2 * Copyright (c) 2019 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>
22 #include <dali/public-api/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/queue/render-queue.h>
36 #include <dali/internal/render/renderers/render-frame-buffer.h>
37 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
38 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
53 #if defined(DEBUG_ENABLED)
56 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
57 } // unnamed namespace
61 * Structure to contain internal data
63 struct RenderManager::Impl
65 Impl( Integration::GlAbstraction& glAbstraction,
66 Integration::GlSyncAbstraction& glSyncAbstraction,
67 Integration::DepthBufferAvailable depthBufferAvailableParam,
68 Integration::StencilBufferAvailable stencilBufferAvailableParam )
69 : context( glAbstraction ),
70 currentContext( &context ),
71 glAbstraction( glAbstraction ),
72 glSyncAbstraction( glSyncAbstraction ),
76 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
78 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
83 frameBufferContainer(),
84 lastFrameWasRendered( false ),
85 programController( glAbstraction ),
86 depthBufferAvailable( depthBufferAvailableParam ),
87 stencilBufferAvailable( stencilBufferAvailableParam )
95 void AddRenderTracker( Render::RenderTracker* renderTracker )
97 DALI_ASSERT_DEBUG( renderTracker != NULL );
98 mRenderTrackers.PushBack( renderTracker );
101 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
103 mRenderTrackers.EraseObject( renderTracker );
106 Context* CreateSurfaceContext()
108 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
109 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
112 void DestroySurfaceContext( Context* surfaceContext )
114 surfaceContextContainer.EraseObject( surfaceContext );
117 void UpdateTrackers()
119 for( auto&& iter : mRenderTrackers )
121 iter->PollSyncObject();
125 // the order is important for destruction,
126 // programs are owned by context at the moment.
127 Context context; ///< Holds the GL state of the share resource context
128 Context* currentContext; ///< Holds the GL state of the current context for rendering
129 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
130 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
131 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
132 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
134 // Render instructions describe what should be rendered during RenderManager::Render()
135 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
136 RenderInstructionContainer instructions;
137 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
139 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
141 uint32_t frameCount; ///< The current frame count
142 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
144 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
146 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
147 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
148 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
149 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
150 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
151 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
153 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
155 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
157 ProgramController programController; ///< Owner of the GL programs
159 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
160 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
164 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
165 Integration::GlSyncAbstraction& glSyncAbstraction,
166 Integration::DepthBufferAvailable depthBufferAvailable,
167 Integration::StencilBufferAvailable stencilBufferAvailable )
169 RenderManager* manager = new RenderManager;
170 manager->mImpl = new Impl( glAbstraction,
172 depthBufferAvailable,
173 stencilBufferAvailable );
177 RenderManager::RenderManager()
182 RenderManager::~RenderManager()
187 RenderQueue& RenderManager::GetRenderQueue()
189 return mImpl->renderQueue;
192 void RenderManager::ContextCreated()
194 mImpl->context.GlContextCreated();
195 mImpl->programController.GlContextCreated();
197 // renderers, textures and gpu buffers cannot reinitialize themselves
198 // so they rely on someone reloading the data for them
201 void RenderManager::ContextDestroyed()
203 mImpl->context.GlContextDestroyed();
204 mImpl->programController.GlContextDestroyed();
207 for( auto&& texture : mImpl->textureContainer )
209 texture->GlContextDestroyed();
212 //Inform framebuffers
213 for( auto&& framebuffer : mImpl->frameBufferContainer )
215 framebuffer->GlContextDestroyed();
219 for( auto&& renderer : mImpl->rendererContainer )
221 renderer->GlContextDestroyed();
225 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
227 mImpl->programController.SetShaderSaver( upstream );
230 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
232 return mImpl->instructions;
235 void RenderManager::SetBackgroundColor( const Vector4& color )
237 mImpl->backgroundColor = color;
240 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
242 mImpl->defaultSurfaceRect = rect;
245 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
247 // Initialize the renderer as we are now in render thread
248 renderer->Initialize( mImpl->context );
250 mImpl->rendererContainer.PushBack( renderer.Release() );
253 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
255 mImpl->rendererContainer.EraseObject( renderer );
258 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
260 mImpl->samplerContainer.PushBack( sampler.Release() );
263 void RenderManager::RemoveSampler( Render::Sampler* sampler )
265 mImpl->samplerContainer.EraseObject( sampler );
