ce6852b848ad39b0a26da313c121eadeec5771d7
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2021 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
28 #include <dali/internal/event/common/scene-impl.h>
29
30 #include <dali/internal/update/common/scene-graph-scene.h>
31 #include <dali/internal/update/nodes/scene-graph-layer.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
33
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-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/pipeline-cache.h>
40 #include <dali/internal/render/renderers/render-frame-buffer.h>
41 #include <dali/internal/render/renderers/render-texture.h>
42 #include <dali/internal/render/renderers/shader-cache.h>
43 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
44 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
45 #include <dali/internal/render/shaders/program-controller.h>
46
47 #include <memory>
48
49 namespace Dali
50 {
51 namespace Internal
52 {
53 namespace SceneGraph
54 {
55 #if defined(DEBUG_ENABLED)
56 namespace
57 {
58 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
59 } // unnamed namespace
60 #endif
61
62 namespace
63 {
64 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
65 {
66   Graphics::Rect2D newScissorArea;
67
68   if(orientation == 90)
69   {
70     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
71     newScissorArea.y      = scissorArea.x;
72     newScissorArea.width  = scissorArea.height;
73     newScissorArea.height = scissorArea.width;
74   }
75   else if(orientation == 180)
76   {
77     newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
78     newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
79     newScissorArea.width  = scissorArea.width;
80     newScissorArea.height = scissorArea.height;
81   }
82   else if(orientation == 270)
83   {
84     newScissorArea.x      = scissorArea.y;
85     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
86     newScissorArea.width  = scissorArea.height;
87     newScissorArea.height = scissorArea.width;
88   }
89   else
90   {
91     newScissorArea.x      = scissorArea.x;
92     newScissorArea.y      = scissorArea.y;
93     newScissorArea.width  = scissorArea.width;
94     newScissorArea.height = scissorArea.height;
95   }
96   return newScissorArea;
97 }
98 } // namespace
99 /**
100  * Structure to contain internal data
101  */
102 struct RenderManager::Impl
103 {
104   Impl(Graphics::Controller&               graphicsController,
105        Integration::DepthBufferAvailable   depthBufferAvailableParam,
106        Integration::StencilBufferAvailable stencilBufferAvailableParam,
107        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
108   : graphicsController(graphicsController),
109     renderQueue(),
110     renderAlgorithms(graphicsController),
111     frameCount(0u),
112     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
113     rendererContainer(),
114     samplerContainer(),
115     textureContainer(),
116     frameBufferContainer(),
117     lastFrameWasRendered(false),
118     programController(graphicsController),
119     shaderCache(graphicsController),
120     depthBufferAvailable(depthBufferAvailableParam),
121     stencilBufferAvailable(stencilBufferAvailableParam),
122     partialUpdateAvailable(partialUpdateAvailableParam)
123   {
124     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
125     threadPool = std::make_unique<Dali::ThreadPool>();
126     threadPool->Initialize(1u);
127
128     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
129     pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
130   }
131
132   ~Impl()
133   {
134     threadPool.reset(nullptr); // reset now to maintain correct destruction order
135   }
136
137   void AddRenderTracker(Render::RenderTracker* renderTracker)
138   {
139     DALI_ASSERT_DEBUG(renderTracker != nullptr);
140     mRenderTrackers.PushBack(renderTracker);
141   }
142
143   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
144   {
145     mRenderTrackers.EraseObject(renderTracker);
146   }
147
148   void UpdateTrackers()
149   {
150     for(auto&& iter : mRenderTrackers)
151     {
152       iter->PollSyncObject();
