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/renderers/shader-cache.h>
42 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
43 #include <dali/internal/render/shaders/program-controller.h>
51 #if defined(DEBUG_ENABLED)
54 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
55 } // unnamed namespace
59 * Structure to contain internal data
61 struct RenderManager::Impl
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),
71 renderAlgorithms(graphicsController),
73 renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
77 frameBufferContainer(),
78 lastFrameWasRendered(false),
79 programController(graphicsController),
80 shaderCache(graphicsController),
81 depthBufferAvailable(depthBufferAvailableParam),
82 stencilBufferAvailable(stencilBufferAvailableParam),
83 partialUpdateAvailable(partialUpdateAvailableParam)
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);
89 uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
94 threadPool.reset(nullptr); // reset now to maintain correct destruction order
97 void AddRenderTracker(Render::RenderTracker* renderTracker)
99 DALI_ASSERT_DEBUG(renderTracker != NULL);
100 mRenderTrackers.PushBack(renderTracker);
103 void RemoveRenderTracker(Render::RenderTracker* renderTracker)
105 mRenderTrackers.EraseObject(renderTracker);
108 Context* CreateSceneContext()
110 Context* context = new Context(graphicsController.GetGlAbstraction());
111 sceneContextContainer.PushBack(context);
115 void DestroySceneContext(Context* sceneContext)
117 auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
118 if(iter != sceneContextContainer.End())
120 (*iter)->GlContextDestroyed();
121 sceneContextContainer.Erase(iter);
125 Context* ReplaceSceneContext(Context* oldSceneContext)
127 Context* newContext = new Context(graphicsController.GetGlAbstraction());
129 oldSceneContext->GlContextDestroyed();
131 std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
135 void UpdateTrackers()
137 for(auto&& iter : mRenderTrackers)
139 iter->PollSyncObject();
143 // the order is important for destruction,
144 // programs are owned by context at the moment.
145 Context context; ///< Holds the GL state of the share resource context
146 Context* currentContext; ///< Holds the GL state of the current context for rendering
147 OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
148 Graphics::Controller& graphicsController;
149 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
151 std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
153 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
155 uint32_t frameCount; ///< The current frame count
156 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
158 OwnerContainer<Render::Renderer*> rendererContainer; ///< List of owned renderers
159 OwnerContainer<Render::Sampler*> samplerContainer; ///< List of owned samplers
160 OwnerContainer<Render::Texture*> textureContainer; ///< List of owned textures
161 OwnerContainer<Render::FrameBuffer*> frameBufferContainer; ///< List of owned framebuffers
162 OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
163 OwnerContainer<Render::Geometry*> geometryContainer; ///< List of owned Geometries
165 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
167 OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
169 ProgramController programController; ///< Owner of the GL programs
170 Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
172 std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
174 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
175 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
176 Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
178 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
179 Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
180 Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
183 RenderManager* RenderManager::New(Graphics::Controller& graphicsController,
184 Integration::DepthBufferAvailable depthBufferAvailable,
185 Integration::StencilBufferAvailable stencilBufferAvailable,
186 Integration::PartialUpdateAvailable partialUpdateAvailable)
188 RenderManager* manager = new RenderManager;
189 manager->mImpl = new Impl(graphicsController,
190 depthBufferAvailable,
191 stencilBufferAvailable,
192 partialUpdateAvailable);
196 RenderManager::RenderManager()
201 RenderManager::~RenderManager()
206 RenderQueue& RenderManager::GetRenderQueue()
208 return mImpl->renderQueue;
211 void RenderManager::ContextCreated()
213 mImpl->context.GlContextCreated();
214 mImpl->programController.GlContextCreated();
216 // renderers, textures and gpu buffers cannot reinitialize themselves
217 // so they rely on someone reloading the data for them
220 void RenderManager::ContextDestroyed()
222 mImpl->context.GlContextDestroyed();
223 mImpl->programController.GlContextDestroyed();
226 for(auto&& texture : mImpl->textureContainer)
231 //Inform framebuffers
232 for(auto&& framebuffer : mImpl->frameBufferContainer)
234 framebuffer->Destroy();
238 for(auto&& context : mImpl->sceneContextContainer)
240 context->GlContextDestroyed();
244 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
246 mImpl->programController.SetShaderSaver(upstream);
249 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
251 // Initialize the renderer as we are now in render thread
252 renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
254 mImpl->rendererContainer.PushBack(renderer.Release());
257 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
259 mImpl->rendererContainer.EraseObject(renderer);
262 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
264 sampler->Initialize(mImpl->graphicsController);
265 mImpl->samplerContainer.PushBack(sampler.Release());
268 void RenderManager::RemoveSampler(Render::Sampler* sampler)
270 mImpl->samplerContainer.EraseObject(sampler);
