2 * Copyright (c) 2019 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
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>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
67 const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
70 * @brief Find the intersection of two AABB rectangles.
71 * This is a logical AND operation. IE. The intersection is the area overlapped by both rectangles.
72 * @param[in] aabbA Rectangle A
73 * @param[in] aabbB Rectangle B
74 * @return The intersection of rectangle A & B (result is a rectangle)
76 inline ClippingBox IntersectAABB( const ClippingBox& aabbA, const ClippingBox& aabbB )
78 ClippingBox intersectionBox;
80 // First calculate the largest starting positions in X and Y.
81 intersectionBox.x = std::max( aabbA.x, aabbB.x );
82 intersectionBox.y = std::max( aabbA.y, aabbB.y );
84 // Now calculate the smallest ending positions, and take the largest starting
85 // positions from the result, to get the width and height respectively.
86 // If the two boxes do not intersect at all, then we need a 0 width and height clipping area.
87 // We use max here to clamp both width and height to >= 0 for this use-case.
88 intersectionBox.width = std::max( std::min( aabbA.x + aabbA.width, aabbB.x + aabbB.width ) - intersectionBox.x, 0 );
89 intersectionBox.height = std::max( std::min( aabbA.y + aabbA.height, aabbB.y + aabbB.height ) - intersectionBox.y, 0 );
91 return intersectionBox;
97 * Structure to contain internal data
99 struct RenderManager::Impl
101 Impl( Integration::GlAbstraction& glAbstraction,
102 Integration::GlSyncAbstraction& glSyncAbstraction,
103 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
104 Integration::DepthBufferAvailable depthBufferAvailableParam,
105 Integration::StencilBufferAvailable stencilBufferAvailableParam,
106 Integration::PartialUpdateAvailable partialUpdateAvailableParam )
107 : context( glAbstraction, &surfaceContextContainer ),
108 currentContext( &context ),
109 glAbstraction( glAbstraction ),
110 glSyncAbstraction( glSyncAbstraction ),
111 glContextHelperAbstraction( glContextHelperAbstraction ),
115 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
117 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
118 defaultSurfaceRect(),
122 frameBufferContainer(),
123 lastFrameWasRendered( false ),
124 programController( glAbstraction ),
125 depthBufferAvailable( depthBufferAvailableParam ),
126 stencilBufferAvailable( stencilBufferAvailableParam ),
127 partialUpdateAvailable( partialUpdateAvailableParam ),
128 defaultSurfaceOrientation( 0 )
130 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
131 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
132 threadPool->Initialize( 1u );
137 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
140 void AddRenderTracker( Render::RenderTracker* renderTracker )
142 DALI_ASSERT_DEBUG( renderTracker != NULL );
143 mRenderTrackers.PushBack( renderTracker );
146 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
148 mRenderTrackers.EraseObject( renderTracker );
151 Context* CreateSurfaceContext()
153 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
154 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
157 void DestroySurfaceContext( Context* surfaceContext )
159 surfaceContextContainer.EraseObject( surfaceContext );
162 void UpdateTrackers()
164 for( auto&& iter : mRenderTrackers )
166 iter->PollSyncObject();
170 // the order is important for destruction,
171 // programs are owned by context at the moment.
172 Context context; ///< Holds the GL state of the share resource context
173 Context* currentContext; ///< Holds the GL state of the current context for rendering
174 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
175 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
176 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
177 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
178 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
180 // Render instructions describe what should be rendered during RenderManager::Render()
181 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
182 RenderInstructionContainer instructions;
183 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
185 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
187 uint32_t frameCount; ///< The current frame count
188 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
190 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
192 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
193 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
194 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
195 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
196 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
197 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
199 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
201 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
203 ProgramController programController; ///< Owner of the GL programs
205 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
206 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
207 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
209 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
210 Vector<GLuint> boundTextures; ///< The textures bound for rendering
211 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
212 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
216 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
217 Integration::GlSyncAbstraction& glSyncAbstraction,
218 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
219 Integration::DepthBufferAvailable depthBufferAvailable,
220 Integration::StencilBufferAvailable stencilBufferAvailable,
221 Integration::PartialUpdateAvailable partialUpdateAvailable )
223 RenderManager* manager = new RenderManager;
224 manager->mImpl = new Impl( glAbstraction,
226 glContextHelperAbstraction,
227 depthBufferAvailable,
228 stencilBufferAvailable,
229 partialUpdateAvailable );
233 RenderManager::RenderManager()
238 RenderManager::~RenderManager()
243 RenderQueue& RenderManager::GetRenderQueue()
245 return mImpl->renderQueue;
248 void RenderManager::ContextCreated()
250 mImpl->context.GlContextCreated();
251 mImpl->programController.GlContextCreated();
253 // renderers, textures and gpu buffers cannot reinitialize themselves
254 // so they rely on someone reloading the data for them
257 void RenderManager::ContextDestroyed()
