2 * Copyright (c) 2020 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>
25 #include <dali/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/event/common/scene-impl.h>
35 #include <dali/internal/render/common/render-algorithms.h>
36 #include <dali/internal/render/common/render-debug.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/common/render-instruction-container.h>
39 #include <dali/internal/render/common/render-instruction.h>
40 #include <dali/internal/render/gl-resources/context.h>
41 #include <dali/internal/render/queue/render-queue.h>
42 #include <dali/internal/render/renderers/render-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-geometry.h>
44 #include <dali/internal/render/renderers/render-renderer.h>
45 #include <dali/internal/render/renderers/render-sampler.h>
46 #include <dali/internal/render/shaders/program-controller.h>
47 #include <dali/internal/update/common/scene-graph-scene.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
67 DirtyRect(Node* node, Render::Renderer* renderer, int frame, Rect<int>& rect)
85 bool operator<(const DirtyRect& rhs) const
89 if (renderer == rhs.renderer)
91 return frame > rhs.frame; // Most recent rects come first
95 return renderer < rhs.renderer;
100 return node < rhs.node;
105 Render::Renderer* renderer;
113 * Structure to contain internal data
115 struct RenderManager::Impl
117 Impl( Integration::GlAbstraction& glAbstraction,
118 Integration::GlSyncAbstraction& glSyncAbstraction,
119 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
120 Integration::DepthBufferAvailable depthBufferAvailableParam,
121 Integration::StencilBufferAvailable stencilBufferAvailableParam,
122 Integration::PartialUpdateAvailable partialUpdateAvailableParam )
123 : context( glAbstraction, &sceneContextContainer ),
124 currentContext( &context ),
125 glAbstraction( glAbstraction ),
126 glSyncAbstraction( glSyncAbstraction ),
127 glContextHelperAbstraction( glContextHelperAbstraction ),
131 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
132 defaultSurfaceRect(),
136 frameBufferContainer(),
137 lastFrameWasRendered( false ),
138 programController( glAbstraction ),
139 depthBufferAvailable( depthBufferAvailableParam ),
140 stencilBufferAvailable( stencilBufferAvailableParam ),
141 partialUpdateAvailable( partialUpdateAvailableParam ),
143 defaultSurfaceOrientation( 0 )
145 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
146 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
147 threadPool->Initialize( 1u );
152 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
155 void AddRenderTracker( Render::RenderTracker* renderTracker )
157 DALI_ASSERT_DEBUG( renderTracker != NULL );
158 mRenderTrackers.PushBack( renderTracker );
161 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
163 mRenderTrackers.EraseObject( renderTracker );
166 Context* CreateSceneContext()
168 sceneContextContainer.push_back( new Context( glAbstraction ) );
169 return sceneContextContainer[ sceneContextContainer.size() - 1 ];
172 void DestroySceneContext( Context* sceneContext )
174 auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext );
175 if( iter != sceneContextContainer.end() )
177 sceneContextContainer.erase( iter );
181 Context* ReplaceSceneContext( Context* oldSceneContext )
183 Context* newContext = new Context( glAbstraction );
184 std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
188 void UpdateTrackers()
190 for( auto&& iter : mRenderTrackers )
192 iter->PollSyncObject();
196 // the order is important for destruction,
197 // programs are owned by context at the moment.
198 Context context; ///< Holds the GL state of the share resource context
199 Context* currentContext; ///< Holds the GL state of the current context for rendering
200 std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene
201 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
202 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
203 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
204 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
206 std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes
208 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
210 uint32_t frameCount; ///< The current frame count
211 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
213 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
215 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
216 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
217 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
218 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
219 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
220 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
222 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
224 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
226 ProgramController programController; ///< Owner of the GL programs
228 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
229 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
230 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
232 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
233 Vector<GLuint> boundTextures; ///< The textures bound for rendering
234 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
235 std::size_t itemsCheckSum; ///< The damaged render items checksum from previous prerender phase.
