2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
22 #include <dali/internal/common/owner-pointer.h>
23 #include <dali/internal/render/queue/render-queue.h>
24 #include <dali/internal/render/common/render-algorithms.h>
25 #include <dali/internal/render/common/render-debug.h>
26 #include <dali/internal/render/common/render-tracker.h>
27 #include <dali/internal/render/common/render-instruction-container.h>
28 #include <dali/internal/render/common/render-instruction.h>
29 #include <dali/internal/render/gl-resources/context.h>
30 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
31 #include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
32 #include <dali/internal/render/gl-resources/texture-cache.h>
33 #include <dali/internal/render/renderers/render-material.h>
34 #include <dali/internal/render/renderers/scene-graph-renderer.h>
35 #include <dali/integration-api/debug.h>
36 #include <dali/integration-api/core.h>
37 #include <dali/public-api/common/dali-common.h>
38 #include <dali/public-api/common/stage.h>
39 #include <dali/public-api/render-tasks/render-task.h>
41 #ifdef DYNAMICS_SUPPORT
42 #include <dali/internal/render/dynamics/scene-graph-dynamics-debug-renderer.h>
45 // Uncomment the next line to enable frame snapshot logging
46 //#define FRAME_SNAPSHOT_LOGGING
48 #ifdef FRAME_SNAPSHOT_LOGGING
50 using namespace Dali::Internal::Render;
52 namespace // unnamed namespace
54 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
55 } // unnamed namespace
57 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
58 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
60 #else // FRAME_SNAPSHOT_LOGGING
62 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
64 #endif // FRAME_SNAPSHOT_LOGGING
75 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
76 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
78 typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer;
79 typedef RenderMaterialContainer::Iterator RenderMaterialIter;
80 typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter;
82 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
83 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
84 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
87 * Structure to contain internal data
89 struct RenderManager::Impl
91 Impl( Dali::Integration::GlAbstraction& glAbstraction,
92 ResourcePostProcessList& resourcePostProcessQ,
93 PostProcessResourceDispatcher& postProcessDispatcher )
94 : context( glAbstraction ),
96 textureCache( renderQueue, postProcessDispatcher, context ),
97 resourcePostProcessQueue( resourcePostProcessQ ),
99 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
101 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
102 defaultSurfaceRect(),
105 renderersAdded( false )
113 void AddRenderTracker( RenderTracker* renderTracker )
115 DALI_ASSERT_DEBUG( renderTracker != NULL );
116 mRenderTrackers.PushBack( renderTracker );
119 void RemoveRenderTracker( RenderTracker* renderTracker )
121 DALI_ASSERT_DEBUG( renderTracker != NULL );
122 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
124 if( *iter == renderTracker )
126 mRenderTrackers.Erase( iter );
132 void UpdateTrackers()
134 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
136 (*iter)->PollSyncObject();
140 // the order is important for destruction,
141 // programs are owned by context at the moment.
142 Context context; ///< holds the GL state
143 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
144 TextureCache textureCache; ///< Cache for all GL textures
145 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
147 // Render instructions describe what should be rendered during RenderManager::Render()
148 // Owned by RenderManager. Update manager updates instructions for the next frame
149 // while we render the current one
150 RenderInstructionContainer instructions;
152 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
154 float frameTime; ///< The elapsed time since the previous frame
155 float lastFrameTime; ///< Last frame delta.
157 #ifdef DYNAMICS_SUPPORT
158 OwnerPointer<DynamicsDebugRenderer> dynamicsDebugRenderer;
161 unsigned int frameCount; ///< The current frame count
162 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
164 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
166 RendererOwnerContainer rendererContainer; ///< List of owned renderers
167 RenderMaterialContainer materials; ///< List of owned render materials
171 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
174 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
176 RenderManager* manager = new RenderManager;
177 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
181 RenderManager::RenderManager()
186 RenderManager::~RenderManager()
191 RenderQueue& RenderManager::GetRenderQueue()
193 return mImpl->renderQueue;
196 TextureCache& RenderManager::GetTextureCache()
198 return mImpl->textureCache;
201 Context& RenderManager::GetContext()
203 return mImpl->context;
206 void RenderManager::ContextCreated()
208 mImpl->context.GlContextCreated();
210 // renderers, textures and gpu buffers cannot reinitialize themselves
211 // so they rely on someone reloading the data for them
214 void RenderManager::ContextDestroyed()
216 mImpl->context.GlContextDestroyed();
218 // inform texture cache
219 mImpl->textureCache.GlContextDestroyed();
222 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
223 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
224 for( ; iter != end; ++iter )
226 GlResourceOwner* renderer = *iter;
227 renderer->GlContextDestroyed();
231 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
233 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
236 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
238 return mImpl->instructions;
241 void RenderManager::SetBackgroundColor( const Vector4& color )
243 mImpl->backgroundColor = color;
246 void RenderManager::SetFrameDeltaTime( float deltaTime )
248 mImpl->frameTime = deltaTime;
251 #ifdef DYNAMICS_SUPPORT
252 void RenderManager::InitializeDynamicsDebugRenderer(SceneGraph::DynamicsDebugRenderer* debugRenderer)
254 if( !mImpl->dynamicsDebugRenderer )
256 mImpl->dynamicsDebugRenderer = debugRenderer;
257 debugRenderer->Initialize( mImpl->context );
262 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
264 mImpl->defaultSurfaceRect = rect;
267 void RenderManager::AddRenderer( Renderer* renderer )
269 // Initialize the renderer as we are now in render thread
