RenderPass and presentation
[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 #include <dali/integration-api/gl-context-helper-abstraction.h>
28
29 #include <dali/internal/event/common/scene-impl.h>
30
31 #include <dali/internal/update/common/scene-graph-scene.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/render-frame-buffer.h>
40 #include <dali/internal/render/renderers/render-texture.h>
41 #include <dali/internal/render/renderers/shader-cache.h>
42 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
43 #include <dali/internal/render/shaders/program-controller.h>
44
45 namespace Dali
46 {
47 namespace Internal
48 {
49 namespace SceneGraph
50 {
51 #if defined(DEBUG_ENABLED)
52 namespace
53 {
54 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
55 } // unnamed namespace
56 #endif
57
58 /**
59  * Structure to contain internal data
60  */
61 struct RenderManager::Impl
62 {
63   Impl(Graphics::Controller&               graphicsController,
64        Integration::DepthBufferAvailable   depthBufferAvailableParam,
65        Integration::StencilBufferAvailable stencilBufferAvailableParam,
66        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
67   : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
68     currentContext(&context),
69     graphicsController(graphicsController),
70     renderQueue(),
71     renderAlgorithms(graphicsController),
72     frameCount(0u),
73     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
74     rendererContainer(),
75     samplerContainer(),
76     textureContainer(),
77     frameBufferContainer(),
78     lastFrameWasRendered(false),
79     programController(graphicsController),
80     shaderCache(graphicsController),
81     depthBufferAvailable(depthBufferAvailableParam),
82     stencilBufferAvailable(stencilBufferAvailableParam),
83     partialUpdateAvailable(partialUpdateAvailableParam)
84   {
85     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
86     threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
87     threadPool->Initialize(1u);
88
89     uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
90
91     // initialize main command buffer
92     auto info         = Graphics::CommandBufferCreateInfo().SetLevel(Graphics::CommandBufferLevel::PRIMARY);
93     mainCommandBuffer = graphicsController.CreateCommandBuffer(info, nullptr);
94   }
95
96   ~Impl()
97   {
98     threadPool.reset(nullptr); // reset now to maintain correct destruction order
99   }
100
101   void AddRenderTracker(Render::RenderTracker* renderTracker)
102   {
103     DALI_ASSERT_DEBUG(renderTracker != NULL);
104     mRenderTrackers.PushBack(renderTracker);
105   }
106
107   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
108   {
109     mRenderTrackers.EraseObject(renderTracker);
110   }
111
112   Context* CreateSceneContext()
113   {
114     Context* context = new Context(graphicsController.GetGlAbstraction());
115     sceneContextContainer.PushBack(context);
116     return context;
117   }
118
119   void DestroySceneContext(Context* sceneContext)
120   {
121     auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
122     if(iter != sceneContextContainer.End())
123     {
124       (*iter)->GlContextDestroyed();
125       sceneContextContainer.Erase(iter);
126     }
127   }
128
129   Context* ReplaceSceneContext(Context* oldSceneContext)
130   {
131     Context* newContext = new Context(graphicsController.GetGlAbstraction());
132
133     oldSceneContext->GlContextDestroyed();
134
135     std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
136     return newContext;
137   }
138
139   void UpdateTrackers()
140   {
141     for(auto&& iter : mRenderTrackers)
142     {
143       iter->PollSyncObject();
144     }
145   }
146
147   // the order is important for destruction,
148   // programs are owned by context at the moment.