236 std::vector<DirtyRect> itemsDirtyRects;
237 int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
240 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
241 Integration::GlSyncAbstraction& glSyncAbstraction,
242 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
243 Integration::DepthBufferAvailable depthBufferAvailable,
244 Integration::StencilBufferAvailable stencilBufferAvailable,
245 Integration::PartialUpdateAvailable partialUpdateAvailable )
247 RenderManager* manager = new RenderManager;
248 manager->mImpl = new Impl( glAbstraction,
250 glContextHelperAbstraction,
251 depthBufferAvailable,
252 stencilBufferAvailable,
253 partialUpdateAvailable );
257 RenderManager::RenderManager()
262 RenderManager::~RenderManager()
267 RenderQueue& RenderManager::GetRenderQueue()
269 return mImpl->renderQueue;
272 void RenderManager::ContextCreated()
274 mImpl->context.GlContextCreated();
275 mImpl->programController.GlContextCreated();
277 // renderers, textures and gpu buffers cannot reinitialize themselves
278 // so they rely on someone reloading the data for them
281 void RenderManager::ContextDestroyed()
283 mImpl->context.GlContextDestroyed();
284 mImpl->programController.GlContextDestroyed();
287 for( auto&& texture : mImpl->textureContainer )
289 texture->GlContextDestroyed();
292 //Inform framebuffers
293 for( auto&& framebuffer : mImpl->frameBufferContainer )
295 framebuffer->GlContextDestroyed();
299 for( auto&& renderer : mImpl->rendererContainer )
301 renderer->GlContextDestroyed();
305 for( auto&& scene : mImpl->sceneContainer )
307 scene->GlContextDestroyed();
311 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
313 mImpl->programController.SetShaderSaver( upstream );
316 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
318 mImpl->defaultSurfaceRect = rect;
321 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
323 mImpl->defaultSurfaceOrientation = orientation;
326 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
328 // Initialize the renderer as we are now in render thread
329 renderer->Initialize( mImpl->context );
331 mImpl->rendererContainer.PushBack( renderer.Release() );
334 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
336 mImpl->rendererContainer.EraseObject( renderer );
339 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
341 mImpl->samplerContainer.PushBack( sampler.Release() );
344 void RenderManager::RemoveSampler( Render::Sampler* sampler )
346 mImpl->samplerContainer.EraseObject( sampler );
349 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
351 texture->Initialize( mImpl->context );
352 mImpl->textureContainer.PushBack( texture.Release() );
355 void RenderManager::RemoveTexture( Render::Texture* texture )
357 DALI_ASSERT_DEBUG( NULL != texture );
359 // Find the texture, use reference to pointer so we can do the erase safely
360 for ( auto&& iter : mImpl->textureContainer )
362 if ( iter == texture )
364 texture->Destroy( mImpl->context );
365 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
371 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
373 texture->Upload( mImpl->context, pixelData, params );
376 void RenderManager::GenerateMipmaps( Render::Texture* texture )
378 texture->GenerateMipmaps( mImpl->context );
381 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
383 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
384 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
387 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
389 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
390 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
391 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
394 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
396 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
397 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
398 frameBufferPtr->Initialize( mImpl->context );
401 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
403 DALI_ASSERT_DEBUG( NULL != frameBuffer );
405 // Find the sampler, use reference so we can safely do the erase
406 for ( auto&& iter : mImpl->frameBufferContainer )
408 if ( iter == frameBuffer )
410 frameBuffer->Destroy( mImpl->context );
411 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
417 void RenderManager::InitializeScene( SceneGraph::Scene* scene )
419 scene->Initialize( *mImpl->CreateSceneContext() );
420 mImpl->sceneContainer.push_back( scene );
423 void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
425 mImpl->DestroySceneContext( scene->GetContext() );
427 auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
428 if( iter != mImpl->sceneContainer.end() )
430 mImpl->sceneContainer.erase( iter );
434 void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
436 Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
437 scene->Initialize( *newContext );
440 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
442 frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
445 void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
447 frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
450 void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
452 frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
455 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
457 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
460 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
462 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
465 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
467 propertyBuffer->SetFormat( format.Release() );
470 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
472 propertyBuffer->SetData( data.Release(), size );
475 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
477 geometry->SetIndexBuffer( indices );
480 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
482 mImpl->geometryContainer.PushBack( geometry.Release() );
485 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
487 mImpl->geometryContainer.EraseObject( geometry );
490 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
492 DALI_ASSERT_DEBUG( NULL != geometry );
495 for ( auto&& iter : mImpl->geometryContainer )
497 if ( iter == geometry )
