2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/gl-context-helper-abstraction.h>
29 #include <dali/internal/event/common/scene-impl.h>
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
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/shaders/program-controller.h>
49 #if defined(DEBUG_ENABLED)
52 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
53 } // unnamed namespace
57 * Structure to contain internal data
59 struct RenderManager::Impl
61 Impl(Graphics::Controller& graphicsController,
62 Integration::DepthBufferAvailable depthBufferAvailableParam,
63 Integration::StencilBufferAvailable stencilBufferAvailableParam,
64 Integration::PartialUpdateAvailable partialUpdateAvailableParam)
65 : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
66 currentContext(&context),
67 graphicsController(graphicsController),
71 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
75 frameBufferContainer(),
76 lastFrameWasRendered(false),
77 programController(graphicsController),
78 depthBufferAvailable(depthBufferAvailableParam),
79 stencilBufferAvailable(stencilBufferAvailableParam),
80 partialUpdateAvailable(partialUpdateAvailableParam)
82 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
83 threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
84 threadPool->Initialize(1u);
89 threadPool.reset(nullptr); // reset now to maintain correct destruction order
92 void AddRenderTracker(Render::RenderTracker* renderTracker)
94 DALI_ASSERT_DEBUG(renderTracker != NULL);
95 mRenderTrackers.PushBack(renderTracker);
98 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
100 mRenderTrackers.EraseObject(renderTracker);
103 Context* CreateSceneContext()
105 Context* context = new Context(graphicsController.GetGlAbstraction());
106 sceneContextContainer.PushBack(context);
110 void DestroySceneContext(Context* sceneContext)
112 auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
113 if(iter != sceneContextContainer.End())
115 (*iter)->GlContextDestroyed();
116 sceneContextContainer.Erase(iter);
120 Context* ReplaceSceneContext(Context* oldSceneContext)
122 Context* newContext = new Context(graphicsController.GetGlAbstraction());
124 oldSceneContext->GlContextDestroyed();
126 std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
130 void UpdateTrackers()
132 for(auto&& iter : mRenderTrackers)
134 iter->PollSyncObject();
138 // the order is important for destruction,
139 // programs are owned by context at the moment.
140 Context context; ///< Holds the GL state of the share resource context
141 Context* currentContext; ///< Holds the GL state of the current context for rendering
142 OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
143 Graphics::Controller& graphicsController;
144 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
146 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
148 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
150 uint32_t frameCount; ///< The current frame count
151 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
153 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
154 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
155 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
156 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
157 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
158 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
160 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
162 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
164 ProgramController programController; ///< Owner of the GL programs
166 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
167 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
168 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
170 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
171 Vector<GLuint> boundTextures; ///< The textures bound for rendering
172 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
175 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
176 Integration::DepthBufferAvailable depthBufferAvailable,
177 Integration::StencilBufferAvailable stencilBufferAvailable,
178 Integration::PartialUpdateAvailable partialUpdateAvailable)
180 RenderManager* manager = new RenderManager;
181 manager->mImpl = new Impl(graphicsController,
182 depthBufferAvailable,
183 stencilBufferAvailable,
184 partialUpdateAvailable);
188 RenderManager::RenderManager()
193 RenderManager::~RenderManager()
198 RenderQueue& RenderManager::GetRenderQueue()
200 return mImpl->renderQueue;
203 void RenderManager::ContextCreated()
205 mImpl->context.GlContextCreated();
206 mImpl->programController.GlContextCreated();
208 // renderers, textures and gpu buffers cannot reinitialize themselves
209 // so they rely on someone reloading the data for them
212 void RenderManager::ContextDestroyed()
214 mImpl->context.GlContextDestroyed();
215 mImpl->programController.GlContextDestroyed();
218 for(auto&& texture : mImpl->textureContainer)
220 texture->GlContextDestroyed();
223 //Inform framebuffers
224 for(auto&& framebuffer : mImpl->frameBufferContainer)
226 framebuffer->GlContextDestroyed();
230 for(auto&& renderer : mImpl->rendererContainer)
232 renderer->GlContextDestroyed();
236 for(auto&& context : mImpl->sceneContextContainer)
238 context->GlContextDestroyed();
242 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
244 mImpl->programController.SetShaderSaver(upstream);
247 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
249 // Initialize the renderer as we are now in render thread
250 renderer->Initialize(mImpl->context, mImpl->programController);
252 mImpl->rendererContainer.PushBack(renderer.Release());
255 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
257 mImpl->rendererContainer.EraseObject(renderer);
260 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
262 mImpl->samplerContainer.PushBack(sampler.Release());
265 void RenderManager::RemoveSampler(Render::Sampler* sampler)
267 mImpl->samplerContainer.EraseObject(sampler);
270 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
272 texture->Initialize(mImpl->context);
273 mImpl->textureContainer.PushBack(texture.Release());
276 void RenderManager::RemoveTexture(Render::Texture* texture)
278 DALI_ASSERT_DEBUG(NULL != texture);
280 // Find the texture, use reference to pointer so we can do the erase safely
281 for(auto&& iter : mImpl->textureContainer)
