2 * Copyright (c) 2021 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>
28 #include <dali/internal/event/common/scene-impl.h>
30 #include <dali/internal/update/common/scene-graph-scene.h>
31 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
33 #include <dali/internal/render/common/render-algorithms.h>
34 #include <dali/internal/render/common/render-debug.h>
35 #include <dali/internal/render/common/render-instruction.h>
36 #include <dali/internal/render/common/render-tracker.h>
37 #include <dali/internal/render/queue/render-queue.h>
38 #include <dali/internal/render/renderers/render-frame-buffer.h>
39 #include <dali/internal/render/renderers/render-texture.h>
40 #include <dali/internal/render/renderers/shader-cache.h>
41 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
42 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
43 #include <dali/internal/render/shaders/program-controller.h>
44 #include <dali/internal/render/renderers/pipeline-cache.h>
54 #if defined(DEBUG_ENABLED)
57 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
58 } // unnamed namespace
63 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
65 Graphics::Rect2D newScissorArea;
69 newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
70 newScissorArea.y = scissorArea.x;
71 newScissorArea.width = scissorArea.height;
72 newScissorArea.height = scissorArea.width;
74 else if(orientation == 180)
76 newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
77 newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
78 newScissorArea.width = scissorArea.width;
79 newScissorArea.height = scissorArea.height;
81 else if(orientation == 270)
83 newScissorArea.x = scissorArea.y;
84 newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
85 newScissorArea.width = scissorArea.height;
86 newScissorArea.height = scissorArea.width;
90 newScissorArea.x = scissorArea.x;
91 newScissorArea.y = scissorArea.y;
92 newScissorArea.width = scissorArea.width;
93 newScissorArea.height = scissorArea.height;
95 return newScissorArea;
99 * Structure to contain internal data
101 struct RenderManager::Impl
103 Impl(Graphics::Controller& graphicsController,
104 Integration::DepthBufferAvailable depthBufferAvailableParam,
105 Integration::StencilBufferAvailable stencilBufferAvailableParam,
106 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
107 : graphicsController(graphicsController),
109 renderAlgorithms(graphicsController),
111 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
115 frameBufferContainer(),
116 lastFrameWasRendered(false),
117 programController(graphicsController),
118 shaderCache(graphicsController),
119 depthBufferAvailable(depthBufferAvailableParam),
120 stencilBufferAvailable(stencilBufferAvailableParam),
121 partialUpdateAvailable(partialUpdateAvailableParam)
123 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
124 threadPool = std::make_unique<Dali::ThreadPool>();
125 threadPool->Initialize(1u);
127 uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
128 pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
133 threadPool.reset(nullptr); // reset now to maintain correct destruction order
136 void AddRenderTracker(Render::RenderTracker* renderTracker)
138 DALI_ASSERT_DEBUG(renderTracker != nullptr);
139 mRenderTrackers.PushBack(renderTracker);
142 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
144 mRenderTrackers.EraseObject(renderTracker);
147 void UpdateTrackers()
149 for(auto&& iter : mRenderTrackers)
151 iter->PollSyncObject();
155 // the order is important for destruction,
156 Graphics::Controller& graphicsController;
157 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
159 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
161 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
163 uint32_t frameCount; ///< The current frame count
164 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
166 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
167 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
168 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
169 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
170 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
171 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
173 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
175 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
177 ProgramController programController; ///< Owner of the programs
178 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
180 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
181 std::unique_ptr<Render::PipelineCache> pipelineCache;
183 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
184 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
185 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
187 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
188 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
189 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
192 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
193 Integration::DepthBufferAvailable depthBufferAvailable,
194 Integration::StencilBufferAvailable stencilBufferAvailable,
195 Integration::PartialUpdateAvailable partialUpdateAvailable)
197 auto* manager = new RenderManager;
198 manager->mImpl = new Impl(graphicsController,
199 depthBufferAvailable,
200 stencilBufferAvailable,
201 partialUpdateAvailable);
205 RenderManager::RenderManager()
210 RenderManager::~RenderManager()
215 RenderQueue& RenderManager::GetRenderQueue()
217 return mImpl->renderQueue;
220 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
224 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
226 // Initialize the renderer as we are now in render thread
227 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()),
228 *(mImpl->pipelineCache.get()));
230 mImpl->rendererContainer.PushBack(renderer.Release());
233 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
235 mImpl->rendererContainer.EraseObject(renderer);
238 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
240 sampler->Initialize(mImpl->graphicsController);
241 mImpl->samplerContainer.PushBack(sampler.Release());