153     }
154   }
155
156   // the order is important for destruction,
157   Graphics::Controller& graphicsController;
158   RenderQueue           renderQueue; ///< A message queue for receiving messages from the update-thread.
159
160   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
161
162   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
163
164   uint32_t    frameCount;        ///< The current frame count
165   BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
166
167   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
168   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
169   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
170   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
171   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
172   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
173
174   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
175
176   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
177
178   ProgramController   programController; ///< Owner of the programs
179   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
180
181   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
182   std::unique_ptr<Render::PipelineCache>        pipelineCache;
183
184   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
185   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
186   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
187
188   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
189   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
190   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
191 };
192
193 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
194                                   Integration::DepthBufferAvailable   depthBufferAvailable,
195                                   Integration::StencilBufferAvailable stencilBufferAvailable,
196                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
197 {
198   auto* manager  = new RenderManager;
199   manager->mImpl = new Impl(graphicsController,
200                             depthBufferAvailable,
201                             stencilBufferAvailable,
202                             partialUpdateAvailable);
203   return manager;
204 }
205
206 RenderManager::RenderManager()
207 : mImpl(nullptr)
208 {
209 }
210
211 RenderManager::~RenderManager()
212 {
213   delete mImpl;
214 }
215
216 RenderQueue& RenderManager::GetRenderQueue()
217 {
218   return mImpl->renderQueue;
219 }
220
221 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
222 {
223 }
224
225 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
226 {
227   // Initialize the renderer as we are now in render thread
228   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
229
230   mImpl->rendererContainer.PushBack(renderer.Release());
231 }
232
233 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
234 {
235   mImpl->rendererContainer.EraseObject(renderer);
236 }
237
238 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
239 {
240   sampler->Initialize(mImpl->graphicsController);
241   mImpl->samplerContainer.PushBack(sampler.Release());
242 }
243
244 void RenderManager::RemoveSampler(Render::Sampler* sampler)
245 {
246   mImpl->samplerContainer.EraseObject(sampler);
247 }
248
249 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
250 {
251   texture->Initialize(mImpl->graphicsController);
252   mImpl->textureContainer.PushBack(texture.Release());
253 }
254
255 void RenderManager::RemoveTexture(Render::Texture* texture)
256 {
257   DALI_ASSERT_DEBUG(NULL != texture);
258
259   // Find the texture, use reference to pointer so we can do the erase safely
260   for(auto&& iter : mImpl->textureContainer)
261   {
262     if(iter == texture)
263     {
264       texture->Destroy();
265       mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
266       return;
267     }
268   }
269 }
270
271 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
272 {
273   texture->Upload(pixelData, params);
274 }
275
276 void RenderManager::GenerateMipmaps(Render::Texture* texture)
277 {
278   texture->GenerateMipmaps();
279 }
280
281 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
282 {
283   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
284                          static_cast<Dali::FilterMode::Type>(magFilterMode));
285 }
286
287 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
288 {
289   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
290                        static_cast<Dali::WrapMode::Type>(sWrapMode),
291                        static_cast<Dali::WrapMode::Type>(tWrapMode));
292 }
293
294 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
295 {
296   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
297   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
298   frameBufferPtr->Initialize(mImpl->graphicsController);
299 }
300
301 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
302 {
303   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
304
305   // Find the sampler, use reference so we can safely do the erase
306   for(auto&& iter : mImpl->frameBufferContainer)
307   {
308     if(iter == frameBuffer)
309     {
310       frameBuffer->Destroy();
311       mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
312
313       break;
314     }
315   }
316 }
317
318 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
319 {
320   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
