Merge "fix buffer GpuBuffer" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2015 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 // INTERNAL INCLUDES
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>
43
44 // Uncomment the next line to enable frame snapshot logging
45 //#define FRAME_SNAPSHOT_LOGGING
46
47 #ifdef FRAME_SNAPSHOT_LOGGING
48
49
50 namespace // unnamed namespace
51 {
52 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
53 } // unnamed namespace
54
55 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
56   DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
57
58 #else // FRAME_SNAPSHOT_LOGGING
59
60 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
61
62 #endif // FRAME_SNAPSHOT_LOGGING
63
64 namespace Dali
65 {
66
67 namespace Internal
68 {
69
70 namespace SceneGraph
71 {
72
73 typedef OwnerContainer< Render::Renderer* >    RendererOwnerContainer;
74 typedef RendererOwnerContainer::Iterator       RendererOwnerIter;
75
76 typedef OwnerContainer< RenderGeometry* >      RenderGeometryOwnerContainer;
77 typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
78
79 typedef OwnerContainer< Render::Sampler* >    SamplerOwnerContainer;
80 typedef SamplerOwnerContainer::Iterator       SamplerOwnerIter;
81
82 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
83 typedef PropertyBufferOwnerContainer::Iterator    PropertyBufferOwnerIter;
84
85 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
86 typedef RenderTrackerContainer::Iterator         RenderTrackerIter;
87 typedef RenderTrackerContainer::ConstIterator    RenderTrackerConstIter;
88
89 /**
90  * Structure to contain internal data
91  */
92 struct RenderManager::Impl
93 {
94   Impl( Integration::GlAbstraction& glAbstraction,
95         Integration::GlSyncAbstraction& glSyncAbstraction,
96         ResourcePostProcessList& resourcePostProcessQ,
97         PostProcessResourceDispatcher& postProcessDispatcher )
98   : context( glAbstraction ),
99     glSyncAbstraction( glSyncAbstraction ),
100     renderQueue(),
101     textureCache( renderQueue, postProcessDispatcher, context ),
102     resourcePostProcessQueue( resourcePostProcessQ ),
103     instructions(),
104     backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
105     frameCount( 0 ),
106     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
107     defaultSurfaceRect(),
108     rendererContainer(),
109     samplerContainer(),
110     renderersAdded( false ),
111     firstRenderCompleted( false ),
112     defaultShader( NULL ),
113     programController( glAbstraction )
114   {
115   }
116
117   ~Impl()
118   {
119   }
120
121   void AddRenderTracker( Render::RenderTracker* renderTracker )
122   {
123     DALI_ASSERT_DEBUG( renderTracker != NULL );
124     mRenderTrackers.PushBack( renderTracker );
125   }
126
127   void RemoveRenderTracker( Render::RenderTracker* renderTracker )
128   {
129     DALI_ASSERT_DEBUG( renderTracker != NULL );
130     for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
131     {
132       if( *iter == renderTracker )
133       {
134         mRenderTrackers.Erase( iter );
135         break;
136       }
137     }
138   }
139
140   void UpdateTrackers()
141   {
142     for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
143     {
144       (*iter)->PollSyncObject();
145     }
146   }
147
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
156
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;
160
161   Vector4                       backgroundColor;          ///< The glClear color used at the beginning of each frame.
162
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
165
166   Rect<int>                     defaultSurfaceRect;       ///< Rectangle for the default surface we are rendering to
167
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
172
173   bool                          renderersAdded;
174
175   RenderTrackerContainer        mRenderTrackers;          ///< List of render trackers
176
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
180 };
181
182 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
183                                    Integration::GlSyncAbstraction& glSyncAbstraction,
184                                    ResourcePostProcessList& resourcePostProcessQ )
185 {
186   RenderManager* manager = new RenderManager;
187   manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, resourcePostProcessQ, *manager );
188   return manager;
189 }
190
191 RenderManager::RenderManager()
192 : mImpl(NULL)
193 {
194 }
195
196 RenderManager::~RenderManager()
197 {
198   delete mImpl;
199 }
200
201 RenderQueue& RenderManager::GetRenderQueue()
202 {
203   return mImpl->renderQueue;
204 }
205
206 TextureCache& RenderManager::GetTextureCache()
207 {
208   return mImpl->textureCache;
209 }
210
211 void RenderManager::ContextCreated()
212 {
213   mImpl->context.GlContextCreated();
214   mImpl->programController.GlContextCreated();
215
216   // renderers, textures and gpu buffers cannot reinitialize themselves
217   // so they rely on someone reloading the data for them
218 }
219
220 void RenderManager::ContextDestroyed()
221 {
222   // @todo Set an atomic value to prevent render manager rendering again until
223   // ContextCreated has been called.
