Merge "(Partial update) Reset the updated flag after calculating the update area...
[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/nodes/scene-graph-layer.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
33
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/pipeline-cache.h>
40 #include <dali/internal/render/renderers/render-frame-buffer.h>
41 #include <dali/internal/render/renderers/render-texture.h>
42 #include <dali/internal/render/renderers/shader-cache.h>
43 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
44 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
45 #include <dali/internal/render/shaders/program-controller.h>
46
47 #include <memory>
48
49 namespace Dali
50 {
51 namespace Internal
52 {
53 namespace SceneGraph
54 {
55 #if defined(DEBUG_ENABLED)
56 namespace
57 {
58 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
59 } // unnamed namespace
60 #endif
61
62 namespace
63 {
64 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
65 {
66   Graphics::Rect2D newScissorArea;
67
68   if(orientation == 90)
69   {
70     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
71     newScissorArea.y      = scissorArea.x;
72     newScissorArea.width  = scissorArea.height;
73     newScissorArea.height = scissorArea.width;
74   }
75   else if(orientation == 180)
76   {
77     newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
78     newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
79     newScissorArea.width  = scissorArea.width;
80     newScissorArea.height = scissorArea.height;
81   }
82   else if(orientation == 270)
83   {
84     newScissorArea.x      = scissorArea.y;
85     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
86     newScissorArea.width  = scissorArea.height;
87     newScissorArea.height = scissorArea.width;
88   }
89   else
90   {
91     newScissorArea.x      = scissorArea.x;
92     newScissorArea.y      = scissorArea.y;
93     newScissorArea.width  = scissorArea.width;
94     newScissorArea.height = scissorArea.height;
95   }
96   return newScissorArea;
97 }
98 } // namespace
99 /**
100  * Structure to contain internal data
101  */
102 struct RenderManager::Impl
103 {
104   Impl(Graphics::Controller&               graphicsController,
105        Integration::DepthBufferAvailable   depthBufferAvailableParam,
106        Integration::StencilBufferAvailable stencilBufferAvailableParam,
107        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
108   : graphicsController(graphicsController),
109     renderQueue(),
110     renderAlgorithms(graphicsController),
111     frameCount(0u),
112     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
113     rendererContainer(),
114     samplerContainer(),
115     textureContainer(),
116     frameBufferContainer(),
117     lastFrameWasRendered(false),
118     programController(graphicsController),
119     shaderCache(graphicsController),
120     depthBufferAvailable(depthBufferAvailableParam),
121     stencilBufferAvailable(stencilBufferAvailableParam),
122     partialUpdateAvailable(partialUpdateAvailableParam)
123   {
124     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
125     threadPool = std::make_unique<Dali::ThreadPool>();
126     threadPool->Initialize(1u);
127
128     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
129     pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
130   }
131
132   ~Impl()
133   {
134     threadPool.reset(nullptr); // reset now to maintain correct destruction order
135   }
136
137   void AddRenderTracker(Render::RenderTracker* renderTracker)
138   {
139     DALI_ASSERT_DEBUG(renderTracker != nullptr);
140     mRenderTrackers.PushBack(renderTracker);
141   }
142
143   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
144   {
145     mRenderTrackers.EraseObject(renderTracker);
146   }
147
148   void UpdateTrackers()
149   {
150     for(auto&& iter : mRenderTrackers)
151     {
152       iter->PollSyncObject();
