2 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/event/common/scene-impl.h>
35 #include <dali/internal/render/common/render-algorithms.h>
36 #include <dali/internal/render/common/render-debug.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/common/render-instruction-container.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/gl-resources/context.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/render-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-geometry.h>
44 #include <dali/internal/render/renderers/render-renderer.h>
45 #include <dali/internal/render/renderers/render-sampler.h>
46 #include <dali/internal/render/shaders/program-controller.h>
47 #include <dali/internal/update/common/scene-graph-scene.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
66 * Structure to contain internal data
68 struct RenderManager::Impl
70 Impl( Integration::GlAbstraction& glAbstraction,
71 Integration::GlSyncAbstraction& glSyncAbstraction,
72 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73 Integration::DepthBufferAvailable depthBufferAvailableParam,
74 Integration::StencilBufferAvailable stencilBufferAvailableParam )
75 : context( glAbstraction, &sceneContextContainer ),
76 currentContext( &context ),
77 glAbstraction( glAbstraction ),
78 glSyncAbstraction( glSyncAbstraction ),
79 glContextHelperAbstraction( glContextHelperAbstraction ),
83 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
88 frameBufferContainer(),
89 lastFrameWasRendered( false ),
90 programController( glAbstraction ),
91 depthBufferAvailable( depthBufferAvailableParam ),
92 stencilBufferAvailable( stencilBufferAvailableParam )
94 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
95 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
96 threadPool->Initialize( 1u );
101 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
104 void AddRenderTracker( Render::RenderTracker* renderTracker )
106 DALI_ASSERT_DEBUG( renderTracker != NULL );
107 mRenderTrackers.PushBack( renderTracker );
110 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
112 mRenderTrackers.EraseObject( renderTracker );
115 Context* CreateSceneContext()
117 sceneContextContainer.push_back( new Context( glAbstraction ) );
118 return sceneContextContainer[ sceneContextContainer.size() - 1 ];
121 void DestroySceneContext( Context* sceneContext )
123 auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
124 if( iter != sceneContextContainer.end() )
126 sceneContextContainer.erase( iter );
130 Context* ReplaceSceneContext( Context* oldSceneContext )
132 Context* newContext = new Context( glAbstraction );
133 std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
137 void UpdateTrackers()
139 for( auto&& iter : mRenderTrackers )
141 iter->PollSyncObject();
145 // the order is important for destruction,
146 // programs are owned by context at the moment.
147 Context context; ///< Holds the GL state of the share resource context
148 Context* currentContext; ///< Holds the GL state of the current context for rendering
149 std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
150 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
151 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
152 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
153 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
155 std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes
157 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
159 uint32_t frameCount; ///< The current frame count
160 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
162 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
164 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
165 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
166 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
167 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
168 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
169 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
171 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
173 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
175 ProgramController programController; ///< Owner of the GL programs
177 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
178 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
180 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
181 Vector<GLuint> boundTextures; ///< The textures bound for rendering
182 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
185 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
186 Integration::GlSyncAbstraction& glSyncAbstraction,
187 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
188 Integration::DepthBufferAvailable depthBufferAvailable,
189 Integration::StencilBufferAvailable stencilBufferAvailable )
191 RenderManager* manager = new RenderManager;
192 manager->mImpl = new Impl( glAbstraction,
194 glContextHelperAbstraction,
195 depthBufferAvailable,
196 stencilBufferAvailable );
200 RenderManager::RenderManager()
205 RenderManager::~RenderManager()
210 RenderQueue& RenderManager::GetRenderQueue()
212 return mImpl->renderQueue;
215 void RenderManager::ContextCreated()
217 mImpl->context.GlContextCreated();
218 mImpl->programController.GlContextCreated();
220 // renderers, textures and gpu buffers cannot reinitialize themselves
221 // so they rely on someone reloading the data for them
224 void RenderManager::ContextDestroyed()
226 mImpl->context.GlContextDestroyed();
227 mImpl->programController.GlContextDestroyed();
230 for( auto&& texture : mImpl->textureContainer )
232 texture->GlContextDestroyed();
235 //Inform framebuffers
236 for( auto&& framebuffer : mImpl->frameBufferContainer )
238 framebuffer->GlContextDestroyed();
242 for( auto&& renderer : mImpl->rendererContainer )
244 renderer->GlContextDestroyed();
248 for( auto&& scene : mImpl->sceneContainer )
250 scene->GlContextDestroyed();
254 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
256 mImpl->programController.SetShaderSaver( upstream );
259 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
261 mImpl->defaultSurfaceRect = rect;
264 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
266 // Initialize the renderer as we are now in render thread
267 renderer->Initialize( mImpl->context );
269 mImpl->rendererContainer.PushBack( renderer.Release() );
272 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
274 mImpl->rendererContainer.EraseObject( renderer );