321   mImpl->sceneContainer.push_back(scene);
322 }
323
324 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
325 {
326   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
327   if(iter != mImpl->sceneContainer.end())
328   {
329     mImpl->sceneContainer.erase(iter);
330   }
331 }
332
333 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
334 {
335   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
336 }
337
338 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
339 {
340   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
341 }
342
343 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
344 {
345   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
346 }
347
348 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
349 {
350   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
351 }
352
353 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
354 {
355   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
356 }
357
358 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
359 {
360   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
361 }
362
363 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
364 {
365   vertexBuffer->SetFormat(format.Release());
366 }
367
368 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
369 {
370   vertexBuffer->SetData(data.Release(), size);
371 }
372
373 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
374 {
375   geometry->SetIndexBuffer(indices);
376 }
377
378 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
379 {
380   mImpl->geometryContainer.PushBack(geometry.Release());
381 }
382
383 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
384 {
385   auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
386     return geometry == item;
387   });
388
389   if(it != mImpl->geometryContainer.end())
390   {
391     mImpl->geometryContainer.Erase(it);
392   }
393 }
394
395 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
396 {
397   DALI_ASSERT_DEBUG(nullptr != geometry);
398
399   // Find the geometry
400   for(auto&& iter : mImpl->geometryContainer)
401   {
402     if(iter == geometry)
403     {
404       iter->AddVertexBuffer(vertexBuffer);
405       break;
406     }
407   }
408 }
409
410 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
411 {
412   DALI_ASSERT_DEBUG(nullptr != geometry);
413
414   // Find the geometry
415   for(auto&& iter : mImpl->geometryContainer)
416   {
417     if(iter == geometry)
418     {
419       iter->RemoveVertexBuffer(vertexBuffer);
420       break;
421     }
422   }
423 }
424
425 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
426 {
427   geometry->SetType(Render::Geometry::Type(geometryType));
428 }
429
430 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
431 {
432   mImpl->AddRenderTracker(renderTracker);
433 }
434
435 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
436 {
437   mImpl->RemoveRenderTracker(renderTracker);
438 }
439
440 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
441 {
442   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
443
444   // Rollback
445   mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
446
447   // Increment the frame count at the beginning of each frame
448   ++mImpl->frameCount;
449
450   // Process messages queued during previous update
451   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
452
453   uint32_t count = 0u;
454   for(auto& i : mImpl->sceneContainer)
455   {
456     count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
457   }
458
459   const bool haveInstructions = count > 0u;
460
461   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");
462
463   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
464   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
465   {
466     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
467
468     // Upload the geometries
469     for(auto&& geom : mImpl->geometryContainer)
470     {
471       geom->Upload(mImpl->graphicsController);
472     }
473   }
474 }
475
476 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
477 {
478   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
479   {
480     return;
481   }
482
483   Internal::Scene&   sceneInternal = GetImplementation(scene);
484   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
485
486   if(sceneObject->IsRenderingSkipped())
487   {
488     // We don't need to calculate dirty rects
489     return;
490   }
491
492   class DamagedRectsCleaner
493   {
494   public:
495     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
496     : mDamagedRects(damagedRects),
497       mSurfaceRect(surfaceRect),
498       mCleanOnReturn(true)
499     {
500     }
501
502     void SetCleanOnReturn(bool cleanOnReturn)
503     {
504       mCleanOnReturn = cleanOnReturn;
505     }
506
507     ~DamagedRectsCleaner()
508     {
509       if(mCleanOnReturn)
510       {
511         mDamagedRects.clear();
512         mDamagedRects.push_back(mSurfaceRect);
513       }
514     }
515
516   private:
517     std::vector<Rect<int>>& mDamagedRects;
518     Rect<int>               mSurfaceRect;
519     bool                    mCleanOnReturn;
520   };
521
522   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
523
524   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
525   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
526
527   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
528   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