273 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
275 texture->Initialize(mImpl->graphicsController);
276 mImpl->textureContainer.PushBack(texture.Release());
279 void RenderManager::RemoveTexture(Render::Texture* texture)
281 DALI_ASSERT_DEBUG(NULL != texture);
283 // Find the texture, use reference to pointer so we can do the erase safely
284 for(auto&& iter : mImpl->textureContainer)
289 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
295 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
297 texture->Upload(pixelData, params);
300 void RenderManager::GenerateMipmaps(Render::Texture* texture)
302 texture->GenerateMipmaps();
305 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
307 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
308 static_cast<Dali::FilterMode::Type>(magFilterMode));
311 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
313 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
314 static_cast<Dali::WrapMode::Type>(sWrapMode),
315 static_cast<Dali::WrapMode::Type>(tWrapMode));
318 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
320 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
321 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
322 frameBufferPtr->Initialize(mImpl->graphicsController);
325 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
327 DALI_ASSERT_DEBUG(NULL != frameBuffer);
329 // Find the sampler, use reference so we can safely do the erase
330 for(auto&& iter : mImpl->frameBufferContainer)
332 if(iter == frameBuffer)
334 frameBuffer->Destroy();
335 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
342 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
344 scene->Initialize(*mImpl->CreateSceneContext(), mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
345 mImpl->sceneContainer.push_back(scene);
348 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
350 mImpl->DestroySceneContext(scene->GetContext());
352 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
353 if(iter != mImpl->sceneContainer.end())
355 mImpl->sceneContainer.erase(iter);
359 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
361 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
362 scene->Initialize(*newContext, mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
365 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
367 frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
370 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
372 frameBuffer->AttachDepthTexture(texture, mipmapLevel);
375 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
377 frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
380 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
382 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
385 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
387 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
390 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
392 vertexBuffer->SetFormat(format.Release());
395 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
397 vertexBuffer->SetData(data.Release(), size);
400 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
402 geometry->SetIndexBuffer(indices);
405 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
407 mImpl->geometryContainer.PushBack(geometry.Release());
410 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
412 mImpl->geometryContainer.EraseObject(geometry);
415 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
417 DALI_ASSERT_DEBUG(NULL != geometry);
420 for(auto&& iter : mImpl->geometryContainer)
424 iter->AddVertexBuffer(vertexBuffer);
430 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
432 DALI_ASSERT_DEBUG(NULL != geometry);
435 for(auto&& iter : mImpl->geometryContainer)
439 iter->RemoveVertexBuffer(vertexBuffer);
445 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
447 geometry->SetType(Render::Geometry::Type(geometryType));
450 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
452 mImpl->AddRenderTracker(renderTracker);
455 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
457 mImpl->RemoveRenderTracker(renderTracker);
460 ProgramCache* RenderManager::GetProgramCache()
462 return &(mImpl->programController);
465 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
467 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
469 // Core::Render documents that GL context must be current before calling Render
470 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
472 // Increment the frame count at the beginning of each frame
475 // Process messages queued during previous update
476 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
479 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
481 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
484 const bool haveInstructions = count > 0u;
486 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");
488 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
489 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
491 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
493 // Switch to the shared context
494 if(mImpl->currentContext != &mImpl->context)
496 mImpl->currentContext = &mImpl->context;
498 // Clear the current cached program when the context is switched
499 mImpl->programController.ClearCurrentProgram();
502 // Upload the geometries
503 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
505 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
506 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
508 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
510 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
511 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
513 DALI_ASSERT_DEBUG(viewMatrix);
514 DALI_ASSERT_DEBUG(projectionMatrix);
516 if(viewMatrix && projectionMatrix)
518 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
520 // Iterate through each render list.