244 void RenderManager::RemoveSampler(Render::Sampler* sampler)
246 mImpl->samplerContainer.EraseObject(sampler);
249 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
251 texture->Initialize(mImpl->graphicsController);
252 mImpl->textureContainer.PushBack(texture.Release());
255 void RenderManager::RemoveTexture(Render::Texture* texture)
257 DALI_ASSERT_DEBUG(NULL != texture);
259 // Find the texture, use reference to pointer so we can do the erase safely
260 for(auto&& iter : mImpl->textureContainer)
265 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
271 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
273 texture->Upload(pixelData, params);
276 void RenderManager::GenerateMipmaps(Render::Texture* texture)
278 texture->GenerateMipmaps();
281 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
283 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
284 static_cast<Dali::FilterMode::Type>(magFilterMode));
287 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
289 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
290 static_cast<Dali::WrapMode::Type>(sWrapMode),
291 static_cast<Dali::WrapMode::Type>(tWrapMode));
294 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
296 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
297 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
298 frameBufferPtr->Initialize(mImpl->graphicsController);
301 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
303 DALI_ASSERT_DEBUG(nullptr != frameBuffer);
305 // Find the sampler, use reference so we can safely do the erase
306 for(auto&& iter : mImpl->frameBufferContainer)
308 if(iter == frameBuffer)
310 frameBuffer->Destroy();
311 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
318 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
320 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
321 mImpl->sceneContainer.push_back(scene);
324 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
326 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
327 if(iter != mImpl->sceneContainer.end())
329 mImpl->sceneContainer.erase(iter);
333 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
335 scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
338 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
340 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
343 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
345 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
348 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
350 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
353 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
355 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
358 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
360 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
363 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
365 vertexBuffer->SetFormat(format.Release());
368 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
370 vertexBuffer->SetData(data.Release(), size);
373 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
375 geometry->SetIndexBuffer(indices);
378 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
380 mImpl->geometryContainer.PushBack(geometry.Release());
383 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
385 mImpl->geometryContainer.EraseObject(geometry);
388 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
390 DALI_ASSERT_DEBUG(nullptr != geometry);
393 for(auto&& iter : mImpl->geometryContainer)
397 iter->AddVertexBuffer(vertexBuffer);
403 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
405 DALI_ASSERT_DEBUG(nullptr != geometry);
408 for(auto&& iter : mImpl->geometryContainer)
412 iter->RemoveVertexBuffer(vertexBuffer);
418 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
420 geometry->SetType(Render::Geometry::Type(geometryType));
423 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
425 mImpl->AddRenderTracker(renderTracker);
428 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
430 mImpl->RemoveRenderTracker(renderTracker);
433 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
435 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
438 mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
440 // Increment the frame count at the beginning of each frame
443 // Process messages queued during previous update
444 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
447 for(auto& i : mImpl->sceneContainer)
449 count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
452 const bool haveInstructions = count > 0u;
454 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");
456 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
457 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
459 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
461 // Upload the geometries
462 for(auto& i : mImpl->sceneContainer)
464 RenderInstructionContainer& instructions = i->GetRenderInstructions();
465 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
467 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
469 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
470 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
472 DALI_ASSERT_DEBUG(viewMatrix);
473 DALI_ASSERT_DEBUG(projectionMatrix);
475 if(viewMatrix && projectionMatrix)
477 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
479 // Iterate through each render list.
480 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
482 const RenderList* renderList = instruction.GetRenderList(index);
484 if(renderList && !renderList->IsEmpty())
486 const std::size_t itemCount = renderList->Count();
487 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
489 const RenderItem& item = renderList->GetItem(itemIndex);
490 if(DALI_LIKELY(item.mRenderer))
492 item.mRenderer->Upload();
503 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
505 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
510 Internal::Scene& sceneInternal = GetImplementation(scene);
511 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
513 if(sceneObject->IsRenderingSkipped())
515 // We don't need to calculate dirty rects
519 // @TODO We need to do partial rendering rotation.
