d9c2ea0102c0eee7278f28b0866fbb754a546fea
[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     backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
84     frameCount( 0u ),
85     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
86     defaultSurfaceRect(),
87     rendererContainer(),
88     samplerContainer(),
89     textureContainer(),
90     frameBufferContainer(),
91     lastFrameWasRendered( false ),
92     programController( glAbstraction ),
93     depthBufferAvailable( depthBufferAvailableParam ),
94     stencilBufferAvailable( stencilBufferAvailableParam ),
95     defaultSurfaceOrientation( 0 )
96   {
97      // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
98     threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
99     threadPool->Initialize( 1u );
100   }
101
102   ~Impl()
103   {
104     threadPool.reset( nullptr ); // reset now to maintain correct destruction order
105   }
106
107   void AddRenderTracker( Render::RenderTracker* renderTracker )
108   {
109     DALI_ASSERT_DEBUG( renderTracker != NULL );
110     mRenderTrackers.PushBack( renderTracker );
111   }
112
113   void RemoveRenderTracker( Render::RenderTracker* renderTracker )
114   {
115     mRenderTrackers.EraseObject( renderTracker );
116   }
117
118   Context* CreateSurfaceContext()
119   {
120     surfaceContextContainer.PushBack( new Context( glAbstraction ) );
121     return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
122   }
123
124   void DestroySurfaceContext( Context* surfaceContext )
125   {
126     surfaceContextContainer.EraseObject( surfaceContext );
127   }
128
129   void UpdateTrackers()
130   {
131     for( auto&& iter : mRenderTrackers )
132     {
133       iter->PollSyncObject();
134     }
135   }
136
137   // the order is important for destruction,
138   // programs are owned by context at the moment.
139   Context                                   context;                 ///< Holds the GL state of the share resource context
140   Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
141   OwnerContainer< Context* >                surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
142   Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
143   Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
144   Integration::GlContextHelperAbstraction&  glContextHelperAbstraction; ///< GL context helper abstraction
145   RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
146
147   // Render instructions describe what should be rendered during RenderManager::Render()
148   // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
149   RenderInstructionContainer                instructions;
150   Render::RenderAlgorithms                  renderAlgorithms;        ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
151
152   Vector4                                   backgroundColor;         ///< The glClear color used at the beginning of each frame.
153
154   uint32_t                                  frameCount;              ///< The current frame count
155   BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
156
157   Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
158
159   OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
160   OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
161   OwnerContainer< Render::Texture* >        textureContainer;        ///< List of owned textures
162   OwnerContainer< Render::FrameBuffer* >    frameBufferContainer;    ///< List of owned framebuffers
163   OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
164   OwnerContainer< Render::Geometry* >       geometryContainer;       ///< List of owned Geometries
165
166   bool                                      lastFrameWasRendered;    ///< Keeps track of the last frame being rendered due to having render instructions
167
168   OwnerContainer< Render::RenderTracker* >  mRenderTrackers;         ///< List of render trackers
169
170   ProgramController                         programController;        ///< Owner of the GL programs
171
172   Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
173   Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
174
175   std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
176   Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
177   Vector<GLuint>                            textureDependencyList;    ///< The dependency list of binded textures
178   int                                       defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
179
180 };
181
182 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
183                                    Integration::GlSyncAbstraction& glSyncAbstraction,
184                                    Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
185                                    Integration::DepthBufferAvailable depthBufferAvailable,
186                                    Integration::StencilBufferAvailable stencilBufferAvailable )
187 {
188   RenderManager* manager = new RenderManager;
189   manager->mImpl = new Impl( glAbstraction,
190                              glSyncAbstraction,
191                              glContextHelperAbstraction,
192                              depthBufferAvailable,
193                              stencilBufferAvailable );
194   return manager;
195 }
196
197 RenderManager::RenderManager()
198 : mImpl(NULL)
199 {
200 }
201
202 RenderManager::~RenderManager()
203 {
204   delete mImpl;
205 }
206
207 RenderQueue& RenderManager::GetRenderQueue()
208 {
209   return mImpl->renderQueue;
