2 * Copyright (c) 2016 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/public-api/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/gl-resources/context.h>
35 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
36 #include <dali/internal/render/gl-resources/texture-cache.h>
37 #include <dali/internal/render/queue/render-queue.h>
38 #include <dali/internal/render/renderers/render-frame-buffer.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
53 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
54 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
56 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
57 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
59 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
60 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
62 typedef OwnerContainer< Render::NewTexture* > TextureOwnerContainer;
63 typedef TextureOwnerContainer::Iterator TextureOwnerIter;
65 typedef OwnerContainer< Render::FrameBuffer* > FrameBufferOwnerContainer;
66 typedef FrameBufferOwnerContainer::Iterator FrameBufferOwnerIter;
68 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
69 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
71 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
72 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
73 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
76 * Structure to contain internal data
78 struct RenderManager::Impl
80 Impl( Integration::GlAbstraction& glAbstraction,
81 Integration::GlSyncAbstraction& glSyncAbstraction,
82 LockedResourceQueue& textureUploadedQ,
83 TextureUploadedDispatcher& postProcessDispatcher,
84 GeometryBatcher& geometryBatcher )
85 : context( glAbstraction ),
86 glSyncAbstraction( glSyncAbstraction ),
88 textureCache( renderQueue, postProcessDispatcher, context ),
89 textureUploadedQueue( textureUploadedQ ),
91 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
93 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
98 frameBufferContainer(),
99 renderersAdded( false ),
100 firstRenderCompleted( false ),
101 defaultShader( NULL ),
102 programController( glAbstraction ),
103 geometryBatcher( geometryBatcher )
111 void AddRenderTracker( Render::RenderTracker* renderTracker )
113 DALI_ASSERT_DEBUG( renderTracker != NULL );
114 mRenderTrackers.PushBack( renderTracker );
117 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
119 DALI_ASSERT_DEBUG( renderTracker != NULL );
120 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
122 if( *iter == renderTracker )
124 mRenderTrackers.Erase( iter );
130 void UpdateTrackers()
132 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
134 (*iter)->PollSyncObject();
138 // the order is important for destruction,
139 // programs are owned by context at the moment.
140 Context context; ///< holds the GL state
141 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
142 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
143 TextureCache textureCache; ///< Cache for all GL textures
144 LockedResourceQueue& textureUploadedQueue; ///< A queue for requesting resource post processing in update thread
146 // Render instructions describe what should be rendered during RenderManager::Render()
147 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
148 RenderInstructionContainer instructions;
150 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
152 unsigned int frameCount; ///< The current frame count
153 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
155 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
157 RendererOwnerContainer rendererContainer; ///< List of owned renderers
158 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
159 TextureOwnerContainer textureContainer; ///< List of owned textures
160 FrameBufferOwnerContainer frameBufferContainer; ///< List of owned framebuffers
161 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
162 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
166 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
168 bool firstRenderCompleted; ///< False until the first render is done
169 Shader* defaultShader; ///< Default shader to use
170 ProgramController programController; ///< Owner of the GL programs
172 SceneGraph::GeometryBatcher& geometryBatcher; ///< Instance of geometry batcher
175 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
176 Integration::GlSyncAbstraction& glSyncAbstraction,
177 SceneGraph::GeometryBatcher& geometryBatcher,
178 LockedResourceQueue& textureUploadedQ )
180 RenderManager* manager = new RenderManager;
181 manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager, geometryBatcher );
185 RenderManager::RenderManager()
190 RenderManager::~RenderManager()
192 for ( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
194 (*iter)->Destroy( mImpl->context );
197 for ( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
199 (*iter)->Destroy( mImpl->context );
205 RenderQueue& RenderManager::GetRenderQueue()
207 return mImpl->renderQueue;
210 TextureCache& RenderManager::GetTextureCache()
212 return mImpl->textureCache;
215 void RenderManager::ContextCreated()
217 mImpl->context.GlContextCreated();
218 mImpl->programController.GlContextCreated();
220 // renderers, textures and gpu buffers cannot reinitialize themselves
221 // so they rely on someone reloading the data for them
224 void RenderManager::ContextDestroyed()
226 mImpl->context.GlContextDestroyed();
227 mImpl->programController.GlContextDestroyed();
229 // inform texture cache
230 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
233 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
234 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
235 for( ; iter != end; ++iter )
237 GlResourceOwner* renderer = *iter;
238 renderer->GlContextDestroyed(); // Clear up vertex buffers
242 void RenderManager::DispatchTextureUploaded(ResourceId request)
244 mImpl->textureUploadedQueue.PushBack( request );
247 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
249 mImpl->programController.SetShaderSaver( upstream );
