Merge "Optimize transform level propagate" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2022 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/render/common/render-manager.h>
20
21 // EXTERNAL INCLUDES
22 #include <memory.h>
23
24 // INTERNAL INCLUDES
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27
28 #include <dali/internal/event/common/scene-impl.h>
29
30 #include <dali/internal/update/common/scene-graph-scene.h>
31 #include <dali/internal/update/nodes/scene-graph-layer.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
33
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/pipeline-cache.h>
40 #include <dali/internal/render/renderers/render-frame-buffer.h>
41 #include <dali/internal/render/renderers/render-texture.h>
42 #include <dali/internal/render/renderers/shader-cache.h>
43 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
44 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
45 #include <dali/internal/render/shaders/program-controller.h>
46
47 #include <memory>
48
49 namespace Dali
50 {
51 namespace Internal
52 {
53 namespace SceneGraph
54 {
55 #if defined(DEBUG_ENABLED)
56 namespace
57 {
58 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
59 } // unnamed namespace
60 #endif
61
62 namespace
63 {
64 inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
65 {
66   Graphics::Rect2D newScissorArea;
67
68   if(orientation == 90)
69   {
70     newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
71     newScissorArea.y      = scissorArea.x;
72     newScissorArea.width  = scissorArea.height;
73     newScissorArea.height = scissorArea.width;
74   }
75   else if(orientation == 180)
76   {
77     newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
78     newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
79     newScissorArea.width  = scissorArea.width;
80     newScissorArea.height = scissorArea.height;
81   }
82   else if(orientation == 270)
83   {
84     newScissorArea.x      = scissorArea.y;
85     newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
86     newScissorArea.width  = scissorArea.height;
87     newScissorArea.height = scissorArea.width;
88   }
89   else
90   {
91     newScissorArea.x      = scissorArea.x;
92     newScissorArea.y      = scissorArea.y;
93     newScissorArea.width  = scissorArea.width;
94     newScissorArea.height = scissorArea.height;
95   }
96   return newScissorArea;
97 }
98 } // namespace
99
100 /**
101  * Structure to contain internal data
102  */
103 struct RenderManager::Impl
104 {
105   Impl(Graphics::Controller&               graphicsController,
106        Integration::DepthBufferAvailable   depthBufferAvailableParam,
107        Integration::StencilBufferAvailable stencilBufferAvailableParam,
108        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
109   : graphicsController(graphicsController),
110     renderQueue(),
111     renderAlgorithms(graphicsController),
112     frameCount(0u),
113     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
114     rendererContainer(),
115     samplerContainer(),
116     textureContainer(),
117     frameBufferContainer(),
118     lastFrameWasRendered(false),
119     programController(graphicsController),
120     shaderCache(graphicsController),
121     depthBufferAvailable(depthBufferAvailableParam),
122     stencilBufferAvailable(stencilBufferAvailableParam),
123     partialUpdateAvailable(partialUpdateAvailableParam)
124   {
125     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
126     threadPool = std::make_unique<Dali::ThreadPool>();
127     threadPool->Initialize(1u);
128
129     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
130     pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
131   }
132
133   ~Impl()
134   {
135     threadPool.reset(nullptr); // reset now to maintain correct destruction order
136   }
137
138   void AddRenderTracker(Render::RenderTracker* renderTracker)
139   {
140     DALI_ASSERT_DEBUG(renderTracker != nullptr);
141     mRenderTrackers.PushBack(renderTracker);
142   }
143
144   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
145   {
146     mRenderTrackers.EraseObject(renderTracker);
147   }
148
149   void UpdateTrackers()
150   {
151     for(auto&& iter : mRenderTrackers)
152     {
153       iter->PollSyncObject();
