[Tizen] Add screen and client rotation itself function
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2019 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/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.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-tracker.h>
37 #include <dali/internal/render/common/render-instruction-container.h>
38 #include <dali/internal/render/common/render-instruction.h>
39 #include <dali/internal/render/gl-resources/context.h>
40 #include <dali/internal/render/queue/render-queue.h>
41 #include <dali/internal/render/renderers/render-frame-buffer.h>
42 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-geometry.h>
45 #include <dali/internal/render/renderers/render-renderer.h>
46 #include <dali/internal/render/renderers/render-sampler.h>
47 #include <dali/internal/render/shaders/program-controller.h>
48
49 namespace Dali
50 {
51
52 namespace Internal
53 {
54
55 namespace SceneGraph
56 {
57
58 #if defined(DEBUG_ENABLED)
59 namespace
60 {
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
63 #endif
64
65 /**
66  * Structure to contain internal data
67  */
68 struct RenderManager::Impl
69 {
70   Impl( Integration::GlAbstraction& glAbstraction,
71         Integration::GlSyncAbstraction& glSyncAbstraction,
72         Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73         Integration::DepthBufferAvailable depthBufferAvailableParam,
74         Integration::StencilBufferAvailable stencilBufferAvailableParam )
75   : context( glAbstraction, &surfaceContextContainer ),
76     currentContext( &context ),
77     glAbstraction( glAbstraction ),
78     glSyncAbstraction( glSyncAbstraction ),
79     glContextHelperAbstraction( glContextHelperAbstraction ),
80     renderQueue(),
81     instructions(),
82     renderAlgorithms(),
83     frameCount( 0u ),
84     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
85     defaultSurfaceRect(),
86     rendererContainer(),
87     samplerContainer(),
88     textureContainer(),
89     frameBufferContainer(),
90     lastFrameWasRendered( false ),
91     programController( glAbstraction ),
92     depthBufferAvailable( depthBufferAvailableParam ),
93     stencilBufferAvailable( stencilBufferAvailableParam ),
94     defaultSurfaceOrientation( 0 )
95   {
96      // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
97     threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
98     threadPool->Initialize( 1u );
99   }
100
101   ~Impl()
102   {
103     threadPool.reset( nullptr ); // reset now to maintain correct destruction order
104   }
105
106   void AddRenderTracker( Render::RenderTracker* renderTracker )
107   {
108     DALI_ASSERT_DEBUG( renderTracker != NULL );
109     mRenderTrackers.PushBack( renderTracker );
110   }
111
112   void RemoveRenderTracker( Render::RenderTracker* renderTracker )
113   {
114     mRenderTrackers.EraseObject( renderTracker );
115   }
116
117   Context* CreateSurfaceContext()
118   {
119     surfaceContextContainer.PushBack( new Context( glAbstraction ) );
120     return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
121   }
122
123   void DestroySurfaceContext( Context* surfaceContext )
124   {
125     surfaceContextContainer.EraseObject( surfaceContext );
126   }
127
128   void UpdateTrackers()
129   {
130     for( auto&& iter : mRenderTrackers )
131     {
132       iter->PollSyncObject();
133     }
134   }
135
136   // the order is important for destruction,
137   // programs are owned by context at the moment.
