2 * Copyright (c) 2023 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/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/ordered-set.h>
29 #include <dali/internal/event/common/scene-impl.h>
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/nodes/scene-graph-layer.h>
33 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
35 #include <dali/internal/common/owner-key-container.h>
37 #include <dali/internal/render/common/render-algorithms.h>
38 #include <dali/internal/render/common/render-debug.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/common/render-tracker.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/pipeline-cache.h>
43 #include <dali/internal/render/renderers/render-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-texture.h>
45 #include <dali/internal/render/renderers/shader-cache.h>
46 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
47 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
48 #include <dali/internal/render/shaders/program-controller.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
62 } // unnamed namespace
67 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
69 Graphics::Rect2D newScissorArea;
73 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
74 newScissorArea.y = scissorArea.x;
75 newScissorArea.width = scissorArea.height;
76 newScissorArea.height = scissorArea.width;
78 else if(orientation == 180)
80 newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
81 newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
82 newScissorArea.width = scissorArea.width;
83 newScissorArea.height = scissorArea.height;
85 else if(orientation == 270)
87 newScissorArea.x = scissorArea.y;
88 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
89 newScissorArea.width = scissorArea.height;
90 newScissorArea.height = scissorArea.width;
94 newScissorArea.x = scissorArea.x;
95 newScissorArea.y = scissorArea.y;
96 newScissorArea.width = scissorArea.width;
97 newScissorArea.height = scissorArea.height;
99 return newScissorArea;
104 * Structure to contain internal data
106 struct RenderManager::Impl
108 Impl(Graphics::Controller& graphicsController,
109 Integration::DepthBufferAvailable depthBufferAvailableParam,
110 Integration::StencilBufferAvailable stencilBufferAvailableParam,
111 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
112 : graphicsController(graphicsController),
113 renderAlgorithms(graphicsController),
114 programController(graphicsController),
115 shaderCache(graphicsController),
116 depthBufferAvailable(depthBufferAvailableParam),
117 stencilBufferAvailable(stencilBufferAvailableParam),
118 partialUpdateAvailable(partialUpdateAvailableParam)
120 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
121 threadPool = std::make_unique<Dali::ThreadPool>();
122 threadPool->Initialize(1u);
124 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
125 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
130 threadPool.reset(nullptr); // reset now to maintain correct destruction order
133 void AddRenderTracker(Render::RenderTracker* renderTracker)
135 DALI_ASSERT_DEBUG(renderTracker != nullptr);
136 mRenderTrackers.PushBack(renderTracker);
139 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
141 mRenderTrackers.EraseObject(renderTracker);
144 void UpdateTrackers()
146 for(auto&& iter : mRenderTrackers)
148 iter->PollSyncObject();
152 // the order is important for destruction,
153 Graphics::Controller& graphicsController;
154 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
156 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
158 OrderedSet<Render::Sampler> samplerContainer; ///< List of owned samplers
159 OrderedSet<Render::FrameBuffer> frameBufferContainer; ///< List of owned framebuffers
160 OrderedSet<Render::VertexBuffer> vertexBufferContainer; ///< List of owned vertex buffers
161 OrderedSet<Render::Geometry> geometryContainer; ///< List of owned Geometries
162 OwnerKeyContainer<Render::Renderer> rendererContainer; ///< List of owned renderers
163 OwnerKeyContainer<Render::Texture> textureContainer; ///< List of owned textures
165 OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
167 ProgramController programController; ///< Owner of the programs
168 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
170 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
171 std::unique_ptr<Render::PipelineCache> pipelineCache;
173 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
174 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
175 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
177 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
178 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
179 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
181 uint32_t frameCount{0u}; ///< The current frame count
182 BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from; this is opposite of the "update" buffer
184 bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
185 bool commandBufferSubmitted{false};
188 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
189 Integration::DepthBufferAvailable depthBufferAvailable,
190 Integration::StencilBufferAvailable stencilBufferAvailable,
191 Integration::PartialUpdateAvailable partialUpdateAvailable)
193 auto* manager = new RenderManager;
194 manager->mImpl = new Impl(graphicsController,
195 depthBufferAvailable,
196 stencilBufferAvailable,
197 partialUpdateAvailable);
201 RenderManager::RenderManager()
206 RenderManager::~RenderManager()
211 RenderQueue& RenderManager::GetRenderQueue()
213 return mImpl->renderQueue;
216 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
220 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
222 // Initialize the renderer as we are now in render thread
223 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
225 mImpl->rendererContainer.PushBack(renderer);
228 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
230 mImpl->rendererContainer.EraseKey(renderer);
233 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
235 sampler->Initialize(mImpl->graphicsController);
236 mImpl->samplerContainer.PushBack(sampler.Release());
239 void RenderManager::RemoveSampler(Render::Sampler* sampler)
241 mImpl->samplerContainer.EraseObject(sampler);
244 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
246 DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
248 textureKey->Initialize(mImpl->graphicsController);
249 mImpl->textureContainer.PushBack(textureKey);
252 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
254 DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
256 // Find the texture, use std::find so we can do the erase by iterator safely
257 auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
259 if(iter != mImpl->textureContainer.End())
261 textureKey->Destroy();
262 mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
266 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
268 DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
269 textureKey->Upload(pixelData, params);
272 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
274 DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
275 textureKey->GenerateMipmaps();
278 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
280 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
281 static_cast<Dali::FilterMode::Type>(magFilterMode));
284 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
286 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
287 static_cast<Dali::WrapMode::Type>(sWrapMode),
288 static_cast<Dali::WrapMode::Type>(tWrapMode));