154     }
155   }
156
157   // the order is important for destruction,
158   Graphics::Controller& graphicsController;
159   RenderQueue           renderQueue; ///< A message queue for receiving messages from the update-thread.
160
161   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
162
163   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
164
165   uint32_t    frameCount;        ///< The current frame count
166   BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
167
168   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
169   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
170   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
171   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
172   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
173   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
174
175   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
176
177   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
178
179   ProgramController   programController; ///< Owner of the programs
180   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
181
182   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
183   std::unique_ptr<Render::PipelineCache>        pipelineCache;
184
185   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
186   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
187   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
188
189   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
190   Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
191   Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
192
193   bool commandBufferSubmitted{false};
194 };
195
196 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
197                                   Integration::DepthBufferAvailable   depthBufferAvailable,
198                                   Integration::StencilBufferAvailable stencilBufferAvailable,
199                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
200 {
201   auto* manager  = new RenderManager;
202   manager->mImpl = new Impl(graphicsController,
203                             depthBufferAvailable,
204                             stencilBufferAvailable,
205                             partialUpdateAvailable);
206   return manager;
207 }
208
209 RenderManager::RenderManager()
210 : mImpl(nullptr)
211 {
212 }
213
214 RenderManager::~RenderManager()
215 {
216   delete mImpl;
217 }
218
219 RenderQueue& RenderManager::GetRenderQueue()
220 {
221   return mImpl->renderQueue;
222 }
223
224 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
225 {
226 }
227
228 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
229 {
230   // Initialize the renderer as we are now in render thread
231   renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
232
233   mImpl->rendererContainer.PushBack(renderer.Release());
234 }
235
236 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
237 {
238   mImpl->rendererContainer.EraseObject(renderer);
239 }
240
241 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
242 {
243   sampler->Initialize(mImpl->graphicsController);
244   mImpl->samplerContainer.PushBack(sampler.Release());
245 }
246
247 void RenderManager::RemoveSampler(Render::Sampler* sampler)
248 {
249   mImpl->samplerContainer.EraseObject(sampler);
250 }
251
252 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
253 {
254   texture->Initialize(mImpl->graphicsController);
255   mImpl->textureContainer.PushBack(texture.Release());
256 }
257
258 void RenderManager::RemoveTexture(Render::Texture* texture)
259 {
260   DALI_ASSERT_DEBUG(NULL != texture);
261
262   // Find the texture, use std::find so we can do the erase safely
263   auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture);
264
265   if(iter != mImpl->textureContainer.end())
266   {
267     texture->Destroy();
268     mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
269   }
270 }
271
272 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
273 {
274   texture->Upload(pixelData, params);
275 }
276
277 void RenderManager::GenerateMipmaps(Render::Texture* texture)
278 {
279   texture->GenerateMipmaps();
280 }
281
282 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
283 {
284   sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
285                          static_cast<Dali::FilterMode::Type>(magFilterMode));
286 }
287
288 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
289 {
290   sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
291                        static_cast<Dali::WrapMode::Type>(sWrapMode),
292                        static_cast<Dali::WrapMode::Type>(tWrapMode));
293 }
294
295 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
296 {
297   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
298   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
299   frameBufferPtr->Initialize(mImpl->graphicsController);
300 }
301
302 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
303 {
304   DALI_ASSERT_DEBUG(nullptr != frameBuffer);
305
306   // Find the framebuffer, use std:find so we can safely do the erase
307   auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
308
309   if(iter != mImpl->frameBufferContainer.end())
310   {
311     frameBuffer->Destroy();
312     mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
313   }
314 }
315
316 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
317 {
318   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
319   mImpl->sceneContainer.push_back(scene);
320 }
321
322 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
323 {
324   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
325   if(iter != mImpl->sceneContainer.end())
326   {
327     mImpl->sceneContainer.erase(iter);
328   }
329 }
330
331 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
332 {
333   scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
334 }
335
336 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
337 {
338   frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
339 }
340
341 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
342 {