224
225   mImpl->context.GlContextDestroyed();
226   mImpl->programController.GlContextDestroyed();
227
228   // inform texture cache
229   mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
230
231   // inform renderers
232   RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
233   RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
234   for( ; iter != end; ++iter )
235   {
236     GlResourceOwner* renderer = *iter;
237     renderer->GlContextDestroyed(); // Clear up vertex buffers
238   }
239 }
240
241 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
242 {
243   mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
244 }
245
246 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
247 {
248   mImpl->programController.SetShaderSaver( upstream );
249 }
250
251 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
252 {
253   return mImpl->instructions;
254 }
255
256 void RenderManager::SetBackgroundColor( const Vector4& color )
257 {
258   mImpl->backgroundColor = color;
259 }
260
261 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
262 {
263   mImpl->defaultSurfaceRect = rect;
264 }
265
266 void RenderManager::AddRenderer( Render::Renderer* renderer )
267 {
268   // Initialize the renderer as we are now in render thread
269   renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
270
271   mImpl->rendererContainer.PushBack( renderer );
272
273   if( !mImpl->renderersAdded )
274   {
275     mImpl->renderersAdded = true;
276   }
277 }
278
279 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
280 {
281   DALI_ASSERT_DEBUG( NULL != renderer );
282
283   RendererOwnerContainer& renderers = mImpl->rendererContainer;
284
285   // Find the renderer
286   for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
287   {
288     if ( *iter == renderer )
289     {
290       renderers.Erase( iter ); // Renderer found; now destroy it
291       break;
292     }
293   }
294 }
295
296 void RenderManager::AddSampler( Render::Sampler* sampler )
297 {
298   mImpl->samplerContainer.PushBack( sampler );
299 }
300
301 void RenderManager::RemoveSampler( Render::Sampler* sampler )
302 {
303   DALI_ASSERT_DEBUG( NULL != sampler );
304
305   SamplerOwnerContainer& samplers = mImpl->samplerContainer;
306
307   // Find the sampler
308   for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
309   {
310     if ( *iter == sampler )
311     {
312       samplers.Erase( iter ); // Sampler found; now destroy it
313       break;
314     }
315   }
316 }
317
318 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
319 {
320   sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
321 }
322
323 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
324 {
325   sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
326 }
327
328 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
329 {
330   mImpl->propertyBufferContainer.PushBack( propertyBuffer );
331 }
332
333 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
334 {
335   DALI_ASSERT_DEBUG( NULL != propertyBuffer );
336
337   PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
338
339   // Find the sampler
340   for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
341   {
342     if ( *iter == propertyBuffer )
343     {
344       propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
345       break;
346     }
347   }
348 }
349
350 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
351 {
352   propertyBuffer->SetFormat( format );
353 }
354
355 void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
356 {
357   propertyBuffer->SetData( data );
358 }
359
360 void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
361 {
362   propertyBuffer->SetSize( size );
363 }
364
365 void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
366 {
367   mImpl->renderGeometryContainer.PushBack( renderGeometry );
368 }
369
370 void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
371 {
372   DALI_ASSERT_DEBUG( NULL != renderGeometry );
373
374   RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
375
376   // Find the geometry
377   for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
378   {
379     if ( *iter == renderGeometry )
380     {
381       geometries.Erase( iter ); // Geometry found; now destroy it
382       break;
383     }
384   }
385 }
386
387 void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
388 {
389   DALI_ASSERT_DEBUG( NULL != renderGeometry );
390
391   RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
392
393   // Find the renderer
394   for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
395   {
396     if ( *iter == renderGeometry )
397     {
398       (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
399       break;
400     }
401   }
402 }
403
404 void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
405 {
406   DALI_ASSERT_DEBUG( NULL != renderGeometry );
407
408   RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
409
410   // Find the renderer
411   for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
412   {
413     if ( *iter == renderGeometry )
414     {
415       (*iter)->RemovePropertyBuffer( propertyBuffer );
416       break;
417     }
418   }
419 }
420
421 void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
422 {
423   geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
424 }
425
426 void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
427 {
428   geometry->SetRequiresDepthTest( requiresDepthTest );
429 }
430
431 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
432 {
433   mImpl->AddRenderTracker(renderTracker);
434 }
435
436 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
437 {
438   mImpl->RemoveRenderTracker(renderTracker);
439 }
440
441 void RenderManager::SetDefaultShader( Shader* shader )
442 {
443   mImpl->defaultShader = shader;
444 }
445
446 ProgramCache* RenderManager::GetProgramCache()