529   std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
530   for(DirtyRect& dirtyRect : itemsDirtyRects)
531   {
532     dirtyRect.visited = false;
533   }
534
535   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
536   for(uint32_t i = 0; i < instructionCount; ++i)
537   {
538     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
539
540     if(instruction.mFrameBuffer)
541     {
542       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
543     }
544
545     const Camera* camera = instruction.GetCamera();
546     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
547     {
548       const Node* node = instruction.GetCamera()->GetNode();
549       if(node)
550       {
551         Vector3    position;
552         Vector3    scale;
553         Quaternion orientation;
554         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
555
556         Vector3 orientationAxis;
557         Radian  orientationAngle;
558         orientation.ToAxisAngle(orientationAxis, orientationAngle);
559
560         if(position.x > Math::MACHINE_EPSILON_10000 ||
561            position.y > Math::MACHINE_EPSILON_10000 ||
562            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
563            orientationAngle != ANGLE_180 ||
564            scale != Vector3(1.0f, 1.0f, 1.0f))
565         {
566           return;
567         }
568       }
569     }
570     else
571     {
572       return;
573     }
574
575     Rect<int32_t> viewportRect;
576     if(instruction.mIsViewportSet)
577     {
578       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
579       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
580       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
581       {
582         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
583       }
584     }
585     else
586     {
587       viewportRect = surfaceRect;
588     }
589
590     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
591     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
592     if(viewMatrix && projectionMatrix)
593     {
594       const RenderListContainer::SizeType count = instruction.RenderListCount();
595       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
596       {
597         const RenderList* renderList = instruction.GetRenderList(index);
598         if(renderList)
599         {
600           if(!renderList->IsEmpty())
601           {
602             const std::size_t listCount = renderList->Count();
603             for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
604             {
605               RenderItem& item = renderList->GetItem(listIndex);
606               // If the item does 3D transformation, do early exit and clean the damaged rect array
607               if(item.mUpdateSize == Vector3::ZERO)
608               {
609                 return;
610               }
611
612               Rect<int> rect;
613               DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
614               // If the item refers to updated node or renderer.
615               if(item.mIsUpdated ||
616                  (item.mNode &&
617                   (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
618               {
619                 item.mIsUpdated = false;
620
621                 rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
622                 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
623                 {
624                   const int left   = rect.x;
625                   const int top    = rect.y;
626                   const int right  = rect.x + rect.width;
627                   const int bottom = rect.y + rect.height;
628                   rect.x           = (left / 16) * 16;
629                   rect.y           = (top / 16) * 16;
630                   rect.width       = ((right + 16) / 16) * 16 - rect.x;
631                   rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
632
633                   // Found valid dirty rect.
634                   // 1. Insert it in the sorted array of the dirty rects.
635                   // 2. Mark the related dirty rects as visited so they will not be removed below.
636                   // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
637                   dirtyRect.rect    = rect;
638                   auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
639                   dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
640
641                   int c = 1;
642                   while(++dirtyRectPos != itemsDirtyRects.end())
643                   {
644                     if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
645                     {
646                       break;
647                     }
648
649                     dirtyRectPos->visited = true;
650                     Rect<int>& dirtRect   = dirtyRectPos->rect;
651                     rect.Merge(dirtRect);
652
653                     c++;
654                     if(c > 3) // no more then 3 previous rects
655                     {
656                       itemsDirtyRects.erase(dirtyRectPos);
657                       break;
658                     }
659                   }
660
661                   damagedRects.push_back(rect);
662                 }
663               }
664               else
665               {
666                 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
667                 // 2. Mark the related dirty rects as visited so they will not be removed below.