277 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
279 mImpl->samplerContainer.PushBack( sampler.Release() );
282 void RenderManager::RemoveSampler( Render::Sampler* sampler )
284 mImpl->samplerContainer.EraseObject( sampler );
287 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
289 texture->Initialize( mImpl->context );
290 mImpl->textureContainer.PushBack( texture.Release() );
293 void RenderManager::RemoveTexture( Render::Texture* texture )
295 DALI_ASSERT_DEBUG( NULL != texture );
297 // Find the texture, use reference to pointer so we can do the erase safely
298 for ( auto&& iter : mImpl->textureContainer )
300 if ( iter == texture )
302 texture->Destroy( mImpl->context );
303 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
309 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
311 texture->Upload( mImpl->context, pixelData, params );
314 void RenderManager::GenerateMipmaps( Render::Texture* texture )
316 texture->GenerateMipmaps( mImpl->context );
319 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
321 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
322 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
325 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
327 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
328 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
329 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
332 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
334 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
335 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
336 frameBufferPtr->Initialize( mImpl->context );
339 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
341 DALI_ASSERT_DEBUG( NULL != frameBuffer );
343 // Find the sampler, use reference so we can safely do the erase
344 for ( auto&& iter : mImpl->frameBufferContainer )
346 if ( iter == frameBuffer )
348 frameBuffer->Destroy( mImpl->context );
349 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
355 void RenderManager::InitializeScene( SceneGraph::Scene* scene )
357 scene->Initialize( *mImpl->CreateSceneContext() );
358 mImpl->sceneContainer.push_back( scene );
361 void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
363 mImpl->DestroySceneContext( scene->GetContext() );
365 auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
366 if( iter != mImpl->sceneContainer.end() )
368 mImpl->sceneContainer.erase( iter );
372 void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
374 Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
375 scene->Initialize( *newContext );
378 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
380 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
383 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
385 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
388 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
390 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
393 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
395 propertyBuffer->SetFormat( format.Release() );
398 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
400 propertyBuffer->SetData( data.Release(), size );
403 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
405 geometry->SetIndexBuffer( indices );
408 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
410 mImpl->geometryContainer.PushBack( geometry.Release() );
413 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
415 mImpl->geometryContainer.EraseObject( geometry );
418 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
420 DALI_ASSERT_DEBUG( NULL != geometry );
423 for ( auto&& iter : mImpl->geometryContainer )
425 if ( iter == geometry )
427 iter->AddPropertyBuffer( propertyBuffer );
433 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
435 DALI_ASSERT_DEBUG( NULL != geometry );
438 for ( auto&& iter : mImpl->geometryContainer )
440 if ( iter == geometry )
442 iter->RemovePropertyBuffer( propertyBuffer );
448 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
450 geometry->SetType( Render::Geometry::Type(geometryType) );
453 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
455 mImpl->AddRenderTracker(renderTracker);
458 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
460 mImpl->RemoveRenderTracker(renderTracker);
463 ProgramCache* RenderManager::GetProgramCache()
465 return &(mImpl->programController);
468 void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
470 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
472 // Core::Render documents that GL context must be current before calling Render
473 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
475 // Increment the frame count at the beginning of each frame
478 // Process messages queued during previous update
479 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
482 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
484 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
487 const bool haveInstructions = count > 0u;
489 DALI_LOG_INFO( gLogFilter, Debug::General,
490 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
491 haveInstructions ? "true" : "false",
492 mImpl->lastFrameWasRendered ? "true" : "false",
493 forceClear ? "true" : "false" );
495 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
496 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
498 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
502 // Mark that we will require a post-render step to be performed (includes swap-buffers).
503 status.SetNeedsPostRender( true );
506 // Switch to the shared context
507 if ( mImpl->currentContext != &mImpl->context )
509 mImpl->currentContext = &mImpl->context;
511 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
513 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
516 // Clear the current cached program when the context is switched
517 mImpl->programController.ClearCurrentProgram();
520 // Upload the geometries
521 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
523 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
524 for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
526 RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
528 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
529 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
531 DALI_ASSERT_DEBUG( viewMatrix );
532 DALI_ASSERT_DEBUG( projectionMatrix );
534 if( viewMatrix && projectionMatrix )
536 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
538 // Iterate through each render list.