210 }
211
212 void RenderManager::ContextCreated()
213 {
214   mImpl->context.GlContextCreated();
215   mImpl->programController.GlContextCreated();
216
217   // renderers, textures and gpu buffers cannot reinitialize themselves
218   // so they rely on someone reloading the data for them
219 }
220
221 void RenderManager::ContextDestroyed()
222 {
223   mImpl->context.GlContextDestroyed();
224   mImpl->programController.GlContextDestroyed();
225
226   //Inform textures
227   for( auto&& texture : mImpl->textureContainer )
228   {
229     texture->GlContextDestroyed();
230   }
231
232   //Inform framebuffers
233   for( auto&& framebuffer : mImpl->frameBufferContainer )
234   {
235     framebuffer->GlContextDestroyed();
236   }
237
238   // inform renderers
239   for( auto&& renderer : mImpl->rendererContainer )
240   {
241     renderer->GlContextDestroyed();
242   }
243 }
244
245 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
246 {
247   mImpl->programController.SetShaderSaver( upstream );
248 }
249
250 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
251 {
252   return mImpl->instructions;
253 }
254
255 void RenderManager::SetBackgroundColor( const Vector4& color )
256 {
257   mImpl->backgroundColor = color;
258 }
259
260 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
261 {
262   mImpl->defaultSurfaceRect = rect;
263 }
264
265 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
266 {
267   mImpl->defaultSurfaceOrientation = orientation;
268 }
269
270 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
271 {
272   // Initialize the renderer as we are now in render thread
273   renderer->Initialize( mImpl->context );
274
275   mImpl->rendererContainer.PushBack( renderer.Release() );
276 }
277
278 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
279 {
280   mImpl->rendererContainer.EraseObject( renderer );
281 }
282
283 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
284 {
285   mImpl->samplerContainer.PushBack( sampler.Release() );
286 }
287
288 void RenderManager::RemoveSampler( Render::Sampler* sampler )
289 {
290   mImpl->samplerContainer.EraseObject( sampler );
291 }
292
293 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
294 {
295   texture->Initialize( mImpl->context );
296   mImpl->textureContainer.PushBack( texture.Release() );
297 }
298
299 void RenderManager::RemoveTexture( Render::Texture* texture )
300 {
301   DALI_ASSERT_DEBUG( NULL != texture );
302
303   // Find the texture, use reference to pointer so we can do the erase safely
304   for ( auto&& iter : mImpl->textureContainer )
305   {
306     if ( iter == texture )
307     {
308       texture->Destroy( mImpl->context );
309       mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
310       return;
311     }
312   }
313 }
314
315 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
316 {
317   texture->Upload( mImpl->context, pixelData, params );
318 }
319
320 void RenderManager::GenerateMipmaps( Render::Texture* texture )
321 {
322   texture->GenerateMipmaps( mImpl->context );
323 }
324
325 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
326 {
327   sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
328   sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
329 }
330
331 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
332 {
333   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
334   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
335   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
336 }
337
338 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
339 {
340   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
341   mImpl->frameBufferContainer.PushBack( frameBufferPtr );
342   if ( frameBufferPtr->IsSurfaceBacked() )
343   {
344     frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
345   }
346   else
347   {
348     frameBufferPtr->Initialize( mImpl->context );
349   }
350 }
351
352 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
353 {
354   DALI_ASSERT_DEBUG( NULL != frameBuffer );
355
356   // Find the sampler, use reference so we can safely do the erase
357   for ( auto&& iter : mImpl->frameBufferContainer )
358   {
359     if ( iter == frameBuffer )
360     {
361       frameBuffer->Destroy( mImpl->context );
362
363       if ( frameBuffer->IsSurfaceBacked() )
364       {
365         auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
366         mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
367       }
368
369       mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
370
371       break;
372     }
373   }
374 }
375
376 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
377 {
378   if ( !frameBuffer->IsSurfaceBacked() )
379   {
380     auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
381     textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
382   }
383 }
384
385 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
386 {
387   mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
388 }
389
390 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
391 {
392   mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
393 }
394
395 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
396 {
397   propertyBuffer->SetFormat( format.Release() );
398 }
399
400 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
401 {
402   propertyBuffer->SetData( data.Release(), size );
403 }
404
405 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
406 {
407   geometry->SetIndexBuffer( indices );
408 }
409
410 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