668                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
669                 while(dirtyRectPos != itemsDirtyRects.end())
670                 {
671                   if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
672                   {
673                     break;
674                   }
675
676                   dirtyRectPos->visited = true;
677                   dirtyRectPos++;
678                 }
679               }
680             }
681           }
682
683           // Reset updated flag from the root
684           Layer* sourceLayer = renderList->GetSourceLayer();
685           if(sourceLayer)
686           {
687             sourceLayer->SetUpdatedTree(false);
688           }
689         }
690       }
691     }
692   }
693
694   // Check removed nodes or removed renderers dirty rects
695   auto i = itemsDirtyRects.begin();
696   auto j = itemsDirtyRects.begin();
697   while(i != itemsDirtyRects.end())
698   {
699     if(i->visited)
700     {
701       *j++ = *i;
702     }
703     else
704     {
705       Rect<int>& dirtRect = i->rect;
706       damagedRects.push_back(dirtRect);
707     }
708     i++;
709   }
710
711   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
712   damagedRectCleaner.SetCleanOnReturn(false);
713 }
714
715 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
716 {
717   Rect<int> clippingRect;
718   RenderScene(status, scene, renderToFbo, clippingRect);
719 }
720
721 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
722 {
723   if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
724   {
725     // ClippingRect is empty. Skip rendering
726     return;
727   }
728
729   // Reset main algorithms command buffer
730   mImpl->renderAlgorithms.ResetCommandBuffer();
731
732   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
733
734   Internal::Scene&   sceneInternal = GetImplementation(scene);
735   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
736
737   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
738
739   std::vector<Graphics::RenderTarget*> targetstoPresent;
740
741   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
742   if(clippingRect == surfaceRect)
743   {
744     // Full rendering case
745     // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
746     // To reduce side effects, keep this logic now.
747     clippingRect = Rect<int>();
748   }
749
750   for(uint32_t i = 0; i < count; ++i)
751   {
752     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
753
754     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
755     {
756       continue; // skip
757     }
758
759     // Mark that we will require a post-render step to be performed (includes swap-buffers).
760     status.SetNeedsPostRender(true);
761
762     Rect<int32_t> viewportRect;
763
764     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
765
766     // @todo Should these be part of scene?
767     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
768     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
769
770     Graphics::RenderTarget*           currentRenderTarget = nullptr;
771     Graphics::RenderPass*             currentRenderPass   = nullptr;
772     std::vector<Graphics::ClearValue> currentClearValues{};
773
774     if(instruction.mFrameBuffer)
775     {
776       // Ensure graphics framebuffer is created, bind attachments and create render passes
777       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
778       // then don't render to this framebuffer.
779       if(!instruction.mFrameBuffer->GetGraphicsObject())
780       {
781         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
782         if(!created)
783         {
784           continue;
785         }
786       }
787
788       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
789
790       // Set the clear color for first color attachment
791       if(instruction.mIsClearColorSet && !clearValues.empty())
792       {
793         clearValues[0].color = {
794           instruction.mClearColor.r,
795           instruction.mClearColor.g,
796           instruction.mClearColor.b,
797           instruction.mClearColor.a};
798       }
799
800       currentClearValues = clearValues;
801
802       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
803
804       // offscreen buffer
805       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
806       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
807     }
808     else // no framebuffer
809     {
810       // surface
811       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
812
813       if(instruction.mIsClearColorSet)
814       {
815         clearValues[0].color = {
816           instruction.mClearColor.r,
817           instruction.mClearColor.g,
818           instruction.mClearColor.b,
819           instruction.mClearColor.a};
820       }
821
822       currentClearValues = clearValues;
823
824       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
825       // if the window has a depth/stencil buffer.
826       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
827           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
828          (currentClearValues.size() <= 1))
829       {
830         currentClearValues.emplace_back();
831         currentClearValues.back().depthStencil.depth   = 0;
832         currentClearValues.back().depthStencil.stencil = 0;
833       }
834
835       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
836
837       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
838       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
839     }
840
841     targetstoPresent.emplace_back(currentRenderTarget);
842
843     // reset the program matrices for all programs once per frame
844     // this ensures we will set view and projection matrix once per program per camera
845     mImpl->programController.ResetProgramMatrices();
846
847     if(instruction.mFrameBuffer)
848     {
849       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
850       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
851       {
852         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
853       }
854     }
855
856     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
857     {
858       // Offscreen buffer rendering
859       if(instruction.mIsViewportSet)
860       {
861         // For Viewport the lower-left corner is (0,0)
862         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
863         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
864       }
865       else
866       {
867         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
868       }
869       surfaceOrientation = 0;
870     }
871     else // No Offscreen frame buffer rendering
872     {
873       // Check whether a viewport is specified, otherwise the full surface size is used
874       if(instruction.mIsViewportSet)
875       {
876         // For Viewport the lower-left corner is (0,0)
877         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
878         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
879       }
880       else
881       {
882         viewportRect = surfaceRect;
883       }
884     }
885
886     // Set surface orientation
887     // @todo Inform graphics impl by another route.
