b72ec9b9d9b4a74566bd661de5ea05694db776f4
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2023 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/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/internal/common/ordered-set.h>
28
29 #include <dali/internal/event/common/scene-impl.h>
30
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/nodes/scene-graph-layer.h>
33 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
34
35 #include <dali/internal/common/owner-key-container.h>
36
37 #include <dali/internal/render/common/render-algorithms.h>
38 #include <dali/internal/render/common/render-debug.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/common/render-tracker.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/pipeline-cache.h>
43 #include <dali/internal/render/renderers/render-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-texture.h>
45 #include <dali/internal/render/renderers/shader-cache.h>
46 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
47 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
48 #include <dali/internal/render/shaders/program-controller.h>
49
50 #include <memory>
51
52 namespace Dali
53 {
54 namespace Internal
55 {
56 namespace SceneGraph
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 namespace
66 {
67 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
68 {
69   Graphics::Rect2D newScissorArea;
70
71   if(orientation == 90)
72   {
73     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
74     newScissorArea.y      = scissorArea.x;
75     newScissorArea.width  = scissorArea.height;
76     newScissorArea.height = scissorArea.width;
77   }
78   else if(orientation == 180)
79   {
80     newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
81     newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
82     newScissorArea.width  = scissorArea.width;
83     newScissorArea.height = scissorArea.height;
84   }
85   else if(orientation == 270)
86   {
87     newScissorArea.x      = scissorArea.y;
88     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
89     newScissorArea.width  = scissorArea.height;
90     newScissorArea.height = scissorArea.width;
91   }
92   else
93   {
94     newScissorArea.x      = scissorArea.x;
95     newScissorArea.y      = scissorArea.y;
96     newScissorArea.width  = scissorArea.width;
97     newScissorArea.height = scissorArea.height;
98   }
99   return newScissorArea;
100 }
101 } // namespace
102
103 /**
104  * Structure to contain internal data
105  */
106 struct RenderManager::Impl
107 {
108   Impl(Graphics::Controller&               graphicsController,
109        Integration::DepthBufferAvailable   depthBufferAvailableParam,
110        Integration::StencilBufferAvailable stencilBufferAvailableParam,
111        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
112   : graphicsController(graphicsController),
113     renderAlgorithms(graphicsController),
114     programController(graphicsController),
115     shaderCache(graphicsController),
116     depthBufferAvailable(depthBufferAvailableParam),
117     stencilBufferAvailable(stencilBufferAvailableParam),
118     partialUpdateAvailable(partialUpdateAvailableParam)
119   {
120     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
121     threadPool = std::make_unique<Dali::ThreadPool>();
122     threadPool->Initialize(1u);
123
124     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
125     pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
126   }
127
128   ~Impl()
129   {
130     threadPool.reset(nullptr); // reset now to maintain correct destruction order
131   }
132
133   void AddRenderTracker(Render::RenderTracker* renderTracker)
134   {
135     DALI_ASSERT_DEBUG(renderTracker != nullptr);
136     mRenderTrackers.PushBack(renderTracker);
137   }
138
139   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
140   {
141     mRenderTrackers.EraseObject(renderTracker);
142   }
143
144   void UpdateTrackers()
145   {
146     for(auto&& iter : mRenderTrackers)
147     {
148       iter->PollSyncObject();
149     }
150   }
151
152   // the order is important for destruction,
153   Graphics::Controller&           graphicsController;
154   RenderQueue                     renderQueue;      ///< A message queue for receiving messages from the update-thread.