343   frameBuffer->AttachDepthTexture(texture, mipmapLevel);
344 }
345
346 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
347 {
348   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
349 }
350
351 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
352 {
353   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
354 }
355
356 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
357 {
358   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
359 }
360
361 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
362 {
363   vertexBuffer->SetFormat(format.Release());
364 }
365
366 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
367 {
368   vertexBuffer->SetData(data.Release(), size);
369 }
370
371 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
372 {
373   geometry->SetIndexBuffer(indices);
374 }
375
376 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
377 {
378   mImpl->geometryContainer.PushBack(geometry.Release());
379 }
380
381 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
382 {
383   auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
384
385   if(iter != mImpl->geometryContainer.end())
386   {
387     mImpl->geometryContainer.Erase(iter);
388   }
389 }
390
391 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
392 {
393   DALI_ASSERT_DEBUG(nullptr != geometry);
394
395   // Find the geometry
396   for(auto&& iter : mImpl->geometryContainer)
397   {
398     if(iter == geometry)
399     {
400       iter->AddVertexBuffer(vertexBuffer);
401       break;
402     }
403   }
404 }
405
406 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
407 {
408   DALI_ASSERT_DEBUG(nullptr != geometry);
409
410   // Find the geometry
411   for(auto&& iter : mImpl->geometryContainer)
412   {
413     if(iter == geometry)
414     {
415       iter->RemoveVertexBuffer(vertexBuffer);
416       break;
417     }
418   }
419 }
420
421 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
422 {
423   geometry->SetType(Render::Geometry::Type(geometryType));
424 }
425
426 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
427 {
428   mImpl->AddRenderTracker(renderTracker);
429 }
430
431 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
432 {
433   mImpl->RemoveRenderTracker(renderTracker);
434 }
435
436 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
437 {
438   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
439
440   // Rollback
441   mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
442
443   // Increment the frame count at the beginning of each frame
444   ++mImpl->frameCount;
445
446   // Process messages queued during previous update
447   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
448
449   uint32_t count = 0u;
450   for(auto& i : mImpl->sceneContainer)
451   {
452     count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
453   }
454
455   const bool haveInstructions = count > 0u;
456
457   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");
458
459   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
460   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
461   {
462     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
463
464     // Upload the geometries
465     for(auto&& geom : mImpl->geometryContainer)
466     {
467       geom->Upload(mImpl->graphicsController);
468     }
469   }
470
471   mImpl->commandBufferSubmitted = false;
472 }
473
474 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
475 {
476   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
477   {
478     return;
479   }
480
481   Internal::Scene&   sceneInternal = GetImplementation(scene);
482   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
483
484   if(sceneObject->IsRenderingSkipped())
485   {
486     // We don't need to calculate dirty rects
487     return;
488   }
489
490   class DamagedRectsCleaner
491   {
492   public:
493     explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
494     : mDamagedRects(damagedRects),
495       mSurfaceRect(surfaceRect),
496       mCleanOnReturn(true)
497     {
498     }
499
500     void SetCleanOnReturn(bool cleanOnReturn)
501     {
502       mCleanOnReturn = cleanOnReturn;
503     }
504
505     ~DamagedRectsCleaner()
506     {
507       if(mCleanOnReturn)
508       {
509         mDamagedRects.clear();
510         mDamagedRects.push_back(mSurfaceRect);
511       }
512     }
513
514   private:
515     std::vector<Rect<int>>& mDamagedRects;
516     Rect<int>               mSurfaceRect;
517     bool                    mCleanOnReturn;
518   };
519
520   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
521
522   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
523   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
524
525   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
526   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
527   std::vector<DirtyRect>& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
528   for(DirtyRect& dirtyRect : itemsDirtyRects)
529   {
530     dirtyRect.visited = false;
531   }
532
533   uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
534   for(uint32_t i = 0; i < instructionCount; ++i)
535   {
536     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
537
538     if(instruction.mFrameBuffer)
539     {
540       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
541     }
542
543     const Camera* camera = instruction.GetCamera();
544     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
545     {
546       const Node* node = instruction.GetCamera()->GetNode();
547       if(node)
548       {
549         Vector3    position;
550         Vector3    scale;
551         Quaternion orientation;
552         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
553
554         Vector3 orientationAxis;
555         Radian  orientationAngle;
556         orientation.ToAxisAngle(orientationAxis, orientationAngle);
557
558         if(position.x > Math::MACHINE_EPSILON_10000 ||
559            position.y > Math::MACHINE_EPSILON_10000 ||
560            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
561            orientationAngle != ANGLE_180 ||
562            scale != Vector3(1.0f, 1.0f, 1.0f))
