Merge changes I6d6c0232,I6667d1d6,I43e227fc into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2021 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/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27
28 #include <dali/internal/event/common/scene-impl.h>
29
30 #include <dali/internal/update/common/scene-graph-scene.h>
31 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
32
33 #include <dali/internal/render/common/render-algorithms.h>
34 #include <dali/internal/render/common/render-debug.h>
35 #include <dali/internal/render/common/render-instruction.h>
36 #include <dali/internal/render/common/render-tracker.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-texture.h>
40 #include <dali/internal/render/renderers/shader-cache.h>
41 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
42 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
43 #include <dali/internal/render/shaders/program-controller.h>
44 #include <dali/internal/render/renderers/pipeline-cache.h>
45
46 #include <memory>
47
48 namespace Dali
49 {
50 namespace Internal
51 {
52 namespace SceneGraph
53 {
54 #if defined(DEBUG_ENABLED)
55 namespace
56 {
57 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
58 } // unnamed namespace
59 #endif
60
61 namespace
62 {
63 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
64 {
65   Graphics::Rect2D newScissorArea;
66
67   if(orientation == 90)
68   {
69     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
70     newScissorArea.y      = scissorArea.x;
71     newScissorArea.width  = scissorArea.height;
72     newScissorArea.height = scissorArea.width;
73   }
74   else if(orientation == 180)
75   {
76     newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
77     newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
78     newScissorArea.width  = scissorArea.width;
79     newScissorArea.height = scissorArea.height;
80   }
81   else if(orientation == 270)
82   {
83     newScissorArea.x      = scissorArea.y;
84     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
85     newScissorArea.width  = scissorArea.height;
86     newScissorArea.height = scissorArea.width;
87   }
88   else
89   {
90     newScissorArea.x      = scissorArea.x;
91     newScissorArea.y      = scissorArea.y;
92     newScissorArea.width  = scissorArea.width;
93     newScissorArea.height = scissorArea.height;
94   }
95   return newScissorArea;
96 }
97 } // namespace
98 /**
99  * Structure to contain internal data
100  */
101 struct RenderManager::Impl
102 {
103   Impl(Graphics::Controller&               graphicsController,
104        Integration::DepthBufferAvailable   depthBufferAvailableParam,
105        Integration::StencilBufferAvailable stencilBufferAvailableParam,
106        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
107   : graphicsController(graphicsController),
108     renderQueue(),
109     renderAlgorithms(graphicsController),
110     frameCount(0u),
111     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
112     rendererContainer(),
113     samplerContainer(),
114     textureContainer(),
115     frameBufferContainer(),
116     lastFrameWasRendered(false),
117     programController(graphicsController),
118     shaderCache(graphicsController),
119     depthBufferAvailable(depthBufferAvailableParam),
120     stencilBufferAvailable(stencilBufferAvailableParam),
121     partialUpdateAvailable(partialUpdateAvailableParam)
122   {
123     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
124     threadPool = std::make_unique<Dali::ThreadPool>();
125     threadPool->Initialize(1u);
126
127     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
128     pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
129   }
130
131   ~Impl()
132   {
133     threadPool.reset(nullptr); // reset now to maintain correct destruction order
134   }
135
136   void AddRenderTracker(Render::RenderTracker* renderTracker)
137   {
138     DALI_ASSERT_DEBUG(renderTracker != nullptr);
139     mRenderTrackers.PushBack(renderTracker);
140   }
141
142   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
143   {
144     mRenderTrackers.EraseObject(renderTracker);
145   }
146
147   void UpdateTrackers()
148   {
149     for(auto&& iter : mRenderTrackers)
150     {
151       iter->PollSyncObject();