259 mImpl->context.GlContextDestroyed();
260 mImpl->programController.GlContextDestroyed();
263 for( auto&& texture : mImpl->textureContainer )
265 texture->GlContextDestroyed();
268 //Inform framebuffers
269 for( auto&& framebuffer : mImpl->frameBufferContainer )
271 framebuffer->GlContextDestroyed();
275 for( auto&& renderer : mImpl->rendererContainer )
277 renderer->GlContextDestroyed();
281 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
283 mImpl->programController.SetShaderSaver( upstream );
286 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
288 return mImpl->instructions;
291 void RenderManager::SetBackgroundColor( const Vector4& color )
293 mImpl->backgroundColor = color;
296 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
298 mImpl->defaultSurfaceRect = rect;
301 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
303 mImpl->defaultSurfaceOrientation = orientation;
306 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
308 // Initialize the renderer as we are now in render thread
309 renderer->Initialize( mImpl->context );
311 mImpl->rendererContainer.PushBack( renderer.Release() );
314 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
316 mImpl->rendererContainer.EraseObject( renderer );
319 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
321 mImpl->samplerContainer.PushBack( sampler.Release() );
324 void RenderManager::RemoveSampler( Render::Sampler* sampler )
326 mImpl->samplerContainer.EraseObject( sampler );
329 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
331 texture->Initialize( mImpl->context );
332 mImpl->textureContainer.PushBack( texture.Release() );
335 void RenderManager::RemoveTexture( Render::Texture* texture )
337 DALI_ASSERT_DEBUG( NULL != texture );
339 // Find the texture, use reference to pointer so we can do the erase safely
340 for ( auto&& iter : mImpl->textureContainer )
342 if ( iter == texture )
344 texture->Destroy( mImpl->context );
345 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
351 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
353 texture->Upload( mImpl->context, pixelData, params );
356 void RenderManager::GenerateMipmaps( Render::Texture* texture )
358 texture->GenerateMipmaps( mImpl->context );
361 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
363 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
364 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
367 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
369 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
370 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
371 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
374 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
376 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
377 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
378 if ( frameBufferPtr->IsSurfaceBacked() )
380 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
384 frameBufferPtr->Initialize( mImpl->context );
388 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
390 DALI_ASSERT_DEBUG( NULL != frameBuffer );
392 // Find the sampler, use reference so we can safely do the erase
393 for ( auto&& iter : mImpl->frameBufferContainer )
395 if ( iter == frameBuffer )
397 frameBuffer->Destroy( mImpl->context );
399 if ( frameBuffer->IsSurfaceBacked() )
401 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
402 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
405 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
412 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
414 if ( !frameBuffer->IsSurfaceBacked() )
416 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
417 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
421 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
423 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
426 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
428 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
431 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
433 propertyBuffer->SetFormat( format.Release() );
436 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
438 propertyBuffer->SetData( data.Release(), size );
441 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
443 geometry->SetIndexBuffer( indices );
446 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
448 mImpl->geometryContainer.PushBack( geometry.Release() );
451 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
453 mImpl->geometryContainer.EraseObject( geometry );
456 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
458 DALI_ASSERT_DEBUG( NULL != geometry );
461 for ( auto&& iter : mImpl->geometryContainer )
463 if ( iter == geometry )
465 iter->AddPropertyBuffer( propertyBuffer );
471 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
473 DALI_ASSERT_DEBUG( NULL != geometry );
476 for ( auto&& iter : mImpl->geometryContainer )
478 if ( iter == geometry )
480 iter->RemovePropertyBuffer( propertyBuffer );
486 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
488 geometry->SetType( Render::Geometry::Type(geometryType) );
491 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
493 mImpl->AddRenderTracker(renderTracker);
496 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
498 mImpl->RemoveRenderTracker(renderTracker);
501 ProgramCache* RenderManager::GetProgramCache()
503 return &(mImpl->programController);
506 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
508 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
510 // Core::Render documents that GL context must be current before calling Render
511 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
513 // Increment the frame count at the beginning of each frame
516 // Process messages queued during previous update
517 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
519 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
520 const bool haveInstructions = count > 0u;
522 DALI_LOG_INFO( gLogFilter, Debug::General,
523 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
524 haveInstructions ? "true" : "false",
525 mImpl->lastFrameWasRendered ? "true" : "false",
526 forceClear ? "true" : "false" );
528 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
529 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
531 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
533 // Mark that we will require a post-render step to be performed (includes swap-buffers).
