a1b527bf85ae96be5e0cb2e3282421e91dd1456b
[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     frameCount( 0u ),
84     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
85     defaultSurfaceRect(),
86     rendererContainer(),
87     samplerContainer(),
88     textureContainer(),
89     frameBufferContainer(),
90     lastFrameWasRendered( false ),
91     programController( glAbstraction ),
92     depthBufferAvailable( depthBufferAvailableParam ),
93     stencilBufferAvailable( stencilBufferAvailableParam )
94   {
95      // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
96     threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
97     threadPool->Initialize( 1u );
98   }
99
100   ~Impl()
101   {
102     threadPool.reset( nullptr ); // reset now to maintain correct destruction order
103   }
104
105   void AddRenderTracker( Render::RenderTracker* renderTracker )
106   {
107     DALI_ASSERT_DEBUG( renderTracker != NULL );
108     mRenderTrackers.PushBack( renderTracker );
109   }
110
111   void RemoveRenderTracker( Render::RenderTracker* renderTracker )
112   {
113     mRenderTrackers.EraseObject( renderTracker );
114   }
115
116   Context* CreateSurfaceContext()
117   {
118     surfaceContextContainer.PushBack( new Context( glAbstraction ) );
119     return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
120   }
121
122   void DestroySurfaceContext( Context* surfaceContext )
123   {
124     surfaceContextContainer.EraseObject( surfaceContext );
125   }
126
127   void UpdateTrackers()
128   {
129     for( auto&& iter : mRenderTrackers )
130     {
131       iter->PollSyncObject();
132     }
133   }
134
135   // the order is important for destruction,
136   // programs are owned by context at the moment.
137   Context                                   context;                 ///< Holds the GL state of the share resource context
138   Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
139   OwnerContainer< Context* >                surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
140   Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
141   Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
142   Integration::GlContextHelperAbstraction&  glContextHelperAbstraction; ///< GL context helper abstraction
143   RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
144
145   // Render instructions describe what should be rendered during RenderManager::Render()
146   // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
147   RenderInstructionContainer                instructions;
148   Render::RenderAlgorithms                  renderAlgorithms;        ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
149
150   uint32_t                                  frameCount;              ///< The current frame count
151   BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
152
153   Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
154
155   OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
156   OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
157   OwnerContainer< Render::Texture* >        textureContainer;        ///< List of owned textures
158   OwnerContainer< Render::FrameBuffer* >    frameBufferContainer;    ///< List of owned framebuffers
159   OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
160   OwnerContainer< Render::Geometry* >       geometryContainer;       ///< List of owned Geometries
161
162   bool                                      lastFrameWasRendered;    ///< Keeps track of the last frame being rendered due to having render instructions
163
164   OwnerContainer< Render::RenderTracker* >  mRenderTrackers;         ///< List of render trackers
165
166   ProgramController                         programController;        ///< Owner of the GL programs
167
168   Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
169   Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
170
171   std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
172   Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
173   Vector<GLuint>                            textureDependencyList;    ///< The dependency list of binded textures
174 };
175
176 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
177                                    Integration::GlSyncAbstraction& glSyncAbstraction,
178                                    Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
179                                    Integration::DepthBufferAvailable depthBufferAvailable,
180                                    Integration::StencilBufferAvailable stencilBufferAvailable )
181 {
182   RenderManager* manager = new RenderManager;
183   manager->mImpl = new Impl( glAbstraction,
184                              glSyncAbstraction,
185                              glContextHelperAbstraction,
186                              depthBufferAvailable,
187                              stencilBufferAvailable );
188   return manager;
189 }
190
191 RenderManager::RenderManager()
192 : mImpl(NULL)
193 {
194 }
195
196 RenderManager::~RenderManager()
197 {
198   delete mImpl;
199 }
200
201 RenderQueue& RenderManager::GetRenderQueue()
202 {
203   return mImpl->renderQueue;
204 }
205
206 void RenderManager::ContextCreated()
207 {
208   mImpl->context.GlContextCreated();
209   mImpl->programController.GlContextCreated();
210
211   // renderers, textures and gpu buffers cannot reinitialize themselves
212   // so they rely on someone reloading the data for them
213 }
214
215 void RenderManager::ContextDestroyed()
216 {
217   mImpl->context.GlContextDestroyed();
218   mImpl->programController.GlContextDestroyed();
219
220   //Inform textures
221   for( auto&& texture : mImpl->textureContainer )
222   {
223     texture->GlContextDestroyed();
224   }
225
226   //Inform framebuffers
227   for( auto&& framebuffer : mImpl->frameBufferContainer )
228   {
229     framebuffer->GlContextDestroyed();
230   }
231
232   // inform renderers
233   for( auto&& renderer : mImpl->rendererContainer )
234   {
235     renderer->GlContextDestroyed();
236   }
237 }
238
239 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
240 {
241   mImpl->programController.SetShaderSaver( upstream );
242 }
243
244 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
245 {
246   return mImpl->instructions;
247 }
248
249 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
250 {
251   mImpl->defaultSurfaceRect = rect;
252 }
253
254 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
255 {
256   // Initialize the renderer as we are now in render thread
