + Integration::GlSyncAbstraction& glSyncAbstraction, + Integration::DepthBufferAvailable depthBufferAvailable, + Integration::StencilBufferAvailable stencilBufferAvailable ); /** * Non-virtual destructor; not intended as a base class