2 * Copyright (c) 2015 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/data-providers/uniform-name-cache.h>
35 #include <dali/internal/render/gl-resources/context.h>
36 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/queue/render-queue.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>
44 // Uncomment the next line to enable frame snapshot logging
45 //#define FRAME_SNAPSHOT_LOGGING
47 #ifdef FRAME_SNAPSHOT_LOGGING
50 namespace // unnamed namespace
52 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
53 } // unnamed namespace
55 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
56 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
58 #else // FRAME_SNAPSHOT_LOGGING
60 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
62 #endif // FRAME_SNAPSHOT_LOGGING
73 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
74 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
76 typedef OwnerContainer< RenderGeometry* > RenderGeometryOwnerContainer;
77 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
79 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
80 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
82 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
83 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
85 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
86 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
87 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
90 * Structure to contain internal data
92 struct RenderManager::Impl
94 Impl( Integration::GlAbstraction& glAbstraction,
95 Integration::GlSyncAbstraction& glSyncAbstraction,
96 ResourcePostProcessList& resourcePostProcessQ,
97 PostProcessResourceDispatcher& postProcessDispatcher )
98 : context( glAbstraction ),
99 glSyncAbstraction( glSyncAbstraction ),
101 textureCache( renderQueue, postProcessDispatcher, context ),
102 resourcePostProcessQueue( resourcePostProcessQ ),
104 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
106 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
107 defaultSurfaceRect(),
110 renderersAdded( false ),
111 firstRenderCompleted( false ),
112 defaultShader( NULL ),
113 programController( glAbstraction )
121 void AddRenderTracker( Render::RenderTracker* renderTracker )
123 DALI_ASSERT_DEBUG( renderTracker != NULL );
124 mRenderTrackers.PushBack( renderTracker );
127 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
129 DALI_ASSERT_DEBUG( renderTracker != NULL );
130 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
132 if( *iter == renderTracker )
134 mRenderTrackers.Erase( iter );
140 void UpdateTrackers()
142 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
144 (*iter)->PollSyncObject();
148 // the order is important for destruction,
149 // programs are owned by context at the moment.
150 Context context; ///< holds the GL state
151 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
152 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
153 TextureCache textureCache; ///< Cache for all GL textures
154 Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms
155 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
157 // Render instructions describe what should be rendered during RenderManager::Render()
158 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
159 RenderInstructionContainer instructions;
161 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
163 unsigned int frameCount; ///< The current frame count
164 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
166 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
168 RendererOwnerContainer rendererContainer; ///< List of owned renderers
169 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
170 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
171 RenderGeometryOwnerContainer renderGeometryContainer; ///< List of owned RenderGeometries
175 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
177 bool firstRenderCompleted; ///< False until the first render is done
178 Shader* defaultShader; ///< Default shader to use
179 ProgramController programController; ///< Owner of the GL programs
182 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
183 Integration::GlSyncAbstraction& glSyncAbstraction,
184 ResourcePostProcessList& resourcePostProcessQ )
186 RenderManager* manager = new RenderManager;
187 manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, resourcePostProcessQ, *manager );
191 RenderManager::RenderManager()
196 RenderManager::~RenderManager()
201 RenderQueue& RenderManager::GetRenderQueue()
203 return mImpl->renderQueue;
206 TextureCache& RenderManager::GetTextureCache()
208 return mImpl->textureCache;
211 void RenderManager::ContextCreated()
213 mImpl->context.GlContextCreated();
214 mImpl->programController.GlContextCreated();
216 // renderers, textures and gpu buffers cannot reinitialize themselves
217 // so they rely on someone reloading the data for them
220 void RenderManager::ContextDestroyed()
222 // @todo Set an atomic value to prevent render manager rendering again until
223 // ContextCreated has been called.
225 mImpl->context.GlContextDestroyed();
226 mImpl->programController.GlContextDestroyed();
228 // inform texture cache
229 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
232 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
233 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
234 for( ; iter != end; ++iter )
236 GlResourceOwner* renderer = *iter;
237 renderer->GlContextDestroyed(); // Clear up vertex buffers
241 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
243 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
246 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
248 mImpl->programController.SetShaderSaver( upstream );
251 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
253 return mImpl->instructions;
256 void RenderManager::SetBackgroundColor( const Vector4& color )
258 mImpl->backgroundColor = color;
261 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
263 mImpl->defaultSurfaceRect = rect;
266 void RenderManager::AddRenderer( Render::Renderer* renderer )
268 // Initialize the renderer as we are now in render thread
269 renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
271 mImpl->rendererContainer.PushBack( renderer );
273 if( !mImpl->renderersAdded )
275 mImpl->renderersAdded = true;
279 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
281 DALI_ASSERT_DEBUG( NULL != renderer );
283 RendererOwnerContainer& renderers = mImpl->rendererContainer;
286 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
288 if ( *iter == renderer )
290 renderers.Erase( iter ); // Renderer found; now destroy it
296 void RenderManager::AddSampler( Render::Sampler* sampler )
298 mImpl->samplerContainer.PushBack( sampler );
301 void RenderManager::RemoveSampler( Render::Sampler* sampler )
303 DALI_ASSERT_DEBUG( NULL != sampler );
305 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
308 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
310 if ( *iter == sampler )
312 samplers.Erase( iter ); // Sampler found; now destroy it
318 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
320 sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
323 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
325 sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
328 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
330 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
333 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
335 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
337 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
340 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
342 if ( *iter == propertyBuffer )