138   Context                                   context;                 ///< Holds the GL state of the share resource context
139   Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
140   OwnerContainer< Context* >                surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
141   Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
142   Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
143   Integration::GlContextHelperAbstraction&  glContextHelperAbstraction; ///< GL context helper abstraction
144   RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
145
146   // Render instructions describe what should be rendered during RenderManager::Render()
147   // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
148   RenderInstructionContainer                instructions;
149   Render::RenderAlgorithms                  renderAlgorithms;        ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
150
151   uint32_t                                  frameCount;              ///< The current frame count
152   BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
153
154   Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
155
156   OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
157   OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
158   OwnerContainer< Render::Texture* >        textureContainer;        ///< List of owned textures
159   OwnerContainer< Render::FrameBuffer* >    frameBufferContainer;    ///< List of owned framebuffers
160   OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
161   OwnerContainer< Render::Geometry* >       geometryContainer;       ///< List of owned Geometries
162
163   bool                                      lastFrameWasRendered;    ///< Keeps track of the last frame being rendered due to having render instructions
164
165   OwnerContainer< Render::RenderTracker* >  mRenderTrackers;         ///< List of render trackers
166
167   ProgramController                         programController;        ///< Owner of the GL programs
168
169   Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
170   Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
171
172   std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
173   Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
174   Vector<GLuint>                            textureDependencyList;    ///< The dependency list of binded textures
175   int                                       defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
176
177 };
178
179 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
180                                    Integration::GlSyncAbstraction& glSyncAbstraction,
181                                    Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
182                                    Integration::DepthBufferAvailable depthBufferAvailable,
183                                    Integration::StencilBufferAvailable stencilBufferAvailable )
184 {
185   RenderManager* manager = new RenderManager;
186   manager->mImpl = new Impl( glAbstraction,
187                              glSyncAbstraction,
188                              glContextHelperAbstraction,
189                              depthBufferAvailable,
190                              stencilBufferAvailable );
191   return manager;
192 }
193
194 RenderManager::RenderManager()
195 : mImpl(NULL)
196 {
197 }
198
199 RenderManager::~RenderManager()
200 {
201   delete mImpl;
202 }
203
204 RenderQueue& RenderManager::GetRenderQueue()
205 {
206   return mImpl->renderQueue;
207 }
208
209 void RenderManager::ContextCreated()
210 {
211   mImpl->context.GlContextCreated();
212   mImpl->programController.GlContextCreated();
213
214   // renderers, textures and gpu buffers cannot reinitialize themselves
215   // so they rely on someone reloading the data for them
216 }
217
218 void RenderManager::ContextDestroyed()
219 {
220   mImpl->context.GlContextDestroyed();
221   mImpl->programController.GlContextDestroyed();
222
223   //Inform textures
224   for( auto&& texture : mImpl->textureContainer )
225   {
226     texture->GlContextDestroyed();
227   }
228
229   //Inform framebuffers
230   for( auto&& framebuffer : mImpl->frameBufferContainer )
231   {
232     framebuffer->GlContextDestroyed();
233   }
234
235   // inform renderers
236   for( auto&& renderer : mImpl->rendererContainer )
237   {
238     renderer->GlContextDestroyed();
239   }
240 }
241
242 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
243 {
244   mImpl->programController.SetShaderSaver( upstream );
245 }
246
247 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
248 {
249   return mImpl->instructions;
250 }
251
252 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
253 {
254   mImpl->defaultSurfaceRect = rect;
255 }
256
257 void RenderManager::SetDefaultSurfaceOrientation( int orientation )
258 {
259   mImpl->defaultSurfaceOrientation = orientation;
260 }
261
262 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
263 {
264   // Initialize the renderer as we are now in render thread
265   renderer->Initialize( mImpl->context );
266
267   mImpl->rendererContainer.PushBack( renderer.Release() );
268 }
269
270 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
271 {
272   mImpl->rendererContainer.EraseObject( renderer );
273 }
274
275 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
276 {
277   mImpl->samplerContainer.PushBack( sampler.Release() );
278 }
279
280 void RenderManager::RemoveSampler( Render::Sampler* sampler )
281 {
282   mImpl->samplerContainer.EraseObject( sampler );
283 }
284
285 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
286 {
287   texture->Initialize( mImpl->context );
288   mImpl->textureContainer.PushBack( texture.Release() );
289 }
290
291 void RenderManager::RemoveTexture( Render::Texture* texture )
292 {
293   DALI_ASSERT_DEBUG( NULL != texture );
294
295   // Find the texture, use reference to pointer so we can do the erase safely
296   for ( auto&& iter : mImpl->textureContainer )
297   {
298     if ( iter == texture )
299     {
300       texture->Destroy( mImpl->context );
301       mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
302       return;
303     }
304   }
305 }
306
307 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
308 {
309   texture->Upload( mImpl->context, pixelData, params );
310 }
311