563         {
564           return;
565         }
566       }
567     }
568     else
569     {
570       return;
571     }
572
573     Rect<int32_t> viewportRect;
574     if(instruction.mIsViewportSet)
575     {
576       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
577       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
578       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
579       {
580         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
581       }
582     }
583     else
584     {
585       viewportRect = surfaceRect;
586     }
587
588     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
589     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
590     if(viewMatrix && projectionMatrix)
591     {
592       const RenderListContainer::SizeType count = instruction.RenderListCount();
593       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
594       {
595         const RenderList* renderList = instruction.GetRenderList(index);
596         if(renderList)
597         {
598           if(!renderList->IsEmpty())
599           {
600             const std::size_t listCount = renderList->Count();
601             for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
602             {
603               RenderItem& item = renderList->GetItem(listIndex);
604               // If the item does 3D transformation, do early exit and clean the damaged rect array
605               if(item.mUpdateArea == Vector4::ZERO)
606               {
607                 return;
608               }
609
610               Rect<int> rect;
611               DirtyRect dirtyRect(item.mNode, item.mRenderer, rect);
612               // If the item refers to updated node or renderer.
613               if(item.mIsUpdated ||
614                  (item.mNode &&
615                   (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
616               {
617                 item.mIsUpdated = false;
618
619                 rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(item.mUpdateArea.x, item.mUpdateArea.y, 0.0f), Vector3(item.mUpdateArea.z, item.mUpdateArea.w, 0.0f), viewportRect.width, viewportRect.height);
620                 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
621                 {
622                   const int left   = rect.x;
623                   const int top    = rect.y;
624                   const int right  = rect.x + rect.width;
625                   const int bottom = rect.y + rect.height;
626                   rect.x           = (left / 16) * 16;
627                   rect.y           = (top / 16) * 16;
628                   rect.width       = ((right + 16) / 16) * 16 - rect.x;
629                   rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
630
631                   // Found valid dirty rect.
632                   dirtyRect.rect    = rect;
633                   auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
634
635                   if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
636                   {
637                     // Same item, merge it with the previous rect
638                     rect.Merge(dirtyRectPos->rect);
639
640                     // Replace the rect
641                     dirtyRectPos->visited = true;
642                     dirtyRectPos->rect    = dirtyRect.rect;
643                   }
644                   else
645                   {
646                     // Else, just insert the new dirtyrect in the correct position
647                     itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
648                   }
649
650                   damagedRects.push_back(rect);
651                 }
652               }
653               else
654               {
655                 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
656                 // 2. Mark the related dirty rects as visited so they will not be removed below.
657                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
658                 if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
659                 {
660                   dirtyRectPos->visited = true;
661                 }
662               }
663             }
664           }
665         }
666       }
667     }
668   }
669
670   // Check removed nodes or removed renderers dirty rects
671   auto i = itemsDirtyRects.begin();
672   auto j = itemsDirtyRects.begin();
673   while(i != itemsDirtyRects.end())
674   {
675     if(i->visited)
676     {
677       *j++ = *i;
678     }
679     else
680     {
681       Rect<int>& dirtRect = i->rect;
682       damagedRects.push_back(dirtRect);
683     }
684     i++;
685   }
686
687   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
688   damagedRectCleaner.SetCleanOnReturn(false);
689
690   // Reset updated flag from the root
691   Layer* root = sceneObject->GetRoot();
692   if(root)
693   {
694     root->SetUpdatedTree(false);
695   }
696 }
697
698 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
699 {
700   SceneGraph::Scene* sceneObject  = GetImplementation(scene).GetSceneObject();
701   Rect<int>          clippingRect = sceneObject->GetSurfaceRect();
702
703   RenderScene(status, scene, renderToFbo, clippingRect);
704 }
705
706 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
707 {
708   if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
709   {
710     // ClippingRect is empty. Skip rendering
711     return;
712   }
713
714   // Reset main algorithms command buffer
715   mImpl->renderAlgorithms.ResetCommandBuffer();
716
717   auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
718
719   Internal::Scene&   sceneInternal = GetImplementation(scene);
720   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
721
722   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
723
724   std::vector<Graphics::RenderTarget*> targetstoPresent;
725
726   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
727   if(clippingRect == surfaceRect)
728   {
729     // Full rendering case
730     // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
731     // To reduce side effects, keep this logic now.