520 if( sceneObject && sceneObject->GetSurfaceOrientation() != 0 )
525 class DamagedRectsCleaner
528 explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
529 : mDamagedRects(damagedRects),
534 void SetCleanOnReturn(bool cleanOnReturn)
536 mCleanOnReturn = cleanOnReturn;
539 ~DamagedRectsCleaner()
543 mDamagedRects.clear();
548 std::vector<Rect<int>>& mDamagedRects;
552 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
554 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
555 DamagedRectsCleaner damagedRectCleaner(damagedRects);
557 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
558 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
559 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
560 for(DirtyRect& dirtyRect : itemsDirtyRects)
562 dirtyRect.visited = false;
565 uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
566 for(uint32_t i = 0; i < instructionCount; ++i)
568 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
570 if(instruction.mFrameBuffer)
572 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
575 const Camera* camera = instruction.GetCamera();
576 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
578 const Node* node = instruction.GetCamera()->GetNode();
583 Quaternion orientation;
584 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
586 Vector3 orientationAxis;
587 Radian orientationAngle;
588 orientation.ToAxisAngle(orientationAxis, orientationAngle);
590 if(position.x > Math::MACHINE_EPSILON_10000 ||
591 position.y > Math::MACHINE_EPSILON_10000 ||
592 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
593 orientationAngle != ANGLE_180 ||
594 scale != Vector3(1.0f, 1.0f, 1.0f))
605 Rect<int32_t> viewportRect;
606 if(instruction.mIsViewportSet)
608 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
609 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
610 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
612 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
617 viewportRect = surfaceRect;
620 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
621 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
622 if(viewMatrix && projectionMatrix)
624 const RenderListContainer::SizeType count = instruction.RenderListCount();
625 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
627 const RenderList* renderList = instruction.GetRenderList(index);
628 if(renderList && !renderList->IsEmpty())
630 const std::size_t listCount = renderList->Count();
631 for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
633 RenderItem& item = renderList->GetItem(listIndex);
634 // If the item does 3D transformation, do early exit and clean the damaged rect array
635 if(item.mUpdateSize == Vector3::ZERO)
641 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
642 // If the item refers to updated node or renderer.
643 if(item.mIsUpdated ||
645 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
647 item.mIsUpdated = false;
648 item.mNode->SetUpdated(false);
650 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
651 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
653 const int left = rect.x;
654 const int top = rect.y;
655 const int right = rect.x + rect.width;
656 const int bottom = rect.y + rect.height;
657 rect.x = (left / 16) * 16;
658 rect.y = (top / 16) * 16;
659 rect.width = ((right + 16) / 16) * 16 - rect.x;
660 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
662 // Found valid dirty rect.
663 // 1. Insert it in the sorted array of the dirty rects.
664 // 2. Mark the related dirty rects as visited so they will not be removed below.
665 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
666 dirtyRect.rect = rect;
667 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
668 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
671 while(++dirtyRectPos != itemsDirtyRects.end())
673 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
678 dirtyRectPos->visited = true;
679 Rect<int>& dirtRect = dirtyRectPos->rect;
680 rect.Merge(dirtRect);
683 if(c > 3) // no more then 3 previous rects
685 itemsDirtyRects.erase(dirtyRectPos);
690 damagedRects.push_back(rect);
695 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
696 // 2. Mark the related dirty rects as visited so they will not be removed below.
697 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
698 while(dirtyRectPos != itemsDirtyRects.end())
700 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
705 dirtyRectPos->visited = true;
715 // Check removed nodes or removed renderers dirty rects
716 auto i = itemsDirtyRects.begin();
717 auto j = itemsDirtyRects.begin();
718 while(i != itemsDirtyRects.end())
726 Rect<int>& dirtRect = i->rect;
727 damagedRects.push_back(dirtRect);
732 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
733 damagedRectCleaner.SetCleanOnReturn(false);
736 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
738 Rect<int> clippingRect;
739 RenderScene(status, scene, renderToFbo, clippingRect);
742 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
744 // Reset main algorithms command buffer
745 mImpl->renderAlgorithms.ResetCommandBuffer();
747 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
749 Internal::Scene& sceneInternal = GetImplementation(scene);
750 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
752 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
754 std::vector<Graphics::RenderTarget*> targetstoPresent;
756 for(uint32_t i = 0; i < count; ++i)
758 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
760 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
765 // Mark that we will require a post-render step to be performed (includes swap-buffers).
766 status.SetNeedsPostRender(true);
768 Rect<int32_t> viewportRect;
770 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
771 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
773 // @todo Should these be part of scene?
774 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
775 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
777 Graphics::RenderTarget* currentRenderTarget = nullptr;
778 Graphics::RenderPass* currentRenderPass = nullptr;
779 std::vector<Graphics::ClearValue> currentClearValues{};
781 if(instruction.mFrameBuffer)
783 // Ensure graphics framebuffer is created, bind attachments and create render passes
784 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
785 // then don't render to this framebuffer.