499 iter->AddPropertyBuffer( propertyBuffer );
505 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
507 DALI_ASSERT_DEBUG( NULL != geometry );
510 for ( auto&& iter : mImpl->geometryContainer )
512 if ( iter == geometry )
514 iter->RemovePropertyBuffer( propertyBuffer );
520 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
522 geometry->SetType( Render::Geometry::Type(geometryType) );
525 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
527 mImpl->AddRenderTracker(renderTracker);
530 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
532 mImpl->RemoveRenderTracker(renderTracker);
535 ProgramCache* RenderManager::GetProgramCache()
537 return &(mImpl->programController);
540 void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
542 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
544 // Core::Render documents that GL context must be current before calling Render
545 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
547 // Increment the frame count at the beginning of each frame
550 // Process messages queued during previous update
551 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
554 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
556 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
559 const bool haveInstructions = count > 0u;
561 DALI_LOG_INFO( gLogFilter, Debug::General,
562 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
563 haveInstructions ? "true" : "false",
564 mImpl->lastFrameWasRendered ? "true" : "false",
565 forceClear ? "true" : "false" );
567 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
568 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
570 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
572 // Switch to the shared context
573 if ( mImpl->currentContext != &mImpl->context )
575 mImpl->currentContext = &mImpl->context;
577 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
579 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
582 // Clear the current cached program when the context is switched
583 mImpl->programController.ClearCurrentProgram();
586 // Upload the geometries
587 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
589 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
590 for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
592 RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
594 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
595 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
597 DALI_ASSERT_DEBUG( viewMatrix );
598 DALI_ASSERT_DEBUG( projectionMatrix );
600 if( viewMatrix && projectionMatrix )
602 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
604 // Iterate through each render list.
605 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
607 const RenderList* renderList = instruction.GetRenderList( index );
609 if( renderList && !renderList->IsEmpty() )
611 const std::size_t itemCount = renderList->Count();
612 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
614 const RenderItem& item = renderList->GetItem( itemIndex );
615 if( DALI_LIKELY( item.mRenderer ) )
617 item.mRenderer->Upload( *mImpl->currentContext );
628 void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects )
630 if (mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
635 class DamagedRectsCleaner
638 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
639 : mDamagedRects(damagedRects),
644 void SetCleanOnReturn(bool cleanOnReturn)
646 mCleanOnReturn = cleanOnReturn;
649 ~DamagedRectsCleaner()
653 mDamagedRects.clear();
658 std::vector<Rect<int>>& mDamagedRects;
662 Rect<int32_t> surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ));
664 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
665 DamagedRectsCleaner damagedRectCleaner(damagedRects);
667 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
668 // so you don't need to sort: std::stable_sort(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end());
669 for (DirtyRect& dirtyRect : mImpl->itemsDirtyRects)
671 dirtyRect.visited = false;
674 Internal::Scene& sceneInternal = GetImplementation(scene);
675 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
676 uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
677 for (uint32_t i = 0; i < count; ++i)
679 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
681 if (instruction.mFrameBuffer)
683 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
686 const Camera* camera = instruction.GetCamera();
687 if (camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
689 const Node* node = instruction.GetCamera()->GetNode();
694 Quaternion orientation;
695 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
697 Vector3 orientationAxis;
698 Radian orientationAngle;
699 orientation.ToAxisAngle( orientationAxis, orientationAngle );
701 if (position.x > Math::MACHINE_EPSILON_10000 ||
702 position.y > Math::MACHINE_EPSILON_10000 ||
703 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
704 orientationAngle != ANGLE_180 ||
705 scale != Vector3(1.0f, 1.0f, 1.0f))
716 Rect<int32_t> viewportRect;
717 if (instruction.mIsViewportSet)
719 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
720 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
721 if (viewportRect.IsEmpty() || !viewportRect.IsValid())
723 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
728 viewportRect = surfaceRect;
731 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
732 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
733 if (viewMatrix && projectionMatrix)
735 const RenderListContainer::SizeType count = instruction.RenderListCount();
736 for (RenderListContainer::SizeType index = 0u; index < count; ++index)
738 const RenderList* renderList = instruction.GetRenderList( index );
739 if (renderList && !renderList->IsEmpty())
741 const std::size_t count = renderList->Count();
742 for (uint32_t index = 0u; index < count; ++index)
744 RenderItem& item = renderList->GetItem( index );
745 // If the item does 3D transformation, do early exit and clean the damaged rect array
746 if (item.mUpdateSize == Vector3::ZERO)
752 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
753 // If the item refers to updated node or renderer.