252 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
254 return mImpl->instructions;
257 void RenderManager::SetBackgroundColor( const Vector4& color )
259 mImpl->backgroundColor = color;
262 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
264 mImpl->defaultSurfaceRect = rect;
267 void RenderManager::AddRenderer( Render::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( Render::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::AddSampler( Render::Sampler* sampler )
299 mImpl->samplerContainer.PushBack( sampler );
302 void RenderManager::RemoveSampler( Render::Sampler* sampler )
304 DALI_ASSERT_DEBUG( NULL != sampler );
306 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
309 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
311 if ( *iter == sampler )
313 samplers.Erase( iter ); // Sampler found; now destroy it
319 void RenderManager::AddTexture( Render::NewTexture* texture )
321 mImpl->textureContainer.PushBack( texture );
322 texture->Initialize(mImpl->context);
325 void RenderManager::RemoveTexture( Render::NewTexture* texture )
327 DALI_ASSERT_DEBUG( NULL != texture );
329 TextureOwnerContainer& textures = mImpl->textureContainer;
332 for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
334 if ( *iter == texture )
336 texture->Destroy( mImpl->context );
337 textures.Erase( iter ); // Texture found; now destroy it
343 void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
345 texture->Upload( mImpl->context, pixelData, params );
348 void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
350 texture->GenerateMipmaps( mImpl->context );
353 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
355 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
356 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
359 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
361 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
362 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
363 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
366 void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
368 mImpl->frameBufferContainer.PushBack( frameBuffer );
369 frameBuffer->Initialize(mImpl->context);
372 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
374 DALI_ASSERT_DEBUG( NULL != frameBuffer );
376 FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
379 for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
381 if ( *iter == frameBuffer )
383 frameBuffer->Destroy( mImpl->context );
384 framebuffers.Erase( iter ); // frameBuffer found; now destroy it
390 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
392 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
395 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
397 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
400 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
402 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
404 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
407 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
409 if ( *iter == propertyBuffer )
411 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
417 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
419 propertyBuffer->SetFormat( format );
422 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
424 propertyBuffer->SetData( data, size );
427 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
429 geometry->SetIndexBuffer( indices );
432 void RenderManager::AddGeometry( Render::Geometry* geometry )
434 mImpl->geometryContainer.PushBack( geometry );
437 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
439 DALI_ASSERT_DEBUG( NULL != geometry );
441 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
444 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
446 if ( *iter == geometry )
448 geometries.Erase( iter ); // Geometry found; now destroy it
454 void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
456 DALI_ASSERT_DEBUG( NULL != geometry );
458 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
461 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
463 if ( *iter == geometry )
465 (*iter)->AddPropertyBuffer( propertyBuffer );
471 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
473 DALI_ASSERT_DEBUG( NULL != geometry );
475 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
478 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
480 if ( *iter == geometry )
482 (*iter)->RemovePropertyBuffer( propertyBuffer );
488 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
490 geometry->SetType( Render::Geometry::Type(geometryType) );
493 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
495 mImpl->AddRenderTracker(renderTracker);
498 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
500 mImpl->RemoveRenderTracker(renderTracker);
503 void RenderManager::SetDefaultShader( Shader* shader )
505 mImpl->defaultShader = shader;
508 ProgramCache* RenderManager::GetProgramCache()
510 return &(mImpl->programController);
513 bool RenderManager::Render( Integration::RenderStatus& status )
515 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
517 // Core::Render documents that GL context must be current before calling Render
518 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
520 // Increment the frame count at the beginning of each frame
521 ++(mImpl->frameCount);
523 // Process messages queued during previous update
524 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
526 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
527 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
529 // switch rendering to adaptor provided (default) buffer
530 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
532 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
533 mImpl->defaultSurfaceRect.y,
534 mImpl->defaultSurfaceRect.width,
535 mImpl->defaultSurfaceRect.height );
537 mImpl->context.ClearColor( mImpl->backgroundColor.r,
538 mImpl->backgroundColor.g,
539 mImpl->backgroundColor.b,
540 mImpl->backgroundColor.a );
542 mImpl->context.ClearStencil( 0 );
544 // Clear the entire color, depth and stencil buffers for the default framebuffer.