285 texture->Destroy(mImpl->context);
286 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
292 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
294 texture->Upload(mImpl->context, pixelData, params);
297 void RenderManager::GenerateMipmaps(Render::Texture* texture)
299 texture->GenerateMipmaps(mImpl->context);
302 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
304 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
305 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode);
308 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
310 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
311 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
312 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
315 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
317 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
318 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
319 frameBufferPtr->Initialize(mImpl->context);
322 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
324 DALI_ASSERT_DEBUG(NULL != frameBuffer);
326 // Find the sampler, use reference so we can safely do the erase
327 for(auto&& iter : mImpl->frameBufferContainer)
329 if(iter == frameBuffer)
331 frameBuffer->Destroy(mImpl->context);
332 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
339 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
341 scene->Initialize(*mImpl->CreateSceneContext());
342 mImpl->sceneContainer.push_back(scene);
345 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
347 mImpl->DestroySceneContext(scene->GetContext());
349 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
350 if(iter != mImpl->sceneContainer.end())
352 mImpl->sceneContainer.erase(iter);
356 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
358 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
359 scene->Initialize(*newContext);
362 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
364 frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
367 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
369 frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
372 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
374 frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
377 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
379 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
382 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
384 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
387 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
389 vertexBuffer->SetFormat(format.Release());
392 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
394 vertexBuffer->SetData(data.Release(), size);
397 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
399 geometry->SetIndexBuffer(indices);
402 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
404 mImpl->geometryContainer.PushBack(geometry.Release());
407 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
409 mImpl->geometryContainer.EraseObject(geometry);
412 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
414 DALI_ASSERT_DEBUG(NULL != geometry);
417 for(auto&& iter : mImpl->geometryContainer)
421 iter->AddVertexBuffer(vertexBuffer);
427 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
429 DALI_ASSERT_DEBUG(NULL != geometry);
432 for(auto&& iter : mImpl->geometryContainer)
436 iter->RemoveVertexBuffer(vertexBuffer);
442 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
444 geometry->SetType(Render::Geometry::Type(geometryType));
447 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
449 mImpl->AddRenderTracker(renderTracker);
452 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
454 mImpl->RemoveRenderTracker(renderTracker);
457 ProgramCache* RenderManager::GetProgramCache()
459 return &(mImpl->programController);
462 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
464 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
466 // Core::Render documents that GL context must be current before calling Render
467 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
469 // Increment the frame count at the beginning of each frame
472 // Process messages queued during previous update
473 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
476 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
478 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
481 const bool haveInstructions = count > 0u;
483 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");
485 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
486 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
488 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
490 // Switch to the shared context
491 if(mImpl->currentContext != &mImpl->context)
493 mImpl->currentContext = &mImpl->context;
495 if(mImpl->currentContext->IsSurfacelessContextSupported())
497 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
500 // Clear the current cached program when the context is switched
501 mImpl->programController.ClearCurrentProgram();
504 // Upload the geometries
505 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
507 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
508 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
510 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
512 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
513 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
515 DALI_ASSERT_DEBUG(viewMatrix);
516 DALI_ASSERT_DEBUG(projectionMatrix);
518 if(viewMatrix && projectionMatrix)
520 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
522 // Iterate through each render list.
523 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
525 const RenderList* renderList = instruction.GetRenderList(index);
527 if(renderList && !renderList->IsEmpty())
529 const std::size_t itemCount = renderList->Count();
530 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
532 const RenderItem& item = renderList->GetItem(itemIndex);
533 if(DALI_LIKELY(item.mRenderer))
535 item.mRenderer->Upload(*mImpl->currentContext);
546 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
548 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
553 Internal::Scene& sceneInternal = GetImplementation(scene);
554 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
556 if(sceneObject->IsRenderingSkipped())
558 // We don't need to calculate dirty rects
562 // @TODO We need to do partial rendering rotation.
