2 * Copyright (c) 2015 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/public-api/actors/sampling.h>
23 #include <dali/public-api/common/dali-common.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/core.h>
28 #include <dali/internal/common/owner-pointer.h>
29 #include <dali/internal/render/common/render-algorithms.h>
30 #include <dali/internal/render/common/render-debug.h>
31 #include <dali/internal/render/common/render-tracker.h>
32 #include <dali/internal/render/common/render-instruction-container.h>
33 #include <dali/internal/render/common/render-instruction.h>
34 #include <dali/internal/render/data-providers/uniform-name-cache.h>
35 #include <dali/internal/render/gl-resources/context.h>
36 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
37 #include <dali/internal/render/gl-resources/texture-cache.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/render-geometry.h>
40 #include <dali/internal/render/renderers/render-renderer.h>
41 #include <dali/internal/render/renderers/render-sampler.h>
42 #include <dali/internal/render/shaders/program-controller.h>
53 typedef OwnerContainer< Render::Renderer* > RendererOwnerContainer;
54 typedef RendererOwnerContainer::Iterator RendererOwnerIter;
56 typedef OwnerContainer< Render::Geometry* > GeometryOwnerContainer;
57 typedef GeometryOwnerContainer::Iterator GeometryOwnerIter;
59 typedef OwnerContainer< Render::Sampler* > SamplerOwnerContainer;
60 typedef SamplerOwnerContainer::Iterator SamplerOwnerIter;
62 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
63 typedef PropertyBufferOwnerContainer::Iterator PropertyBufferOwnerIter;
65 typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
66 typedef RenderTrackerContainer::Iterator RenderTrackerIter;
67 typedef RenderTrackerContainer::ConstIterator RenderTrackerConstIter;
70 * Structure to contain internal data
72 struct RenderManager::Impl
74 Impl( Integration::GlAbstraction& glAbstraction,
75 Integration::GlSyncAbstraction& glSyncAbstraction,
76 LockedResourceQueue& textureUploadedQ,
77 TextureUploadedDispatcher& postProcessDispatcher )
78 : context( glAbstraction ),
79 glSyncAbstraction( glSyncAbstraction ),
81 textureCache( renderQueue, postProcessDispatcher, context ),
82 textureUploadedQueue( textureUploadedQ ),
84 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
86 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
90 renderersAdded( false ),
91 firstRenderCompleted( false ),
92 defaultShader( NULL ),
93 programController( glAbstraction )
101 void AddRenderTracker( Render::RenderTracker* renderTracker )
103 DALI_ASSERT_DEBUG( renderTracker != NULL );
104 mRenderTrackers.PushBack( renderTracker );
107 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
109 DALI_ASSERT_DEBUG( renderTracker != NULL );
110 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
112 if( *iter == renderTracker )
114 mRenderTrackers.Erase( iter );
120 void UpdateTrackers()
122 for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
124 (*iter)->PollSyncObject();
128 // the order is important for destruction,
129 // programs are owned by context at the moment.
130 Context context; ///< holds the GL state
131 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
132 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
133 TextureCache textureCache; ///< Cache for all GL textures
134 Render::UniformNameCache uniformNameCache; ///< Cache to provide unique indices for uniforms
135 LockedResourceQueue& textureUploadedQueue; ///< A queue for requesting resource post processing in update thread
137 // Render instructions describe what should be rendered during RenderManager::Render()
138 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
139 RenderInstructionContainer instructions;
141 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
143 unsigned int frameCount; ///< The current frame count
144 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
146 Rect<int> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
148 RendererOwnerContainer rendererContainer; ///< List of owned renderers
149 SamplerOwnerContainer samplerContainer; ///< List of owned samplers
150 PropertyBufferOwnerContainer propertyBufferContainer; ///< List of owned property buffers
151 GeometryOwnerContainer geometryContainer; ///< List of owned Geometries
155 RenderTrackerContainer mRenderTrackers; ///< List of render trackers
157 bool firstRenderCompleted; ///< False until the first render is done
158 Shader* defaultShader; ///< Default shader to use
159 ProgramController programController; ///< Owner of the GL programs
162 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
163 Integration::GlSyncAbstraction& glSyncAbstraction,
164 LockedResourceQueue& textureUploadedQ )
166 RenderManager* manager = new RenderManager;
167 manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
171 RenderManager::RenderManager()
176 RenderManager::~RenderManager()
181 RenderQueue& RenderManager::GetRenderQueue()
183 return mImpl->renderQueue;
186 TextureCache& RenderManager::GetTextureCache()
188 return mImpl->textureCache;
191 void RenderManager::ContextCreated()
193 mImpl->context.GlContextCreated();
194 mImpl->programController.GlContextCreated();
196 // renderers, textures and gpu buffers cannot reinitialize themselves
197 // so they rely on someone reloading the data for them
200 void RenderManager::ContextDestroyed()
202 mImpl->context.GlContextDestroyed();
203 mImpl->programController.GlContextDestroyed();
205 // inform texture cache
206 mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
209 RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
210 RendererOwnerContainer::Iterator iter = mImpl->rendererContainer.Begin();
