Revert "[Tizen] Add screen and client rotation itself function"
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2019 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/render/common/render-manager.h>
20
21 // EXTERNAL INCLUDES
22 #include <memory.h>
23
24 // INTERNAL INCLUDES
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/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-tracker.h>
37 #include <dali/internal/render/common/render-instruction-container.h>
38 #include <dali/internal/render/common/render-instruction.h>
39 #include <dali/internal/render/gl-resources/context.h>
40 #include <dali/internal/render/queue/render-queue.h>
41 #include <dali/internal/render/renderers/render-frame-buffer.h>
42 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-geometry.h>
45 #include <dali/internal/render/renderers/render-renderer.h>
46 #include <dali/internal/render/renderers/render-sampler.h>
47 #include <dali/internal/render/shaders/program-controller.h>
48
49 namespace Dali
50 {
51
52 namespace Internal
53 {
54
55 namespace SceneGraph
56 {
57
58 #if defined(DEBUG_ENABLED)
59 namespace
60 {
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
63 #endif
64
65 /**
66  * Structure to contain internal data
67  */
68 struct RenderManager::Impl
69 {
70   Impl( Integration::GlAbstraction& glAbstraction,
71         Integration::GlSyncAbstraction& glSyncAbstraction,
72         Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73         Integration::DepthBufferAvailable depthBufferAvailableParam,
74         Integration::StencilBufferAvailable stencilBufferAvailableParam )
75   : context( glAbstraction, &surfaceContextContainer ),
76     currentContext( &context ),
77     glAbstraction( glAbstraction ),
78     glSyncAbstraction( glSyncAbstraction ),
79     glContextHelperAbstraction( glContextHelperAbstraction ),
80     renderQueue(),
81     instructions(),
82     renderAlgorithms(),
83     backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
84     frameCount( 0u ),
85     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
86     defaultSurfaceRect(),
87     rendererContainer(),
88     samplerContainer(),
89     textureContainer(),
90     frameBufferContainer(),
91     lastFrameWasRendered( false ),
92     programController( glAbstraction ),
93     depthBufferAvailable( depthBufferAvailableParam ),
94     stencilBufferAvailable( stencilBufferAvailableParam )
95   {
96      // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
97     threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
98     threadPool->Initialize( 1u );
99   }
100
101   ~Impl()
102   {
103     threadPool.reset( nullptr ); // reset now to maintain correct destruction order
104   }
105
106   void AddRenderTracker( Render::RenderTracker* renderTracker )
107   {
108     DALI_ASSERT_DEBUG( renderTracker != NULL );
109     mRenderTrackers.PushBack( renderTracker );
110   }
111
112   void RemoveRenderTracker( Render::RenderTracker* renderTracker )
113   {
114     mRenderTrackers.EraseObject( renderTracker );
115   }
116
117   Context* CreateSurfaceContext()
118   {
119     surfaceContextContainer.PushBack( new Context( glAbstraction ) );
120     return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
121   }
122
123   void DestroySurfaceContext( Context* surfaceContext )
124   {
125     surfaceContextContainer.EraseObject( surfaceContext );
126   }
127
128   void UpdateTrackers()
129   {
130     for( auto&& iter : mRenderTrackers )
131     {
132       iter->PollSyncObject();
133     }
134   }
135
136   // the order is important for destruction,
137   // programs are owned by context at the moment.
138   Context                                   context;                 ///< Holds the GL state of the share resource context
139   Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
140   OwnerContainer< Context* >                surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
141   Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
142   Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
143   Integration::GlContextHelperAbstraction&  glContextHelperAbstraction; ///< GL context helper abstraction
144   RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
145
146   // Render instructions describe what should be rendered during RenderManager::Render()
147   // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
148   RenderInstructionContainer                instructions;
149   Render::RenderAlgorithms                  renderAlgorithms;        ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
150
151   Vector4                                   backgroundColor;         ///< The glClear color used at the beginning of each frame.