563 if( sceneObject && sceneObject->GetSurfaceOrientation() != 0 )
568 class DamagedRectsCleaner
571 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
572 : mDamagedRects(damagedRects),
577 void SetCleanOnReturn(bool cleanOnReturn)
579 mCleanOnReturn = cleanOnReturn;
582 ~DamagedRectsCleaner()
586 mDamagedRects.clear();
591 std::vector<Rect<int>>& mDamagedRects;
595 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
597 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
598 DamagedRectsCleaner damagedRectCleaner(damagedRects);
600 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
601 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
602 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
603 for(DirtyRect& dirtyRect : itemsDirtyRects)
605 dirtyRect.visited = false;
608 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
609 for(uint32_t i = 0; i < count; ++i)
611 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
613 if(instruction.mFrameBuffer)
615 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
618 const Camera* camera = instruction.GetCamera();
619 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
621 const Node* node = instruction.GetCamera()->GetNode();
626 Quaternion orientation;
627 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
629 Vector3 orientationAxis;
630 Radian orientationAngle;
631 orientation.ToAxisAngle(orientationAxis, orientationAngle);
633 if(position.x > Math::MACHINE_EPSILON_10000 ||
634 position.y > Math::MACHINE_EPSILON_10000 ||
635 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
636 orientationAngle != ANGLE_180 ||
637 scale != Vector3(1.0f, 1.0f, 1.0f))
648 Rect<int32_t> viewportRect;
649 if(instruction.mIsViewportSet)
651 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
652 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
653 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
655 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
660 viewportRect = surfaceRect;
663 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
664 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
665 if(viewMatrix && projectionMatrix)
667 const RenderListContainer::SizeType count = instruction.RenderListCount();
668 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
670 const RenderList* renderList = instruction.GetRenderList(index);
671 if(renderList && !renderList->IsEmpty())
673 const std::size_t count = renderList->Count();
674 for(uint32_t index = 0u; index < count; ++index)
676 RenderItem& item = renderList->GetItem(index);
677 // If the item does 3D transformation, do early exit and clean the damaged rect array
678 if(item.mUpdateSize == Vector3::ZERO)
684 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
685 // If the item refers to updated node or renderer.
686 if(item.mIsUpdated ||
688 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
690 item.mIsUpdated = false;
691 item.mNode->SetUpdated(false);
693 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
694 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
696 const int left = rect.x;
697 const int top = rect.y;
698 const int right = rect.x + rect.width;
699 const int bottom = rect.y + rect.height;
700 rect.x = (left / 16) * 16;
701 rect.y = (top / 16) * 16;
702 rect.width = ((right + 16) / 16) * 16 - rect.x;
703 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
705 // Found valid dirty rect.
706 // 1. Insert it in the sorted array of the dirty rects.
707 // 2. Mark the related dirty rects as visited so they will not be removed below.
708 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
709 dirtyRect.rect = rect;
710 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
711 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
714 while(++dirtyRectPos != itemsDirtyRects.end())
716 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
721 dirtyRectPos->visited = true;
722 Rect<int>& dirtRect = dirtyRectPos->rect;
723 rect.Merge(dirtRect);
726 if(c > 3) // no more then 3 previous rects
728 itemsDirtyRects.erase(dirtyRectPos);
733 damagedRects.push_back(rect);
738 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
739 // 2. Mark the related dirty rects as visited so they will not be removed below.
740 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
741 while(dirtyRectPos != itemsDirtyRects.end())
743 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
748 dirtyRectPos->visited = true;
758 // Check removed nodes or removed renderers dirty rects
759 auto i = itemsDirtyRects.begin();
760 auto j = itemsDirtyRects.begin();
761 while(i != itemsDirtyRects.end())
769 Rect<int>& dirtRect = i->rect;
770 damagedRects.push_back(dirtRect);
775 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
776 damagedRectCleaner.SetCleanOnReturn(false);
779 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
781 Rect<int> clippingRect;
782 RenderScene(status, scene, renderToFbo, clippingRect);
785 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
787 Internal::Scene& sceneInternal = GetImplementation(scene);
788 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
790 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
792 for(uint32_t i = 0; i < count; ++i)
794 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
796 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
801 // Mark that we will require a post-render step to be performed (includes swap-buffers).