153     }
154   }
155
156   // the order is important for destruction,
157   Graphics::Controller& graphicsController;
158   RenderQueue           renderQueue; ///< A message queue for receiving messages from the update-thread.
159
160   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
161
162   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
163
164   uint32_t    frameCount;        ///< The current frame count
165   BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
166
167   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
168   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
169   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
170   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
171   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
172   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
173
174   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
175
176   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
177
178   ProgramController   programController; ///< Owner of the programs
179   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
180
181   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
182   std::unique_ptr<Render::PipelineCache>        pipelineCache;
183
184   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
185   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
186   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
187
188   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
189   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
190   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
191 };
192
193 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
194                                   Integration::DepthBufferAvailable   depthBufferAvailable,
195                                   Integration::StencilBufferAvailable stencilBufferAvailable,
196                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
197 {
198   auto* manager  = new RenderManager;
199   manager->mImpl = new Impl(graphicsController,
200                             depthBufferAvailable,
201                             stencilBufferAvailable,
202                             partialUpdateAvailable);
203   return manager;
204 }
205
206 RenderManager::RenderManager()
207 : mImpl(nullptr)
208 {
209 }
210
211 RenderManager::~RenderManager()
212 {
213   delete mImpl;
214 }
215
216 RenderQueue& RenderManager::GetRenderQueue()
217 {
218   return mImpl->renderQueue;
219 }
220
221 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
222 {
223 }
224
225 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
226 {
227   // Initialize the renderer as we are now in render thread
228   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(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     return geometry == item;
387   });
388
389   if(it != mImpl->geometryContainer.end())
390   {
391     mImpl->geometryContainer.Erase(it);
392   }
393 }
394
395 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
396 {
397   DALI_ASSERT_DEBUG(nullptr != geometry);
398
399   // Find the geometry
400   for(auto&& iter : mImpl->geometryContainer)
401   {
402     if(iter == geometry)
403     {
404       iter->AddVertexBuffer(vertexBuffer);
405       break;
406     }
407   }
408 }
409
410 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
411 {
412   DALI_ASSERT_DEBUG(nullptr != geometry);
413
414   // Find the geometry
415   for(auto&& iter : mImpl->geometryContainer)
416   {
417     if(iter == geometry)
418     {
419       iter->RemoveVertexBuffer(vertexBuffer);
420       break;
421     }
422   }
423 }
424
425 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
426 {
427   geometry->SetType(Render::Geometry::Type(geometryType));
428 }
429
430 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
431 {
432   mImpl->AddRenderTracker(renderTracker);
433 }
434
435 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
436 {
437   mImpl->RemoveRenderTracker(renderTracker);
438 }
439
440 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
441 {
442   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
443
444   // Rollback
445   mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
446
447   // Increment the frame count at the beginning of each frame
448   ++mImpl->frameCount;
449
450   // Process messages queued during previous update
451   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
452
453   uint32_t count = 0u;
454   for(auto& i : mImpl->sceneContainer)
455   {
456     count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
457   }
458
459   const bool haveInstructions = count > 0u;
460
461   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");
462
463   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
464   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
465   {
466     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
467
468     // Upload the geometries
469     for(auto&& geom : mImpl->geometryContainer)
470     {
471       geom->Upload(mImpl->graphicsController);
472     }
473   }
474 }
475
476 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
477 {
478   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
479   {
480     return;
481   }
482
483   Internal::Scene&   sceneInternal = GetImplementation(scene);
484   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
485
486   if(sceneObject->IsRenderingSkipped())
487   {
488     // We don't need to calculate dirty rects
489     return;
490   }
491
492   class DamagedRectsCleaner
493   {
494   public:
495     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
496     : mDamagedRects(damagedRects),
497       mSurfaceRect(surfaceRect),
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         mDamagedRects.push_back(mSurfaceRect);
513       }
514     }