754 if (item.mIsUpdated ||
756 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
758 item.mIsUpdated = false;
759 item.mNode->SetUpdated(false);
761 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
762 if (rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
764 const int left = rect.x;
765 const int top = rect.y;
766 const int right = rect.x + rect.width;
767 const int bottom = rect.y + rect.height;
768 rect.x = (left / 16) * 16;
769 rect.y = (top / 16) * 16;
770 rect.width = ((right + 16) / 16) * 16 - rect.x;
771 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
773 // Found valid dirty rect.
774 // 1. Insert it in the sorted array of the dirty rects.
775 // 2. Mark the related dirty rects as visited so they will not be removed below.
776 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
777 dirtyRect.rect = rect;
778 auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
779 dirtyRectPos = mImpl->itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
782 while (++dirtyRectPos != mImpl->itemsDirtyRects.end())
784 if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
789 dirtyRectPos->visited = true;
790 Rect<int>& dirtRect = dirtyRectPos->rect;
791 rect.Merge(dirtRect);
794 if (c > 3) // no more then 3 previous rects
796 mImpl->itemsDirtyRects.erase(dirtyRectPos);
801 damagedRects.push_back(rect);
806 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
807 // 2. Mark the related dirty rects as visited so they will not be removed below.
808 auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
809 while (dirtyRectPos != mImpl->itemsDirtyRects.end())
811 if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
816 dirtyRectPos->visited = true;
826 // Check removed nodes or removed renderers dirty rects
827 auto i = mImpl->itemsDirtyRects.begin();
828 auto j = mImpl->itemsDirtyRects.begin();
829 while (i != mImpl->itemsDirtyRects.end())
837 Rect<int>& dirtRect = i->rect;
838 damagedRects.push_back(dirtRect);
843 mImpl->itemsDirtyRects.resize(j - mImpl->itemsDirtyRects.begin());
844 damagedRectCleaner.SetCleanOnReturn(false);
847 void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo )
849 Rect<int> clippingRect;
850 RenderScene( status, scene, renderToFbo, clippingRect);
853 void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect )
855 Internal::Scene& sceneInternal = GetImplementation( scene );
856 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
858 uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
860 for( uint32_t i = 0; i < count; ++i )
862 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
864 if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
869 // Mark that we will require a post-render step to be performed (includes swap-buffers).
870 status.SetNeedsPostRender( true );
872 Rect<int32_t> viewportRect;
875 if ( instruction.mIsClearColorSet )
877 clearColor = instruction.mClearColor;
881 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
884 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
885 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
886 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
887 int surfaceOrientation = mImpl->defaultSurfaceOrientation;
889 if ( instruction.mFrameBuffer )
892 if ( mImpl->currentContext != &mImpl->context )
894 // Switch to shared context for off-screen buffer
895 mImpl->currentContext = &mImpl->context;
897 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
899 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
902 // Clear the current cached program when the context is switched
903 mImpl->programController.ClearCurrentProgram();
908 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
910 if ( mImpl->currentContext != sceneObject->GetContext() )
912 // Switch the correct context if rendering to a surface
913 mImpl->currentContext = sceneObject->GetContext();
915 // Clear the current cached program when the context is switched
916 mImpl->programController.ClearCurrentProgram();
920 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
923 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
925 // reset the program matrices for all programs once per frame
926 // this ensures we will set view and projection matrix once per program per camera
927 mImpl->programController.ResetProgramMatrices();
929 if( instruction.mFrameBuffer )
931 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
933 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
934 for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
936 mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
941 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
944 if ( !instruction.mFrameBuffer )
946 mImpl->currentContext->Viewport( surfaceRect.x,
949 surfaceRect.height );
952 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
953 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
954 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
955 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
956 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
958 mImpl->currentContext->ColorMask( true );
960 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
962 mImpl->currentContext->DepthMask( true );
963 clearMask |= GL_DEPTH_BUFFER_BIT;
966 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
968 mImpl->currentContext->ClearStencil( 0 );
969 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
970 clearMask |= GL_STENCIL_BUFFER_BIT;
973 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
975 // Offscreen buffer rendering