732     clippingRect = Rect<int>();
733   }
734
735   // Prepare to lock and map standalone uniform buffer.
736   mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
737
738   for(uint32_t i = 0; i < count; ++i)
739   {
740     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
741
742     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
743     {
744       continue; // skip
745     }
746
747     // Mark that we will require a post-render step to be performed (includes swap-buffers).
748     status.SetNeedsPostRender(true);
749
750     Rect<int32_t> viewportRect;
751
752     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
753
754     // @todo Should these be part of scene?
755     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
756     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
757
758     Graphics::RenderTarget*           currentRenderTarget = nullptr;
759     Graphics::RenderPass*             currentRenderPass   = nullptr;
760     std::vector<Graphics::ClearValue> currentClearValues{};
761
762     if(instruction.mFrameBuffer)
763     {
764       // Ensure graphics framebuffer is created, bind attachments and create render passes
765       // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
766       // then don't render to this framebuffer.
767       if(!instruction.mFrameBuffer->GetGraphicsObject())
768       {
769         const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
770         if(!created)
771         {
772           continue;
773         }
774       }
775
776       auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
777
778       // Set the clear color for first color attachment
779       if(instruction.mIsClearColorSet && !clearValues.empty())
780       {
781         clearValues[0].color = {
782           instruction.mClearColor.r,
783           instruction.mClearColor.g,
784           instruction.mClearColor.b,
785           instruction.mClearColor.a};
786       }
787
788       currentClearValues = clearValues;
789
790       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
791
792       // offscreen buffer
793       currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
794       currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
795     }
796     else // no framebuffer
797     {
798       // surface
799       auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
800
801       if(instruction.mIsClearColorSet)
802       {
803         clearValues[0].color = {
804           instruction.mClearColor.r,
805           instruction.mClearColor.g,
806           instruction.mClearColor.b,
807           instruction.mClearColor.a};
808       }
809
810       currentClearValues = clearValues;
811
812       // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
813       // if the window has a depth/stencil buffer.
814       if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
815           stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
816          (currentClearValues.size() <= 1))
817       {
818         currentClearValues.emplace_back();
819         currentClearValues.back().depthStencil.depth   = 0;
820         currentClearValues.back().depthStencil.stencil = 0;
821       }
822
823       auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
824
825       currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
826       currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
827     }
828
829     targetstoPresent.emplace_back(currentRenderTarget);
830
831     // reset the program matrices for all programs once per frame
832     // this ensures we will set view and projection matrix once per program per camera
833     mImpl->programController.ResetProgramMatrices();
834
835     if(instruction.mFrameBuffer)
836     {
837       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
838       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
839       {
840         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
841       }
842     }
843
844     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
845     {
846       // Offscreen buffer rendering
847       if(instruction.mIsViewportSet)
848       {
849         // For Viewport the lower-left corner is (0,0)
850         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
851         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
852       }
853       else
854       {
855         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
856       }
857       surfaceOrientation = 0;
858     }
859     else // No Offscreen frame buffer rendering
860     {
861       // Check whether a viewport is specified, otherwise the full surface size is used
862       if(instruction.mIsViewportSet)
863       {
864         // For Viewport the lower-left corner is (0,0)
865         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
866         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
867       }
868       else
869       {
870         viewportRect = surfaceRect;
871       }
872     }
873
874     // Set surface orientation
875     // @todo Inform graphics impl by another route.