515
516   private:
517     std::vector<Rect<int>>& mDamagedRects;
518     Rect<int>               mSurfaceRect;
519     bool                    mCleanOnReturn;
520   };
521
522   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
523
524   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
525   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
526
527   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
528   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
529   std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
530   for(DirtyRect& dirtyRect : itemsDirtyRects)
531   {
532     dirtyRect.visited = false;
533   }
534
535   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
536   for(uint32_t i = 0; i < instructionCount; ++i)
537   {
538     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
539
540     if(instruction.mFrameBuffer)
541     {
542       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
543     }
544
545     const Camera* camera = instruction.GetCamera();
546     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
547     {
548       const Node* node = instruction.GetCamera()->GetNode();
549       if(node)
550       {
551         Vector3    position;
552         Vector3    scale;
553         Quaternion orientation;
554         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
555
556         Vector3 orientationAxis;
557         Radian  orientationAngle;
558         orientation.ToAxisAngle(orientationAxis, orientationAngle);
559
560         if(position.x > Math::MACHINE_EPSILON_10000 ||
561            position.y > Math::MACHINE_EPSILON_10000 ||
562            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
563            orientationAngle != ANGLE_180 ||
564            scale != Vector3(1.0f, 1.0f, 1.0f))
565         {
566           return;
567         }
568       }
569     }
570     else
571     {
572       return;
573     }
574
575     Rect<int32_t> viewportRect;
576     if(instruction.mIsViewportSet)
577     {
578       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
579       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
580       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
581       {
582         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
583       }
584     }
585     else
586     {
587       viewportRect = surfaceRect;
588     }
589
590     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
591     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
592     if(viewMatrix && projectionMatrix)
593     {
594       const RenderListContainer::SizeType count = instruction.RenderListCount();
595       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
596       {
597         const RenderList* renderList = instruction.GetRenderList(index);
598         if(renderList && !renderList->IsEmpty())
599         {
600           const std::size_t listCount = renderList->Count();
601           for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
602           {
603             RenderItem& item = renderList->GetItem(listIndex);
604             // If the item does 3D transformation, do early exit and clean the damaged rect array
605             if(item.mUpdateSize == Vector3::ZERO)
606             {
607               return;
608             }
609
610             Rect<int> rect;
611             DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
612             // If the item refers to updated node or renderer.
613             if(item.mIsUpdated ||
614                (item.mNode &&
615                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
616             {
617               item.mIsUpdated = false;
618
619               rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
620               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
621               {
622                 const int left   = rect.x;
623                 const int top    = rect.y;
624                 const int right  = rect.x + rect.width;
625                 const int bottom = rect.y + rect.height;
626                 rect.x           = (left / 16) * 16;
627                 rect.y           = (top / 16) * 16;
628                 rect.width       = ((right + 16) / 16) * 16 - rect.x;
629                 rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
630
631                 // Found valid dirty rect.
632                 // 1. Insert it in the sorted array of the dirty rects.
633                 // 2. Mark the related dirty rects as visited so they will not be removed below.
634                 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
635                 dirtyRect.rect    = rect;
636                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
637                 dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
638
639                 int c = 1;
640                 while(++dirtyRectPos != itemsDirtyRects.end())
641                 {
642                   if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
643                   {
644                     break;
645                   }
646
647                   dirtyRectPos->visited = true;
648                   Rect<int>& dirtRect   = dirtyRectPos->rect;
649                   rect.Merge(dirtRect);
650
651                   c++;
652                   if(c > 3) // no more then 3 previous rects
653                   {
654                     itemsDirtyRects.erase(dirtyRectPos);
655                     break;
656                   }
657                 }
658
659                 damagedRects.push_back(rect);
660               }
661             }
662             else
663             {
664               // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
665               // 2. Mark the related dirty rects as visited so they will not be removed below.