411 {
412   mImpl->geometryContainer.PushBack( geometry.Release() );
413 }
414
415 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
416 {
417   mImpl->geometryContainer.EraseObject( geometry );
418 }
419
420 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
421 {
422   DALI_ASSERT_DEBUG( NULL != geometry );
423
424   // Find the geometry
425   for ( auto&& iter : mImpl->geometryContainer )
426   {
427     if ( iter == geometry )
428     {
429       iter->AddPropertyBuffer( propertyBuffer );
430       break;
431     }
432   }
433 }
434
435 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
436 {
437   DALI_ASSERT_DEBUG( NULL != geometry );
438
439   // Find the geometry
440   for ( auto&& iter : mImpl->geometryContainer )
441   {
442     if ( iter == geometry )
443     {
444       iter->RemovePropertyBuffer( propertyBuffer );
445       break;
446     }
447   }
448 }
449
450 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
451 {
452   geometry->SetType( Render::Geometry::Type(geometryType) );
453 }
454
455 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
456 {
457   mImpl->AddRenderTracker(renderTracker);
458 }
459
460 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
461 {
462   mImpl->RemoveRenderTracker(renderTracker);
463 }
464
465 ProgramCache* RenderManager::GetProgramCache()
466 {
467   return &(mImpl->programController);
468 }
469
470 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
471 {
472   DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
473
474   // Core::Render documents that GL context must be current before calling Render
475   DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
476
477   // Increment the frame count at the beginning of each frame
478   ++mImpl->frameCount;
479
480   // Process messages queued during previous update
481   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
482
483   const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
484   const bool haveInstructions = count > 0u;
485
486   DALI_LOG_INFO( gLogFilter, Debug::General,
487                  "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
488                  haveInstructions ? "true" : "false",
489                  mImpl->lastFrameWasRendered ? "true" : "false",
490                  forceClear ? "true" : "false" );
491
492   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
493   if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
494   {
495     DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
496
497     // Mark that we will require a post-render step to be performed (includes swap-buffers).
498     status.SetNeedsPostRender( true );
499
500     // Switch to the shared context
501     if ( mImpl->currentContext != &mImpl->context )
502     {
503       mImpl->currentContext = &mImpl->context;
504
505       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
506       {
507         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
508       }
509
510       // Clear the current cached program when the context is switched
511       mImpl->programController.ClearCurrentProgram();
512     }
513
514     // Upload the geometries
515     for( uint32_t i = 0; i < count; ++i )
516     {
517       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
518
519       const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
520       const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
521
522       DALI_ASSERT_DEBUG( viewMatrix );
523       DALI_ASSERT_DEBUG( projectionMatrix );
524
525       if( viewMatrix && projectionMatrix )
526       {
527         const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
528
529         // Iterate through each render list.
530         for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
531         {
532           const RenderList* renderList = instruction.GetRenderList( index );
533
534           if( renderList && !renderList->IsEmpty() )
535           {
536             const std::size_t itemCount = renderList->Count();
537             for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
538             {
539               const RenderItem& item = renderList->GetItem( itemIndex );
540               if( DALI_LIKELY( item.mRenderer ) )
541               {
542                 item.mRenderer->Upload( *mImpl->currentContext );
543               }
544             }
545           }
546         }
547       }
548     }
549
550     for( uint32_t i = 0; i < count; ++i )
551     {
552       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
553
554       DoRender( instruction );
555     }
556
557     if ( mImpl->currentContext->IsSurfacelessContextSupported() )
558     {
559       mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
560     }
561
562     GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
563     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
564     for ( auto&& context : mImpl->surfaceContextContainer )
565     {
566       context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
567     }
568
569     //Notify RenderGeometries that rendering has finished
570     for ( auto&& iter : mImpl->geometryContainer )
571     {
572       iter->OnRenderFinished();
573     }
574   }
575   else
576   {
577     DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
578   }
579
580   mImpl->UpdateTrackers();
581
582   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
583   mImpl->lastFrameWasRendered = haveInstructions;
584
585   /**
586    * The rendering has finished; swap to the next buffer.