152
153   uint32_t                                  frameCount;              ///< The current frame count
154   BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
155
156   Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
157
158   OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
159   OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
160   OwnerContainer< Render::Texture* >        textureContainer;        ///< List of owned textures
161   OwnerContainer< Render::FrameBuffer* >    frameBufferContainer;    ///< List of owned framebuffers
162   OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
163   OwnerContainer< Render::Geometry* >       geometryContainer;       ///< List of owned Geometries
164
165   bool                                      lastFrameWasRendered;    ///< Keeps track of the last frame being rendered due to having render instructions
166
167   OwnerContainer< Render::RenderTracker* >  mRenderTrackers;         ///< List of render trackers
168
169   ProgramController                         programController;        ///< Owner of the GL programs
170
171   Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
172   Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
173
174   std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
175   Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
176   Vector<GLuint>                            textureDependencyList;    ///< The dependency list of binded textures
177 };
178
179 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
180                                    Integration::GlSyncAbstraction& glSyncAbstraction,
181                                    Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
182                                    Integration::DepthBufferAvailable depthBufferAvailable,
183                                    Integration::StencilBufferAvailable stencilBufferAvailable )
184 {
185   RenderManager* manager = new RenderManager;
186   manager->mImpl = new Impl( glAbstraction,
187                              glSyncAbstraction,
188                              glContextHelperAbstraction,
189                              depthBufferAvailable,
190                              stencilBufferAvailable );
191   return manager;
192 }
193
194 RenderManager::RenderManager()
195 : mImpl(NULL)
196 {
197 }
198
199 RenderManager::~RenderManager()
200 {
201   delete mImpl;
202 }
203
204 RenderQueue& RenderManager::GetRenderQueue()
205 {
206   return mImpl->renderQueue;
207 }
208
209 void RenderManager::ContextCreated()
210 {
211   mImpl->context.GlContextCreated();
212   mImpl->programController.GlContextCreated();
213
214   // renderers, textures and gpu buffers cannot reinitialize themselves
215   // so they rely on someone reloading the data for them
216 }
217
218 void RenderManager::ContextDestroyed()
219 {
220   mImpl->context.GlContextDestroyed();
221   mImpl->programController.GlContextDestroyed();
222
223   //Inform textures
224   for( auto&& texture : mImpl->textureContainer )
225   {
226     texture->GlContextDestroyed();
227   }
228
229   //Inform framebuffers
230   for( auto&& framebuffer : mImpl->frameBufferContainer )
231   {
232     framebuffer->GlContextDestroyed();
233   }
234
235   // inform renderers
236   for( auto&& renderer : mImpl->rendererContainer )
237   {
238     renderer->GlContextDestroyed();
239   }
240 }
241
242 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
243 {
244   mImpl->programController.SetShaderSaver( upstream );
245 }
246
247 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
248 {
249   return mImpl->instructions;
250 }
251
252 void RenderManager::SetBackgroundColor( const Vector4& color )
253 {
254   mImpl->backgroundColor = color;
255 }
256
257 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
258 {
259   mImpl->defaultSurfaceRect = rect;
260 }
261
262 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
263 {
264   // Initialize the renderer as we are now in render thread
265   renderer->Initialize( mImpl->context );
266
267   mImpl->rendererContainer.PushBack( renderer.Release() );
268 }
269
270 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
271 {
272   mImpl->rendererContainer.EraseObject( renderer );
273 }
274
275 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
276 {
277   mImpl->samplerContainer.PushBack( sampler.Release() );
278 }
279
280 void RenderManager::RemoveSampler( Render::Sampler* sampler )
281 {
282   mImpl->samplerContainer.EraseObject( sampler );
283 }
284
285 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
286 {
287   texture->Initialize( mImpl->context );
288   mImpl->textureContainer.PushBack( texture.Release() );
289 }
290
291 void RenderManager::RemoveTexture( Render::Texture* texture )
292 {
293   DALI_ASSERT_DEBUG( NULL != texture );
294
295   // Find the texture, use reference to pointer so we can do the erase safely
296   for ( auto&& iter : mImpl->textureContainer )
297   {
298     if ( iter == texture )
299     {
300       texture->Destroy( mImpl->context );
301       mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
302       return;
303     }
304   }
305 }
306
307 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
308 {
309   texture->Upload( mImpl->context, pixelData, params );
310 }
311
312 void RenderManager::GenerateMipmaps( Render::Texture* texture )
313 {
314   texture->GenerateMipmaps( mImpl->context );
315 }
316
317 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
318 {
319   sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
320   sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
321 }
322
323 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
324 {
325   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
326   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