257   renderer->Initialize( mImpl->context );
258
259   mImpl->rendererContainer.PushBack( renderer.Release() );
260 }
261
262 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
263 {
264   mImpl->rendererContainer.EraseObject( renderer );
265 }
266
267 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
268 {
269   mImpl->samplerContainer.PushBack( sampler.Release() );
270 }
271
272 void RenderManager::RemoveSampler( Render::Sampler* sampler )
273 {
274   mImpl->samplerContainer.EraseObject( sampler );
275 }
276
277 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
278 {
279   texture->Initialize( mImpl->context );
280   mImpl->textureContainer.PushBack( texture.Release() );
281 }
282
283 void RenderManager::RemoveTexture( Render::Texture* texture )
284 {
285   DALI_ASSERT_DEBUG( NULL != texture );
286
287   // Find the texture, use reference to pointer so we can do the erase safely
288   for ( auto&& iter : mImpl->textureContainer )
289   {
290     if ( iter == texture )
291     {
292       texture->Destroy( mImpl->context );
293       mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
294       return;
295     }
296   }
297 }
298
299 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
300 {
301   texture->Upload( mImpl->context, pixelData, params );
302 }
303
304 void RenderManager::GenerateMipmaps( Render::Texture* texture )
305 {
306   texture->GenerateMipmaps( mImpl->context );
307 }
308
309 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
310 {
311   sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
312   sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
313 }
314
315 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
316 {
317   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
318   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
319   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
320 }
321
322 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
323 {
324   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
325   mImpl->frameBufferContainer.PushBack( frameBufferPtr );
326   if ( frameBufferPtr->IsSurfaceBacked() )
327   {
328     frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
329   }
330   else
331   {
332     frameBufferPtr->Initialize( mImpl->context );
333   }
334 }
335
336 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
337 {
338   DALI_ASSERT_DEBUG( NULL != frameBuffer );
339
340   // Find the sampler, use reference so we can safely do the erase
341   for ( auto&& iter : mImpl->frameBufferContainer )
342   {
343     if ( iter == frameBuffer )
344     {
345       frameBuffer->Destroy( mImpl->context );
346
347       if ( frameBuffer->IsSurfaceBacked() )
348       {
349         auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
350         mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
351       }
352
353       mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
354
355       break;
356     }
357   }
358 }
359
360 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
361 {
362   if ( !frameBuffer->IsSurfaceBacked() )
363   {
364     auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
365     textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
366   }
367 }
368
369 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
370 {
371   mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
372 }
373
374 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
375 {
376   mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
377 }
378
379 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
380 {
381   propertyBuffer->SetFormat( format.Release() );
382 }
383
384 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
385 {
386   propertyBuffer->SetData( data.Release(), size );
387 }
388
389 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
390 {
391   geometry->SetIndexBuffer( indices );
392 }
393
394 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
395 {
396   mImpl->geometryContainer.PushBack( geometry.Release() );
397 }
398
399 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
400 {
401   mImpl->geometryContainer.EraseObject( geometry );
402 }
403
404 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
405 {
406   DALI_ASSERT_DEBUG( NULL != geometry );
407
408   // Find the geometry
409   for ( auto&& iter : mImpl->geometryContainer )
410   {
411     if ( iter == geometry )
412     {
413       iter->AddPropertyBuffer( propertyBuffer );
414       break;
415     }
416   }
417 }
418
419 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
420 {
421   DALI_ASSERT_DEBUG( NULL != geometry );
422
423   // Find the geometry
424   for ( auto&& iter : mImpl->geometryContainer )
425   {
426     if ( iter == geometry )
427     {
428       iter->RemovePropertyBuffer( propertyBuffer );
429       break;
430     }
431   }
432 }
433
434 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
435 {
436   geometry->SetType( Render::Geometry::Type(geometryType) );
437 }
438
439 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
440 {
441   mImpl->AddRenderTracker(renderTracker);
442 }
443
444 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
445 {
446   mImpl->RemoveRenderTracker(renderTracker);
447 }
448
449 ProgramCache* RenderManager::GetProgramCache()
450 {
451   return &(mImpl->programController);
452 }
453
454 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
455 {
456   DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
457
458   // Core::Render documents that GL context must be current before calling Render
459   DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
460
461   // Increment the frame count at the beginning of each frame
462   ++mImpl->frameCount;
463
464   // Process messages queued during previous update
465   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
466
467   const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
468   const bool haveInstructions = count > 0u;
469
470   DALI_LOG_INFO( gLogFilter, Debug::General,
471                  "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
472                  haveInstructions ? "true" : "false",
473                  mImpl->lastFrameWasRendered ? "true" : "false",
474                  forceClear ? "true" : "false" );
475
476   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
477   if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
478   {
479     DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
480
481     if ( !uploadOnly )
482     {
483       // Mark that we will require a post-render step to be performed (includes swap-buffers).