587    * Ideally the update has just finished using this buffer; otherwise the render thread
588    * should block until the update has finished.
589    */
590   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
591
592   DALI_PRINT_RENDER_END();
593 }
594
595 void RenderManager::DoRender( RenderInstruction& instruction )
596 {
597   Rect<int32_t> viewportRect;
598   Vector4   clearColor;
599
600   if ( instruction.mIsClearColorSet )
601   {
602     clearColor = instruction.mClearColor;
603   }
604   else
605   {
606     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
607   }
608
609   Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
610   int surfaceOrientation = mImpl->defaultSurfaceOrientation;
611   Vector4 backgroundColor = mImpl->backgroundColor;
612   Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
613   Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
614
615   Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
616   if ( instruction.mFrameBuffer != 0 )
617   {
618     if ( instruction.mFrameBuffer->IsSurfaceBacked() )
619     {
620       surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
621
622       if ( !surfaceFrameBuffer->IsSurfaceValid() )
623       {
624         // Skip rendering the frame buffer if the render surface becomes invalid
625         return;
626       }
627
628       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
629       {
630         Context* surfaceContext = surfaceFrameBuffer->GetContext();
631         if ( mImpl->currentContext != surfaceContext )
632         {
633           // Switch the correct context if rendering to a surface
634           mImpl->currentContext = surfaceContext;
635           surfaceFrameBuffer->MakeContextCurrent();
636
637           // Clear the current cached program when the context is switched
638           mImpl->programController.ClearCurrentProgram();
639         }
640       }
641
642       surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
643       backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
644     }
645     else
646     {
647       // Switch to shared context for off-screen buffer
648       mImpl->currentContext = &mImpl->context;
649
650       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
651       {
652         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
653       }
654     }
655   }
656
657   DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
658
659   // reset the program matrices for all programs once per frame
660   // this ensures we will set view and projection matrix once per program per camera
661   mImpl->programController.ResetProgramMatrices();
662
663   if( instruction.mFrameBuffer )
664   {
665     instruction.mFrameBuffer->Bind( *mImpl->currentContext );
666
667     if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
668     {
669       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
670       Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
671       mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
672     }
673   }
674   else
675   {
676     mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
677   }
678
679   if ( surfaceFrameBuffer )
680   {
681     mImpl->currentContext->Viewport( surfaceRect.x,
682                               surfaceRect.y,
683                               surfaceRect.width,
684                               surfaceRect.height );
685
686     mImpl->currentContext->ClearColor( backgroundColor.r,
687                                 backgroundColor.g,
688                                 backgroundColor.b,
689                                 backgroundColor.a );
690   }
691
692   // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
693   // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
694   // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
695   // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
696
697   mImpl->currentContext->SetScissorTest( false );
698
699   GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
700
701   mImpl->currentContext->ColorMask( true );
702
703   if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
704   {
705     mImpl->currentContext->DepthMask( true );
706     clearMask |= GL_DEPTH_BUFFER_BIT;
707   }
708
709   if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
710   {
711     mImpl->currentContext->ClearStencil( 0 );
712     mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
713     clearMask |= GL_STENCIL_BUFFER_BIT;
714   }
715
716   mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
717
718   if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
719   {
720     if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
721     {
722       if ( instruction.mIsViewportSet )
723       {
724         // For glViewport the lower-left corner is (0,0)
725         // For glViewport the lower-left corner is (0,0)
726         const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
727         viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
728       }
729       else
730       {
731         viewportRect = surfaceRect;
732       }
733     }
734     else // Offscreen buffer rendering
735     {
736       if ( instruction.mIsViewportSet )