534 status.SetNeedsPostRender( true );
536 // Switch to the shared context
537 if ( mImpl->currentContext != &mImpl->context )
539 mImpl->currentContext = &mImpl->context;
541 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
543 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
546 // Clear the current cached program when the context is switched
547 mImpl->programController.ClearCurrentProgram();
550 // Upload the geometries
551 for( uint32_t i = 0; i < count; ++i )
553 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
555 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
556 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
558 DALI_ASSERT_DEBUG( viewMatrix );
559 DALI_ASSERT_DEBUG( projectionMatrix );
561 if( viewMatrix && projectionMatrix )
563 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
565 // Iterate through each render list.
566 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
568 const RenderList* renderList = instruction.GetRenderList( index );
570 if( renderList && !renderList->IsEmpty() )
572 const std::size_t itemCount = renderList->Count();
573 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
575 const RenderItem& item = renderList->GetItem( itemIndex );
576 if( DALI_LIKELY( item.mRenderer ) )
578 item.mRenderer->Upload( *mImpl->currentContext );
586 for( uint32_t i = 0; i < count; ++i )
588 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
590 DoRender( instruction );
593 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
595 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
598 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
599 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
600 for ( auto&& context : mImpl->surfaceContextContainer )
602 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
605 //Notify RenderGeometries that rendering has finished
606 for ( auto&& iter : mImpl->geometryContainer )
608 iter->OnRenderFinished();
613 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
616 mImpl->UpdateTrackers();
618 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
619 mImpl->lastFrameWasRendered = haveInstructions;
622 * The rendering has finished; swap to the next buffer.
623 * Ideally the update has just finished using this buffer; otherwise the render thread
624 * should block until the update has finished.
626 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
628 DALI_PRINT_RENDER_END();
631 bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
634 int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
635 int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
636 int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
637 Rect<int32_t> screenRect;
639 bool isPartialUpdate = false;
641 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
642 // Iterate through each render list.
644 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
646 const RenderList* renderList = instruction.GetRenderList( index );
648 if( renderList && !renderList->IsEmpty() && renderList->IsPartialUpdateEnabled() )
650 const std::size_t itemCount = renderList->Count();
651 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
653 const RenderItem& item = renderList->GetItem( itemIndex );
655 if( item.mPartialUpdateEnabled )
657 isPartialUpdate = true;
659 screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
661 dx1 = std::min( screenRect.x, dx1 );
662 dx2 = std::max( screenRect.x + screenRect.width, dx2);
663 dy1 = std::min( screenRect.y, dy1 );
664 dy2 = std::max( screenRect.y + screenRect.height, dy2 );
666 if( ( dx2 - dx1 ) > checkWidth && ( dy2 - dy1 ) > checkHeight )
675 if( isPartialUpdate )
685 if( dx2 > viewportRect.width )
687 dx2 = viewportRect.width;
689 if( dy2 > viewportRect.height )
691 dy2 = viewportRect.height;
696 damagedRect.width = dx2 - dx1;
697 damagedRect.height = dy2 - dy1;
700 return isPartialUpdate;
703 void RenderManager::DoRender( RenderInstruction& instruction )
705 Rect<int32_t> viewportRect;
707 bool isPartialUpdate = false;
708 Rect<int32_t> damagedRect;
709 Rect<int32_t> mergedRect;
710 Dali::ClippingBox scissorBox;
711 Dali::ClippingBox intersectRect;
713 if ( instruction.mIsClearColorSet )
715 clearColor = instruction.mClearColor;
719 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
722 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
723 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
724 Vector4 backgroundColor = mImpl->backgroundColor;
725 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
726 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
727 Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
729 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
730 if ( instruction.mFrameBuffer != 0 )
732 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
734 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
736 if ( !surfaceFrameBuffer->IsSurfaceValid() )
738 // Skip rendering the frame buffer if the render surface becomes invalid
742 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
744 Context* surfaceContext = surfaceFrameBuffer->GetContext();
745 if ( mImpl->currentContext != surfaceContext )
747 // Switch the correct context if rendering to a surface
748 mImpl->currentContext = surfaceContext;
749 surfaceFrameBuffer->MakeContextCurrent();
751 // Clear the current cached program when the context is switched
752 mImpl->programController.ClearCurrentProgram();
756 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
757 backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
761 // Switch to shared context for off-screen buffer
762 mImpl->currentContext = &mImpl->context;
764 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
766 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
771 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
773 // reset the program matrices for all programs once per frame
774 // this ensures we will set view and projection matrix once per program per camera
775 mImpl->programController.ResetProgramMatrices();
777 if( instruction.mFrameBuffer )
779 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
781 if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
783 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
784 Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
785 mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
790 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
794 if( surfaceFrameBuffer &&
795 partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
797 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
798 // Iterate through each render list.