312 void RenderManager::GenerateMipmaps( Render::Texture* texture )
313 {
314   texture->GenerateMipmaps( mImpl->context );
315 }
316
317 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
318 {
319   sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
320   sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
321 }
322
323 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
324 {
325   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
326   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
327   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
328 }
329
330 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
331 {
332   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
333   mImpl->frameBufferContainer.PushBack( frameBufferPtr );
334   if ( frameBufferPtr->IsSurfaceBacked() )
335   {
336     frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
337   }
338   else
339   {
340     frameBufferPtr->Initialize( mImpl->context );
341   }
342 }
343
344 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
345 {
346   DALI_ASSERT_DEBUG( NULL != frameBuffer );
347
348   // Find the sampler, use reference so we can safely do the erase
349   for ( auto&& iter : mImpl->frameBufferContainer )
350   {
351     if ( iter == frameBuffer )
352     {
353       frameBuffer->Destroy( mImpl->context );
354
355       if ( frameBuffer->IsSurfaceBacked() )
356       {
357         auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
358         mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
359       }
360
361       mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
362
363       break;
364     }
365   }
366 }
367
368 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
369 {
370   if ( !frameBuffer->IsSurfaceBacked() )
371   {
372     auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
373     textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
374   }
375 }
376
377 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
378 {
379   mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
380 }
381
382 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
383 {
384   mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
385 }
386
387 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
388 {
389   propertyBuffer->SetFormat( format.Release() );
390 }
391
392 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
393 {
394   propertyBuffer->SetData( data.Release(), size );
395 }
396
397 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
398 {
399   geometry->SetIndexBuffer( indices );
400 }
401
402 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
403 {
404   mImpl->geometryContainer.PushBack( geometry.Release() );
405 }
406
407 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
408 {
409   mImpl->geometryContainer.EraseObject( geometry );
410 }
411
412 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
413 {
414   DALI_ASSERT_DEBUG( NULL != geometry );
415
416   // Find the geometry
417   for ( auto&& iter : mImpl->geometryContainer )
418   {
419     if ( iter == geometry )
420     {
421       iter->AddPropertyBuffer( propertyBuffer );
422       break;
423     }
424   }
425 }
426
427 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
428 {
429   DALI_ASSERT_DEBUG( NULL != geometry );
430
431   // Find the geometry
432   for ( auto&& iter : mImpl->geometryContainer )
433   {
434     if ( iter == geometry )
435     {
436       iter->RemovePropertyBuffer( propertyBuffer );
437       break;
438     }
439   }
440 }
441
442 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
443 {
444   geometry->SetType( Render::Geometry::Type(geometryType) );
445 }
446
447 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
448 {
449   mImpl->AddRenderTracker(renderTracker);
450 }
451
452 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
453 {
454   mImpl->RemoveRenderTracker(renderTracker);
455 }
456
457 ProgramCache* RenderManager::GetProgramCache()
458 {
459   return &(mImpl->programController);
460 }
461
462 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
463 {
464   DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
465
466   // Core::Render documents that GL context must be current before calling Render
467   DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
468
469   // Increment the frame count at the beginning of each frame
470   ++mImpl->frameCount;
471
472   // Process messages queued during previous update
473   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
474
475   const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
476   const bool haveInstructions = count > 0u;
477
478   DALI_LOG_INFO( gLogFilter, Debug::General,
479                  "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
480                  haveInstructions ? "true" : "false",
481                  mImpl->lastFrameWasRendered ? "true" : "false",
482                  forceClear ? "true" : "false" );
483
484   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
485   if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
486   {
487     DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
488
489     if ( !uploadOnly )
490     {
491       // Mark that we will require a post-render step to be performed (includes swap-buffers).
492       status.SetNeedsPostRender( true );
493     }
494
495     // Switch to the shared context
496     if ( mImpl->currentContext != &mImpl->context )
497     {
498       mImpl->currentContext = &mImpl->context;
499
500       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
501       {
502         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
503       }
504
505       // Clear the current cached program when the context is switched
506       mImpl->programController.ClearCurrentProgram();
507     }
508
509     // Upload the geometries
510     for( uint32_t i = 0; i < count; ++i )
511     {
512       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
513
514       const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
515       const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
516
517       DALI_ASSERT_DEBUG( viewMatrix );
518       DALI_ASSERT_DEBUG( projectionMatrix );
519
520       if( viewMatrix && projectionMatrix )
521       {
522         const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
523
524         // Iterate through each render list.