155   std::vector<SceneGraph::Scene*> sceneContainer;   ///< List of pointers to the scene graph objects of the scenes
156   Render::RenderAlgorithms        renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
157
158   OrderedSet<Render::Sampler>         samplerContainer;      ///< List of owned samplers
159   OrderedSet<Render::FrameBuffer>     frameBufferContainer;  ///< List of owned framebuffers
160   OrderedSet<Render::VertexBuffer>    vertexBufferContainer; ///< List of owned vertex buffers
161   OrderedSet<Render::Geometry>        geometryContainer;     ///< List of owned Geometries
162   OwnerKeyContainer<Render::Renderer> rendererContainer;     ///< List of owned renderers
163   OwnerKeyContainer<Render::Texture>  textureContainer;      ///< List of owned textures
164
165   OrderedSet<Render::RenderTracker> mRenderTrackers; ///< List of owned render trackers
166
167   ProgramController   programController; ///< Owner of the programs
168   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
169
170   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
171   std::unique_ptr<Render::PipelineCache>        pipelineCache;
172
173   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
174   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
175   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
176
177   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
178   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
179   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
180
181   uint32_t    frameCount{0u};                                                    ///< The current frame count
182   BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from; this is opposite of the "update" buffer
183
184   bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
185   bool commandBufferSubmitted{false};
186 };
187
188 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
189                                   Integration::DepthBufferAvailable   depthBufferAvailable,
190                                   Integration::StencilBufferAvailable stencilBufferAvailable,
191                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
192 {
193   auto* manager  = new RenderManager;
194   manager->mImpl = new Impl(graphicsController,
195                             depthBufferAvailable,
196                             stencilBufferAvailable,
197                             partialUpdateAvailable);
198   return manager;
199 }
200
201 RenderManager::RenderManager()
202 : mImpl(nullptr)
203 {
204 }
205
206 RenderManager::~RenderManager()
207 {
208   delete mImpl;
209 }
210
211 RenderQueue& RenderManager::GetRenderQueue()
212 {
213   return mImpl->renderQueue;
214 }
215
216 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
217 {
218 }
219
220 void RenderManager::AddRenderer(const Render::RendererKey& renderer)
221 {
222   // Initialize the renderer as we are now in render thread
223   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
224
225   mImpl->rendererContainer.PushBack(renderer);
226 }
227
228 void RenderManager::RemoveRenderer(const Render::RendererKey& renderer)
229 {
230   mImpl->rendererContainer.EraseKey(renderer);
231 }
232
233 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
234 {
235   sampler->Initialize(mImpl->graphicsController);
236   mImpl->samplerContainer.PushBack(sampler.Release());
237 }
238
239 void RenderManager::RemoveSampler(Render::Sampler* sampler)
240 {
241   mImpl->samplerContainer.EraseObject(sampler);
242 }
243
244 void RenderManager::AddTexture(const Render::TextureKey& textureKey)
245 {
246   DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
247
248   textureKey->Initialize(mImpl->graphicsController);
249   mImpl->textureContainer.PushBack(textureKey);
250 }
251
252 void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
253 {
254   DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
255
256   // Find the texture, use std::find so we can do the erase by iterator safely
257   auto iter = std::find(mImpl->textureContainer.Begin(), mImpl->textureContainer.End(), textureKey);
258
259   if(iter != mImpl->textureContainer.End())
260   {
261     textureKey->Destroy();
262     mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
263   }
264 }
265
266 void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
267 {
268   DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
269   textureKey->Upload(pixelData, params);
270 }
271
272 void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
273 {
274   DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
275   textureKey->GenerateMipmaps();
276 }
277
278 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
279 {
280   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
281                          static_cast<Dali::FilterMode::Type>(magFilterMode));
282 }
283
284 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
285 {
286   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
287                        static_cast<Dali::WrapMode::Type>(sWrapMode),
288                        static_cast<Dali::WrapMode::Type>(tWrapMode));
289 }
290
291 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
292 {
293   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
294   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
295   frameBufferPtr->Initialize(mImpl->graphicsController);
296 }
297
298 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
299 {
300   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
301
302   // Find the framebuffer, use OrderedSet.Find so we can safely do the erase
