2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
22 #include <dali/internal/common/owner-pointer.h>
23 #include <dali/internal/render/queue/render-queue.h>
24 #include <dali/internal/render/common/render-algorithms.h>
25 #include <dali/internal/render/common/render-debug.h>
26 #include <dali/internal/render/common/render-tracker.h>
27 #include <dali/internal/render/common/render-instruction-container.h>
28 #include <dali/internal/render/common/render-instruction.h>
29 #include <dali/internal/render/gl-resources/context.h>
30 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
31 #include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
32 #include <dali/internal/render/gl-resources/texture-cache.h>
33 #include <dali/internal/render/renderers/render-material.h>
34 #include <dali/internal/render/renderers/scene-graph-renderer.h>
35 #include <dali/integration-api/debug.h>
36 #include <dali/integration-api/core.h>
37 #include <dali/public-api/common/dali-common.h>
38 #include <dali/public-api/common/stage.h>
39 #include <dali/public-api/render-tasks/render-task.h>
41 // Uncomment the next line to enable frame snapshot logging
42 //#define FRAME_SNAPSHOT_LOGGING
44 #ifdef FRAME_SNAPSHOT_LOGGING
46 using namespace Dali::Internal::Render;
48 namespace // unnamed namespace
50 unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
51 } // unnamed namespace
53 #define SET_SNAPSHOT_FRAME_LOG_LEVEL \
54 DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
56 #else // FRAME_SNAPSHOT_LOGGING
58 #define SET_SNAPSHOT_FRAME_LOG_LEVEL
60 #endif // FRAME_SNAPSHOT_LOGGING
71 typedef OwnerContainer< Renderer* > RendererOwnerContainer;
72 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
74 typedef OwnerContainer< RenderMaterial* > RenderMaterialContainer;
75 typedef RenderMaterialContainer::Iterator RenderMaterialIter;
76 typedef RenderMaterialContainer::ConstIterator RenderMaterialConstIter;
78 typedef OwnerContainer< RenderTracker* > RenderTrackerContainer;
79 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
80 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
83 * Structure to contain internal data
85 struct RenderManager::Impl
87 Impl( Dali::Integration::GlAbstraction& glAbstraction,
88 ResourcePostProcessList& resourcePostProcessQ,
89 PostProcessResourceDispatcher& postProcessDispatcher )
90 : context( glAbstraction ),
92 textureCache( renderQueue, postProcessDispatcher, context ),
93 resourcePostProcessQueue( resourcePostProcessQ ),
95 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
97 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
101 renderersAdded( false ),
102 firstRenderCompleted( false )
110 void AddRenderTracker( RenderTracker* renderTracker )
112 DALI_ASSERT_DEBUG( renderTracker != NULL );
113 mRenderTrackers.PushBack( renderTracker );
116 void RemoveRenderTracker( RenderTracker* renderTracker )
118 DALI_ASSERT_DEBUG( renderTracker != NULL );
119 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
121 if( *iter == renderTracker )
123 mRenderTrackers.Erase( iter );
129 void UpdateTrackers()
131 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
133 (*iter)->PollSyncObject();
137 // the order is important for destruction,
138 // programs are owned by context at the moment.
139 Context context; ///< holds the GL state
140 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
141 TextureCache textureCache; ///< Cache for all GL textures
142 ResourcePostProcessList& resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
144 // Render instructions describe what should be rendered during RenderManager::Render()
145 // Owned by RenderManager. Update manager updates instructions for the next frame
146 // while we render the current one
147 RenderInstructionContainer instructions;
149 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
151 float frameTime; ///< The elapsed time since the previous frame
152 float lastFrameTime; ///< Last frame delta.
154 unsigned int frameCount; ///< The current frame count
155 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
157 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
159 RendererOwnerContainer rendererContainer; ///< List of owned renderers
160 RenderMaterialContainer materials; ///< List of owned render materials
164 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
166 bool firstRenderCompleted; ///< False until the first render is done
169 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
171 RenderManager* manager = new RenderManager;
172 manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
176 RenderManager::RenderManager()
181 RenderManager::~RenderManager()
186 RenderQueue& RenderManager::GetRenderQueue()
188 return mImpl->renderQueue;
191 TextureCache& RenderManager::GetTextureCache()
193 return mImpl->textureCache;
196 Context& RenderManager::GetContext()
198 return mImpl->context;
201 void RenderManager::ContextCreated()
203 mImpl->context.GlContextCreated();
205 // renderers, textures and gpu buffers cannot reinitialize themselves
206 // so they rely on someone reloading the data for them
209 void RenderManager::ContextDestroyed()
211 mImpl->context.GlContextDestroyed();
213 // inform texture cache
214 mImpl->textureCache.GlContextDestroyed();
217 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
218 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
219 for( ; iter != end; ++iter )
221 GlResourceOwner* renderer = *iter;
222 renderer->GlContextDestroyed();
226 void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
228 mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
231 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
233 return mImpl->instructions;
236 void RenderManager::SetBackgroundColor( const Vector4& color )
238 mImpl->backgroundColor = color;
241 void RenderManager::SetFrameDeltaTime( float deltaTime )
243 mImpl->frameTime = deltaTime;
246 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
248 mImpl->defaultSurfaceRect = rect;
251 void RenderManager::AddRenderer( Renderer* renderer )
253 // Initialize the renderer as we are now in render thread
254 renderer->Initialize( mImpl->context, mImpl->textureCache );
256 mImpl->rendererContainer.PushBack( renderer );
258 if( !mImpl->renderersAdded )
260 mImpl->renderersAdded = true;
264 void RenderManager::RemoveRenderer( Renderer* renderer )
266 DALI_ASSERT_DEBUG( NULL != renderer );
268 RendererOwnerContainer& renderers = mImpl->rendererContainer;
271 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
273 if ( *iter == renderer )