327   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
328 }
329
330 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
331 {
332   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
333   mImpl->frameBufferContainer.PushBack( frameBufferPtr );
334   if ( frameBufferPtr->IsSurfaceBacked() )
335   {
336     frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
337   }
338   else
339   {
340     frameBufferPtr->Initialize( mImpl->context );
341   }
342 }
343
344 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
345 {
346   DALI_ASSERT_DEBUG( NULL != frameBuffer );
347
348   // Find the sampler, use reference so we can safely do the erase
349   for ( auto&& iter : mImpl->frameBufferContainer )
350   {
351     if ( iter == frameBuffer )
352     {
353       frameBuffer->Destroy( mImpl->context );
354
355       if ( frameBuffer->IsSurfaceBacked() )
356       {
357         auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
358         mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
359       }
360
361       mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
362
363       break;
364     }
365   }
366 }
367
368 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
369 {
370   if ( !frameBuffer->IsSurfaceBacked() )
371   {
372     auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
373     textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
374   }
375 }
376
377 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
378 {
379   mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
380 }
381
382 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
383 {
384   mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
385 }
386
387 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
388 {
389   propertyBuffer->SetFormat( format.Release() );
390 }
391
392 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
393 {
394   propertyBuffer->SetData( data.Release(), size );
395 }
396
397 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
398 {
399   geometry->SetIndexBuffer( indices );
400 }
401
402 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
403 {
404   mImpl->geometryContainer.PushBack( geometry.Release() );
405 }
406
407 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
408 {
409   mImpl->geometryContainer.EraseObject( geometry );
410 }
411
412 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
413 {
414   DALI_ASSERT_DEBUG( NULL != geometry );
415
416   // Find the geometry
417   for ( auto&& iter : mImpl->geometryContainer )
418   {
419     if ( iter == geometry )
420     {
421       iter->AddPropertyBuffer( propertyBuffer );
422       break;
423     }
424   }
425 }
426
427 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
428 {
429   DALI_ASSERT_DEBUG( NULL != geometry );
430
431   // Find the geometry
432   for ( auto&& iter : mImpl->geometryContainer )
433   {
434     if ( iter == geometry )
435     {
436       iter->RemovePropertyBuffer( propertyBuffer );
437       break;
438     }
439   }
440 }
441
442 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
443 {
444   geometry->SetType( Render::Geometry::Type(geometryType) );
445 }
446
447 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
448 {
449   mImpl->AddRenderTracker(renderTracker);
450 }
451
452 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
453 {
454   mImpl->RemoveRenderTracker(renderTracker);
455 }
456
457 ProgramCache* RenderManager::GetProgramCache()
458 {
459   return &(mImpl->programController);
460 }
461
462 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
463 {
464   DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
465
466   // Core::Render documents that GL context must be current before calling Render
467   DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
468
469   // Increment the frame count at the beginning of each frame
470   ++mImpl->frameCount;
471
472   // Process messages queued during previous update
473   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
474
475   const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
476   const bool haveInstructions = count > 0u;
477
478   DALI_LOG_INFO( gLogFilter, Debug::General,
479                  "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
480                  haveInstructions ? "true" : "false",
481                  mImpl->lastFrameWasRendered ? "true" : "false",
482                  forceClear ? "true" : "false" );
483
484   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
485   if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
486   {
487     DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
488
489     // Mark that we will require a post-render step to be performed (includes swap-buffers).
490     status.SetNeedsPostRender( true );
491
492     // Switch to the shared context
493     if ( mImpl->currentContext != &mImpl->context )
494     {
495       mImpl->currentContext = &mImpl->context;
496
497       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
498       {
499         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
500       }
501
502       // Clear the current cached program when the context is switched
503       mImpl->programController.ClearCurrentProgram();
504     }
505
506     // Upload the geometries
507     for( uint32_t i = 0; i < count; ++i )
508     {
509       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
510
511       const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
512       const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
513
514       DALI_ASSERT_DEBUG( viewMatrix );
515       DALI_ASSERT_DEBUG( projectionMatrix );
516
517       if( viewMatrix && projectionMatrix )
518       {
519         const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
520
521         // Iterate through each render list.