303   auto iter = mImpl->frameBufferContainer.Find(frameBuffer);
304
305   if(iter != mImpl->frameBufferContainer.End())
306   {
307     frameBuffer->Destroy();
308     mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
309   }
310 }
311
312 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
313 {
314   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
315   mImpl->sceneContainer.push_back(scene);
316 }
317
318 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
319 {
320   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
321   if(iter != mImpl->sceneContainer.end())
322   {
323     mImpl->sceneContainer.erase(iter);
324   }
325 }
326
327 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
328 {
329   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
330 }
331
332 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
333 {
334   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
335 }
336
337 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
338 {
339   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
340 }
341
342 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
343 {
344   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
345 }
346
347 void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
348 {
349   frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
350 }
351
352 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
353 {
354   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
355 }
356
357 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
358 {
359   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
360 }
361
362 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
363 {
364   vertexBuffer->SetFormat(format.Release());
365 }
366
367 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
368 {
369   vertexBuffer->SetData(data.Release(), size);
370 }
371
372 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint16ContainerType& indices)
373 {
374   geometry->SetIndexBuffer(indices);
375 }
376
377 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Render::Geometry::Uint32ContainerType& indices)
378 {
379   geometry->SetIndexBuffer(indices);
380 }
381
382 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
383 {
384   mImpl->geometryContainer.PushBack(geometry.Release());
385 }
386
387 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
388 {
389   mImpl->geometryContainer.EraseObject(geometry);
390 }
391
392 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
393 {
394   geometry->AddVertexBuffer(vertexBuffer);
395 }
396
397 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
398 {
399   geometry->RemoveVertexBuffer(vertexBuffer);
400 }
401
402 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
403 {
404   geometry->SetType(Render::Geometry::Type(geometryType));
405 }
406
407 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
408 {
409   mImpl->AddRenderTracker(renderTracker);
410 }
411
412 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
413 {
414   mImpl->RemoveRenderTracker(renderTracker);
415 }
416
417 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
418 {
419   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
420
421   // Rollback
422   mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
423
424   // Increment the frame count at the beginning of each frame
425   ++mImpl->frameCount;
426
427   // Process messages queued during previous update
428   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
429
430   uint32_t count = 0u;
431   for(auto& i : mImpl->sceneContainer)
432   {
433     count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
434   }
435
436   const bool haveInstructions = count > 0u;
437
438   DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
439
440   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
441   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
442   {
443     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
444
445     // Upload the geometries
446     for(auto&& geom : mImpl->geometryContainer)
447     {
448       geom->Upload(mImpl->graphicsController);
449     }
450   }
451
452   mImpl->commandBufferSubmitted = false;
453 }
454
455 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
456 {
457   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
458   {
459     return;
460   }
461
462   Internal::Scene&   sceneInternal = GetImplementation(scene);
463   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
464
465   if(!sceneObject || sceneObject->IsRenderingSkipped())
466   {
467     // We don't need to calculate dirty rects
468     return;
469   }
470
471   class DamagedRectsCleaner
472   {
473   public:
474     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
475     : mDamagedRects(damagedRects),
476       mSurfaceRect(surfaceRect),
477       mCleanOnReturn(true)
478     {
479     }
480
481     void SetCleanOnReturn(bool cleanOnReturn)
482     {
483       mCleanOnReturn = cleanOnReturn;
484     }
485
486     ~DamagedRectsCleaner()
487     {
488       if(mCleanOnReturn)
489       {
490         mDamagedRects.clear();
491         mDamagedRects.push_back(mSurfaceRect);
492       }
493     }
494
495   private:
496     std::vector<Rect<int>>& mDamagedRects;
497     Rect<int>               mSurfaceRect;
498     bool                    mCleanOnReturn;
499   };
500
501   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
502
503   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
504   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
505   bool                cleanDamagedRect = false;
506
507   // Mark previous dirty rects in the std::unordered_map.