291 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
293 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
294 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
295 frameBufferPtr->Initialize(mImpl->graphicsController);
298 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
300 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
302 // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
303 auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
305 if(iter != mImpl->frameBufferContainer.End())
307 frameBuffer->Destroy();
308 mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
312 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
314 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
315 mImpl->sceneContainer.push_back(scene);
318 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
320 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
321 if(iter != mImpl->sceneContainer.end())
323 mImpl->sceneContainer.erase(iter);
327 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
329 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
332 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
334 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
337 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
339 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
342 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
344 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
347 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
349 frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
352 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
354 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
357 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
359 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
362 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
364 vertexBuffer->SetFormat(format.Release());
367 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
369 vertexBuffer->SetData(data.Release(), size);
372 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
374 geometry->SetIndexBuffer(indices);
377 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
379 geometry->SetIndexBuffer(indices);
382 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
384 mImpl->geometryContainer.PushBack(geometry.Release());
387 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
389 mImpl->geometryContainer.EraseObject(geometry);
392 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
394 geometry->AddVertexBuffer(vertexBuffer);
397 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
399 geometry->RemoveVertexBuffer(vertexBuffer);
402 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
404 geometry->SetType(Render::Geometry::Type(geometryType));
407 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
409 mImpl->AddRenderTracker(renderTracker);
412 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
414 mImpl->RemoveRenderTracker(renderTracker);
417 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
419 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
422 mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
424 // Increment the frame count at the beginning of each frame
427 // Process messages queued during previous update
428 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
431 for(auto& i : mImpl->sceneContainer)
433 count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
436 const bool haveInstructions = count > 0u;
438 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
440 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
441 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
443 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
445 // Upload the geometries
446 for(auto&& geom : mImpl->geometryContainer)
448 geom->Upload(mImpl->graphicsController);
452 // Clean latest used pipeline
453 mImpl->pipelineCache->CleanLatestUsedCache();
455 mImpl->commandBufferSubmitted = false;
458 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
460 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
465 Internal::Scene& sceneInternal = GetImplementation(scene);
466 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
468 if(!sceneObject || sceneObject->IsRenderingSkipped())
470 // We don't need to calculate dirty rects
474 class DamagedRectsCleaner
477 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
478 : mDamagedRects(damagedRects),
479 mSurfaceRect(surfaceRect),
484 void SetCleanOnReturn(bool cleanOnReturn)
486 mCleanOnReturn = cleanOnReturn;
489 ~DamagedRectsCleaner()
493 mDamagedRects.clear();
494 mDamagedRects.push_back(mSurfaceRect);
499 std::vector<Rect<int>>& mDamagedRects;
500 Rect<int> mSurfaceRect;
504 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
506 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
507 DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
508 bool cleanDamagedRect = false;
510 // Mark previous dirty rects in the std::unordered_map.
511 Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
512 for(auto& dirtyRectPair : itemsDirtyRects)
514 dirtyRectPair.second.visited = false;
517 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
518 for(uint32_t i = 0; i < instructionCount; ++i)
520 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
522 if(instruction.mFrameBuffer)
524 cleanDamagedRect = true;
525 continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
528 const Camera* camera = instruction.GetCamera();
529 if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
533 Quaternion orientation;
534 camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
536 Vector3 orientationAxis;
537 Radian orientationAngle;
538 orientation.ToAxisAngle(orientationAxis, orientationAngle);
540 if(position.x > Math::MACHINE_EPSILON_10000 ||
541 position.y > Math::MACHINE_EPSILON_10000 ||
542 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
543 orientationAngle != ANGLE_180 ||
544 scale != Vector3(1.0f, 1.0f, 1.0f))
546 cleanDamagedRect = true;
552 cleanDamagedRect = true;
556 Rect<int32_t> viewportRect;
557 if(instruction.mIsViewportSet)
559 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
560 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
561 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
563 cleanDamagedRect = true;
564 continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
569 viewportRect = surfaceRect;
572 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
573 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
574 if(viewMatrix && projectionMatrix)
576 const RenderListContainer::SizeType count = instruction.RenderListCount();
577 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
579 const RenderList* renderList = instruction.GetRenderList(index);
582 if(!renderList->IsEmpty())
584 const std::size_t listCount = renderList->Count();
585 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
587 RenderItem& item = renderList->GetItem(listIndex);
588 // If the item does 3D transformation, make full update
589 if(item.mUpdateArea == Vector4::ZERO)
591 cleanDamagedRect = true;
593 // Save the full rect in the damaged list. We need it when this item is removed
594 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
595 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
596 if(dirtyRectPos != itemsDirtyRects.end())
599 dirtyRectPos->second.visited = true;
600 dirtyRectPos->second.rect = surfaceRect;
604 // Else, just insert the new dirtyrect
605 itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
611 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
612 // If the item refers to updated node or renderer.