447 {
448   return &(mImpl->programController);
449 }
450
451 bool RenderManager::Render( Integration::RenderStatus& status )
452 {
453   DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
454
455   // Core::Render documents that GL context must be current before calling Render
456   DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
457
458   status.SetHasRendered( false );
459
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();
465
466   PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
467
468   SET_SNAPSHOT_FRAME_LOG_LEVEL;
469
470   // Process messages queued during previous update
471   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
472
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 )
475   {
476     // switch rendering to adaptor provided (default) buffer
477     mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
478
479     mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
480                              mImpl->defaultSurfaceRect.y,
481                              mImpl->defaultSurfaceRect.width,
482                              mImpl->defaultSurfaceRect.height );
483
484     mImpl->context.ClearColor( mImpl->backgroundColor.r,
485                                mImpl->backgroundColor.g,
486                                mImpl->backgroundColor.b,
487                                mImpl->backgroundColor.a );
488
489     mImpl->context.ClearStencil( 0 );
490
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 );
500
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();
504
505     // if we don't have default shader, no point doing the render calls
506     if( mImpl->defaultShader )
507     {
508       size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
509       for ( size_t i = 0; i < count; ++i )
510       {
511         RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
512
513         DoRender( instruction, *mImpl->defaultShader );
514
515         const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
516         if ( countRenderList > 0 )
517         {
518           status.SetHasRendered( true );
519         }
520       }
521       GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
522       mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
523
524       mImpl->UpdateTrackers();
525
526       mImpl->firstRenderCompleted = true;
527     }
528   }
529
530   PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
531
532   // check if anything has been posted to the update thread
533   bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
534
535   //Notify RenderGeometries that rendering has finished
536   for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
537   {
538     (*iter)->OnRenderFinished();
539   }
540
541   /**
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.
545    */
546   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
547
548   DALI_PRINT_RENDER_END();
549
550   DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
551   DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
552
553   return updateRequired;
554 }
555
556 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
557 {
558   Rect<int> viewportRect;
559   Vector4   clearColor;
560
561   if ( instruction.mIsClearColorSet )
562   {
563     clearColor = instruction.mClearColor;
564   }
565   else
566   {
567     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
568   }
569
570   FrameBufferTexture* offscreen = NULL;
571
572   if ( instruction.mOffscreenTextureId != 0 )
573   {
574     offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
575     DALI_ASSERT_DEBUG( NULL != offscreen );
576
577     if( NULL != offscreen &&
578         offscreen->Prepare() )
579     {
580       // Check whether a viewport is specified, otherwise the full surface size is used
581       if ( instruction.mIsViewportSet )
582       {
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 );
586       }
587       else
588       {
589         viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
590       }
591     }
592     else
593     {
594       // Offscreen is NULL or could not be prepared.
595       return;
596     }
597   }
598   else // !(instruction.mOffscreenTexture)
599   {
600     // switch rendering to adaptor provided (default) buffer
601     mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
602
603     // Check whether a viewport is specified, otherwise the full surface size is used
604     if ( instruction.mIsViewportSet )
605     {
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 );
609     }
610     else
611     {
612       viewportRect = mImpl->defaultSurfaceRect;
613     }
614   }
615
616   mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
617
618   if ( instruction.mIsClearColorSet )
619   {
620     mImpl->context.ClearColor( clearColor.r,
621                                clearColor.g,
622                                clearColor.b,
623                                clearColor.a );
624
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 );
631   }
632
633   Render::ProcessRenderInstruction( instruction,
634                                     mImpl->context,
635                                     mImpl->textureCache,
636                                     defaultShader,
637                                     mImpl->renderBufferIndex );
638
639   if(instruction.mOffscreenTextureId != 0)
640   {
641     GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
642     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
643   }
644
645   if( instruction.mRenderTracker && offscreen != NULL )
646   {
647     instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
648     instruction.mRenderTracker = NULL; // Only create once.
649   }
650 }
651
652 } // namespace SceneGraph
653
654 } // namespace Internal
655
656 } // namespace Dali