521 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
523 const RenderList* renderList = instruction.GetRenderList(index);
525 if(renderList && !renderList->IsEmpty())
527 const std::size_t itemCount = renderList->Count();
528 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
530 const RenderItem& item = renderList->GetItem(itemIndex);
531 if(DALI_LIKELY(item.mRenderer))
533 item.mRenderer->Upload();
544 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
546 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
551 Internal::Scene& sceneInternal = GetImplementation(scene);
552 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
554 if(sceneObject->IsRenderingSkipped())
556 // We don't need to calculate dirty rects
560 class DamagedRectsCleaner
563 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
564 : mDamagedRects(damagedRects),
569 void SetCleanOnReturn(bool cleanOnReturn)
571 mCleanOnReturn = cleanOnReturn;
574 ~DamagedRectsCleaner()
578 mDamagedRects.clear();
583 std::vector<Rect<int>>& mDamagedRects;
587 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
589 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
590 DamagedRectsCleaner damagedRectCleaner(damagedRects);
592 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
593 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
594 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
595 for(DirtyRect& dirtyRect : itemsDirtyRects)
597 dirtyRect.visited = false;
600 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
601 for(uint32_t i = 0; i < count; ++i)
603 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
605 if(instruction.mFrameBuffer)
607 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
610 const Camera* camera = instruction.GetCamera();
611 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
613 const Node* node = instruction.GetCamera()->GetNode();
618 Quaternion orientation;
619 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
621 Vector3 orientationAxis;
622 Radian orientationAngle;
623 orientation.ToAxisAngle(orientationAxis, orientationAngle);
625 if(position.x > Math::MACHINE_EPSILON_10000 ||
626 position.y > Math::MACHINE_EPSILON_10000 ||
627 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
628 orientationAngle != ANGLE_180 ||
629 scale != Vector3(1.0f, 1.0f, 1.0f))
640 Rect<int32_t> viewportRect;
641 if(instruction.mIsViewportSet)
643 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
644 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
645 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
647 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
652 viewportRect = surfaceRect;
655 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
656 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
657 if(viewMatrix && projectionMatrix)
659 const RenderListContainer::SizeType count = instruction.RenderListCount();
660 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
662 const RenderList* renderList = instruction.GetRenderList(index);
663 if(renderList && !renderList->IsEmpty())
665 const std::size_t count = renderList->Count();
666 for(uint32_t index = 0u; index < count; ++index)
668 RenderItem& item = renderList->GetItem(index);
669 // If the item does 3D transformation, do early exit and clean the damaged rect array
670 if(item.mUpdateSize == Vector3::ZERO)
676 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
677 // If the item refers to updated node or renderer.
678 if(item.mIsUpdated ||
680 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
682 item.mIsUpdated = false;
683 item.mNode->SetUpdated(false);
685 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
686 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
688 const int left = rect.x;
689 const int top = rect.y;
690 const int right = rect.x + rect.width;
691 const int bottom = rect.y + rect.height;
692 rect.x = (left / 16) * 16;
693 rect.y = (top / 16) * 16;
694 rect.width = ((right + 16) / 16) * 16 - rect.x;
695 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
697 // Found valid dirty rect.
698 // 1. Insert it in the sorted array of the dirty rects.
699 // 2. Mark the related dirty rects as visited so they will not be removed below.
700 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
701 dirtyRect.rect = rect;
702 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
703 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
706 while(++dirtyRectPos != itemsDirtyRects.end())
708 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
713 dirtyRectPos->visited = true;
714 Rect<int>& dirtRect = dirtyRectPos->rect;
715 rect.Merge(dirtRect);
718 if(c > 3) // no more then 3 previous rects
720 itemsDirtyRects.erase(dirtyRectPos);
725 damagedRects.push_back(rect);
730 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
731 // 2. Mark the related dirty rects as visited so they will not be removed below.