613 if(item.mIsUpdated ||
615 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
617 item.mIsUpdated = false;
619 Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
621 rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
622 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
624 const int left = rect.x;
625 const int top = rect.y;
626 const int right = rect.x + rect.width;
627 const int bottom = rect.y + rect.height;
628 rect.x = (left / 16) * 16;
629 rect.y = (top / 16) * 16;
630 rect.width = ((right + 16) / 16) * 16 - rect.x;
631 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
633 // Found valid dirty rect.
634 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
635 if(dirtyRectPos != itemsDirtyRects.end())
637 Rect<int> currentRect = rect;
639 // Same item, merge it with the previous rect
640 rect.Merge(dirtyRectPos->second.rect);
642 // Replace the rect as current
643 dirtyRectPos->second.visited = true;
644 dirtyRectPos->second.rect = currentRect;
648 // Else, just insert the new dirtyrect
649 itemsDirtyRects.insert({dirtyRectKey, rect});
652 damagedRects.push_back(rect);
657 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
658 // 2. Mark the related dirty rects as visited so they will not be removed below.
659 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
660 if(dirtyRectPos != itemsDirtyRects.end())
662 dirtyRectPos->second.visited = true;
666 // The item is not in the list for some reason. Add it!
667 itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
668 cleanDamagedRect = true; // And make full update at this frame
678 // Check removed nodes or removed renderers dirty rects
679 // Note, std::unordered_map end iterator is validate if we call erase.
680 for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
682 if(!iter->second.visited)
684 damagedRects.push_back(iter->second.rect);
685 iter = itemsDirtyRects.erase(iter);
693 if(!cleanDamagedRect)
695 damagedRectCleaner.SetCleanOnReturn(false);
699 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
701 SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
707 Rect<int> clippingRect = sceneObject->GetSurfaceRect();
708 RenderScene(status, scene, renderToFbo, clippingRect);
711 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
713 if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
715 // ClippingRect is empty. Skip rendering
719 // Reset main algorithms command buffer
720 mImpl->renderAlgorithms.ResetCommandBuffer();
722 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
724 Internal::Scene& sceneInternal = GetImplementation(scene);
725 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
731 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
733 std::vector<Graphics::RenderTarget*> targetstoPresent;
735 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
736 if(clippingRect == surfaceRect)
738 // Full rendering case
739 // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
740 // To reduce side effects, keep this logic now.
741 clippingRect = Rect<int>();
744 // Prepare to lock and map standalone uniform buffer.
745 mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
747 for(uint32_t i = 0; i < count; ++i)
749 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
751 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
756 // Mark that we will require a post-render step to be performed (includes swap-buffers).
757 status.SetNeedsPostRender(true);
759 Rect<int32_t> viewportRect;
761 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
762 if(surfaceOrientation >= 360)
764 surfaceOrientation -= 360;
767 // @todo Should these be part of scene?
768 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
769 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
771 Graphics::RenderTarget* currentRenderTarget = nullptr;
772 Graphics::RenderPass* currentRenderPass = nullptr;
773 std::vector<Graphics::ClearValue> currentClearValues{};
775 if(instruction.mFrameBuffer)
777 // Ensure graphics framebuffer is created, bind attachments and create render passes
778 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
779 // then don't render to this framebuffer.
780 if(!instruction.mFrameBuffer->GetGraphicsObject())
782 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
789 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
791 // Set the clear color for first color attachment
792 if(instruction.mIsClearColorSet && !clearValues.empty())
794 clearValues[0].color = {
795 instruction.mClearColor.r,
796 instruction.mClearColor.g,
797 instruction.mClearColor.b,
798 instruction.mClearColor.a};
801 currentClearValues = clearValues;
803 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
806 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
807 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
809 else // no framebuffer
812 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
814 if(instruction.mIsClearColorSet)
816 clearValues[0].color = {
817 instruction.mClearColor.r,
818 instruction.mClearColor.g,
819 instruction.mClearColor.b,
820 instruction.mClearColor.a};
823 currentClearValues = clearValues;
825 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
826 // if the window has a depth/stencil buffer.