545 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
546 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
547 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
548 mImpl->context.SetScissorTest( false );
549 mImpl->context.ColorMask( true );
550 mImpl->context.DepthMask( true );
551 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
552 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
554 // reset the program matrices for all programs once per frame
555 // this ensures we will set view and projection matrix once per program per camera
556 mImpl->programController.ResetProgramMatrices();
558 // if we don't have default shader, no point doing the render calls
559 if( mImpl->defaultShader )
561 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
562 for ( size_t i = 0; i < count; ++i )
564 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
566 DoRender( instruction, *mImpl->defaultShader );
568 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
569 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
571 mImpl->UpdateTrackers();
573 mImpl->firstRenderCompleted = true;
577 //Notify RenderGeometries that rendering has finished
578 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
580 (*iter)->OnRenderFinished();
584 * The rendering has finished; swap to the next buffer.
585 * Ideally the update has just finished using this buffer; otherwise the render thread
586 * should block until the update has finished.
588 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
590 DALI_PRINT_RENDER_END();
592 // check if anything has been posted to the update thread, if IsEmpty then no update required.
593 return !mImpl->textureUploadedQueue.IsEmpty();
596 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
598 Rect<int> viewportRect;
601 if ( instruction.mIsClearColorSet )
603 clearColor = instruction.mClearColor;
607 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
610 FrameBufferTexture* offscreen = NULL;
612 if ( instruction.mOffscreenTextureId != 0 )
614 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
615 DALI_ASSERT_DEBUG( NULL != offscreen );
617 if( NULL != offscreen &&
618 offscreen->Prepare() )
620 // Check whether a viewport is specified, otherwise the full surface size is used
621 if ( instruction.mIsViewportSet )
623 // For glViewport the lower-left corner is (0,0)
624 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
625 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
629 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
634 // Offscreen is NULL or could not be prepared.
638 else if( instruction.mFrameBuffer != 0 )
640 instruction.mFrameBuffer->Bind( mImpl->context );
641 if ( instruction.mIsViewportSet )
643 // For glViewport the lower-left corner is (0,0)
644 const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
645 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
649 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
652 else // !(instruction.mOffscreenTexture)
654 // switch rendering to adaptor provided (default) buffer
655 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
657 // Check whether a viewport is specified, otherwise the full surface size is used
658 if ( instruction.mIsViewportSet )
660 // For glViewport the lower-left corner is (0,0)
661 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
662 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
666 viewportRect = mImpl->defaultSurfaceRect;
670 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
672 if ( instruction.mIsClearColorSet )
674 mImpl->context.ClearColor( clearColor.r,
679 // Clear the viewport area only
680 mImpl->context.SetScissorTest( true );
681 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
682 mImpl->context.ColorMask( true );
683 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
684 mImpl->context.SetScissorTest( false );
687 Render::ProcessRenderInstruction( instruction,
691 mImpl->geometryBatcher,
692 mImpl->renderBufferIndex );
694 if(instruction.mOffscreenTextureId != 0)
696 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
697 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
700 if( instruction.mRenderTracker && offscreen != NULL )
702 // This will create a sync object every frame this render tracker
703 // is alive (though it should be now be created only for
704 // render-once render tasks)
705 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
706 instruction.mRenderTracker = NULL; // Only create once.
710 } // namespace SceneGraph
712 } // namespace Internal