508   Scene::ItemsDirtyRectsContainer& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
509   for(auto& dirtyRectPair : itemsDirtyRects)
510   {
511     dirtyRectPair.second.visited = false;
512   }
513
514   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
515   for(uint32_t i = 0; i < instructionCount; ++i)
516   {
517     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
518
519     if(instruction.mFrameBuffer)
520     {
521       cleanDamagedRect = true;
522       continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
523     }
524
525     const Camera* camera = instruction.GetCamera();
526     if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
527     {
528       Vector3    position;
529       Vector3    scale;
530       Quaternion orientation;
531       camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
532
533       Vector3 orientationAxis;
534       Radian  orientationAngle;
535       orientation.ToAxisAngle(orientationAxis, orientationAngle);
536
537       if(position.x > Math::MACHINE_EPSILON_10000 ||
538          position.y > Math::MACHINE_EPSILON_10000 ||
539          orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
540          orientationAngle != ANGLE_180 ||
541          scale != Vector3(1.0f, 1.0f, 1.0f))
542       {
543         cleanDamagedRect = true;
544         continue;
545       }
546     }
547     else
548     {
549       cleanDamagedRect = true;
550       continue;
551     }
552
553     Rect<int32_t> viewportRect;
554     if(instruction.mIsViewportSet)
555     {
556       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
557       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
558       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
559       {
560         cleanDamagedRect = true;
561         continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
562       }
563     }
564     else
565     {
566       viewportRect = surfaceRect;
567     }
568
569     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
570     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
571     if(viewMatrix && projectionMatrix)
572     {
573       const RenderListContainer::SizeType count = instruction.RenderListCount();
574       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
575       {
576         const RenderList* renderList = instruction.GetRenderList(index);
577         if(renderList)
578         {
579           if(!renderList->IsEmpty())
580           {
581             const std::size_t listCount = renderList->Count();
582             for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
583             {
584               RenderItem& item = renderList->GetItem(listIndex);
585               // If the item does 3D transformation, make full update
586               if(item.mUpdateArea == Vector4::ZERO)
587               {
588                 cleanDamagedRect = true;
589
590                 // Save the full rect in the damaged list. We need it when this item is removed
591                 DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
592                 auto         dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
593                 if(dirtyRectPos != itemsDirtyRects.end())
594                 {
595                   // Replace the rect
596                   dirtyRectPos->second.visited = true;
597                   dirtyRectPos->second.rect    = surfaceRect;
598                 }
599                 else
600                 {
601                   // Else, just insert the new dirtyrect
602                   itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
603                 }
604                 continue;
605               }
606
607               Rect<int>    rect;
608               DirtyRectKey dirtyRectKey(item.mNode, item.mRenderer);
609               // If the item refers to updated node or renderer.
610               if(item.mIsUpdated ||
611                  (item.mNode &&
612                   (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
613               {
614                 item.mIsUpdated = false;
615
616                 Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
617
618                 rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
619                 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
620                 {
621                   const int left   = rect.x;
622                   const int top    = rect.y;
623                   const int right  = rect.x + rect.width;
624                   const int bottom = rect.y + rect.height;
625                   rect.x           = (left / 16) * 16;
626                   rect.y           = (top / 16) * 16;
627                   rect.width       = ((right + 16) / 16) * 16 - rect.x;
628                   rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
629
630                   // Found valid dirty rect.
631                   auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
632                   if(dirtyRectPos != itemsDirtyRects.end())
633                   {
634                     Rect<int> currentRect = rect;
635
636                     // Same item, merge it with the previous rect
637                     rect.Merge(dirtyRectPos->second.rect);
638
639                     // Replace the rect as current
640                     dirtyRectPos->second.visited = true;
641                     dirtyRectPos->second.rect    = currentRect;
642                   }
643                   else
644                   {
645                     // Else, just insert the new dirtyrect
646                     itemsDirtyRects.insert({dirtyRectKey, rect});
647                   }
648
649                   damagedRects.push_back(rect);
650                 }
651               }
652               else
653               {
654                 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
655                 // 2. Mark the related dirty rects as visited so they will not be removed below.
656                 auto dirtyRectPos = itemsDirtyRects.find(dirtyRectKey);
657                 if(dirtyRectPos != itemsDirtyRects.end())
658                 {
659                   dirtyRectPos->second.visited = true;
660                 }
661                 else
662                 {
663                   // The item is not in the list for some reason. Add it!
664                   itemsDirtyRects.insert({dirtyRectKey, surfaceRect});
665                   cleanDamagedRect = true; // And make full update at this frame
666                 }
667               }
668             }
669           }
670         }
671       }
672     }
673   }
674
675   // Check removed nodes or removed renderers dirty rects
676   // Note, std::unordered_map end iterator is validate if we call erase.