149   Context                  context;               ///< Holds the GL state of the share resource context
150   Context*                 currentContext;        ///< Holds the GL state of the current context for rendering
151   OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
152   Graphics::Controller&    graphicsController;
153   RenderQueue              renderQueue; ///< A message queue for receiving messages from the update-thread.
154
155   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
156
157   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
158
159   uint32_t    frameCount;        ///< The current frame count
160   BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
161
162   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
163   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
164   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
165   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
166   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
167   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
168
169   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
170
171   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
172
173   ProgramController   programController; ///< Owner of the GL programs
174   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
175
176   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
177
178   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
179   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
180   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
181
182   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
183   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
184   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of binded textures
185
186   Graphics::UniquePtr<Graphics::CommandBuffer> mainCommandBuffer; ///< Main command buffer
187
188   Graphics::UniquePtr<Graphics::RenderPass> mainRenderPass; ///< Main renderpass
189 };
190
191 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
192                                   Integration::DepthBufferAvailable   depthBufferAvailable,
193                                   Integration::StencilBufferAvailable stencilBufferAvailable,
194                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
195 {
196   RenderManager* manager = new RenderManager;
197   manager->mImpl         = new Impl(graphicsController,
198                             depthBufferAvailable,
199                             stencilBufferAvailable,
200                             partialUpdateAvailable);
201   return manager;
202 }
203
204 RenderManager::RenderManager()
205 : mImpl(nullptr)
206 {
207 }
208
209 RenderManager::~RenderManager()
210 {
211   delete mImpl;
212 }
213
214 RenderQueue& RenderManager::GetRenderQueue()
215 {
216   return mImpl->renderQueue;
217 }
218
219 void RenderManager::ContextCreated()
220 {
221   mImpl->context.GlContextCreated();
222   mImpl->programController.GlContextCreated();
223
224   // renderers, textures and gpu buffers cannot reinitialize themselves
225   // so they rely on someone reloading the data for them
226 }
227
228 void RenderManager::ContextDestroyed()
229 {
230   mImpl->context.GlContextDestroyed();
231   mImpl->programController.GlContextDestroyed();
232
233   //Inform textures
234   for(auto&& texture : mImpl->textureContainer)
235   {
236     texture->Destroy();
237   }
238
239   //Inform framebuffers
240   for(auto&& framebuffer : mImpl->frameBufferContainer)
241   {
242     framebuffer->Destroy();
243   }
244
245   // inform renderers
246   for(auto&& renderer : mImpl->rendererContainer)
247   {
248     renderer->GlContextDestroyed();
249   }
250
251   // inform context
252   for(auto&& context : mImpl->sceneContextContainer)
253   {
254     context->GlContextDestroyed();
255   }
256 }
257
258 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
259 {
260   mImpl->programController.SetShaderSaver(upstream);
261 }
262
263 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
264 {
265   // Initialize the renderer as we are now in render thread
266   renderer->Initialize(mImpl->context, mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
267
268   mImpl->rendererContainer.PushBack(renderer.Release());
269 }
270
271 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
272 {
273   mImpl->rendererContainer.EraseObject(renderer);
274 }
275
276 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
277 {
278   sampler->Initialize(mImpl->graphicsController);
279   mImpl->samplerContainer.PushBack(sampler.Release());
280 }
281
282 void RenderManager::RemoveSampler(Render::Sampler* sampler)
283 {
284   mImpl->samplerContainer.EraseObject(sampler);
285 }
286
287 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
288 {
289   texture->Initialize(mImpl->graphicsController);
290   mImpl->textureContainer.PushBack(texture.Release());
291 }
292
293 void RenderManager::RemoveTexture(Render::Texture* texture)
294 {
295   DALI_ASSERT_DEBUG(NULL != texture);
296
297   // Find the texture, use reference to pointer so we can do the erase safely
298   for(auto&& iter : mImpl->textureContainer)
299   {
300     if(iter == texture)
301     {
302       texture->Destroy();
303       mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
304       return;
305     }
306   }
307 }
308
309 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
310 {
311   texture->Upload(pixelData, params);
312 }
313
314 void RenderManager::GenerateMipmaps(Render::Texture* texture)
315 {
316   texture->GenerateMipmaps();
317 }
318
319 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
320 {
321   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
322                          static_cast<Dali::FilterMode::Type>(magFilterMode));
323 }
324
325 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
326 {
327   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
328                        static_cast<Dali::WrapMode::Type>(sWrapMode),
329                        static_cast<Dali::WrapMode::Type>(tWrapMode));
330 }
331
332 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
333 {