976 if ( instruction.mIsViewportSet )
978 // For glViewport the lower-left corner is (0,0)
979 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
980 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
984 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
986 surfaceOrientation = 0;
988 else // No Offscreen frame buffer rendering
990 // Check whether a viewport is specified, otherwise the full surface size is used
991 if ( instruction.mIsViewportSet )
993 // For glViewport the lower-left corner is (0,0)
994 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
995 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
999 viewportRect = surfaceRect;
1003 if( surfaceOrientation == 90 || surfaceOrientation == 270 )
1005 int temp = viewportRect.width;
1006 viewportRect.width = viewportRect.height;
1007 viewportRect.height = temp;
1010 bool clearFullFrameRect = true;
1011 if( instruction.mFrameBuffer != 0 )
1013 Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
1014 clearFullFrameRect = ( frameRect == viewportRect );
1018 clearFullFrameRect = ( surfaceRect == viewportRect );
1021 if (!clippingRect.IsEmpty())
1023 if (!clippingRect.Intersect(viewportRect))
1025 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1026 clippingRect = Rect<int>();
1028 clearFullFrameRect = false;
1031 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
1033 if (instruction.mIsClearColorSet)
1035 mImpl->currentContext->ClearColor(clearColor.r,
1039 if (!clearFullFrameRect)
1041 if (!clippingRect.IsEmpty())
1043 mImpl->currentContext->SetScissorTest(true);
1044 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1045 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1046 mImpl->currentContext->SetScissorTest(false);
1050 mImpl->currentContext->SetScissorTest(true);
1051 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
1052 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1053 mImpl->currentContext->SetScissorTest(false);
1058 mImpl->currentContext->SetScissorTest(false);
1059 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1063 // Clear the list of bound textures
1064 mImpl->boundTextures.Clear();
1066 mImpl->renderAlgorithms.ProcessRenderInstruction(
1068 *mImpl->currentContext,
1069 mImpl->renderBufferIndex,
1070 depthBufferAvailable,
1071 stencilBufferAvailable,
1072 mImpl->boundTextures,
1074 surfaceOrientation );
1076 // Synchronise the FBO/Texture access when there are multiple contexts
1077 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
1079 // Check whether any binded texture is in the dependency list
1080 bool textureFound = false;
1082 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
1084 for ( auto textureId : mImpl->textureDependencyList )
1087 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
1088 [textureId]( GLuint id )
1090 return textureId == id;
1091 } ) != mImpl->boundTextures.End();
1097 if ( instruction.mFrameBuffer )
1099 // For off-screen buffer
1101 // Wait until all rendering calls for the currently context are executed
1102 mImpl->glContextHelperAbstraction.WaitClient();
1104 // Clear the dependency list
1105 mImpl->textureDependencyList.Clear();
1109 // Worker thread lambda function
1110 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
1111 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
1113 // Switch to the shared context in the worker thread
1114 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1116 // Wait until all rendering calls for the shared context are executed
1117 glContextHelperAbstraction.WaitClient();
1119 // Must clear the context in the worker thread
1120 // Otherwise the shared context cannot be switched to from the render thread
1121 glContextHelperAbstraction.MakeContextNull();
1124 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
1127 mImpl->threadPool->Wait();
1129 // Clear the dependency list
1130 mImpl->textureDependencyList.Clear();
1136 if( instruction.mRenderTracker && instruction.mFrameBuffer )
1138 // This will create a sync object every frame this render tracker
1139 // is alive (though it should be now be created only for
1140 // render-once render tasks)
1141 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
1142 instruction.mRenderTracker = nullptr; // Only create once.
1147 mImpl->currentContext->Flush();
1151 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
1152 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1155 void RenderManager::PostRender( bool uploadOnly )
1159 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
1161 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1164 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
1165 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1168 //Notify RenderGeometries that rendering has finished
1169 for ( auto&& iter : mImpl->geometryContainer )
1171 iter->OnRenderFinished();
1174 mImpl->UpdateTrackers();
1177 uint32_t count = 0u;
1178 for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
1180 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
1183 const bool haveInstructions = count > 0u;
1185 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1186 mImpl->lastFrameWasRendered = haveInstructions;
1189 * The rendering has finished; swap to the next buffer.
1190 * Ideally the update has just finished using this buffer; otherwise the render thread
1191 * should block until the update has finished.
1193 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1195 DALI_PRINT_RENDER_END();
1198 } // namespace SceneGraph
1200 } // namespace Internal