677   for(auto iter = itemsDirtyRects.cbegin(), iterEnd = itemsDirtyRects.cend(); iter != iterEnd;)
678   {
679     if(!iter->second.visited)
680     {
681       damagedRects.push_back(iter->second.rect);
682       iter = itemsDirtyRects.erase(iter);
683     }
684     else
685     {
686       ++iter;
687     }
688   }
689
690   if(!cleanDamagedRect)
691   {
692     damagedRectCleaner.SetCleanOnReturn(false);
693   }
694 }
695
696 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
697 {
698   SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
699   if(!sceneObject)
700   {
701     return;
702   }
703
704   Rect<int> clippingRect = sceneObject->GetSurfaceRect();
705   RenderScene(status, scene, renderToFbo, clippingRect);
706 }
707
708 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
709 {
710   if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
711   {
712     // ClippingRect is empty. Skip rendering
713     return;
714   }
715
716   // Reset main algorithms command buffer
717   mImpl->renderAlgorithms.ResetCommandBuffer();
718
719   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
720
721   Internal::Scene&   sceneInternal = GetImplementation(scene);
722   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
723   if(!sceneObject)
724   {
725     return;
726   }
727
728   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
729
730   std::vector<Graphics::RenderTarget*> targetstoPresent;
731
732   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
733   if(clippingRect == surfaceRect)
734   {
735     // Full rendering case
736     // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
737     // To reduce side effects, keep this logic now.
738     clippingRect = Rect<int>();
739   }
740
741   // Prepare to lock and map standalone uniform buffer.
742   mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
743
744   for(uint32_t i = 0; i < count; ++i)
745   {
746     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
747
748     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
749     {
750       continue; // skip
751     }
752
753     // Mark that we will require a post-render step to be performed (includes swap-buffers).
754     status.SetNeedsPostRender(true);
755
756     Rect<int32_t> viewportRect;
757
758     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
759     if(surfaceOrientation >= 360)
760     {
761       surfaceOrientation -= 360;
762     }
763
764     // @todo Should these be part of scene?
765     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
766     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
767
768     Graphics::RenderTarget*           currentRenderTarget = nullptr;
769     Graphics::RenderPass*             currentRenderPass   = nullptr;
770     std::vector<Graphics::ClearValue> currentClearValues{};
771
772     if(instruction.mFrameBuffer)
773     {
774       // Ensure graphics framebuffer is created, bind attachments and create render passes
775       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
776       // then don't render to this framebuffer.
777       if(!instruction.mFrameBuffer->GetGraphicsObject())
778       {
779         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
780         if(!created)
781         {
782           continue;
783         }
784       }
785
786       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
787
788       // Set the clear color for first color attachment
789       if(instruction.mIsClearColorSet && !clearValues.empty())
790       {
791         clearValues[0].color = {
792           instruction.mClearColor.r,
793           instruction.mClearColor.g,
794           instruction.mClearColor.b,
795           instruction.mClearColor.a};
796       }
797
798       currentClearValues = clearValues;
799
800       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
801
802       // offscreen buffer
803       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
804       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
805     }
806     else // no framebuffer
807     {
808       // surface
809       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
810
811       if(instruction.mIsClearColorSet)
812       {
813         clearValues[0].color = {
814           instruction.mClearColor.r,
815           instruction.mClearColor.g,
816           instruction.mClearColor.b,
817           instruction.mClearColor.a};
818       }
819
820       currentClearValues = clearValues;
821
822       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
823       // if the window has a depth/stencil buffer.
824       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
825           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
826          (currentClearValues.size() <= 1))
827       {
828         currentClearValues.emplace_back();
829         currentClearValues.back().depthStencil.depth   = 0;
830         currentClearValues.back().depthStencil.stencil = 0;
831       }
832
833       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
834
835       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
836       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
837     }
838
839     targetstoPresent.emplace_back(currentRenderTarget);
840
841     // reset the program matrices for all programs once per frame
842     // this ensures we will set view and projection matrix once per program per camera
843     mImpl->programController.ResetProgramMatrices();
844
845     if(instruction.mFrameBuffer)
846     {
847       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
848       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
849       {
850         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
851       }
852     }
853
854     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
855     {
856       // Offscreen buffer rendering
857       if(instruction.mIsViewportSet)
858       {
859         // For Viewport the lower-left corner is (0,0)
860         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
861         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
862       }
863       else
864       {
865         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
866       }
867       surfaceOrientation = 0;
868     }
869     else // No Offscreen frame buffer rendering
870     {
871       // Check whether a viewport is specified, otherwise the full surface size is used
872       if(instruction.mIsViewportSet)
873       {
874         // For Viewport the lower-left corner is (0,0)
875         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
876         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
877       }
878       else
879       {
880         viewportRect = surfaceRect;
881       }
882     }
883
884     // Set surface orientation
885     // @todo Inform graphics impl by another route.