484       status.SetNeedsPostRender( true );
485     }
486
487     // Switch to the shared context
488     if ( mImpl->currentContext != &mImpl->context )
489     {
490       mImpl->currentContext = &mImpl->context;
491
492       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
493       {
494         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
495       }
496
497       // Clear the current cached program when the context is switched
498       mImpl->programController.ClearCurrentProgram();
499     }
500
501     // Upload the geometries
502     for( uint32_t i = 0; i < count; ++i )
503     {
504       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
505
506       const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
507       const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
508
509       DALI_ASSERT_DEBUG( viewMatrix );
510       DALI_ASSERT_DEBUG( projectionMatrix );
511
512       if( viewMatrix && projectionMatrix )
513       {
514         const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
515
516         // Iterate through each render list.
517         for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
518         {
519           const RenderList* renderList = instruction.GetRenderList( index );
520
521           if( renderList && !renderList->IsEmpty() )
522           {
523             const std::size_t itemCount = renderList->Count();
524             for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
525             {
526               const RenderItem& item = renderList->GetItem( itemIndex );
527               if( DALI_LIKELY( item.mRenderer ) )
528               {
529                 item.mRenderer->Upload( *mImpl->currentContext );
530               }
531             }
532           }
533         }
534       }
535     }
536
537     if ( !uploadOnly )
538     {
539       for( uint32_t i = 0; i < count; ++i )
540       {
541         RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
542
543         DoRender( instruction );
544       }
545
546       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
547       {
548         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
549       }
550
551       GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
552       mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
553       for ( auto&& context : mImpl->surfaceContextContainer )
554       {
555         context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
556       }
557     }
558
559     //Notify RenderGeometries that rendering has finished
560     for ( auto&& iter : mImpl->geometryContainer )
561     {
562       iter->OnRenderFinished();
563     }
564   }
565   else
566   {
567     DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
568   }
569
570   mImpl->UpdateTrackers();
571
572   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
573   mImpl->lastFrameWasRendered = haveInstructions;
574
575   /**
576    * The rendering has finished; swap to the next buffer.
577    * Ideally the update has just finished using this buffer; otherwise the render thread
578    * should block until the update has finished.
579    */
580   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
581
582   DALI_PRINT_RENDER_END();
583 }
584
585 void RenderManager::DoRender( RenderInstruction& instruction )
586 {
587   Rect<int32_t> viewportRect;
588   Vector4   clearColor;
589
590   if ( instruction.mIsClearColorSet )
591   {
592     clearColor = instruction.mClearColor;
593   }
594   else
595   {
596     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
597   }
598
599   Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
600   Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
601   Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
602
603   Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
604   if ( instruction.mFrameBuffer != 0 )
605   {
606     if ( instruction.mFrameBuffer->IsSurfaceBacked() )
607     {
608       surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
609
610       if ( !surfaceFrameBuffer->IsSurfaceValid() )
611       {
612         // Skip rendering the frame buffer if the render surface becomes invalid
613         return;
614       }
615
616       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
617       {
618         Context* surfaceContext = surfaceFrameBuffer->GetContext();
619         if ( mImpl->currentContext != surfaceContext )
620         {
621           // Switch the correct context if rendering to a surface
622           mImpl->currentContext = surfaceContext;
623           surfaceFrameBuffer->MakeContextCurrent();
624
625           // Clear the current cached program when the context is switched
626           mImpl->programController.ClearCurrentProgram();
627         }
628       }
629
630       surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
631     }
632     else
633     {
634       // Switch to shared context for off-screen buffer
635       mImpl->currentContext = &mImpl->context;
636
637       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
638       {
639         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
640       }
641     }
642   }
643
644   DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
645
646   // reset the program matrices for all programs once per frame
647   // this ensures we will set view and projection matrix once per program per camera
648   mImpl->programController.ResetProgramMatrices();
649
650   if( instruction.mFrameBuffer )
651   {
652     instruction.mFrameBuffer->Bind( *mImpl->currentContext );
653
654     if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
655     {
656       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
657       Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
658       for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
659       {
660         mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
661       }
662     }
663   }
664   else
665   {
666     mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
667   }
668
669   if ( surfaceFrameBuffer )
670   {
671     mImpl->currentContext->Viewport( surfaceRect.x,
672                               surfaceRect.y,
673                               surfaceRect.width,
674                               surfaceRect.height );
675   }
676
677   // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