802 status.SetNeedsPostRender(true);
804 Rect<int32_t> viewportRect;
807 if(instruction.mIsClearColorSet)
809 clearColor = instruction.mClearColor;
813 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
816 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
817 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
819 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
820 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
822 if(instruction.mFrameBuffer)
825 if(mImpl->currentContext != &mImpl->context)
827 // Switch to shared context for off-screen buffer
828 mImpl->currentContext = &mImpl->context;
830 if(mImpl->currentContext->IsSurfacelessContextSupported())
832 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
835 // Clear the current cached program when the context is switched
836 mImpl->programController.ClearCurrentProgram();
841 if(mImpl->currentContext->IsSurfacelessContextSupported())
843 if(mImpl->currentContext != sceneObject->GetContext())
845 // Switch the correct context if rendering to a surface
846 mImpl->currentContext = sceneObject->GetContext();
848 // Clear the current cached program when the context is switched
849 mImpl->programController.ClearCurrentProgram();
854 // Make sure that GL context must be created
855 mImpl->currentContext->GlContextCreated();
857 // reset the program matrices for all programs once per frame
858 // this ensures we will set view and projection matrix once per program per camera
859 mImpl->programController.ResetProgramMatrices();
861 if(instruction.mFrameBuffer)
863 instruction.mFrameBuffer->Bind(*mImpl->currentContext);
865 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
866 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
868 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTextureId(i0));
873 mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
876 if(!instruction.mFrameBuffer)
878 mImpl->currentContext->Viewport(surfaceRect.x,
884 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
885 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
886 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
887 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
888 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
890 mImpl->currentContext->ColorMask(true);
892 if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
894 mImpl->currentContext->DepthMask(true);
895 clearMask |= GL_DEPTH_BUFFER_BIT;
898 if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
900 mImpl->currentContext->ClearStencil(0);
901 mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
902 clearMask |= GL_STENCIL_BUFFER_BIT;
905 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
907 // Offscreen buffer rendering
908 if(instruction.mIsViewportSet)
910 // For glViewport the lower-left corner is (0,0)
911 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
912 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
916 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
918 surfaceOrientation = 0;
920 else // No Offscreen frame buffer rendering
922 // Check whether a viewport is specified, otherwise the full surface size is used
923 if(instruction.mIsViewportSet)
925 // For glViewport the lower-left corner is (0,0)
926 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
927 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
931 viewportRect = surfaceRect;
935 // Set surface orientation
936 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
938 bool clearFullFrameRect = true;
939 if(instruction.mFrameBuffer != nullptr)
941 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
942 clearFullFrameRect = (frameRect == viewportRect);
946 clearFullFrameRect = (surfaceRect == viewportRect);
949 if(!clippingRect.IsEmpty())
951 if(!clippingRect.Intersect(viewportRect))
953 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
954 clippingRect = Rect<int>();
956 clearFullFrameRect = false;
959 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
961 if(instruction.mIsClearColorSet)
963 mImpl->currentContext->ClearColor(clearColor.r,
967 if(!clearFullFrameRect)
969 if(!clippingRect.IsEmpty())
971 mImpl->currentContext->SetScissorTest(true);
972 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
973 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
974 mImpl->currentContext->SetScissorTest(false);
978 mImpl->currentContext->SetScissorTest(true);
979 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
980 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
981 mImpl->currentContext->SetScissorTest(false);
986 mImpl->currentContext->SetScissorTest(false);
987 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
991 // Clear the list of bound textures
992 mImpl->boundTextures.Clear();
994 mImpl->renderAlgorithms.ProcessRenderInstruction(
996 *mImpl->currentContext,
997 mImpl->renderBufferIndex,
998 depthBufferAvailable,
999 stencilBufferAvailable,
1000 mImpl->boundTextures,
1003 // Synchronise the FBO/Texture access when there are multiple contexts
1004 if(mImpl->currentContext->IsSurfacelessContextSupported())
1006 // Check whether any binded texture is in the dependency list
1007 bool textureFound = false;
1009 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1011 for(auto textureId : mImpl->textureDependencyList)
1013 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [textureId](GLuint id) {
1014 return textureId == id;
1015 }) != mImpl->boundTextures.End();
1021 if(instruction.mFrameBuffer)
1023 // For off-screen buffer
1025 // Wait until all rendering calls for the currently context are executed
1026 mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1028 // Clear the dependency list
1029 mImpl->textureDependencyList.Clear();
1033 // Worker thread lambda function
1034 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1035 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1036 // Switch to the shared context in the worker thread
1037 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1039 // Wait until all rendering calls for the shared context are executed
1040 glContextHelperAbstraction.WaitClient();
1042 // Must clear the context in the worker thread
1043 // Otherwise the shared context cannot be switched to from the render thread
1044 glContextHelperAbstraction.MakeContextNull();
1047 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1050 mImpl->threadPool->Wait();
1052 // Clear the dependency list
1053 mImpl->textureDependencyList.Clear();
1059 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1061 // This will create a sync object every frame this render tracker
1062 // is alive (though it should be now be created only for
1063 // render-once render tasks)
1064 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1065 instruction.mRenderTracker = nullptr; // Only create once.
1070 mImpl->currentContext->Flush();
1074 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1075 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1078 void RenderManager::PostRender(bool uploadOnly)
1082 if(mImpl->currentContext->IsSurfacelessContextSupported())
1084 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1087 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1088 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1091 //Notify RenderGeometries that rendering has finished
1092 for(auto&& iter : mImpl->geometryContainer)
1094 iter->OnRenderFinished();
1097 mImpl->UpdateTrackers();
1099 uint32_t count = 0u;
1100 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1102 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1105 const bool haveInstructions = count > 0u;
1107 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1108 mImpl->lastFrameWasRendered = haveInstructions;
1111 * The rendering has finished; swap to the next buffer.
1112 * Ideally the update has just finished using this buffer; otherwise the render thread
1113 * should block until the update has finished.
1115 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1117 DALI_PRINT_RENDER_END();
1120 } // namespace SceneGraph
1122 } // namespace Internal