666               auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
667               while(dirtyRectPos != itemsDirtyRects.end())
668               {
669                 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
670                 {
671                   break;
672                 }
673
674                 dirtyRectPos->visited = true;
675                 dirtyRectPos++;
676               }
677             }
678           }
679         }
680
681         // Reset updated flag from the root
682         renderList->GetSourceLayer()->SetUpdatedTree(false);
683       }
684     }
685   }
686
687   // Check removed nodes or removed renderers dirty rects
688   auto i = itemsDirtyRects.begin();
689   auto j = itemsDirtyRects.begin();
690   while(i != itemsDirtyRects.end())
691   {
692     if(i->visited)
693     {
694       *j++ = *i;
695     }
696     else
697     {
698       Rect<int>& dirtRect = i->rect;
699       damagedRects.push_back(dirtRect);
700     }
701     i++;
702   }
703
704   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
705   damagedRectCleaner.SetCleanOnReturn(false);
706 }
707
708 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
709 {
710   Rect<int> clippingRect;
711   RenderScene(status, scene, renderToFbo, clippingRect);
712 }
713
714 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
715 {
716   if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
717   {
718     // ClippingRect is empty. Skip rendering
719     return;
720   }
721
722   // Reset main algorithms command buffer
723   mImpl->renderAlgorithms.ResetCommandBuffer();
724
725   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
726
727   Internal::Scene&   sceneInternal = GetImplementation(scene);
728   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
729
730   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
731
732   std::vector<Graphics::RenderTarget*> targetstoPresent;
733
734   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
735   if(clippingRect == surfaceRect)
736   {
737     // Full rendering case
738     // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
739     // To reduce side effects, keep this logic now.
740     clippingRect = Rect<int>();
741   }
742
743   for(uint32_t i = 0; i < count; ++i)
744   {
745     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
746
747     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
748     {
749       continue; // skip
750     }
751
752     // Mark that we will require a post-render step to be performed (includes swap-buffers).
753     status.SetNeedsPostRender(true);
754
755     Rect<int32_t> viewportRect;
756
757     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
758
759     // @todo Should these be part of scene?
760     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
761     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
762
763     Graphics::RenderTarget*           currentRenderTarget = nullptr;
764     Graphics::RenderPass*             currentRenderPass   = nullptr;
765     std::vector<Graphics::ClearValue> currentClearValues{};
766
767     if(instruction.mFrameBuffer)
768     {
769       // Ensure graphics framebuffer is created, bind attachments and create render passes
770       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
771       // then don't render to this framebuffer.
772       if(!instruction.mFrameBuffer->GetGraphicsObject())
773       {
774         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
775         if(!created)
776         {
777           continue;
778         }
779       }
780
781       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
782
783       // Set the clear color for first color attachment
784       if(instruction.mIsClearColorSet && !clearValues.empty())
785       {
786         clearValues[0].color = {
787           instruction.mClearColor.r,
788           instruction.mClearColor.g,
789           instruction.mClearColor.b,
790           instruction.mClearColor.a};
791       }
792
793       currentClearValues = clearValues;
794
795       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
796
797       // offscreen buffer
798       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
799       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
800     }
801     else // no framebuffer
802     {
803       // surface
804       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
805
806       if(instruction.mIsClearColorSet)
807       {
808         clearValues[0].color = {
809           instruction.mClearColor.r,
810           instruction.mClearColor.g,
811           instruction.mClearColor.b,
812           instruction.mClearColor.a};
813       }
814
815       currentClearValues = clearValues;
816
817       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
818       // if the window has a depth/stencil buffer.
819       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
820           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
821          (currentClearValues.size() <= 1))
822       {
823         currentClearValues.emplace_back();
824         currentClearValues.back().depthStencil.depth   = 0;
825         currentClearValues.back().depthStencil.stencil = 0;
826       }
827
828       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
829
830       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
831       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
832     }
833
834     targetstoPresent.emplace_back(currentRenderTarget);
835
836     // reset the program matrices for all programs once per frame
837     // this ensures we will set view and projection matrix once per program per camera
838     mImpl->programController.ResetProgramMatrices();
839
840     if(instruction.mFrameBuffer)
841     {
842       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
843       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
844       {
845         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
846       }
847     }
848
849     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
850     {
851       // Offscreen buffer rendering
852       if(instruction.mIsViewportSet)
853       {
854         // For Viewport the lower-left corner is (0,0)
855         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
856         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
857       }
858       else
859       {
860         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
861       }
862       surfaceOrientation = 0;
863     }
864     else // No Offscreen frame buffer rendering
865     {
866       // Check whether a viewport is specified, otherwise the full surface size is used
867       if(instruction.mIsViewportSet)
868       {
869         // For Viewport the lower-left corner is (0,0)
870         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
871         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
872       }
873       else
874       {
875         viewportRect = surfaceRect;
876       }
877     }
878
879     // Set surface orientation
880     // @todo Inform graphics impl by another route.