334   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
335   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
336   frameBufferPtr->Initialize(mImpl->graphicsController);
337 }
338
339 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
340 {
341   DALI_ASSERT_DEBUG(NULL != frameBuffer);
342
343   // Find the sampler, use reference so we can safely do the erase
344   for(auto&& iter : mImpl->frameBufferContainer)
345   {
346     if(iter == frameBuffer)
347     {
348       frameBuffer->Destroy();
349       mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
350
351       break;
352     }
353   }
354 }
355
356 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
357 {
358   scene->Initialize(*mImpl->CreateSceneContext(), mImpl->graphicsController);
359   mImpl->sceneContainer.push_back(scene);
360 }
361
362 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
363 {
364   mImpl->DestroySceneContext(scene->GetContext());
365
366   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
367   if(iter != mImpl->sceneContainer.end())
368   {
369     mImpl->sceneContainer.erase(iter);
370   }
371 }
372
373 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
374 {
375   Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
376   scene->Initialize(*newContext, mImpl->graphicsController);
377 }
378
379 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
380 {
381   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
382 }
383
384 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
385 {
386   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
387 }
388
389 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
390 {
391   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
392 }
393
394 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
395 {
396   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
397 }
398
399 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
400 {
401   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
402 }
403
404 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
405 {
406   vertexBuffer->SetFormat(format.Release());
407 }
408
409 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
410 {
411   vertexBuffer->SetData(data.Release(), size);
412 }
413
414 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
415 {
416   geometry->SetIndexBuffer(indices);
417 }
418
419 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
420 {
421   mImpl->geometryContainer.PushBack(geometry.Release());
422 }
423
424 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
425 {
426   mImpl->geometryContainer.EraseObject(geometry);
427 }
428
429 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
430 {
431   DALI_ASSERT_DEBUG(NULL != geometry);
432
433   // Find the geometry
434   for(auto&& iter : mImpl->geometryContainer)
435   {
436     if(iter == geometry)
437     {
438       iter->AddVertexBuffer(vertexBuffer);
439       break;
440     }
441   }
442 }
443
444 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
445 {
446   DALI_ASSERT_DEBUG(NULL != geometry);
447
448   // Find the geometry
449   for(auto&& iter : mImpl->geometryContainer)
450   {
451     if(iter == geometry)
452     {
453       iter->RemoveVertexBuffer(vertexBuffer);
454       break;
455     }
456   }
457 }
458
459 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
460 {
461   geometry->SetType(Render::Geometry::Type(geometryType));
462 }
463
464 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
465 {
466   mImpl->AddRenderTracker(renderTracker);
467 }
468
469 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
470 {
471   mImpl->RemoveRenderTracker(renderTracker);
472 }
473
474 ProgramCache* RenderManager::GetProgramCache()
475 {
476   return &(mImpl->programController);
477 }
478
479 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
480 {
481   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
482
483   // Core::Render documents that GL context must be current before calling Render
484   DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
485
486   // Increment the frame count at the beginning of each frame
487   ++mImpl->frameCount;
488
489   // Process messages queued during previous update
490   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
491
492   uint32_t count = 0u;
493   for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
494   {
495     count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
496   }
497
498   const bool haveInstructions = count > 0u;
499
500   // Reset main command buffer
501   mImpl->mainCommandBuffer->Reset();
502
503   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");
504
505   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
506   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
507   {
508     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
509
510     // Switch to the shared context
511     if(mImpl->currentContext != &mImpl->context)
512     {
513       mImpl->currentContext = &mImpl->context;
514
515       // Context switch now happens when the uploading happens in graphics side
516       //      if(mImpl->currentContext->IsSurfacelessContextSupported())
517       //      {
518       //        mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
519       //      }
520
521       // Clear the current cached program when the context is switched
522       mImpl->programController.ClearCurrentProgram();
523     }
524
525     // Upload the geometries
526     for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
527     {
528       RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
529       for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
530       {
531         RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
532
533         const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
534         const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
535
536         DALI_ASSERT_DEBUG(viewMatrix);
537         DALI_ASSERT_DEBUG(projectionMatrix);
538
539         if(viewMatrix && projectionMatrix)
540         {
541           const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
542
543           // Iterate through each render list.