522         for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
523         {
524           const RenderList* renderList = instruction.GetRenderList( index );
525
526           if( renderList && !renderList->IsEmpty() )
527           {
528             const std::size_t itemCount = renderList->Count();
529             for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
530             {
531               const RenderItem& item = renderList->GetItem( itemIndex );
532               if( DALI_LIKELY( item.mRenderer ) )
533               {
534                 item.mRenderer->Upload( *mImpl->currentContext );
535               }
536             }
537           }
538         }
539       }
540     }
541
542     for( uint32_t i = 0; i < count; ++i )
543     {
544       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
545
546       DoRender( instruction );
547     }
548
549     if ( mImpl->currentContext->IsSurfacelessContextSupported() )
550     {
551       mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
552     }
553
554     GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
555     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
556     for ( auto&& context : mImpl->surfaceContextContainer )
557     {
558       context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
559     }
560
561     //Notify RenderGeometries that rendering has finished
562     for ( auto&& iter : mImpl->geometryContainer )
563     {
564       iter->OnRenderFinished();
565     }
566   }
567   else
568   {
569     DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
570   }
571
572   mImpl->UpdateTrackers();
573
574   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
575   mImpl->lastFrameWasRendered = haveInstructions;
576
577   /**
578    * The rendering has finished; swap to the next buffer.
579    * Ideally the update has just finished using this buffer; otherwise the render thread
580    * should block until the update has finished.
581    */
582   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
583
584   DALI_PRINT_RENDER_END();
585 }
586
587 void RenderManager::DoRender( RenderInstruction& instruction )
588 {
589   Rect<int32_t> viewportRect;
590   Vector4   clearColor;
591
592   if ( instruction.mIsClearColorSet )
593   {
594     clearColor = instruction.mClearColor;
595   }
596   else
597   {
598     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
599   }
600
601   Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
602   Vector4 backgroundColor = mImpl->backgroundColor;
603   Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
604   Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
605
606   Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
607   if ( instruction.mFrameBuffer != 0 )
608   {
609     if ( instruction.mFrameBuffer->IsSurfaceBacked() )
610     {
611       surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
612
613       if ( !surfaceFrameBuffer->IsSurfaceValid() )
614       {
615         // Skip rendering the frame buffer if the render surface becomes invalid
616         return;
617       }
618
619       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
620       {
621         Context* surfaceContext = surfaceFrameBuffer->GetContext();
622         if ( mImpl->currentContext != surfaceContext )
623         {
624           // Switch the correct context if rendering to a surface
625           mImpl->currentContext = surfaceContext;
626           surfaceFrameBuffer->MakeContextCurrent();
627
628           // Clear the current cached program when the context is switched
629           mImpl->programController.ClearCurrentProgram();
630         }
631       }
632
633       surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
634       backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
635     }
636     else
637     {
638       // Switch to shared context for off-screen buffer
639       mImpl->currentContext = &mImpl->context;
640
641       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
642       {
643         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
644       }
645     }
646   }
647
648   DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
649
650   // reset the program matrices for all programs once per frame
651   // this ensures we will set view and projection matrix once per program per camera
652   mImpl->programController.ResetProgramMatrices();
653
654   if( instruction.mFrameBuffer )
655   {
656     instruction.mFrameBuffer->Bind( *mImpl->currentContext );
657
658     if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
659     {
660       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
661       Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
662       mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
663     }
664   }
665   else
666   {
667     mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
668   }
669
670   if ( surfaceFrameBuffer )
671   {
672     mImpl->currentContext->Viewport( surfaceRect.x,
673                               surfaceRect.y,
674                               surfaceRect.width,
675                               surfaceRect.height );
676
677     mImpl->currentContext->ClearColor( backgroundColor.r,
678                                 backgroundColor.g,
679                                 backgroundColor.b,
680                                 backgroundColor.a );
681   }
682
683   // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
684   // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
685   // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
686   // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
687
688   mImpl->currentContext->SetScissorTest( false );
689
690   GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
691
692   mImpl->currentContext->ColorMask( true );
693
694   if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
695   {
696     mImpl->currentContext->DepthMask( true );