876     // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
877
878     /*** Clear region of framebuffer or surface before drawing ***/
879     bool clearFullFrameRect = (surfaceRect == viewportRect);
880     if(instruction.mFrameBuffer != nullptr)
881     {
882       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
883       clearFullFrameRect = (frameRect == viewportRect);
884     }
885
886     if(!clippingRect.IsEmpty())
887     {
888       if(!clippingRect.Intersect(viewportRect))
889       {
890         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
891         clippingRect = Rect<int>();
892       }
893       clearFullFrameRect = false;
894     }
895
896     Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
897     if(instruction.mIsClearColorSet)
898     {
899       if(!clearFullFrameRect)
900       {
901         if(!clippingRect.IsEmpty())
902         {
903           scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
904         }
905       }
906     }
907
908     // Scissor's value should be set based on the default system coordinates.
909     // When the surface is rotated, the input values already were set with the rotated angle.
910     // So, re-calculation is needed.
911     scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
912
913     // Begin render pass
914     mainCommandBuffer->BeginRenderPass(
915       currentRenderPass,
916       currentRenderTarget,
917       scissorArea,
918       currentClearValues);
919
920     mainCommandBuffer->SetViewport({float(viewportRect.x),
921                                     float(viewportRect.y),
922                                     float(viewportRect.width),
923                                     float(viewportRect.height)});
924
925     // Clear the list of bound textures
926     mImpl->boundTextures.Clear();
927
928     mImpl->renderAlgorithms.ProcessRenderInstruction(
929       instruction,
930       mImpl->renderBufferIndex,
931       depthBufferAvailable,
932       stencilBufferAvailable,
933       mImpl->boundTextures,
934       viewportRect,
935       clippingRect,
936       surfaceOrientation);
937
938     Graphics::SyncObject* syncObject{nullptr};
939     // If the render instruction has an associated render tracker (owned separately)
940     // and framebuffer, create a one shot sync object, and use it to determine when
941     // the render pass has finished executing on GPU.
942     if(instruction.mRenderTracker && instruction.mFrameBuffer)
943     {
944       syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
945       instruction.mRenderTracker = nullptr;
946     }
947     mainCommandBuffer->EndRenderPass(syncObject);
948   }
949
950   // Unlock standalone uniform buffer.
951   mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
952
953   mImpl->renderAlgorithms.SubmitCommandBuffer();
954   mImpl->commandBufferSubmitted = true;
955
956   std::sort(targetstoPresent.begin(), targetstoPresent.end());
957
958   Graphics::RenderTarget* rt = nullptr;
959   for(auto& target : targetstoPresent)
960   {
961     if(target != rt)
962     {
963       mImpl->graphicsController.PresentRenderTarget(target);
964       rt = target;
965     }
966   }
967 }
968
969 void RenderManager::PostRender()
970 {
971   if(!mImpl->commandBufferSubmitted)
972   {
973     // Rendering is skipped but there may be pending tasks. Flush them.
974     Graphics::SubmitInfo submitInfo;
975     submitInfo.cmdBuffer.clear(); // Only flush
976     submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
977     mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
978
979     mImpl->commandBufferSubmitted = true;
980   }
981
982   // Notify RenderGeometries that rendering has finished
983   for(auto&& iter : mImpl->geometryContainer)
984   {
985     iter->OnRenderFinished();
986   }
987
988   mImpl->UpdateTrackers();
989
990   uint32_t count = 0u;
991   for(auto& scene : mImpl->sceneContainer)
992   {
993     count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
994   }
995
996   const bool haveInstructions = count > 0u;
997
998   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
999   mImpl->lastFrameWasRendered = haveInstructions;
1000
1001   /**
1002    * The rendering has finished; swap to the next buffer.
1003    * Ideally the update has just finished using this buffer; otherwise the render thread
1004    * should block until the update has finished.
1005    */
1006   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1007
1008   DALI_PRINT_RENDER_END();
1009 }
1010
1011 } // namespace SceneGraph
1012
1013 } // namespace Internal
1014
1015 } // namespace Dali