525         for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
526         {
527           const RenderList* renderList = instruction.GetRenderList( index );
528
529           if( renderList && !renderList->IsEmpty() )
530           {
531             const std::size_t itemCount = renderList->Count();
532             for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
533             {
534               const RenderItem& item = renderList->GetItem( itemIndex );
535               if( DALI_LIKELY( item.mRenderer ) )
536               {
537                 item.mRenderer->Upload( *mImpl->currentContext );
538               }
539             }
540           }
541         }
542       }
543     }
544
545     if ( !uploadOnly )
546     {
547       for( uint32_t i = 0; i < count; ++i )
548       {
549         RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
550
551         DoRender( instruction );
552       }
553
554       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
555       {
556         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
557       }
558
559       GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
560       mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
561       for ( auto&& context : mImpl->surfaceContextContainer )
562       {
563         context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
564       }
565     }
566
567     //Notify RenderGeometries that rendering has finished
568     for ( auto&& iter : mImpl->geometryContainer )
569     {
570       iter->OnRenderFinished();
571     }
572   }
573   else
574   {
575     DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
576   }
577
578   mImpl->UpdateTrackers();
579
580   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
581   mImpl->lastFrameWasRendered = haveInstructions;
582
583   /**
584    * The rendering has finished; swap to the next buffer.
585    * Ideally the update has just finished using this buffer; otherwise the render thread
586    * should block until the update has finished.
587    */
588   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
589
590   DALI_PRINT_RENDER_END();
591 }
592
593 void RenderManager::DoRender( RenderInstruction& instruction )
594 {
595   Rect<int32_t> viewportRect;
596   Vector4   clearColor;
597
598   if ( instruction.mIsClearColorSet )
599   {
600     clearColor = instruction.mClearColor;
601   }
602   else
603   {
604     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
605   }
606
607   Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
608   int surfaceOrientation = mImpl->defaultSurfaceOrientation;
609   Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
610   Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
611
612   Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
613   if ( instruction.mFrameBuffer != 0 )
614   {
615     if ( instruction.mFrameBuffer->IsSurfaceBacked() )
616     {
617       surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
618
619       if ( !surfaceFrameBuffer->IsSurfaceValid() )
620       {
621         // Skip rendering the frame buffer if the render surface becomes invalid
622         return;
623       }
624
625       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
626       {
627         Context* surfaceContext = surfaceFrameBuffer->GetContext();
628         if ( mImpl->currentContext != surfaceContext )
629         {
630           // Switch the correct context if rendering to a surface
631           mImpl->currentContext = surfaceContext;
632           surfaceFrameBuffer->MakeContextCurrent();
633
634           // Clear the current cached program when the context is switched
635           mImpl->programController.ClearCurrentProgram();
636         }
637       }
638
639       surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
640     }
641     else
642     {
643       // Switch to shared context for off-screen buffer
644       mImpl->currentContext = &mImpl->context;
645
646       if ( mImpl->currentContext->IsSurfacelessContextSupported() )
647       {
648         mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
649       }
650     }
651   }
652
653   DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
654
655   // reset the program matrices for all programs once per frame
656   // this ensures we will set view and projection matrix once per program per camera
657   mImpl->programController.ResetProgramMatrices();
658
659   if( instruction.mFrameBuffer )
660   {
661     instruction.mFrameBuffer->Bind( *mImpl->currentContext );
662
663     if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
664     {
665       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
666       Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
667       for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
668       {
669         mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
670       }
671     }
672   }
673   else
674   {
675     mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
676   }
677
678   if ( surfaceFrameBuffer )
679   {
680     mImpl->currentContext->Viewport( surfaceRect.x,
681                               surfaceRect.y,
682                               surfaceRect.width,
683                               surfaceRect.height );
684   }
685
686   // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
687   // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
688   // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
689   // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
690   GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
691
692   mImpl->currentContext->ColorMask( true );
693
694   if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
695   {
696     mImpl->currentContext->DepthMask( true );
697     clearMask |= GL_DEPTH_BUFFER_BIT;
698   }
699
700   if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
701   {
702     mImpl->currentContext->ClearStencil( 0 );
703     mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
704     clearMask |= GL_STENCIL_BUFFER_BIT;
705   }
706
707   if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
708   {
709     if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