799 if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
801 isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
804 if( !isPartialUpdate )
806 damagedRect = surfaceRect;
809 mergedRect = surfaceFrameBuffer->SetDamagedRect( damagedRect );
811 if( mergedRect.IsEmpty() )
813 isPartialUpdate = false;
817 scissorBox.x = mergedRect.x;
818 scissorBox.y = mergedRect.y;
819 scissorBox.width = mergedRect.width;
820 scissorBox.height = mergedRect.height;
824 if ( surfaceFrameBuffer )
826 mImpl->currentContext->Viewport( surfaceRect.x,
829 surfaceRect.height );
832 mImpl->currentContext->ClearColor( backgroundColor.r,
838 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
839 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
840 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
841 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
842 if( isPartialUpdate )
844 mImpl->currentContext->SetScissorTest( true );
845 mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
849 mImpl->currentContext->SetScissorTest( false );
852 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
854 mImpl->currentContext->ColorMask( true );
856 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
858 mImpl->currentContext->DepthMask( true );
859 clearMask |= GL_DEPTH_BUFFER_BIT;
862 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
864 mImpl->currentContext->ClearStencil( 0 );
865 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
866 clearMask |= GL_STENCIL_BUFFER_BIT;
869 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
871 if( isPartialUpdate )
873 mImpl->currentContext->SetScissorTest( false );
877 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
879 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
881 if ( instruction.mIsViewportSet )
883 // For glViewport the lower-left corner is (0,0)
884 // For glViewport the lower-left corner is (0,0)
885 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
886 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
890 viewportRect = surfaceRect;
893 else // Offscreen buffer rendering
895 if ( instruction.mIsViewportSet )
897 // For glViewport the lower-left corner is (0,0)
898 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
899 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
903 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
905 surfaceOrientation = 0;
908 else // No Offscreen frame buffer rendering
910 // Check whether a viewport is specified, otherwise the full surface size is used
911 if ( instruction.mFrameBuffer != 0 )
913 if ( instruction.mIsViewportSet )
915 // For glViewport the lower-left corner is (0,0)
916 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
917 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
921 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
926 viewportRect = surfaceRect;
930 if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
932 int temp = viewportRect.width;
933 viewportRect.width = viewportRect.height;
934 viewportRect.height = temp;
937 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
939 if ( instruction.mIsClearColorSet )
941 mImpl->currentContext->ClearColor( clearColor.r,
946 // Clear the viewport area only
947 mImpl->currentContext->SetScissorTest( true );
948 if( isPartialUpdate )
950 intersectRect = IntersectAABB( scissorBox, viewportRect );
951 mImpl->currentContext->Scissor( intersectRect.x, intersectRect.y, intersectRect.width, intersectRect.height );
955 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
957 mImpl->currentContext->ColorMask( true );
958 mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
959 mImpl->currentContext->SetScissorTest( false );
962 // Clear the list of bound textures
963 mImpl->boundTextures.Clear();
965 mImpl->renderAlgorithms.ProcessRenderInstruction(
967 *mImpl->currentContext,
968 mImpl->renderBufferIndex,
969 depthBufferAvailable,
970 stencilBufferAvailable,
971 mImpl->boundTextures,
975 // Synchronise the FBO/Texture access when there are multiple contexts
976 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
978 // Check whether any binded texture is in the dependency list
979 bool textureFound = false;
981 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
983 for ( auto textureId : mImpl->textureDependencyList )
986 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
987 [textureId]( GLuint id )
989 return textureId == id;
990 } ) != mImpl->boundTextures.End();
997 if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
999 // For off-screen buffer
1001 // Wait until all rendering calls for the currently context are executed
1002 mImpl->glContextHelperAbstraction.WaitClient();
1004 // Clear the dependency list
1005 mImpl->textureDependencyList.Clear();
1009 // For surface-backed frame buffer
1011 // Worker thread lambda function
1012 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
1013 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
1015 // Switch to the shared context in the worker thread
1016 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1018 // Wait until all rendering calls for the shared context are executed
1019 glContextHelperAbstraction.WaitClient();
1021 // Must clear the context in the worker thread
1022 // Otherwise the shared context cannot be switched to from the render thread
1023 glContextHelperAbstraction.MakeContextNull();
1026 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
1029 mImpl->threadPool->Wait();
1031 // Clear the dependency list
1032 mImpl->textureDependencyList.Clear();
1038 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
1040 // This will create a sync object every frame this render tracker
1041 // is alive (though it should be now be created only for
1042 // render-once render tasks)
1043 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
1044 instruction.mRenderTracker = NULL; // Only create once.
1047 if ( surfaceFrameBuffer )
1049 surfaceFrameBuffer->PostRender();
1053 mImpl->currentContext->Flush();
1057 } // namespace SceneGraph
1059 } // namespace Internal