732 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
733 while(dirtyRectPos != itemsDirtyRects.end())
735 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
740 dirtyRectPos->visited = true;
750 // Check removed nodes or removed renderers dirty rects
751 auto i = itemsDirtyRects.begin();
752 auto j = itemsDirtyRects.begin();
753 while(i != itemsDirtyRects.end())
761 Rect<int>& dirtRect = i->rect;
762 damagedRects.push_back(dirtRect);
767 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
768 damagedRectCleaner.SetCleanOnReturn(false);
771 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
773 Rect<int> clippingRect;
774 RenderScene(status, scene, renderToFbo, clippingRect);
777 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
779 // Reset main algorithms command buffer
780 mImpl->renderAlgorithms.ResetCommandBuffer();
782 auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
784 Internal::Scene& sceneInternal = GetImplementation(scene);
785 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
787 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
789 std::vector<Graphics::RenderTarget*> targetstoPresent;
791 for(uint32_t i = 0; i < count; ++i)
793 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
795 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
800 // Mark that we will require a post-render step to be performed (includes swap-buffers).
801 status.SetNeedsPostRender(true);
803 Rect<int32_t> viewportRect;
806 if(instruction.mIsClearColorSet)
808 clearColor = instruction.mClearColor;
812 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
815 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
816 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
818 // @todo Should these be part of scene?
819 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
820 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
822 Graphics::RenderTarget* currentRenderTarget = nullptr;
823 Graphics::RenderPass* currentRenderPass = nullptr;
824 std::vector<Graphics::ClearValue> currentClearValues{};
826 if(instruction.mFrameBuffer)
828 // Ensure graphics framebuffer is created, bind atachments and create render passes
829 // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
830 // then don't render to this framebuffer.
831 if(!instruction.mFrameBuffer->GetGraphicsObject())
833 const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
840 auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
842 // Set the clear color for first color attachment
843 if(instruction.mIsClearColorSet && clearValues.size() > 0)
845 clearValues[0].color = {
846 instruction.mClearColor.r,
847 instruction.mClearColor.g,
848 instruction.mClearColor.b,
849 instruction.mClearColor.a};
852 currentClearValues = clearValues;
854 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
857 currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
858 currentRenderPass = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
860 if(mImpl->currentContext != &mImpl->context)
862 // Switch to shared context for off-screen buffer
863 mImpl->currentContext = &mImpl->context;
865 // Clear the current cached program when the context is switched
866 mImpl->programController.ClearCurrentProgram();
869 else // no framebuffer
871 if(mImpl->currentContext->IsSurfacelessContextSupported())
873 if(mImpl->currentContext != sceneObject->GetContext())
875 // Switch the correct context if rendering to a surface
876 mImpl->currentContext = sceneObject->GetContext();
878 // Clear the current cached program when the context is switched
879 mImpl->programController.ClearCurrentProgram();
884 auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
886 if(instruction.mIsClearColorSet)
888 clearValues[0].color = {
889 instruction.mClearColor.r,
890 instruction.mClearColor.g,
891 instruction.mClearColor.b,
892 instruction.mClearColor.a};
895 currentClearValues = clearValues;
897 // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
898 // if the window has a depth/stencil buffer.