544           for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
545           {
546             const RenderList* renderList = instruction.GetRenderList(index);
547
548             if(renderList && !renderList->IsEmpty())
549             {
550               const std::size_t itemCount = renderList->Count();
551               for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
552               {
553                 const RenderItem& item = renderList->GetItem(itemIndex);
554                 if(DALI_LIKELY(item.mRenderer))
555                 {
556                   item.mRenderer->Upload();
557                 }
558               }
559             }
560           }
561         }
562       }
563     }
564   }
565 }
566
567 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
568 {
569   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
570   {
571     return;
572   }
573
574   Internal::Scene&   sceneInternal = GetImplementation(scene);
575   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
576
577   if(sceneObject->IsRenderingSkipped())
578   {
579     // We don't need to calculate dirty rects
580     return;
581   }
582
583   class DamagedRectsCleaner
584   {
585   public:
586     DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
587     : mDamagedRects(damagedRects),
588       mCleanOnReturn(true)
589     {
590     }
591
592     void SetCleanOnReturn(bool cleanOnReturn)
593     {
594       mCleanOnReturn = cleanOnReturn;
595     }
596
597     ~DamagedRectsCleaner()
598     {
599       if(mCleanOnReturn)
600       {
601         mDamagedRects.clear();
602       }
603     }
604
605   private:
606     std::vector<Rect<int>>& mDamagedRects;
607     bool                    mCleanOnReturn;
608   };
609
610   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
611
612   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
613   DamagedRectsCleaner damagedRectCleaner(damagedRects);
614
615   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
616   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
617   std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
618   for(DirtyRect& dirtyRect : itemsDirtyRects)
619   {
620     dirtyRect.visited = false;
621   }
622
623   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
624   for(uint32_t i = 0; i < count; ++i)
625   {
626     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
627
628     if(instruction.mFrameBuffer)
629     {
630       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
631     }
632
633     const Camera* camera = instruction.GetCamera();
634     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
635     {
636       const Node* node = instruction.GetCamera()->GetNode();
637       if(node)
638       {
639         Vector3    position;
640         Vector3    scale;
641         Quaternion orientation;
642         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
643
644         Vector3 orientationAxis;
645         Radian  orientationAngle;
646         orientation.ToAxisAngle(orientationAxis, orientationAngle);
647
648         if(position.x > Math::MACHINE_EPSILON_10000 ||
649            position.y > Math::MACHINE_EPSILON_10000 ||
650            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
651            orientationAngle != ANGLE_180 ||
652            scale != Vector3(1.0f, 1.0f, 1.0f))
653         {
654           return;
655         }
656       }
657     }
658     else
659     {
660       return;
661     }
662
663     Rect<int32_t> viewportRect;
664     if(instruction.mIsViewportSet)
665     {
666       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
667       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
668       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
669       {
670         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
671       }
672     }
673     else
674     {
675       viewportRect = surfaceRect;
676     }
677
678     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
679     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
680     if(viewMatrix && projectionMatrix)
681     {
682       const RenderListContainer::SizeType count = instruction.RenderListCount();
683       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
684       {
685         const RenderList* renderList = instruction.GetRenderList(index);
686         if(renderList && !renderList->IsEmpty())
687         {
688           const std::size_t count = renderList->Count();
689           for(uint32_t index = 0u; index < count; ++index)
690           {
691             RenderItem& item = renderList->GetItem(index);
692             // If the item does 3D transformation, do early exit and clean the damaged rect array
693             if(item.mUpdateSize == Vector3::ZERO)
694             {
695               return;
696             }
697
698             Rect<int> rect;
699             DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
700             // If the item refers to updated node or renderer.
701             if(item.mIsUpdated ||
702                (item.mNode &&
703                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
704             {
705               item.mIsUpdated = false;
706               item.mNode->SetUpdated(false);
707
708               rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
709               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
710               {
711                 const int left   = rect.x;
712                 const int top    = rect.y;
713                 const int right  = rect.x + rect.width;
714                 const int bottom = rect.y + rect.height;
715                 rect.x           = (left / 16) * 16;
716                 rect.y           = (top / 16) * 16;
717                 rect.width       = ((right + 16) / 16) * 16 - rect.x;
718                 rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
719
720                 // Found valid dirty rect.
721                 // 1. Insert it in the sorted array of the dirty rects.
722                 // 2. Mark the related dirty rects as visited so they will not be removed below.
723                 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
724                 dirtyRect.rect    = rect;
725                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
726                 dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
727
728                 int c = 1;
729                 while(++dirtyRectPos != itemsDirtyRects.end())
730                 {
731                   if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
732                   {
733                     break;
734                   }
735
736                   dirtyRectPos->visited = true;
737                   Rect<int>& dirtRect   = dirtyRectPos->rect;
738                   rect.Merge(dirtRect);
739
740                   c++;
741                   if(c > 3) // no more then 3 previous rects
742                   {
743                     itemsDirtyRects.erase(dirtyRectPos);
744                     break;
745                   }
746                 }
747
748                 damagedRects.push_back(rect);
749               }
750             }
751             else
752             {
753               // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
754               // 2. Mark the related dirty rects as visited so they will not be removed below.