270 renderer->Initialize( mImpl->context, mImpl->textureCache );
272 mImpl->rendererContainer.PushBack( renderer );
274 if( !mImpl->renderersAdded )
276 mImpl->renderersAdded = true;
280 void RenderManager::RemoveRenderer( Renderer* renderer )
282 DALI_ASSERT_DEBUG( NULL != renderer );
284 RendererOwnerContainer& renderers = mImpl->rendererContainer;
287 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
289 if ( *iter == renderer )
291 renderers.Erase( iter ); // Renderer found; now destroy it
297 void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
299 DALI_ASSERT_DEBUG( NULL != renderMaterial );
301 mImpl->materials.PushBack( renderMaterial );
302 renderMaterial->Initialize( mImpl->textureCache );
305 void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
307 DALI_ASSERT_DEBUG( NULL != renderMaterial );
309 RenderMaterialContainer& materials = mImpl->materials;
311 // Find the render material and destroy it
312 for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
314 RenderMaterial& current = **iter;
315 if ( ¤t == renderMaterial )
317 materials.Erase( iter );
323 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
325 mImpl->AddRenderTracker(renderTracker);
328 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
330 mImpl->RemoveRenderTracker(renderTracker);
334 bool RenderManager::Render( Integration::RenderStatus& status )
336 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
338 // Core::Render documents that GL context must be current before calling Render
339 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
341 status.SetHasRendered( false );
343 // Increment the frame count at the beginning of each frame
344 ++(mImpl->frameCount);
346 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
348 SET_SNAPSHOT_FRAME_LOG_LEVEL;
350 // Process messages queued during previous update
351 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
353 //No need to make any gl calls if we don't have any renderers to render during startup.
354 if(mImpl->renderersAdded)
356 // switch rendering to adaptor provided (default) buffer
357 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
359 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
360 mImpl->defaultSurfaceRect.y,
361 mImpl->defaultSurfaceRect.width,
362 mImpl->defaultSurfaceRect.height );
364 mImpl->context.ClearColor( mImpl->backgroundColor.r,
365 mImpl->backgroundColor.g,
366 mImpl->backgroundColor.b,
367 mImpl->backgroundColor.a );
369 mImpl->context.ClearStencil( 0 );
371 // Clear the entire color, depth and stencil buffers for the default framebuffer.
372 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
373 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
374 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
375 mImpl->context.SetScissorTest( false );
376 mImpl->context.ColorMask( true );
377 mImpl->context.DepthMask( true );
378 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
379 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
381 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
382 for ( size_t i = 0; i < count; ++i )
384 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
386 DoRender( instruction, mImpl->lastFrameTime );
388 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
389 if ( countRenderList > 0 )
391 status.SetHasRendered( true );
395 #ifdef DYNAMICS_SUPPORT
396 if( mImpl->dynamicsDebugRenderer )
398 mImpl->dynamicsDebugRenderer->Render();
402 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
403 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
405 mImpl->UpdateTrackers();
408 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
410 // Update the frame time
411 mImpl->lastFrameTime = mImpl->frameTime;
413 // check if anything has been posted to the update thread
414 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
417 * The rendering has finished; swap to the next buffer.
418 * Ideally the update has just finished using this buffer; otherwise the render thread
419 * should block until the update has finished.
421 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
423 DALI_PRINT_RENDER_END();
425 return updateRequired;
428 void RenderManager::DoRender( RenderInstruction& instruction, float elapsedTime )
430 Rect<int> viewportRect;
433 if ( instruction.mIsClearColorSet )
435 clearColor = instruction.mClearColor;
439 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
442 FrameBufferTexture* offscreen = NULL;
444 if ( instruction.mOffscreenTextureId != 0 )
446 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
447 DALI_ASSERT_DEBUG( NULL != offscreen );
449 if( NULL != offscreen &&
450 offscreen->Prepare() )
452 // Check whether a viewport is specified, otherwise the full surface size is used
453 if ( instruction.mIsViewportSet )
455 // For glViewport the lower-left corner is (0,0)
456 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
457 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
461 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
466 // Offscreen is NULL or could not be prepared.
470 else // !(instruction.mOffscreenTexture)
472 // switch rendering to adaptor provided (default) buffer
473 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
475 // Check whether a viewport is specified, otherwise the full surface size is used
476 if ( instruction.mIsViewportSet )
478 // For glViewport the lower-left corner is (0,0)
479 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
480 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
484 viewportRect = mImpl->defaultSurfaceRect;
488 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
490 if ( instruction.mIsClearColorSet )
492 mImpl->context.ClearColor( clearColor.r,
497 // Clear the viewport area only
498 mImpl->context.SetScissorTest( true );
499 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
500 mImpl->context.ColorMask( true );
501 mImpl->context.Clear( GL_COLOR_BUFFER_BIT );
502 mImpl->context.SetScissorTest( false );
505 Render::ProcessRenderInstruction( instruction,
507 mImpl->renderBufferIndex,
510 if(instruction.mOffscreenTextureId != 0)
512 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
513 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
516 if( instruction.mRenderTracker && offscreen != NULL )
518 instruction.mRenderTracker->CreateSyncObject();
519 instruction.mRenderTracker = NULL; // Only create once.
523 } // namespace SceneGraph
525 } // namespace Internal