881     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
882
883     /*** Clear region of framebuffer or surface before drawing ***/
884     bool clearFullFrameRect = (surfaceRect == viewportRect);
885     if(instruction.mFrameBuffer != nullptr)
886     {
887       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
888       clearFullFrameRect = (frameRect == viewportRect);
889     }
890
891     if(!clippingRect.IsEmpty())
892     {
893       if(!clippingRect.Intersect(viewportRect))
894       {
895         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
896         clippingRect = Rect<int>();
897       }
898       clearFullFrameRect = false;
899     }
900
901     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
902     if(instruction.mIsClearColorSet)
903     {
904       if(!clearFullFrameRect)
905       {
906         if(!clippingRect.IsEmpty())
907         {
908           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
909         }
910       }
911     }
912
913     // Scissor's value should be set based on the default system coordinates.
914     // When the surface is rotated, the input values already were set with the rotated angle.
915     // So, re-calculation is needed.
916     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
917
918     // Begin render pass
919     mainCommandBuffer->BeginRenderPass(
920       currentRenderPass,
921       currentRenderTarget,
922       scissorArea,
923       currentClearValues);
924
925     mainCommandBuffer->SetViewport({float(viewportRect.x),
926                                     float(viewportRect.y),
927                                     float(viewportRect.width),
928                                     float(viewportRect.height)});
929
930     // Clear the list of bound textures
931     mImpl->boundTextures.Clear();
932
933     mImpl->renderAlgorithms.ProcessRenderInstruction(
934       instruction,
935       mImpl->renderBufferIndex,
936       depthBufferAvailable,
937       stencilBufferAvailable,
938       mImpl->boundTextures,
939       viewportRect,
940       clippingRect,
941       surfaceOrientation);
942
943     Graphics::SyncObject* syncObject{nullptr};
944     // If the render instruction has an associated render tracker (owned separately)
945     // and framebuffer, create a one shot sync object, and use it to determine when
946     // the render pass has finished executing on GPU.
947     if(instruction.mRenderTracker && instruction.mFrameBuffer)
948     {
949       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
950       instruction.mRenderTracker = nullptr;
951     }
952     mainCommandBuffer->EndRenderPass(syncObject);
953   }
954   mImpl->renderAlgorithms.SubmitCommandBuffer();
955
956   std::sort(targetstoPresent.begin(), targetstoPresent.end());
957
958   Graphics::RenderTarget* rt = nullptr;
959   for(auto& target : targetstoPresent)
960   {
961     if(target != rt)
962     {
963       mImpl->graphicsController.PresentRenderTarget(target);
964       rt = target;
965     }
966   }
967 }
968
969 void RenderManager::PostRender(bool uploadOnly)
970 {
971   // Notify RenderGeometries that rendering has finished
972   for(auto&& iter : mImpl->geometryContainer)
973   {
974     iter->OnRenderFinished();
975   }
976
977   mImpl->UpdateTrackers();
978
979   uint32_t count = 0u;
980   for(auto& scene : mImpl->sceneContainer)
981   {
982     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
983   }
984
985   const bool haveInstructions = count > 0u;
986
987   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
988   mImpl->lastFrameWasRendered = haveInstructions;
989
990   /**
991    * The rendering has finished; swap to the next buffer.
992    * Ideally the update has just finished using this buffer; otherwise the render thread
993    * should block until the update has finished.
994    */
995   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
996
997   DALI_PRINT_RENDER_END();
998 }
999
1000 } // namespace SceneGraph
1001
1002 } // namespace Internal
1003
1004 } // namespace Dali