344 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
350 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
352 propertyBuffer->SetFormat( format );
355 void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
357 propertyBuffer->SetData( data );
360 void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
362 propertyBuffer->SetSize( size );
365 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
367 mImpl->renderGeometryContainer.PushBack( renderGeometry );
370 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
372 DALI_ASSERT_DEBUG( NULL != renderGeometry );
374 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
377 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
379 if ( *iter == renderGeometry )
381 geometries.Erase( iter ); // Geometry found; now destroy it
387 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
389 DALI_ASSERT_DEBUG( NULL != renderGeometry );
391 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
394 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
396 if ( *iter == renderGeometry )
398 (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
404 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
406 DALI_ASSERT_DEBUG( NULL != renderGeometry );
408 RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
411 for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
413 if ( *iter == renderGeometry )
415 (*iter)->RemovePropertyBuffer( propertyBuffer );
421 void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
423 geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
426 void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
428 geometry->SetRequiresDepthTest( requiresDepthTest );
431 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
433 mImpl->AddRenderTracker(renderTracker);
436 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
438 mImpl->RemoveRenderTracker(renderTracker);
441 void RenderManager::SetDefaultShader( Shader* shader )
443 mImpl->defaultShader = shader;
446 ProgramCache* RenderManager::GetProgramCache()
448 return &(mImpl->programController);
451 bool RenderManager::Render( Integration::RenderStatus& status )
453 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
455 // Core::Render documents that GL context must be current before calling Render
456 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
458 status.SetHasRendered( false );
460 // Increment the frame count at the beginning of each frame
461 ++(mImpl->frameCount);
462 mImpl->context.SetFrameCount(mImpl->frameCount);
463 mImpl->context.ClearRendererCount();
464 mImpl->context.ClearCulledCount();
466 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
468 SET_SNAPSHOT_FRAME_LOG_LEVEL;
470 // Process messages queued during previous update
471 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
473 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
474 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
476 // switch rendering to adaptor provided (default) buffer
477 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
479 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
480 mImpl->defaultSurfaceRect.y,
481 mImpl->defaultSurfaceRect.width,
482 mImpl->defaultSurfaceRect.height );
484 mImpl->context.ClearColor( mImpl->backgroundColor.r,
485 mImpl->backgroundColor.g,
486 mImpl->backgroundColor.b,
487 mImpl->backgroundColor.a );
489 mImpl->context.ClearStencil( 0 );
491 // Clear the entire color, depth and stencil buffers for the default framebuffer.
492 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
493 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
494 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
495 mImpl->context.SetScissorTest( false );
496 mImpl->context.ColorMask( true );
497 mImpl->context.DepthMask( true );
498 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
499 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
501 // reset the program matrices for all programs once per frame
502 // this ensures we will set view and projection matrix once per program per camera
503 mImpl->programController.ResetProgramMatrices();
505 // if we don't have default shader, no point doing the render calls
506 if( mImpl->defaultShader )
508 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
509 for ( size_t i = 0; i < count; ++i )
511 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
513 DoRender( instruction, *mImpl->defaultShader );
515 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
516 if ( countRenderList > 0 )
518 status.SetHasRendered( true );
521 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
522 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
524 mImpl->UpdateTrackers();
526 mImpl->firstRenderCompleted = true;
530 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
532 // check if anything has been posted to the update thread
533 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
535 //Notify RenderGeometries that rendering has finished
536 for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
538 (*iter)->OnRenderFinished();
542 * The rendering has finished; swap to the next buffer.
543 * Ideally the update has just finished using this buffer; otherwise the render thread
544 * should block until the update has finished.
546 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
548 DALI_PRINT_RENDER_END();
550 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
551 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
553 return updateRequired;
556 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
558 Rect<int> viewportRect;
561 if ( instruction.mIsClearColorSet )
563 clearColor = instruction.mClearColor;
567 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
570 FrameBufferTexture* offscreen = NULL;
572 if ( instruction.mOffscreenTextureId != 0 )
574 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
575 DALI_ASSERT_DEBUG( NULL != offscreen );
577 if( NULL != offscreen &&
578 offscreen->Prepare() )
580 // Check whether a viewport is specified, otherwise the full surface size is used
581 if ( instruction.mIsViewportSet )
583 // For glViewport the lower-left corner is (0,0)
584 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
585 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
589 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
594 // Offscreen is NULL or could not be prepared.
598 else // !(instruction.mOffscreenTexture)
600 // switch rendering to adaptor provided (default) buffer
601 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
603 // Check whether a viewport is specified, otherwise the full surface size is used
604 if ( instruction.mIsViewportSet )
606 // For glViewport the lower-left corner is (0,0)
607 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
608 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
612 viewportRect = mImpl->defaultSurfaceRect;
616 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
618 if ( instruction.mIsClearColorSet )
620 mImpl->context.ClearColor( clearColor.r,
625 // Clear the viewport area only
626 mImpl->context.SetScissorTest( true );
627 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
628 mImpl->context.ColorMask( true );
629 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
630 mImpl->context.SetScissorTest( false );
633 Render::ProcessRenderInstruction( instruction,
637 mImpl->renderBufferIndex );
639 if(instruction.mOffscreenTextureId != 0)
641 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
642 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
645 if( instruction.mRenderTracker && offscreen != NULL )
647 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
648 instruction.mRenderTracker = NULL; // Only create once.
652 } // namespace SceneGraph
654 } // namespace Internal