275 renderers.Erase( iter ); // Renderer found; now destroy it
281 void RenderManager::AddRenderMaterial( RenderMaterial* renderMaterial )
283 DALI_ASSERT_DEBUG( NULL != renderMaterial );
285 mImpl->materials.PushBack( renderMaterial );
286 renderMaterial->Initialize( mImpl->textureCache );
289 void RenderManager::RemoveRenderMaterial( RenderMaterial* renderMaterial )
291 DALI_ASSERT_DEBUG( NULL != renderMaterial );
293 RenderMaterialContainer& materials = mImpl->materials;
295 // Find the render material and destroy it
296 for ( RenderMaterialIter iter = materials.Begin(); iter != materials.End(); ++iter )
298 RenderMaterial& current = **iter;
299 if ( ¤t == renderMaterial )
301 materials.Erase( iter );
307 void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
309 mImpl->AddRenderTracker(renderTracker);
312 void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
314 mImpl->RemoveRenderTracker(renderTracker);
317 bool RenderManager::Render( Integration::RenderStatus& status )
319 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
321 // Core::Render documents that GL context must be current before calling Render
322 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
324 status.SetHasRendered( false );
326 // Increment the frame count at the beginning of each frame
327 ++(mImpl->frameCount);
328 mImpl->context.SetFrameCount(mImpl->frameCount);
329 mImpl->context.ClearRendererCount();
330 mImpl->context.ClearCulledCount();
332 PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
334 SET_SNAPSHOT_FRAME_LOG_LEVEL;
336 // Process messages queued during previous update
337 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
339 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
340 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
342 // switch rendering to adaptor provided (default) buffer
343 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
345 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
346 mImpl->defaultSurfaceRect.y,
347 mImpl->defaultSurfaceRect.width,
348 mImpl->defaultSurfaceRect.height );
350 mImpl->context.ClearColor( mImpl->backgroundColor.r,
351 mImpl->backgroundColor.g,
352 mImpl->backgroundColor.b,
353 mImpl->backgroundColor.a );
355 mImpl->context.ClearStencil( 0 );
357 // Clear the entire color, depth and stencil buffers for the default framebuffer.
358 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
359 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
360 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
361 mImpl->context.SetScissorTest( false );
362 mImpl->context.ColorMask( true );
363 mImpl->context.DepthMask( true );
364 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
365 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
367 // reset the program matrices for all programs once per frame
368 // this ensures we will set view and projection matrix once per program per camera
369 // @todo move programs out of context onto a program controller and let that handle this
370 mImpl->context.ResetProgramMatrices();
372 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
373 for ( size_t i = 0; i < count; ++i )
375 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
377 DoRender( instruction, mImpl->lastFrameTime );
379 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
380 if ( countRenderList > 0 )
382 status.SetHasRendered( true );
386 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
387 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
389 mImpl->UpdateTrackers();
391 mImpl->firstRenderCompleted = true;
394 PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
396 // Update the frame time
397 mImpl->lastFrameTime = mImpl->frameTime;
399 // check if anything has been posted to the update thread
400 bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
403 * The rendering has finished; swap to the next buffer.
404 * Ideally the update has just finished using this buffer; otherwise the render thread
405 * should block until the update has finished.
407 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
409 DALI_PRINT_RENDER_END();
411 DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
412 DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
414 return updateRequired;
417 void RenderManager::DoRender( RenderInstruction& instruction, float elapsedTime )
419 Rect<int> viewportRect;
422 if ( instruction.mIsClearColorSet )
424 clearColor = instruction.mClearColor;
428 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
431 FrameBufferTexture* offscreen = NULL;
433 if ( instruction.mOffscreenTextureId != 0 )
435 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
436 DALI_ASSERT_DEBUG( NULL != offscreen );
438 if( NULL != offscreen &&
439 offscreen->Prepare() )
441 // Check whether a viewport is specified, otherwise the full surface size is used
442 if ( instruction.mIsViewportSet )
444 // For glViewport the lower-left corner is (0,0)
445 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
446 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
450 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
455 // Offscreen is NULL or could not be prepared.
459 else // !(instruction.mOffscreenTexture)
461 // switch rendering to adaptor provided (default) buffer
462 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
464 // Check whether a viewport is specified, otherwise the full surface size is used
465 if ( instruction.mIsViewportSet )
467 // For glViewport the lower-left corner is (0,0)
468 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
469 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
473 viewportRect = mImpl->defaultSurfaceRect;
477 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
479 if ( instruction.mIsClearColorSet )
481 mImpl->context.ClearColor( clearColor.r,
486 // Clear the viewport area only
487 mImpl->context.SetScissorTest( true );
488 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
489 mImpl->context.ColorMask( true );
490 mImpl->context.Clear( GL_COLOR_BUFFER_BIT );
491 mImpl->context.SetScissorTest( false );
494 Render::ProcessRenderInstruction( instruction,
496 mImpl->renderBufferIndex,
499 if(instruction.mOffscreenTextureId != 0)
501 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
502 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
505 if( instruction.mRenderTracker && offscreen != NULL )
507 instruction.mRenderTracker->CreateSyncObject();
508 instruction.mRenderTracker = NULL; // Only create once.
512 } // namespace SceneGraph
514 } // namespace Internal