755               auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
756               while(dirtyRectPos != itemsDirtyRects.end())
757               {
758                 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
759                 {
760                   break;
761                 }
762
763                 dirtyRectPos->visited = true;
764                 dirtyRectPos++;
765               }
766             }
767           }
768         }
769       }
770     }
771   }
772
773   // Check removed nodes or removed renderers dirty rects
774   auto i = itemsDirtyRects.begin();
775   auto j = itemsDirtyRects.begin();
776   while(i != itemsDirtyRects.end())
777   {
778     if(i->visited)
779     {
780       *j++ = *i;
781     }
782     else
783     {
784       Rect<int>& dirtRect = i->rect;
785       damagedRects.push_back(dirtRect);
786     }
787     i++;
788   }
789
790   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
791   damagedRectCleaner.SetCleanOnReturn(false);
792 }
793
794 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
795 {
796   Rect<int> clippingRect;
797   RenderScene(status, scene, renderToFbo, clippingRect);
798 }
799
800 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
801 {
802   // Reset main algorithms command buffer
803   mImpl->renderAlgorithms.ResetCommandBuffer();
804
805   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
806
807   Internal::Scene&   sceneInternal = GetImplementation(scene);
808   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
809
810   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
811
812   std::vector<Graphics::RenderTarget*> targetstoPresent;
813
814   for(uint32_t i = 0; i < count; ++i)
815   {
816     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
817
818     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
819     {
820       continue; // skip
821     }
822
823     // Mark that we will require a post-render step to be performed (includes swap-buffers).
824     status.SetNeedsPostRender(true);
825
826     Rect<int32_t> viewportRect;
827     Vector4       clearColor;
828
829     if(instruction.mIsClearColorSet)
830     {
831       clearColor = instruction.mClearColor;
832     }
833     else
834     {
835       clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
836     }
837
838     Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
839     int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
840
841     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
842     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
843
844     Graphics::RenderTarget* currentRenderTarget = nullptr;
845     Graphics::RenderPass* currentRenderPass = nullptr;
846     std::vector<Graphics::ClearValue> currentClearValues {};
847
848     if(instruction.mFrameBuffer)
849     {
850       // Ensure graphics framebuffer is created, bind atachments and create render passes
851       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
852       // then don't render to this framebuffer.
853       if(!instruction.mFrameBuffer->GetGraphicsObject())
854       {
855         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
856         if(!created)
857         {
858           continue;
859         }
860       }
861
862       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
863
864       // Set the clear color for first color attachment
865       if(instruction.mIsClearColorSet && clearValues.size() > 0)
866       {
867         clearValues[0].color = {
868           instruction.mClearColor.r,
869           instruction.mClearColor.g,
870           instruction.mClearColor.b,
871           instruction.mClearColor.a};
872       }
873
874       currentClearValues = clearValues;
875
876       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
877
878       // offscreen buffer
879       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
880       currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
881
882       if(mImpl->currentContext != &mImpl->context)
883       {
884         // Switch to shared context for off-screen buffer
885         mImpl->currentContext = &mImpl->context;
886
887         // Context switch now happens when render pass starts
888         //        if(mImpl->currentContext->IsSurfacelessContextSupported())
889         //        {
890         //          mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
891         //        }
892
893         // Clear the current cached program when the context is switched
894         mImpl->programController.ClearCurrentProgram();
895       }
896     }
897     else
898     {
899       if(mImpl->currentContext->IsSurfacelessContextSupported())
900       {
901         if(mImpl->currentContext != sceneObject->GetContext())
902         {
903           // Switch the correct context if rendering to a surface
904           mImpl->currentContext = sceneObject->GetContext();
905
906           // Clear the current cached program when the context is switched
907           mImpl->programController.ClearCurrentProgram();
908         }
909       }
910
911       // surface
912       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
913
914       if(instruction.mIsClearColorSet)
915       {
916         clearValues[0].color = {
917           instruction.mClearColor.r,
918           instruction.mClearColor.g,
919           instruction.mClearColor.b,
920           instruction.mClearColor.a};
921       }
922
923       currentClearValues = clearValues;
924
925       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
926
927       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
928       currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
929     }
930
931     targetstoPresent.emplace_back( currentRenderTarget );
932
933     // Make sure that GL context must be created
934     mImpl->currentContext->GlContextCreated();
935
936     // reset the program matrices for all programs once per frame
937     // this ensures we will set view and projection matrix once per program per camera
938     mImpl->programController.ResetProgramMatrices();
939
940     if(instruction.mFrameBuffer)
941     {
942       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
943       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
944       {
945         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
946       }
947     }
948     else
949     {
950       //mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
951     }
952
953     // @todo Should this be a command in it's own right?