697     clearMask |= GL_DEPTH_BUFFER_BIT;
698   }
699
700   if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
701   {
702     mImpl->currentContext->ClearStencil( 0 );
703     mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
704     clearMask |= GL_STENCIL_BUFFER_BIT;
705   }
706
707   mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
708
709   if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
710   {
711     if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
712     {
713       if ( instruction.mIsViewportSet )
714       {
715         // For glViewport the lower-left corner is (0,0)
716         // For glViewport the lower-left corner is (0,0)
717         const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
718         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
719       }
720       else
721       {
722         viewportRect = surfaceRect;
723       }
724     }
725     else // Offscreen buffer rendering
726     {
727       if ( instruction.mIsViewportSet )
728       {
729         // For glViewport the lower-left corner is (0,0)
730         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
731         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
732       }
733       else
734       {
735         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
736       }
737     }
738   }
739   else // No Offscreen frame buffer rendering
740   {
741     // Check whether a viewport is specified, otherwise the full surface size is used
742     if ( instruction.mFrameBuffer != 0 )
743     {
744       if ( instruction.mIsViewportSet )
745       {
746         // For glViewport the lower-left corner is (0,0)
747         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
748         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
749       }
750       else
751       {
752         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
753       }
754     }
755     else
756     {
757       viewportRect = surfaceRect;
758     }
759   }
760
761   mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
762
763   if ( instruction.mIsClearColorSet )
764   {
765     mImpl->currentContext->ClearColor( clearColor.r,
766                                        clearColor.g,
767                                        clearColor.b,
768                                        clearColor.a );
769
770     // Clear the viewport area only
771     mImpl->currentContext->SetScissorTest( true );
772     mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
773     mImpl->currentContext->ColorMask( true );
774     mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
775     mImpl->currentContext->SetScissorTest( false );
776   }
777
778   // Clear the list of bound textures
779   mImpl->boundTextures.Clear();
780
781   mImpl->renderAlgorithms.ProcessRenderInstruction(
782       instruction,
783       *mImpl->currentContext,
784       mImpl->renderBufferIndex,
785       depthBufferAvailable,
786       stencilBufferAvailable,
787       mImpl->boundTextures );
788
789   // Synchronise the FBO/Texture access when there are multiple contexts
790   if ( mImpl->currentContext->IsSurfacelessContextSupported() )
791   {
792     // Check whether any binded texture is in the dependency list
793     bool textureFound = false;
794
795     if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
796     {
797       for ( auto textureId : mImpl->textureDependencyList )
798       {
799
800         textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
801                                      [textureId]( GLuint id )
802                                      {
803                                        return textureId == id;
804                                      } ) != mImpl->boundTextures.End();
805       }
806     }
807
808     if ( textureFound )
809     {
810
811       if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
812       {
813         // For off-screen buffer
814
815         // Wait until all rendering calls for the currently context are executed
816         mImpl->glContextHelperAbstraction.WaitClient();
817
818         // Clear the dependency list
819         mImpl->textureDependencyList.Clear();
820       }
821       else
822       {
823         // For surface-backed frame buffer
824
825         // Worker thread lambda function
826         auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
827         auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
828         {
829           // Switch to the shared context in the worker thread
830           glContextHelperAbstraction.MakeSurfacelessContextCurrent();
831
832           // Wait until all rendering calls for the shared context are executed
833           glContextHelperAbstraction.WaitClient();
834
835           // Must clear the context in the worker thread
836           // Otherwise the shared context cannot be switched to from the render thread
837           glContextHelperAbstraction.MakeContextNull();
838         };
839
840         auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
841         if ( future )
842         {
843           mImpl->threadPool->Wait();
844
845           // Clear the dependency list
846           mImpl->textureDependencyList.Clear();
847         }
848       }
849     }
850   }
851
852   if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
853   {
854     // This will create a sync object every frame this render tracker
855     // is alive (though it should be now be created only for
856     // render-once render tasks)
857     instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
858     instruction.mRenderTracker = NULL; // Only create once.
859   }
860
861   if ( surfaceFrameBuffer )
862   {
863     surfaceFrameBuffer->PostRender();
864   }
865   else
866   {
867     mImpl->currentContext->Flush();
868   }
869 }
870
871 } // namespace SceneGraph
872
873 } // namespace Internal
874
875 } // namespace Dali