268 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
270 texture->Initialize( mImpl->context );
271 mImpl->textureContainer.PushBack( texture.Release() );
274 void RenderManager::RemoveTexture( Render::Texture* texture )
276 DALI_ASSERT_DEBUG( NULL != texture );
278 // Find the texture, use reference to pointer so we can do the erase safely
279 for ( auto&& iter : mImpl->textureContainer )
281 if ( iter == texture )
283 texture->Destroy( mImpl->context );
284 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
290 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
292 texture->Upload( mImpl->context, pixelData, params );
295 void RenderManager::GenerateMipmaps( Render::Texture* texture )
297 texture->GenerateMipmaps( mImpl->context );
300 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
302 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
303 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
306 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
308 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
309 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
310 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
313 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
315 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
316 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
317 if ( frameBufferPtr->IsSurfaceBacked() )
319 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
323 frameBufferPtr->Initialize( mImpl->context );
327 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
329 DALI_ASSERT_DEBUG( NULL != frameBuffer );
331 // Find the sampler, use reference so we can safely do the erase
332 for ( auto&& iter : mImpl->frameBufferContainer )
334 if ( iter == frameBuffer )
336 frameBuffer->Destroy( mImpl->context );
338 if ( frameBuffer->IsSurfaceBacked() )
340 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
341 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
344 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
351 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
353 if ( !frameBuffer->IsSurfaceBacked() )
355 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
356 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
360 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
362 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
365 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
367 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
370 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
372 propertyBuffer->SetFormat( format.Release() );
375 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
377 propertyBuffer->SetData( data.Release(), size );
380 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
382 geometry->SetIndexBuffer( indices );
385 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
387 mImpl->geometryContainer.PushBack( geometry.Release() );
390 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
392 mImpl->geometryContainer.EraseObject( geometry );
395 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
397 DALI_ASSERT_DEBUG( NULL != geometry );
400 for ( auto&& iter : mImpl->geometryContainer )
402 if ( iter == geometry )
404 iter->AddPropertyBuffer( propertyBuffer );
410 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
412 DALI_ASSERT_DEBUG( NULL != geometry );
415 for ( auto&& iter : mImpl->geometryContainer )
417 if ( iter == geometry )
419 iter->RemovePropertyBuffer( propertyBuffer );
425 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
427 geometry->SetType( Render::Geometry::Type(geometryType) );
430 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
432 mImpl->AddRenderTracker(renderTracker);
435 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
437 mImpl->RemoveRenderTracker(renderTracker);
440 ProgramCache* RenderManager::GetProgramCache()
442 return &(mImpl->programController);
445 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
447 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
449 // Core::Render documents that GL context must be current before calling Render
450 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
452 // Increment the frame count at the beginning of each frame
455 // Process messages queued during previous update
456 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
458 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
459 const bool haveInstructions = count > 0u;
461 DALI_LOG_INFO( gLogFilter, Debug::General,
462 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
463 haveInstructions ? "true" : "false",
464 mImpl->lastFrameWasRendered ? "true" : "false",
465 forceClear ? "true" : "false" );
467 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
468 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
470 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
472 // Mark that we will require a post-render step to be performed (includes swap-buffers).
473 status.SetNeedsPostRender( true );
475 // Switch to the shared context
476 if ( mImpl->currentContext != &mImpl->context )
478 mImpl->currentContext = &mImpl->context;
479 // Clear the current cached program when the context is switched
480 mImpl->programController.ClearCurrentProgram();
484 // Upload the geometries
485 for( uint32_t i = 0; i < count; ++i )
487 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
489 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
490 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
492 DALI_ASSERT_DEBUG( viewMatrix );
493 DALI_ASSERT_DEBUG( projectionMatrix );
495 if( viewMatrix && projectionMatrix )
497 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
499 // Iterate through each render list.