152     }
153   }
154
155   // the order is important for destruction,
156   Graphics::Controller& graphicsController;
157   RenderQueue           renderQueue; ///< A message queue for receiving messages from the update-thread.
158
159   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
160
161   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
162
163   uint32_t    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   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
167   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
168   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
169   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
170   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
171   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
172
173   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
174
175   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
176
177   ProgramController   programController; ///< Owner of the programs
178   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
179
180   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
181   std::unique_ptr<Render::PipelineCache> pipelineCache;
182
183   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
184   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
185   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
186
187   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
188   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
189   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
190 };
191
192 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
193                                   Integration::DepthBufferAvailable   depthBufferAvailable,
194                                   Integration::StencilBufferAvailable stencilBufferAvailable,
195                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
196 {
197   auto* manager  = new RenderManager;
198   manager->mImpl = new Impl(graphicsController,
199                             depthBufferAvailable,
200                             stencilBufferAvailable,
201                             partialUpdateAvailable);
202   return manager;
203 }
204
205 RenderManager::RenderManager()
206 : mImpl(nullptr)
207 {
208 }
209
210 RenderManager::~RenderManager()
211 {
212   delete mImpl;
213 }
214
215 RenderQueue& RenderManager::GetRenderQueue()
216 {
217   return mImpl->renderQueue;
218 }
219
220 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
221 {
222 }
223
224 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
225 {
226   // Initialize the renderer as we are now in render thread
227   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()),
228                        *(mImpl->pipelineCache.get()));
229
230   mImpl->rendererContainer.PushBack(renderer.Release());
231 }
232
233 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
234 {
235   mImpl->rendererContainer.EraseObject(renderer);
236 }
237
238 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
239 {
240   sampler->Initialize(mImpl->graphicsController);
241   mImpl->samplerContainer.PushBack(sampler.Release());
242 }
243
244 void RenderManager::RemoveSampler(Render::Sampler* sampler)
245 {
246   mImpl->samplerContainer.EraseObject(sampler);
247 }
248
249 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
250 {
251   texture->Initialize(mImpl->graphicsController);
252   mImpl->textureContainer.PushBack(texture.Release());
253 }
254
255 void RenderManager::RemoveTexture(Render::Texture* texture)
256 {
257   DALI_ASSERT_DEBUG(NULL != texture);
258
259   // Find the texture, use reference to pointer so we can do the erase safely
260   for(auto&& iter : mImpl->textureContainer)
261   {
262     if(iter == texture)
263     {
264       texture->Destroy();
265       mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
266       return;
267     }
268   }
269 }
270
271 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
272 {
273   texture->Upload(pixelData, params);
274 }
275
276 void RenderManager::GenerateMipmaps(Render::Texture* texture)
277 {
278   texture->GenerateMipmaps();
279 }
280
281 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
282 {
283   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
284                          static_cast<Dali::FilterMode::Type>(magFilterMode));
285 }
286
287 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
288 {
289   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
290                        static_cast<Dali::WrapMode::Type>(sWrapMode),
291                        static_cast<Dali::WrapMode::Type>(tWrapMode));
292 }
293
294 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
295 {
296   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
297   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
298   frameBufferPtr->Initialize(mImpl->graphicsController);
299 }
300
301 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
302 {
303   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
304
305   // Find the sampler, use reference so we can safely do the erase
306   for(auto&& iter : mImpl->frameBufferContainer)
307   {
308     if(iter == frameBuffer)
309     {
310       frameBuffer->Destroy();
311       mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
312
313       break;
314     }
315   }
316 }
317
318 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
319 {
320   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
321   mImpl->sceneContainer.push_back(scene);
322 }
323
324 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
325 {
326   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
327   if(iter != mImpl->sceneContainer.end())
328   {
329     mImpl->sceneContainer.erase(iter);
330   }
331 }
332
333 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
334 {
335   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
336 }
337
338 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
339 {
340   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
341 }
342
343 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
344 {
345   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
346 }
347
348 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
349 {
350   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
351 }
352
353 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
354 {
355   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
356 }
357
358 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
359 {
360   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
361 }
362
363 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
364 {
365   vertexBuffer->SetFormat(format.Release());
366 }
367
368 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
369 {
370   vertexBuffer->SetData(data.Release(), size);
371 }
372
373 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
374 {
375   geometry->SetIndexBuffer(indices);
376 }
377
378 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
379 {
380   mImpl->geometryContainer.PushBack(geometry.Release());
381 }
382
383 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
384 {
385   auto it = std::find_if( mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(),[geometry]( auto& item )
386   {
387     return geometry == item;
388   });
389