899 if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
900 stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
901 (currentClearValues.size() <= 1))
903 currentClearValues.emplace_back();
904 currentClearValues.back().depthStencil.depth = 0;
905 currentClearValues.back().depthStencil.stencil = 0;
908 auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
910 currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
911 currentRenderPass = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
914 targetstoPresent.emplace_back(currentRenderTarget);
916 // Make sure that GL context must be created
917 mImpl->currentContext->GlContextCreated();
919 // reset the program matrices for all programs once per frame
920 // this ensures we will set view and projection matrix once per program per camera
921 mImpl->programController.ResetProgramMatrices();
923 if(instruction.mFrameBuffer)
925 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
926 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
928 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
932 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
934 // Offscreen buffer rendering
935 if(instruction.mIsViewportSet)
937 // For glViewport the lower-left corner is (0,0)
938 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
939 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
943 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
945 surfaceOrientation = 0;
947 else // No Offscreen frame buffer rendering
949 // Check whether a viewport is specified, otherwise the full surface size is used
950 if(instruction.mIsViewportSet)
952 // For glViewport the lower-left corner is (0,0)
953 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
954 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
958 viewportRect = surfaceRect;
962 // Set surface orientation
963 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
965 /*** Clear region of framebuffer or surface before drawing ***/
967 bool clearFullFrameRect = true;
968 if(instruction.mFrameBuffer != nullptr)
970 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
971 clearFullFrameRect = (frameRect == viewportRect);
975 clearFullFrameRect = (surfaceRect == viewportRect);
978 if(!clippingRect.IsEmpty())
980 if(!clippingRect.Intersect(viewportRect))
982 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
983 clippingRect = Rect<int>();
985 clearFullFrameRect = false;
988 Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
989 if(instruction.mIsClearColorSet)
991 if(!clearFullFrameRect)
993 if(!clippingRect.IsEmpty())
995 scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
1000 // Begin render pass
1001 mainCommandBuffer->BeginRenderPass(
1003 currentRenderTarget,
1005 currentClearValues);
1007 mainCommandBuffer->SetViewport({float(viewportRect.x),
1008 float(viewportRect.y),
1009 float(viewportRect.width),
1010 float(viewportRect.height)});
1012 // Clear the list of bound textures
1013 mImpl->boundTextures.Clear();
1015 mImpl->renderAlgorithms.ProcessRenderInstruction(
1017 mImpl->renderBufferIndex,
1018 depthBufferAvailable,
1019 stencilBufferAvailable,
1020 mImpl->boundTextures,
1023 surfaceOrientation);
1025 // Synchronise the FBO/Texture access when there are multiple contexts
1026 if(mImpl->currentContext->IsSurfacelessContextSupported())
1028 // Check whether any bound texture is in the dependency list
1029 bool textureFound = false;
1031 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1033 for(auto texture : mImpl->textureDependencyList)
1035 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
1036 return texture == graphicsTexture;
1037 }) != mImpl->boundTextures.End();
1043 if(instruction.mFrameBuffer)
1045 // For off-screen buffer
1047 // Clear the dependency list
1048 mImpl->textureDependencyList.Clear();
1052 // Worker thread lambda function
1053 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1054 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1055 // Switch to the shared context in the worker thread
1056 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1058 // Wait until all rendering calls for the shared context are executed
1059 glContextHelperAbstraction.WaitClient();
1061 // Must clear the context in the worker thread
1062 // Otherwise the shared context cannot be switched to from the render thread
1063 glContextHelperAbstraction.MakeContextNull();
1066 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1069 mImpl->threadPool->Wait();
1071 // Clear the dependency list
1072 mImpl->textureDependencyList.Clear();
1078 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1080 // This will create a sync object every frame this render tracker
1081 // is alive (though it should be now be created only for
1082 // render-once render tasks)
1083 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1084 instruction.mRenderTracker = nullptr; // Only create once.
1088 mainCommandBuffer->EndRenderPass();
1090 mImpl->renderAlgorithms.SubmitCommandBuffer();
1092 std::sort(targetstoPresent.begin(), targetstoPresent.end());
1094 Graphics::RenderTarget* rt = nullptr;
1095 for(auto& target : targetstoPresent)
1099 mImpl->graphicsController.PresentRenderTarget(target);
1105 void RenderManager::PostRender(bool uploadOnly)
1107 // Notify RenderGeometries that rendering has finished
1108 for(auto&& iter : mImpl->geometryContainer)
1110 iter->OnRenderFinished();
1113 mImpl->UpdateTrackers();
1115 uint32_t count = 0u;
1116 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1118 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1121 const bool haveInstructions = count > 0u;
1123 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1124 mImpl->lastFrameWasRendered = haveInstructions;
1127 * The rendering has finished; swap to the next buffer.
1128 * Ideally the update has just finished using this buffer; otherwise the render thread
1129 * should block until the update has finished.
1131 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1133 DALI_PRINT_RENDER_END();
1136 } // namespace SceneGraph
1138 } // namespace Internal