737       {
738         // For glViewport the lower-left corner is (0,0)
739         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
740         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
741       }
742       else
743       {
744         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
745       }
746       surfaceOrientation = 0;
747     }
748   }
749   else // No Offscreen frame buffer rendering
750   {
751     // Check whether a viewport is specified, otherwise the full surface size is used
752     if ( instruction.mFrameBuffer != 0 )
753     {
754       if ( instruction.mIsViewportSet )
755       {
756         // For glViewport the lower-left corner is (0,0)
757         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
758         viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
759       }
760       else
761       {
762         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
763       }
764     }
765     else
766     {
767       viewportRect = surfaceRect;
768     }
769   }
770
771   if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
772   {
773     int temp = viewportRect.width;
774     viewportRect.width = viewportRect.height;
775     viewportRect.height = temp;
776   }
777
778   mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
779
780   if ( instruction.mIsClearColorSet )
781   {
782     mImpl->currentContext->ClearColor( clearColor.r,
783                                        clearColor.g,
784                                        clearColor.b,
785                                        clearColor.a );
786
787     // Clear the viewport area only
788     mImpl->currentContext->SetScissorTest( true );
789     mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
790     mImpl->currentContext->ColorMask( true );
791     mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
792     mImpl->currentContext->SetScissorTest( false );
793   }
794
795   // Clear the list of bound textures
796   mImpl->boundTextures.Clear();
797
798   mImpl->renderAlgorithms.ProcessRenderInstruction(
799       instruction,
800       *mImpl->currentContext,
801       mImpl->renderBufferIndex,
802       depthBufferAvailable,
803       stencilBufferAvailable,
804       mImpl->boundTextures,
805       surfaceOrientation );
806
807   // Synchronise the FBO/Texture access when there are multiple contexts
808   if ( mImpl->currentContext->IsSurfacelessContextSupported() )
809   {
810     // Check whether any binded texture is in the dependency list
811     bool textureFound = false;
812
813     if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
814     {
815       for ( auto textureId : mImpl->textureDependencyList )
816       {
817
818         textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
819                                      [textureId]( GLuint id )
820                                      {
821                                        return textureId == id;
822                                      } ) != mImpl->boundTextures.End();
823       }
824     }
825
826     if ( textureFound )
827     {
828
829       if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
830       {
831         // For off-screen buffer
832
833         // Wait until all rendering calls for the currently context are executed
834         mImpl->glContextHelperAbstraction.WaitClient();
835
836         // Clear the dependency list
837         mImpl->textureDependencyList.Clear();
838       }
839       else
840       {
841         // For surface-backed frame buffer
842
843         // Worker thread lambda function
844         auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
845         auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
846         {
847           // Switch to the shared context in the worker thread
848           glContextHelperAbstraction.MakeSurfacelessContextCurrent();
849
850           // Wait until all rendering calls for the shared context are executed
851           glContextHelperAbstraction.WaitClient();
852
853           // Must clear the context in the worker thread
854           // Otherwise the shared context cannot be switched to from the render thread
855           glContextHelperAbstraction.MakeContextNull();
856         };
857
858         auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
859         if ( future )
860         {
861           mImpl->threadPool->Wait();
862
863           // Clear the dependency list
864           mImpl->textureDependencyList.Clear();
865         }
866       }
867     }
868   }
869
870   if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
871   {
872     // This will create a sync object every frame this render tracker
873     // is alive (though it should be now be created only for
874     // render-once render tasks)
875     instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
876     instruction.mRenderTracker = NULL; // Only create once.
877   }
878
879   if ( surfaceFrameBuffer )
880   {
881     surfaceFrameBuffer->PostRender();
882   }
883   else
884   {
885     mImpl->currentContext->Flush();
886   }
887 }
888
889 } // namespace SceneGraph
890
891 } // namespace Internal
892
893 } // namespace Dali