390   if(it != mImpl->geometryContainer.end())
391   {
392     mImpl->geometryContainer.Erase(it);
393   }
394 }
395
396 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
397 {
398   DALI_ASSERT_DEBUG(nullptr != geometry);
399
400   // Find the geometry
401   for(auto&& iter : mImpl->geometryContainer)
402   {
403     if(iter == geometry)
404     {
405       iter->AddVertexBuffer(vertexBuffer);
406       break;
407     }
408   }
409 }
410
411 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
412 {
413   DALI_ASSERT_DEBUG(nullptr != geometry);
414
415   // Find the geometry
416   for(auto&& iter : mImpl->geometryContainer)
417   {
418     if(iter == geometry)
419     {
420       iter->RemoveVertexBuffer(vertexBuffer);
421       break;
422     }
423   }
424 }
425
426 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
427 {
428   geometry->SetType(Render::Geometry::Type(geometryType));
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::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
442 {
443   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
444
445   // Rollback
446   mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
447
448   // Increment the frame count at the beginning of each frame
449   ++mImpl->frameCount;
450
451   // Process messages queued during previous update
452   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
453
454   uint32_t count = 0u;
455   for(auto& i : mImpl->sceneContainer)
456   {
457     count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
458   }
459
460   const bool haveInstructions = count > 0u;
461
462   DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
463
464   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
465   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
466   {
467     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
468
469     // Upload the geometries
470     for(auto&& geom : mImpl->geometryContainer)
471     {
472       geom->Upload( mImpl->graphicsController );
473     }
474   }
475 }
476
477 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
478 {
479   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
480   {
481     return;
482   }
483
484   Internal::Scene&   sceneInternal = GetImplementation(scene);
485   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
486
487   if(sceneObject->IsRenderingSkipped())
488   {
489     // We don't need to calculate dirty rects
490     return;
491   }
492
493   class DamagedRectsCleaner
494   {
495   public:
496     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
497     : mDamagedRects(damagedRects),
498       mCleanOnReturn(true)
499     {
500     }
501
502     void SetCleanOnReturn(bool cleanOnReturn)
503     {
504       mCleanOnReturn = cleanOnReturn;
505     }
506
507     ~DamagedRectsCleaner()
508     {
509       if(mCleanOnReturn)
510       {
511         mDamagedRects.clear();
512       }
513     }
514
515   private:
516     std::vector<Rect<int>>& mDamagedRects;
517     bool                    mCleanOnReturn;
518   };
519
520   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
521
522   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
523   DamagedRectsCleaner damagedRectCleaner(damagedRects);
524
525   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
526   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
527   std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
528   for(DirtyRect& dirtyRect : itemsDirtyRects)
529   {
530     dirtyRect.visited = false;
531   }
532
533   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
534   for(uint32_t i = 0; i < instructionCount; ++i)
535   {
536     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
537
538     if(instruction.mFrameBuffer)
539     {
540       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
541     }
542
543     const Camera* camera = instruction.GetCamera();
544     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
545     {
546       const Node* node = instruction.GetCamera()->GetNode();
547       if(node)
548       {
549         Vector3    position;
550         Vector3    scale;
551         Quaternion orientation;
552         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
553
554         Vector3 orientationAxis;
555         Radian  orientationAngle;
556         orientation.ToAxisAngle(orientationAxis, orientationAngle);
557
558         if(position.x > Math::MACHINE_EPSILON_10000 ||
559            position.y > Math::MACHINE_EPSILON_10000 ||
560            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
561            orientationAngle != ANGLE_180 ||
562            scale != Vector3(1.0f, 1.0f, 1.0f))
563         {
564           return;
565         }
566       }
567     }
568     else
569     {
570       return;
571     }
572
573     Rect<int32_t> viewportRect;
574     if(instruction.mIsViewportSet)
575     {
576       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
577       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
578       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
579       {
580         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
581       }
582     }
583     else
584     {
585       viewportRect = surfaceRect;
586     }
587
588     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
589     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
590     if(viewMatrix && projectionMatrix)
591     {
592       const RenderListContainer::SizeType count = instruction.RenderListCount();
593       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
594       {
595         const RenderList* renderList = instruction.GetRenderList(index);
596         if(renderList && !renderList->IsEmpty())
597         {
598           const std::size_t listCount = renderList->Count();
599           for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
600           {
601             RenderItem& item = renderList->GetItem(listIndex);
602             // If the item does 3D transformation, do early exit and clean the damaged rect array
603             if(item.mUpdateSize == Vector3::ZERO)
604             {
605               return;
606             }
607
608             Rect<int> rect;
609             DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
610             // If the item refers to updated node or renderer.
611             if(item.mIsUpdated ||
612                (item.mNode &&
613                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
614             {
615               item.mIsUpdated = false;
616               item.mNode->SetUpdated(false);
617
618               rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
619               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
620               {
621                 const int left   = rect.x;
622                 const int top    = rect.y;
623                 const int right  = rect.x + rect.width;
624                 const int bottom = rect.y + rect.height;
625                 rect.x           = (left / 16) * 16;
626                 rect.y           = (top / 16) * 16;
627                 rect.width       = ((right + 16) / 16) * 16 - rect.x;
628                 rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
629
630                 // Found valid dirty rect.