954     // @todo yes
955     if(!instruction.mFrameBuffer)
956     {
957       /*
958       mImpl->currentContext->Viewport(surfaceRect.x,
959                                       surfaceRect.y,
960                                       surfaceRect.width,
961                                       surfaceRect.height);
962                                       */
963
964       /*
965       mainCommandBuffer->SetViewport( {surfaceRect.x,
966                                         surfaceRect.y,
967                                         surfaceRect.width,
968                                         surfaceRect.height} );
969       */
970     }
971
972     // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
973     // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
974     // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
975     // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
976
977     /*
978     GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
979
980     mImpl->currentContext->ColorMask(true);
981
982     if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
983     {
984       mImpl->currentContext->DepthMask(true);
985       clearMask |= GL_DEPTH_BUFFER_BIT;
986     }
987
988     if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
989     {
990       mImpl->currentContext->ClearStencil(0);
991       mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
992       clearMask |= GL_STENCIL_BUFFER_BIT;
993     }
994     */
995     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
996     {
997       // Offscreen buffer rendering
998       if(instruction.mIsViewportSet)
999       {
1000         // For glViewport the lower-left corner is (0,0)
1001         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
1002         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1003       }
1004       else
1005       {
1006         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1007       }
1008       surfaceOrientation = 0;
1009     }
1010     else // No Offscreen frame buffer rendering
1011     {
1012       // Check whether a viewport is specified, otherwise the full surface size is used
1013       if(instruction.mIsViewportSet)
1014       {
1015         // For glViewport the lower-left corner is (0,0)
1016         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
1017         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
1018       }
1019       else
1020       {
1021         viewportRect = surfaceRect;
1022       }
1023     }
1024
1025     // Set surface orientation
1026     mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
1027
1028     /*** Clear region of framebuffer or surface before drawing ***/
1029
1030     bool clearFullFrameRect = true;
1031     if(instruction.mFrameBuffer != nullptr)
1032     {
1033       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
1034       clearFullFrameRect = (frameRect == viewportRect);
1035     }
1036     else
1037     {
1038       clearFullFrameRect = (surfaceRect == viewportRect);
1039     }
1040
1041     if(!clippingRect.IsEmpty())
1042     {
1043       if(!clippingRect.Intersect(viewportRect))
1044       {
1045         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1046         clippingRect = Rect<int>();
1047       }
1048       clearFullFrameRect = false;
1049     }
1050
1051     // Begin render pass
1052     mainCommandBuffer->BeginRenderPass(
1053       currentRenderPass,
1054       currentRenderTarget,
1055       {
1056         viewportRect.x, viewportRect.y,
1057         uint32_t(viewportRect.width), uint32_t(viewportRect.height)
1058       },
1059       currentClearValues);
1060
1061     // @todo The following block should be a command in it's own right.
1062     // Currently takes account of surface orientation in Context.