827 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
828 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
829 (currentClearValues.size() <= 1))
831 currentClearValues.emplace_back();
832 currentClearValues.back().depthStencil.depth = 0;
833 currentClearValues.back().depthStencil.stencil = 0;
836 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
838 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
839 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
842 targetstoPresent.emplace_back(currentRenderTarget);
844 // reset the program matrices for all programs once per frame
845 // this ensures we will set view and projection matrix once per program per camera
846 mImpl->programController.ResetProgramMatrices();
848 if(instruction.mFrameBuffer)
850 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
851 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
853 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
857 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
859 // Offscreen buffer rendering
860 if(instruction.mIsViewportSet)
862 // For Viewport the lower-left corner is (0,0)
863 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
864 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
868 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
870 surfaceOrientation = 0;
872 else // No Offscreen frame buffer rendering
874 // Check whether a viewport is specified, otherwise the full surface size is used
875 if(instruction.mIsViewportSet)
877 // For Viewport the lower-left corner is (0,0)
878 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
879 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
883 viewportRect = surfaceRect;
887 // Set surface orientation
888 // @todo Inform graphics impl by another route.
889 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
891 /*** Clear region of framebuffer or surface before drawing ***/
892 bool clearFullFrameRect = (surfaceRect == viewportRect);
893 if(instruction.mFrameBuffer != nullptr)
895 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
896 clearFullFrameRect = (frameRect == viewportRect);
899 if(!clippingRect.IsEmpty())
901 if(!clippingRect.Intersect(viewportRect))
903 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
904 clippingRect = Rect<int>();
906 clearFullFrameRect = false;
909 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
910 if(instruction.mIsClearColorSet)
912 if(!clearFullFrameRect)
914 if(!clippingRect.IsEmpty())
916 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
921 // Scissor's value should be set based on the default system coordinates.
922 // When the surface is rotated, the input values already were set with the rotated angle.
923 // So, re-calculation is needed.
924 scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
927 mainCommandBuffer->BeginRenderPass(
933 mainCommandBuffer->SetViewport({float(viewportRect.x),
934 float(viewportRect.y),
935 float(viewportRect.width),
936 float(viewportRect.height)});
938 // Clear the list of bound textures
939 mImpl->boundTextures.Clear();
941 mImpl->renderAlgorithms.ProcessRenderInstruction(
943 mImpl->renderBufferIndex,
944 depthBufferAvailable,
945 stencilBufferAvailable,
946 mImpl->boundTextures,
950 Uint16Pair(surfaceRect.width, surfaceRect.height));
952 Graphics::SyncObject* syncObject{nullptr};
953 // If the render instruction has an associated render tracker (owned separately)
954 // and framebuffer, create a one shot sync object, and use it to determine when
955 // the render pass has finished executing on GPU.
956 if(instruction.mRenderTracker && instruction.mFrameBuffer)
958 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
959 instruction.mRenderTracker = nullptr;
961 mainCommandBuffer->EndRenderPass(syncObject);
964 // Unlock standalone uniform buffer.
965 mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
967 mImpl->renderAlgorithms.SubmitCommandBuffer();
968 mImpl->commandBufferSubmitted = true;
970 std::sort(targetstoPresent.begin(), targetstoPresent.end());
972 Graphics::RenderTarget* rt = nullptr;
973 for(auto& target : targetstoPresent)
977 mImpl->graphicsController.PresentRenderTarget(target);
983 void RenderManager::PostRender()
985 if(!mImpl->commandBufferSubmitted)
987 // Rendering is skipped but there may be pending tasks. Flush them.
988 Graphics::SubmitInfo submitInfo;
989 submitInfo.cmdBuffer.clear(); // Only flush
990 submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
991 mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
993 mImpl->commandBufferSubmitted = true;
996 // Notify RenderGeometries that rendering has finished
997 for(auto&& iter : mImpl->geometryContainer)
999 iter->OnRenderFinished();
1002 // Notify RenderTexture that rendering has finished
1003 for(auto&& iter : mImpl->textureContainer)
1005 iter->OnRenderFinished();
1008 mImpl->UpdateTrackers();
1010 uint32_t count = 0u;
1011 for(auto& scene : mImpl->sceneContainer)
1013 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1016 const bool haveInstructions = count > 0u;
1018 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1019 mImpl->lastFrameWasRendered = haveInstructions;
1022 * The rendering has finished; swap to the next buffer.
1023 * Ideally the update has just finished using this buffer; otherwise the render thread
1024 * should block until the update has finished.
1026 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1028 DALI_PRINT_RENDER_END();
1031 } // namespace SceneGraph
1033 } // namespace Internal