631                 // 1. Insert it in the sorted array of the dirty rects.
632                 // 2. Mark the related dirty rects as visited so they will not be removed below.
633                 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
634                 dirtyRect.rect    = rect;
635                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
636                 dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
637
638                 int c = 1;
639                 while(++dirtyRectPos != itemsDirtyRects.end())
640                 {
641                   if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
642                   {
643                     break;
644                   }
645
646                   dirtyRectPos->visited = true;
647                   Rect<int>& dirtRect   = dirtyRectPos->rect;
648                   rect.Merge(dirtRect);
649
650                   c++;
651                   if(c > 3) // no more then 3 previous rects
652                   {
653                     itemsDirtyRects.erase(dirtyRectPos);
654                     break;
655                   }
656                 }
657
658                 damagedRects.push_back(rect);
659               }
660             }
661             else
662             {
663               // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
664               // 2. Mark the related dirty rects as visited so they will not be removed below.
665               auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
666               while(dirtyRectPos != itemsDirtyRects.end())
667               {
668                 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
669                 {
670                   break;
671                 }
672
673                 dirtyRectPos->visited = true;
674                 dirtyRectPos++;
675               }
676             }
677           }
678         }
679       }
680     }
681   }
682
683   // Check removed nodes or removed renderers dirty rects
684   auto i = itemsDirtyRects.begin();
685   auto j = itemsDirtyRects.begin();
686   while(i != itemsDirtyRects.end())
687   {
688     if(i->visited)
689     {
690       *j++ = *i;
691     }
692     else
693     {
694       Rect<int>& dirtRect = i->rect;
695       damagedRects.push_back(dirtRect);
696     }
697     i++;
698   }
699
700   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
701   damagedRectCleaner.SetCleanOnReturn(false);
702 }
703
704 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
705 {
706   Rect<int> clippingRect;
707   RenderScene(status, scene, renderToFbo, clippingRect);
708 }
709
710 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
711 {
712   // Reset main algorithms command buffer
713   mImpl->renderAlgorithms.ResetCommandBuffer();
714
715   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
716
717   Internal::Scene&   sceneInternal = GetImplementation(scene);
718   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
719
720   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
721
722   std::vector<Graphics::RenderTarget*> targetstoPresent;
723
724   for(uint32_t i = 0; i < count; ++i)
725   {
726     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
727
728     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
729     {
730       continue; // skip
731     }
732
733     // Mark that we will require a post-render step to be performed (includes swap-buffers).
734     status.SetNeedsPostRender(true);
735
736     Rect<int32_t> viewportRect;
737
738     Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
739     int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
740
741     // @todo Should these be part of scene?
742     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
743     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
744
745     Graphics::RenderTarget*           currentRenderTarget = nullptr;
746     Graphics::RenderPass*             currentRenderPass   = nullptr;
747     std::vector<Graphics::ClearValue> currentClearValues{};
748
749     if(instruction.mFrameBuffer)
750     {
751       // Ensure graphics framebuffer is created, bind attachments and create render passes
752       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
753       // then don't render to this framebuffer.
754       if(!instruction.mFrameBuffer->GetGraphicsObject())
755       {
756         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
757         if(!created)
758         {
759           continue;
760         }
761       }
762
763       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
764
765       // Set the clear color for first color attachment
766       if(instruction.mIsClearColorSet && !clearValues.empty())
767       {
768         clearValues[0].color = {
769           instruction.mClearColor.r,
770           instruction.mClearColor.g,
771           instruction.mClearColor.b,
772           instruction.mClearColor.a};
773       }
774
775       currentClearValues = clearValues;
776
777       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
778
779       // offscreen buffer
780       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
781       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
782     }
783     else // no framebuffer
784     {
785       // surface
786       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
787
788       if(instruction.mIsClearColorSet)
789       {
790         clearValues[0].color = {
791           instruction.mClearColor.r,
792           instruction.mClearColor.g,
793           instruction.mClearColor.b,
794           instruction.mClearColor.a};
795       }
796
797       currentClearValues = clearValues;
798
799       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
800       // if the window has a depth/stencil buffer.