786 if(!instruction.mFrameBuffer->GetGraphicsObject())
788 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
795 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
797 // Set the clear color for first color attachment
798 if(instruction.mIsClearColorSet && !clearValues.empty())
800 clearValues[0].color = {
801 instruction.mClearColor.r,
802 instruction.mClearColor.g,
803 instruction.mClearColor.b,
804 instruction.mClearColor.a};
807 currentClearValues = clearValues;
809 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
812 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
813 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
815 else // no framebuffer
818 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
820 if(instruction.mIsClearColorSet)
822 clearValues[0].color = {
823 instruction.mClearColor.r,
824 instruction.mClearColor.g,
825 instruction.mClearColor.b,
826 instruction.mClearColor.a};
829 currentClearValues = clearValues;
831 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
832 // if the window has a depth/stencil buffer.
833 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
834 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
835 (currentClearValues.size() <= 1))
837 currentClearValues.emplace_back();
838 currentClearValues.back().depthStencil.depth = 0;
839 currentClearValues.back().depthStencil.stencil = 0;
842 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
844 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
845 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
848 targetstoPresent.emplace_back(currentRenderTarget);
850 // reset the program matrices for all programs once per frame
851 // this ensures we will set view and projection matrix once per program per camera
852 mImpl->programController.ResetProgramMatrices();
854 if(instruction.mFrameBuffer)
856 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
857 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
859 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
863 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
865 // Offscreen buffer rendering
866 if(instruction.mIsViewportSet)
868 // For Viewport the lower-left corner is (0,0)
869 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
870 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
874 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
876 surfaceOrientation = 0;
878 else // No Offscreen frame buffer rendering
880 // Check whether a viewport is specified, otherwise the full surface size is used
881 if(instruction.mIsViewportSet)
883 // For Viewport the lower-left corner is (0,0)
884 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
885 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
889 viewportRect = surfaceRect;
893 // Set surface orientation
894 // @todo Inform graphics impl by another route.
895 // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
897 /*** Clear region of framebuffer or surface before drawing ***/
898 bool clearFullFrameRect = (surfaceRect == viewportRect);
899 if(instruction.mFrameBuffer != nullptr)
901 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
902 clearFullFrameRect = (frameRect == viewportRect);
905 if(!clippingRect.IsEmpty())
907 if(!clippingRect.Intersect(viewportRect))
909 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
910 clippingRect = Rect<int>();
912 clearFullFrameRect = false;
915 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
916 if(instruction.mIsClearColorSet)
918 if(!clearFullFrameRect)
920 if(!clippingRect.IsEmpty())
922 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
927 // Scissor's value should be set based on the default system coordinates.
928 // When the surface is rotated, the input values already were set with the rotated angle.
929 // So, re-calculation is needed.
930 scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
933 mainCommandBuffer->BeginRenderPass(
939 mainCommandBuffer->SetViewport({float(viewportRect.x),
940 float(viewportRect.y),
941 float(viewportRect.width),
942 float(viewportRect.height)});
944 // Clear the list of bound textures
945 mImpl->boundTextures.Clear();
947 mImpl->renderAlgorithms.ProcessRenderInstruction(
949 mImpl->renderBufferIndex,
950 depthBufferAvailable,
951 stencilBufferAvailable,
952 mImpl->boundTextures,
957 Graphics::SyncObject* syncObject{nullptr};
958 // If the render instruction has an associated render tracker (owned separately)
959 // and framebuffer, create a one shot sync object, and use it to determine when
960 // the render pass has finished executing on GPU.
961 if(instruction.mRenderTracker && instruction.mFrameBuffer)
963 syncObject = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
964 instruction.mRenderTracker = nullptr;
966 mainCommandBuffer->EndRenderPass(syncObject);
968 mImpl->renderAlgorithms.SubmitCommandBuffer();
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(bool uploadOnly)
985 // Notify RenderGeometries that rendering has finished
986 for(auto&& iter : mImpl->geometryContainer)
988 iter->OnRenderFinished();
991 mImpl->UpdateTrackers();
994 for(auto& scene : mImpl->sceneContainer)
996 count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
999 const bool haveInstructions = count > 0u;
1001 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1002 mImpl->lastFrameWasRendered = haveInstructions;
1005 * The rendering has finished; swap to the next buffer.
1006 * Ideally the update has just finished using this buffer; otherwise the render thread
1007 * should block until the update has finished.
1009 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1011 DALI_PRINT_RENDER_END();
1014 } // namespace SceneGraph
1016 } // namespace Internal