886     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
887
888     /*** Clear region of framebuffer or surface before drawing ***/
889     bool clearFullFrameRect = (surfaceRect == viewportRect);
890     if(instruction.mFrameBuffer != nullptr)
891     {
892       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
893       clearFullFrameRect = (frameRect == viewportRect);
894     }
895
896     if(!clippingRect.IsEmpty())
897     {
898       if(!clippingRect.Intersect(viewportRect))
899       {
900         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
901         clippingRect = Rect<int>();
902       }
903       clearFullFrameRect = false;
904     }
905
906     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
907     if(instruction.mIsClearColorSet)
908     {
909       if(!clearFullFrameRect)
910       {
911         if(!clippingRect.IsEmpty())
912         {
913           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
914         }
915       }
916     }
917
918     // Scissor's value should be set based on the default system coordinates.
919     // When the surface is rotated, the input values already were set with the rotated angle.
920     // So, re-calculation is needed.
921     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
922
923     // Begin render pass
924     mainCommandBuffer->BeginRenderPass(
925       currentRenderPass,
926       currentRenderTarget,
927       scissorArea,
928       currentClearValues);
929
930     mainCommandBuffer->SetViewport({float(viewportRect.x),
931                                     float(viewportRect.y),
932                                     float(viewportRect.width),
933                                     float(viewportRect.height)});
934
935     // Clear the list of bound textures
936     mImpl->boundTextures.Clear();
937
938     mImpl->renderAlgorithms.ProcessRenderInstruction(
939       instruction,
940       mImpl->renderBufferIndex,
941       depthBufferAvailable,
942       stencilBufferAvailable,
943       mImpl->boundTextures,
944       viewportRect,
945       clippingRect,
946       surfaceOrientation,
947       Uint16Pair(surfaceRect.width, surfaceRect.height));
948
949     Graphics::SyncObject* syncObject{nullptr};
950     // If the render instruction has an associated render tracker (owned separately)
951     // and framebuffer, create a one shot sync object, and use it to determine when
952     // the render pass has finished executing on GPU.
953     if(instruction.mRenderTracker && instruction.mFrameBuffer)
954     {
955       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
956       instruction.mRenderTracker = nullptr;
957     }
958     mainCommandBuffer->EndRenderPass(syncObject);
959   }
960
961   // Unlock standalone uniform buffer.
962   mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
963
964   mImpl->renderAlgorithms.SubmitCommandBuffer();
965   mImpl->commandBufferSubmitted = true;
966
967   std::sort(targetstoPresent.begin(), targetstoPresent.end());
968
969   Graphics::RenderTarget* rt = nullptr;
970   for(auto& target : targetstoPresent)
971   {
972     if(target != rt)
973     {
974       mImpl->graphicsController.PresentRenderTarget(target);
975       rt = target;
976     }
977   }
978 }
979
980 void RenderManager::PostRender()
981 {
982   if(!mImpl->commandBufferSubmitted)
983   {
984     // Rendering is skipped but there may be pending tasks. Flush them.
985     Graphics::SubmitInfo submitInfo;
986     submitInfo.cmdBuffer.clear(); // Only flush
987     submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
988     mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
989
990     mImpl->commandBufferSubmitted = true;
991   }
992
993   // Notify RenderGeometries that rendering has finished
994   for(auto&& iter : mImpl->geometryContainer)
995   {
996     iter->OnRenderFinished();
997   }
998
999   // Notify RenderTexture that rendering has finished
1000   for(auto&& iter : mImpl->textureContainer)
1001   {
1002     iter->OnRenderFinished();
1003   }
1004
1005   mImpl->UpdateTrackers();
1006
1007   uint32_t count = 0u;
1008   for(auto& scene : mImpl->sceneContainer)
1009   {
1010     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1011   }
1012
1013   const bool haveInstructions = count > 0u;
1014
1015   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1016   mImpl->lastFrameWasRendered = haveInstructions;
1017
1018   /**
1019    * The rendering has finished; swap to the next buffer.
1020    * Ideally the update has just finished using this buffer; otherwise the render thread
1021    * should block until the update has finished.
1022    */
1023   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1024
1025   DALI_PRINT_RENDER_END();
1026 }
1027
1028 } // namespace SceneGraph
1029
1030 } // namespace Internal
1031
1032 } // namespace Dali