211 for( ; iter != end; ++iter )
213 GlResourceOwner* renderer = *iter;
214 renderer->GlContextDestroyed(); // Clear up vertex buffers
218 void RenderManager::DispatchTextureUploaded(ResourceId request)
220 mImpl->textureUploadedQueue.PushBack( request );
223 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
225 mImpl->programController.SetShaderSaver( upstream );
228 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
230 return mImpl->instructions;
233 void RenderManager::SetBackgroundColor( const Vector4& color )
235 mImpl->backgroundColor = color;
238 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
240 mImpl->defaultSurfaceRect = rect;
243 void RenderManager::AddRenderer( Render::Renderer* renderer )
245 // Initialize the renderer as we are now in render thread
246 renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
248 mImpl->rendererContainer.PushBack( renderer );
250 if( !mImpl->renderersAdded )
252 mImpl->renderersAdded = true;
256 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
258 DALI_ASSERT_DEBUG( NULL != renderer );
260 RendererOwnerContainer& renderers = mImpl->rendererContainer;
263 for ( RendererOwnerIter iter = renderers.Begin(); iter != renderers.End(); ++iter )
265 if ( *iter == renderer )
267 renderers.Erase( iter ); // Renderer found; now destroy it
273 void RenderManager::AddSampler( Render::Sampler* sampler )
275 mImpl->samplerContainer.PushBack( sampler );
278 void RenderManager::RemoveSampler( Render::Sampler* sampler )
280 DALI_ASSERT_DEBUG( NULL != sampler );
282 SamplerOwnerContainer& samplers = mImpl->samplerContainer;
285 for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
287 if ( *iter == sampler )
289 samplers.Erase( iter ); // Sampler found; now destroy it
295 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
297 sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)magFilterMode );
300 void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int uWrapMode, unsigned int vWrapMode )
302 sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
305 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
307 mImpl->propertyBufferContainer.PushBack( propertyBuffer );
310 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
312 DALI_ASSERT_DEBUG( NULL != propertyBuffer );
314 PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
317 for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
319 if ( *iter == propertyBuffer )
321 propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
327 void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
329 propertyBuffer->SetFormat( format );
332 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
334 propertyBuffer->SetData( data, size );
337 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
339 geometry->SetIndexBuffer( indices );
342 void RenderManager::AddGeometry( Render::Geometry* geometry )
344 mImpl->geometryContainer.PushBack( geometry );
347 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
349 DALI_ASSERT_DEBUG( NULL != geometry );
351 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
354 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
356 if ( *iter == geometry )
358 geometries.Erase( iter ); // Geometry found; now destroy it
364 void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
366 DALI_ASSERT_DEBUG( NULL != geometry );
368 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
371 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
373 if ( *iter == geometry )
375 (*iter)->AddPropertyBuffer( propertyBuffer );
381 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
383 DALI_ASSERT_DEBUG( NULL != geometry );
385 GeometryOwnerContainer& geometries = mImpl->geometryContainer;
388 for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
390 if ( *iter == geometry )
392 (*iter)->RemovePropertyBuffer( propertyBuffer );
398 void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
400 geometry->SetGeometryType( Render::Geometry::GeometryType(geometryType) );
403 void RenderManager::SetGeometryRequiresDepthTest( Render::Geometry* geometry, bool requiresDepthTest )
405 geometry->SetRequiresDepthTest( requiresDepthTest );
408 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
410 mImpl->AddRenderTracker(renderTracker);
413 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
415 mImpl->RemoveRenderTracker(renderTracker);
418 void RenderManager::SetDefaultShader( Shader* shader )
420 mImpl->defaultShader = shader;
423 ProgramCache* RenderManager::GetProgramCache()
425 return &(mImpl->programController);
428 bool RenderManager::Render( Integration::RenderStatus& status )
430 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
432 // Core::Render documents that GL context must be current before calling Render
433 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
435 status.SetHasRendered( false );
437 // Increment the frame count at the beginning of each frame
438 ++(mImpl->frameCount);
440 // Process messages queued during previous update
441 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
443 // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
444 if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
446 // switch rendering to adaptor provided (default) buffer
447 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
449 mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
450 mImpl->defaultSurfaceRect.y,
451 mImpl->defaultSurfaceRect.width,
452 mImpl->defaultSurfaceRect.height );
454 mImpl->context.ClearColor( mImpl->backgroundColor.r,
455 mImpl->backgroundColor.g,
456 mImpl->backgroundColor.b,
457 mImpl->backgroundColor.a );
459 mImpl->context.ClearStencil( 0 );
461 // Clear the entire color, depth and stencil buffers for the default framebuffer.