710     {
711       if ( instruction.mIsViewportSet )
712       {
713         // For glViewport the lower-left corner is (0,0)
714         // For glViewport the lower-left corner is (0,0)
715         const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
716         viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
717       }
718       else
719       {
720         viewportRect = surfaceRect;
721       }
722     }
723     else // Offscreen buffer rendering
724     {
725       if ( instruction.mIsViewportSet )
726       {
727         // For glViewport the lower-left corner is (0,0)
728         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
729         viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
730       }
731       else
732       {
733         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
734       }
735       surfaceOrientation = 0;
736     }
737   }
738   else // No Offscreen frame buffer rendering
739   {
740     // Check whether a viewport is specified, otherwise the full surface size is used
741     if ( instruction.mFrameBuffer != 0 )
742     {
743       if ( instruction.mIsViewportSet )
744       {
745         // For glViewport the lower-left corner is (0,0)
746         const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
747         viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
748       }
749       else
750       {
751         viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
752       }
753     }
754     else
755     {
756       viewportRect = surfaceRect;
757     }
758   }
759
760   bool clearFullFrameRect = true;
761   if( instruction.mFrameBuffer != 0 )
762   {
763     Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
764     clearFullFrameRect = ( frameRect == viewportRect );
765   }
766   else
767   {
768     clearFullFrameRect = ( surfaceRect == viewportRect );
769   }
770
771   if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
772   {
773     int temp = viewportRect.width;
774     viewportRect.width = viewportRect.height;
775     viewportRect.height = temp;
776   }
777
778   mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
779
780   if( instruction.mIsClearColorSet )
781   {
782     mImpl->currentContext->ClearColor( clearColor.r,
783                                        clearColor.g,
784                                        clearColor.b,
785                                        clearColor.a );
786
787     if( !clearFullFrameRect )
788     {
789       mImpl->currentContext->SetScissorTest( true );
790       mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
791       mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
792       mImpl->currentContext->SetScissorTest( false );
793     }
794     else
795     {
796       mImpl->currentContext->SetScissorTest( false );
797       mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
798     }
799   }
800
801   // Clear the list of bound textures
802   mImpl->boundTextures.Clear();
803
804   mImpl->renderAlgorithms.ProcessRenderInstruction(
805       instruction,
806       *mImpl->currentContext,
807       mImpl->renderBufferIndex,
808       depthBufferAvailable,
809       stencilBufferAvailable,
810       mImpl->boundTextures,
811       surfaceOrientation );
812
813   // Synchronise the FBO/Texture access when there are multiple contexts
814   if ( mImpl->currentContext->IsSurfacelessContextSupported() )
815   {
816     // Check whether any binded texture is in the dependency list
817     bool textureFound = false;
818
819     if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
820     {
821       for ( auto textureId : mImpl->textureDependencyList )
822       {
823
824         textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
825                                      [textureId]( GLuint id )
826                                      {
827                                        return textureId == id;
828                                      } ) != mImpl->boundTextures.End();
829       }
830     }
831
832     if ( textureFound )
833     {
834
835       if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
836       {
837         // For off-screen buffer
838
839         // Wait until all rendering calls for the currently context are executed
840         mImpl->glContextHelperAbstraction.WaitClient();
841
842         // Clear the dependency list
843         mImpl->textureDependencyList.Clear();
844       }
845       else
846       {
847         // For surface-backed frame buffer
848
849         // Worker thread lambda function
850         auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
851         auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
852         {
853           // Switch to the shared context in the worker thread
854           glContextHelperAbstraction.MakeSurfacelessContextCurrent();
855
856           // Wait until all rendering calls for the shared context are executed
857           glContextHelperAbstraction.WaitClient();
858
859           // Must clear the context in the worker thread
860           // Otherwise the shared context cannot be switched to from the render thread
861           glContextHelperAbstraction.MakeContextNull();
862         };
863
864         auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
865         if ( future )
866         {
867           mImpl->threadPool->Wait();
868
869           // Clear the dependency list
870           mImpl->textureDependencyList.Clear();
871         }
872       }
873     }
874   }
875
876   if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
877   {
878     // This will create a sync object every frame this render tracker
879     // is alive (though it should be now be created only for
880     // render-once render tasks)
881     instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
882     instruction.mRenderTracker = NULL; // Only create once.
883   }
884
885   if ( surfaceFrameBuffer )
886   {
887     surfaceFrameBuffer->PostRender();
888   }
889   else
890   {
891     mImpl->currentContext->Flush();
892   }
893 }
894
895 } // namespace SceneGraph
896
897 } // namespace Internal
898
899 } // namespace Dali