500 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
502 const RenderList* renderList = instruction.GetRenderList( index );
504 if( renderList && !renderList->IsEmpty() )
506 const std::size_t itemCount = renderList->Count();
507 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
509 const RenderItem& item = renderList->GetItem( itemIndex );
510 if( DALI_LIKELY( item.mRenderer ) )
512 item.mRenderer->Upload( *mImpl->currentContext );
520 for( uint32_t i = 0; i < count; ++i )
522 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
524 DoRender( instruction );
527 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
528 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
529 for ( auto&& context : mImpl->surfaceContextContainer )
531 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
534 //Notify RenderGeometries that rendering has finished
535 for ( auto&& iter : mImpl->geometryContainer )
537 iter->OnRenderFinished();
542 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
545 mImpl->UpdateTrackers();
547 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
548 mImpl->lastFrameWasRendered = haveInstructions;
551 * The rendering has finished; swap to the next buffer.
552 * Ideally the update has just finished using this buffer; otherwise the render thread
553 * should block until the update has finished.
555 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
557 DALI_PRINT_RENDER_END();
560 void RenderManager::DoRender( RenderInstruction& instruction )
562 Rect<int32_t> viewportRect;
565 if ( instruction.mIsClearColorSet )
567 clearColor = instruction.mClearColor;
571 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
574 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
575 Vector4 backgroundColor = mImpl->backgroundColor;
576 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
577 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
579 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
580 if ( instruction.mFrameBuffer != 0 )
582 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
584 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
586 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
588 Context* surfaceContext = surfaceFrameBuffer->GetContext();
589 if ( mImpl->currentContext != surfaceContext )
591 // Switch the correct context if rendering to a surface
592 mImpl->currentContext = surfaceContext;
593 // Clear the current cached program when the context is switched
594 mImpl->programController.ClearCurrentProgram();
598 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
599 backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
603 // Switch to shared context for off-screen buffer
604 mImpl->currentContext = &mImpl->context;
608 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
610 // reset the program matrices for all programs once per frame
611 // this ensures we will set view and projection matrix once per program per camera
612 mImpl->programController.ResetProgramMatrices();
614 if( instruction.mFrameBuffer )
616 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
620 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
623 if ( surfaceFrameBuffer )
625 mImpl->currentContext->Viewport( surfaceRect.x,
628 surfaceRect.height );
630 mImpl->currentContext->ClearColor( backgroundColor.r,
636 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
637 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
638 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
639 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
641 mImpl->currentContext->SetScissorTest( false );
643 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
645 mImpl->currentContext->ColorMask( true );
647 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
649 mImpl->currentContext->DepthMask( true );
650 clearMask |= GL_DEPTH_BUFFER_BIT;
653 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
655 mImpl->currentContext->ClearStencil( 0 );
656 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
657 clearMask |= GL_STENCIL_BUFFER_BIT;
660 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
662 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
664 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
666 if ( instruction.mIsViewportSet )
668 // For glViewport the lower-left corner is (0,0)
669 // For glViewport the lower-left corner is (0,0)
670 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
671 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
675 viewportRect = surfaceRect;
678 else // Offscreen buffer rendering
680 if ( instruction.mIsViewportSet )
682 // For glViewport the lower-left corner is (0,0)
683 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
684 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
688 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
692 else // No Offscreen frame buffer rendering
694 // Check whether a viewport is specified, otherwise the full surface size is used
695 if ( instruction.mFrameBuffer != 0 )
697 if ( instruction.mIsViewportSet )
699 // For glViewport the lower-left corner is (0,0)
700 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
701 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
705 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
710 viewportRect = surfaceRect;
714 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
716 if ( instruction.mIsClearColorSet )
718 mImpl->currentContext->ClearColor( clearColor.r,
723 // Clear the viewport area only
724 mImpl->currentContext->SetScissorTest( true );
725 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
726 mImpl->currentContext->ColorMask( true );
727 mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
728 mImpl->currentContext->SetScissorTest( false );
731 mImpl->renderAlgorithms.ProcessRenderInstruction(
733 *mImpl->currentContext,
734 mImpl->renderBufferIndex,
735 depthBufferAvailable,
736 stencilBufferAvailable );
738 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
740 // This will create a sync object every frame this render tracker
741 // is alive (though it should be now be created only for
742 // render-once render tasks)
743 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
744 instruction.mRenderTracker = NULL; // Only create once.
747 if ( surfaceFrameBuffer )
749 surfaceFrameBuffer->PostRender();
753 } // namespace SceneGraph
755 } // namespace Internal