462 // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
463 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
464 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
465 mImpl->context.SetScissorTest( false );
466 mImpl->context.ColorMask( true );
467 mImpl->context.DepthMask( true );
468 mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
469 mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
471 // reset the program matrices for all programs once per frame
472 // this ensures we will set view and projection matrix once per program per camera
473 mImpl->programController.ResetProgramMatrices();
475 // if we don't have default shader, no point doing the render calls
476 if( mImpl->defaultShader )
478 size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
479 for ( size_t i = 0; i < count; ++i )
481 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
483 DoRender( instruction, *mImpl->defaultShader );
485 const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
486 if ( countRenderList > 0 )
488 status.SetHasRendered( true );
491 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
492 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
494 mImpl->UpdateTrackers();
496 mImpl->firstRenderCompleted = true;
500 //Notify RenderGeometries that rendering has finished
501 for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
503 (*iter)->OnRenderFinished();
507 * The rendering has finished; swap to the next buffer.
508 * Ideally the update has just finished using this buffer; otherwise the render thread
509 * should block until the update has finished.
511 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
513 DALI_PRINT_RENDER_END();
515 // check if anything has been posted to the update thread, if IsEmpty then no update required.
516 return !mImpl->textureUploadedQueue.IsEmpty();
519 void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
521 Rect<int> viewportRect;
524 if ( instruction.mIsClearColorSet )
526 clearColor = instruction.mClearColor;
530 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
533 FrameBufferTexture* offscreen = NULL;
535 if ( instruction.mOffscreenTextureId != 0 )
537 offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
538 DALI_ASSERT_DEBUG( NULL != offscreen );
540 if( NULL != offscreen &&
541 offscreen->Prepare() )
543 // Check whether a viewport is specified, otherwise the full surface size is used
544 if ( instruction.mIsViewportSet )
546 // For glViewport the lower-left corner is (0,0)
547 const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
548 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
552 viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
557 // Offscreen is NULL or could not be prepared.
561 else // !(instruction.mOffscreenTexture)
563 // switch rendering to adaptor provided (default) buffer
564 mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
566 // Check whether a viewport is specified, otherwise the full surface size is used
567 if ( instruction.mIsViewportSet )
569 // For glViewport the lower-left corner is (0,0)
570 const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
571 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
575 viewportRect = mImpl->defaultSurfaceRect;
579 mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
581 if ( instruction.mIsClearColorSet )
583 mImpl->context.ClearColor( clearColor.r,
588 // Clear the viewport area only
589 mImpl->context.SetScissorTest( true );
590 mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
591 mImpl->context.ColorMask( true );
592 mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
593 mImpl->context.SetScissorTest( false );
596 Render::ProcessRenderInstruction( instruction,
600 mImpl->renderBufferIndex );
602 if(instruction.mOffscreenTextureId != 0)
604 GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
605 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
608 if( instruction.mRenderTracker && offscreen != NULL )
610 // This will create a sync object every frame this render tracker
611 // is alive (though it should be now be created only for
612 // render-once render tasks)
613 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
614 instruction.mRenderTracker = NULL; // Only create once.
618 } // namespace SceneGraph
620 } // namespace Internal