539 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
541 const RenderList* renderList = instruction.GetRenderList( index );
543 if( renderList && !renderList->IsEmpty() )
545 const std::size_t itemCount = renderList->Count();
546 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
548 const RenderItem& item = renderList->GetItem( itemIndex );
549 if( DALI_LIKELY( item.mRenderer ) )
551 item.mRenderer->Upload( *mImpl->currentContext );
563 void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo )
565 Internal::Scene& sceneInternal = GetImplementation( scene );
566 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
568 uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
570 for( uint32_t i = 0; i < count; ++i )
572 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
574 if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
579 Rect<int32_t> viewportRect;
582 if ( instruction.mIsClearColorSet )
584 clearColor = instruction.mClearColor;
588 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
591 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
592 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
593 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
595 if ( instruction.mFrameBuffer )
598 if ( mImpl->currentContext != &mImpl->context )
600 // Switch to shared context for off-screen buffer
601 mImpl->currentContext = &mImpl->context;
603 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
605 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
608 // Clear the current cached program when the context is switched
609 mImpl->programController.ClearCurrentProgram();
614 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
616 if ( mImpl->currentContext != sceneObject->GetContext() )
618 // Switch the correct context if rendering to a surface
619 mImpl->currentContext = sceneObject->GetContext();
621 // Clear the current cached program when the context is switched
622 mImpl->programController.ClearCurrentProgram();
626 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
629 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
631 // reset the program matrices for all programs once per frame
632 // this ensures we will set view and projection matrix once per program per camera
633 mImpl->programController.ResetProgramMatrices();
635 if( instruction.mFrameBuffer )
637 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
639 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
640 for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
642 mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
647 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
650 if ( !instruction.mFrameBuffer )
652 mImpl->currentContext->Viewport( surfaceRect.x,
655 surfaceRect.height );
658 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
659 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
660 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
661 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
662 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
664 mImpl->currentContext->ColorMask( true );
666 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
668 mImpl->currentContext->DepthMask( true );
669 clearMask |= GL_DEPTH_BUFFER_BIT;
672 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
674 mImpl->currentContext->ClearStencil( 0 );
675 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
676 clearMask |= GL_STENCIL_BUFFER_BIT;
679 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
681 // Offscreen buffer rendering
682 if ( instruction.mIsViewportSet )
684 // For glViewport the lower-left corner is (0,0)
685 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
686 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
690 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
693 else // No Offscreen frame buffer rendering
695 // Check whether a viewport is specified, otherwise the full surface size is used
696 if ( instruction.mIsViewportSet )
698 // For glViewport the lower-left corner is (0,0)
699 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
700 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
704 viewportRect = surfaceRect;
708 bool clearFullFrameRect = true;
709 if( instruction.mFrameBuffer != 0 )
711 Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
712 clearFullFrameRect = ( frameRect == viewportRect );
716 clearFullFrameRect = ( surfaceRect == viewportRect );
719 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
721 if( instruction.mIsClearColorSet )
723 mImpl->currentContext->ClearColor( clearColor.r,
728 if( !clearFullFrameRect )
730 mImpl->currentContext->SetScissorTest( true );
731 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
732 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
733 mImpl->currentContext->SetScissorTest( false );
737 mImpl->currentContext->SetScissorTest( false );
738 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
742 // Clear the list of bound textures
743 mImpl->boundTextures.Clear();
745 mImpl->renderAlgorithms.ProcessRenderInstruction(
747 *mImpl->currentContext,
748 mImpl->renderBufferIndex,
749 depthBufferAvailable,
750 stencilBufferAvailable,
751 mImpl->boundTextures );
753 // Synchronise the FBO/Texture access when there are multiple contexts
754 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
756 // Check whether any binded texture is in the dependency list
757 bool textureFound = false;
759 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
761 for ( auto textureId : mImpl->textureDependencyList )
764 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
765 [textureId]( GLuint id )
767 return textureId == id;
768 } ) != mImpl->boundTextures.End();
774 if ( instruction.mFrameBuffer )
776 // For off-screen buffer
778 // Wait until all rendering calls for the currently context are executed
779 mImpl->glContextHelperAbstraction.WaitClient();
781 // Clear the dependency list
782 mImpl->textureDependencyList.Clear();
786 // Worker thread lambda function
787 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
788 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
790 // Switch to the shared context in the worker thread
791 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
793 // Wait until all rendering calls for the shared context are executed
794 glContextHelperAbstraction.WaitClient();
796 // Must clear the context in the worker thread
797 // Otherwise the shared context cannot be switched to from the render thread
798 glContextHelperAbstraction.MakeContextNull();
801 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
804 mImpl->threadPool->Wait();
806 // Clear the dependency list
807 mImpl->textureDependencyList.Clear();
813 if( instruction.mRenderTracker && instruction.mFrameBuffer )
815 // This will create a sync object every frame this render tracker
816 // is alive (though it should be now be created only for
817 // render-once render tasks)
818 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
819 instruction.mRenderTracker = nullptr; // Only create once.
824 mImpl->currentContext->Flush();
828 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
829 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
832 void RenderManager::PostRender( bool uploadOnly )
836 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
838 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
841 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
842 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
845 //Notify RenderGeometries that rendering has finished
846 for ( auto&& iter : mImpl->geometryContainer )
848 iter->OnRenderFinished();
851 mImpl->UpdateTrackers();
855 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
857 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
860 const bool haveInstructions = count > 0u;
862 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
863 mImpl->lastFrameWasRendered = haveInstructions;
866 * The rendering has finished; swap to the next buffer.
867 * Ideally the update has just finished using this buffer; otherwise the render thread
868 * should block until the update has finished.
870 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
872 DALI_PRINT_RENDER_END();
875 } // namespace SceneGraph
877 } // namespace Internal