801       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
802           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
803          (currentClearValues.size() <= 1))
804       {
805         currentClearValues.emplace_back();
806         currentClearValues.back().depthStencil.depth   = 0;
807         currentClearValues.back().depthStencil.stencil = 0;
808       }
809
810       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
811
812       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
813       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
814     }
815
816     targetstoPresent.emplace_back(currentRenderTarget);
817
818     // reset the program matrices for all programs once per frame
819     // this ensures we will set view and projection matrix once per program per camera
820     mImpl->programController.ResetProgramMatrices();
821
822     if(instruction.mFrameBuffer)
823     {
824       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
825       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
826       {
827         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
828       }
829     }
830
831     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
832     {
833       // Offscreen buffer rendering
834       if(instruction.mIsViewportSet)
835       {
836         // For Viewport the lower-left corner is (0,0)
837         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
838         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
839       }
840       else
841       {
842         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
843       }
844       surfaceOrientation = 0;
845     }
846     else // No Offscreen frame buffer rendering
847     {
848       // Check whether a viewport is specified, otherwise the full surface size is used
849       if(instruction.mIsViewportSet)
850       {
851         // For Viewport the lower-left corner is (0,0)
852         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
853         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
854       }
855       else
856       {
857         viewportRect = surfaceRect;
858       }
859     }
860
861     // Set surface orientation
862     // @todo Inform graphics impl by another route.
863     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
864
865     /*** Clear region of framebuffer or surface before drawing ***/
866     bool clearFullFrameRect = (surfaceRect == viewportRect);
867     if(instruction.mFrameBuffer != nullptr)
868     {
869       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
870       clearFullFrameRect = (frameRect == viewportRect);
871     }
872
873     if(!clippingRect.IsEmpty())
874     {
875       if(!clippingRect.Intersect(viewportRect))
876       {
877         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
878         clippingRect = Rect<int>();
879       }
880       clearFullFrameRect = false;
881     }
882
883     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
884     if(instruction.mIsClearColorSet)
885     {
886       if(!clearFullFrameRect)
887       {
888         if(!clippingRect.IsEmpty())
889         {
890           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
891         }
892       }
893     }
894
895     // Scissor's value should be set based on the default system coordinates.
896     // When the surface is rotated, the input values already were set with the rotated angle.
897     // So, re-calculation is needed.
898     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
899
900     // Begin render pass
901     mainCommandBuffer->BeginRenderPass(
902       currentRenderPass,
903       currentRenderTarget,
904       scissorArea,
905       currentClearValues);
906
907     mainCommandBuffer->SetViewport({float(viewportRect.x),
908                                     float(viewportRect.y),
909                                     float(viewportRect.width),
910                                     float(viewportRect.height)});
911
912     // Clear the list of bound textures
913     mImpl->boundTextures.Clear();
914
915     mImpl->renderAlgorithms.ProcessRenderInstruction(
916       instruction,
917       mImpl->renderBufferIndex,
918       depthBufferAvailable,
919       stencilBufferAvailable,
920       mImpl->boundTextures,
921       viewportRect,
922       clippingRect,
923       surfaceOrientation);
924
925     Graphics::SyncObject* syncObject{nullptr};
926     // If the render instruction has an associated render tracker (owned separately)
927     // and framebuffer, create a one shot sync object, and use it to determine when
928     // the render pass has finished executing on GPU.
929     if(instruction.mRenderTracker && instruction.mFrameBuffer)
930     {
931       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
932       instruction.mRenderTracker = nullptr;
933     }
934     mainCommandBuffer->EndRenderPass(syncObject);
935   }
936   mImpl->renderAlgorithms.SubmitCommandBuffer();
937
938   std::sort(targetstoPresent.begin(), targetstoPresent.end());
939
940   Graphics::RenderTarget* rt = nullptr;
941   for(auto& target : targetstoPresent)
942   {
943     if(target != rt)
944     {
945       mImpl->graphicsController.PresentRenderTarget(target);
946       rt = target;
947     }
948   }
949 }
950
951 void RenderManager::PostRender(bool uploadOnly)
952 {
953   // Notify RenderGeometries that rendering has finished
954   for(auto&& iter : mImpl->geometryContainer)
955   {
956     iter->OnRenderFinished();
957   }
958
959   mImpl->UpdateTrackers();
960
961   uint32_t count = 0u;
962   for(auto& scene : mImpl->sceneContainer)
963   {
964     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
965   }
966
967   const bool haveInstructions = count > 0u;
968
969   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
970   mImpl->lastFrameWasRendered = haveInstructions;
971
972   /**
973    * The rendering has finished; swap to the next buffer.
974    * Ideally the update has just finished using this buffer; otherwise the render thread
975    * should block until the update has finished.
976    */
977   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
978
979   DALI_PRINT_RENDER_END();
980 }
981
982 } // namespace SceneGraph
983
984 } // namespace Internal
985
986 } // namespace Dali