678   // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
679   // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
680   // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
681   GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
682
683   mImpl->currentContext->ColorMask( true );
684
685   if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
686   {
687     mImpl->currentContext->DepthMask( true );
688     clearMask |= GL_DEPTH_BUFFER_BIT;
689   }
690
691   if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
692   {
693     mImpl->currentContext->ClearStencil( 0 );
694     mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
695     clearMask |= GL_STENCIL_BUFFER_BIT;
696   }
697
698   if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
699   {
700     if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
701     {
702       if ( instruction.mIsViewportSet )
703       {
704         // For glViewport the lower-left corner is (0,0)
705         // For glViewport the lower-left corner is (0,0)
706         const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
707         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
708       }
709       else
710       {
711         viewportRect = surfaceRect;
712       }
713     }
714     else // Offscreen buffer rendering
715     {
716       if ( instruction.mIsViewportSet )
717       {
718         // For glViewport the lower-left corner is (0,0)
719         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
720         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
721       }
722       else
723       {
724         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
725       }
726     }
727   }
728   else // No Offscreen frame buffer rendering
729   {
730     // Check whether a viewport is specified, otherwise the full surface size is used
731     if ( instruction.mFrameBuffer != 0 )
732     {
733       if ( instruction.mIsViewportSet )
734       {
735         // For glViewport the lower-left corner is (0,0)
736         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
737         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
738       }
739       else
740       {
741         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
742       }
743     }
744     else
745     {
746       viewportRect = surfaceRect;
747     }
748   }
749
750   bool clearFullFrameRect = true;
751   if( instruction.mFrameBuffer != 0 )
752   {
753     Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
754     clearFullFrameRect = ( frameRect == viewportRect );
755   }
756   else
757   {
758     clearFullFrameRect = ( surfaceRect == viewportRect );
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     if( !clearFullFrameRect )
771     {
772       mImpl->currentContext->SetScissorTest( true );
773       mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
774       mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
775       mImpl->currentContext->SetScissorTest( false );
776     }
777     else
778     {
779       mImpl->currentContext->SetScissorTest( false );
780       mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
781     }
782   }
783
784   // Clear the list of bound textures
785   mImpl->boundTextures.Clear();
786
787   mImpl->renderAlgorithms.ProcessRenderInstruction(
788       instruction,
789       *mImpl->currentContext,
790       mImpl->renderBufferIndex,
791       depthBufferAvailable,
792       stencilBufferAvailable,
793       mImpl->boundTextures );
794
795   // Synchronise the FBO/Texture access when there are multiple contexts
796   if ( mImpl->currentContext->IsSurfacelessContextSupported() )
797   {
798     // Check whether any binded texture is in the dependency list
799     bool textureFound = false;
800
801     if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
802     {
803       for ( auto textureId : mImpl->textureDependencyList )
804       {
805
806         textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
807                                      [textureId]( GLuint id )
808                                      {
809                                        return textureId == id;
810                                      } ) != mImpl->boundTextures.End();
811       }
812     }
813
814     if ( textureFound )
815     {
816
817       if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
818       {
819         // For off-screen buffer
820
821         // Wait until all rendering calls for the currently context are executed
822         mImpl->glContextHelperAbstraction.WaitClient();
823
824         // Clear the dependency list
825         mImpl->textureDependencyList.Clear();
826       }
827       else
828       {
829         // For surface-backed frame buffer
830
831         // Worker thread lambda function
832         auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
833         auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
834         {
835           // Switch to the shared context in the worker thread
836           glContextHelperAbstraction.MakeSurfacelessContextCurrent();
837
838           // Wait until all rendering calls for the shared context are executed
839           glContextHelperAbstraction.WaitClient();
840
841           // Must clear the context in the worker thread
842           // Otherwise the shared context cannot be switched to from the render thread
843           glContextHelperAbstraction.MakeContextNull();
844         };
845
846         auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
847         if ( future )
848         {
849           mImpl->threadPool->Wait();
850
851           // Clear the dependency list
852           mImpl->textureDependencyList.Clear();
853         }
854       }
855     }
856   }
857
858   if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
859   {
860     // This will create a sync object every frame this render tracker
861     // is alive (though it should be now be created only for
862     // render-once render tasks)
863     instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
864     instruction.mRenderTracker = NULL; // Only create once.
865   }
866
867   if ( surfaceFrameBuffer )
868   {
869     surfaceFrameBuffer->PostRender();
870   }
871   else
872   {
873     mImpl->currentContext->Flush();
874   }
875 }
876
877 } // namespace SceneGraph
878
879 } // namespace Internal
880
881 } // namespace Dali