888     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
889
890     /*** Clear region of framebuffer or surface before drawing ***/
891     bool clearFullFrameRect = (surfaceRect == viewportRect);
892     if(instruction.mFrameBuffer != nullptr)
893     {
894       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
895       clearFullFrameRect = (frameRect == viewportRect);
896     }
897
898     if(!clippingRect.IsEmpty())
899     {
900       if(!clippingRect.Intersect(viewportRect))
901       {
902         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
903         clippingRect = Rect<int>();
904       }
905       clearFullFrameRect = false;
906     }
907
908     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
909     if(instruction.mIsClearColorSet)
910     {
911       if(!clearFullFrameRect)
912       {
913         if(!clippingRect.IsEmpty())
914         {
915           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
916         }
917       }
918     }
919
920     // Scissor's value should be set based on the default system coordinates.
921     // When the surface is rotated, the input values already were set with the rotated angle.
922     // So, re-calculation is needed.
923     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
924
925     // Begin render pass
926     mainCommandBuffer->BeginRenderPass(
927       currentRenderPass,
928       currentRenderTarget,
929       scissorArea,
930       currentClearValues);
931
932     mainCommandBuffer->SetViewport({float(viewportRect.x),
933                                     float(viewportRect.y),
934                                     float(viewportRect.width),
935                                     float(viewportRect.height)});
936
937     // Clear the list of bound textures
938     mImpl->boundTextures.Clear();
939
940     mImpl->renderAlgorithms.ProcessRenderInstruction(
941       instruction,
942       mImpl->renderBufferIndex,
943       depthBufferAvailable,
944       stencilBufferAvailable,
945       mImpl->boundTextures,
946       viewportRect,
947       clippingRect,
948       surfaceOrientation);
949
950     Graphics::SyncObject* syncObject{nullptr};
951     // If the render instruction has an associated render tracker (owned separately)
952     // and framebuffer, create a one shot sync object, and use it to determine when
953     // the render pass has finished executing on GPU.
954     if(instruction.mRenderTracker && instruction.mFrameBuffer)
955     {
956       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
957       instruction.mRenderTracker = nullptr;
958     }
959     mainCommandBuffer->EndRenderPass(syncObject);
960   }
961   mImpl->renderAlgorithms.SubmitCommandBuffer();
962
963   std::sort(targetstoPresent.begin(), targetstoPresent.end());
964
965   Graphics::RenderTarget* rt = nullptr;
966   for(auto& target : targetstoPresent)
967   {
968     if(target != rt)
969     {
970       mImpl->graphicsController.PresentRenderTarget(target);
971       rt = target;
972     }
973   }
974 }
975
976 void RenderManager::PostRender(bool uploadOnly)
977 {
978   // Notify RenderGeometries that rendering has finished
979   for(auto&& iter : mImpl->geometryContainer)
980   {
981     iter->OnRenderFinished();
982   }
983
984   mImpl->UpdateTrackers();
985
986   uint32_t count = 0u;
987   for(auto& scene : mImpl->sceneContainer)
988   {
989     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
990   }
991
992   const bool haveInstructions = count > 0u;
993
994   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
995   mImpl->lastFrameWasRendered = haveInstructions;
996
997   /**
998    * The rendering has finished; swap to the next buffer.
999    * Ideally the update has just finished using this buffer; otherwise the render thread
1000    * should block until the update has finished.
1001    */
1002   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1003
1004   DALI_PRINT_RENDER_END();
1005 }
1006
1007 } // namespace SceneGraph
1008
1009 } // namespace Internal
1010
1011 } // namespace Dali