1063     // Or move entirely to RenderPass implementation
1064     mainCommandBuffer->SetViewport({float(viewportRect.x),
1065                                     float(viewportRect.y),
1066                                     float(viewportRect.width),
1067                                     float(viewportRect.height)});
1068
1069     //mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
1070     if(instruction.mIsClearColorSet)
1071     {
1072       if(!clearFullFrameRect)
1073       {
1074         if(!clippingRect.IsEmpty())
1075         {
1076           Graphics::Rect2D scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
1077           mainCommandBuffer->SetScissor( scissorArea );
1078           mainCommandBuffer->SetScissorTestEnable( true );
1079           //mImpl->currentContext->SetScissorTest(true);
1080           //mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
1081           //mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1082           //mImpl->currentContext->SetScissorTest(false);
1083         }
1084         else
1085         {
1086           //mImpl->currentContext->SetScissorTest(true);
1087           //mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
1088           //mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1089           //mImpl->currentContext->SetScissorTest(false);
1090         }
1091       }
1092       else
1093       {
1094         //mImpl->currentContext->SetScissorTest(false);
1095         //mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1096       }
1097     }
1098
1099     // Clear the list of bound textures
1100     mImpl->boundTextures.Clear();
1101
1102     mImpl->renderAlgorithms.ProcessRenderInstruction(
1103       instruction,
1104       *mImpl->currentContext,
1105       mImpl->renderBufferIndex,
1106       depthBufferAvailable,
1107       stencilBufferAvailable,
1108       mImpl->boundTextures,
1109       viewportRect,
1110       clippingRect,
1111       surfaceOrientation);
1112
1113     // Synchronise the FBO/Texture access when there are multiple contexts
1114     if(mImpl->currentContext->IsSurfacelessContextSupported())
1115     {
1116       // Check whether any bound texture is in the dependency list
1117       bool textureFound = false;
1118
1119       if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1120       {
1121         for(auto texture : mImpl->textureDependencyList)
1122         {
1123           textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
1124                            return texture == graphicsTexture;
1125                          }) != mImpl->boundTextures.End();
1126         }
1127       }
1128
1129       if(textureFound)
1130       {
1131         if(instruction.mFrameBuffer)
1132         {
1133           // For off-screen buffer
1134
1135           // Wait until all rendering calls for the currently context are executed
1136           // mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1137
1138           // Clear the dependency list
1139           mImpl->textureDependencyList.Clear();
1140         }
1141         else
1142         {
1143           // Worker thread lambda function
1144           auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1145           auto  workerFunction             = [&glContextHelperAbstraction](int workerThread) {
1146             // Switch to the shared context in the worker thread
1147             glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1148
1149             // Wait until all rendering calls for the shared context are executed
1150             glContextHelperAbstraction.WaitClient();
1151
1152             // Must clear the context in the worker thread
1153             // Otherwise the shared context cannot be switched to from the render thread
1154             glContextHelperAbstraction.MakeContextNull();
1155           };
1156
1157           auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1158           if(future)
1159           {
1160             mImpl->threadPool->Wait();
1161
1162             // Clear the dependency list
1163             mImpl->textureDependencyList.Clear();
1164           }
1165         }
1166       }
1167     }
1168
1169     if(instruction.mRenderTracker && instruction.mFrameBuffer)
1170     {
1171       // This will create a sync object every frame this render tracker
1172       // is alive (though it should be now be created only for
1173       // render-once render tasks)
1174       instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1175       instruction.mRenderTracker = nullptr; // Only create once.
1176     }
1177
1178     // This now happens when the render pass for frame buffer finishes
1179     //    if(renderToFbo)
1180     //    {
1181     //      mImpl->currentContext->Flush();
1182     //    }
1183
1184     // End render pass
1185     mainCommandBuffer->EndRenderPass();
1186   }
1187   mImpl->renderAlgorithms.SubmitCommandBuffer();
1188
1189   std::sort( targetstoPresent.begin(), targetstoPresent.end() );
1190
1191   Graphics::RenderTarget* rt = nullptr;
1192   for( auto& target : targetstoPresent )
1193   {
1194     if(target != rt)
1195     {
1196       mImpl->graphicsController.PresentRenderTarget(target);
1197       rt = target;
1198     }
1199   }
1200
1201   GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1202   mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1203 }
1204
1205 void RenderManager::PostRender(bool uploadOnly)
1206 {
1207   // Submit main command buffer
1208   //mImpl->renderAlgorithms.SubmitCommandBuffer();
1209
1210   if(!uploadOnly)
1211   {
1212     // Context switch now happens outside the render manager
1213     //    if(mImpl->currentContext->IsSurfacelessContextSupported())
1214     //    {
1215     //      mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1216     //    }
1217
1218     GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1219     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1220   }
1221
1222   //Notify RenderGeometries that rendering has finished
1223   for(auto&& iter : mImpl->geometryContainer)
1224   {
1225     iter->OnRenderFinished();
1226   }
1227
1228   mImpl->UpdateTrackers();
1229
1230   uint32_t count = 0u;
1231   for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1232   {
1233     count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1234   }
1235
1236   const bool haveInstructions = count > 0u;
1237
1238   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1239   mImpl->lastFrameWasRendered = haveInstructions;
1240
1241   /**
1242    * The rendering has finished; swap to the next buffer.
1243    * Ideally the update has just finished using this buffer; otherwise the render thread
1244    * should block until the update has finished.
1245    */
1246   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1247
1248   DALI_PRINT_RENDER_END();
1249 }
1250
1251 } // namespace SceneGraph
1252
1253 } // namespace Internal
1254
1255 } // namespace Dali