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 binded 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->GlContextDestroyed();
238 for(auto&& renderer : mImpl->rendererContainer)
240 renderer->GlContextDestroyed();
244 for(auto&& context : mImpl->sceneContextContainer)
246 context->GlContextDestroyed();
250 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
252 mImpl->programController.SetShaderSaver(upstream);
255 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
257 // Initialize the renderer as we are now in render thread
258 renderer->Initialize(mImpl->context, mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
260 mImpl->rendererContainer.PushBack(renderer.Release());
263 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
265 mImpl->rendererContainer.EraseObject(renderer);
268 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
270 sampler->Initialize(mImpl->graphicsController);
271 mImpl->samplerContainer.PushBack(sampler.Release());
274 void RenderManager::RemoveSampler(Render::Sampler* sampler)
276 mImpl->samplerContainer.EraseObject(sampler);
279 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
281 texture->Initialize(mImpl->graphicsController);
282 mImpl->textureContainer.PushBack(texture.Release());
285 void RenderManager::RemoveTexture(Render::Texture* texture)
287 DALI_ASSERT_DEBUG(NULL != texture);
289 // Find the texture, use reference to pointer so we can do the erase safely
290 for(auto&& iter : mImpl->textureContainer)
295 mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
301 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
303 texture->Upload(pixelData, params);
306 void RenderManager::GenerateMipmaps(Render::Texture* texture)
308 texture->GenerateMipmaps();
311 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
313 sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
314 static_cast<Dali::FilterMode::Type>(magFilterMode));
317 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
319 sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
320 static_cast<Dali::WrapMode::Type>(sWrapMode),
321 static_cast<Dali::WrapMode::Type>(tWrapMode));
324 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
326 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
327 mImpl->frameBufferContainer.PushBack(frameBufferPtr);
328 frameBufferPtr->Initialize(mImpl->context);
331 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
333 DALI_ASSERT_DEBUG(NULL != frameBuffer);
335 // Find the sampler, use reference so we can safely do the erase
336 for(auto&& iter : mImpl->frameBufferContainer)
338 if(iter == frameBuffer)
340 frameBuffer->Destroy(mImpl->context);
341 mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
348 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
350 scene->Initialize(*mImpl->CreateSceneContext());
351 mImpl->sceneContainer.push_back(scene);
354 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
356 mImpl->DestroySceneContext(scene->GetContext());
358 auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
359 if(iter != mImpl->sceneContainer.end())
361 mImpl->sceneContainer.erase(iter);
365 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
367 Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
368 scene->Initialize(*newContext);
371 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
373 frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
376 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
378 frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
381 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
383 frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
386 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
388 mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
391 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
393 mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
396 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
398 vertexBuffer->SetFormat(format.Release());
401 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
403 vertexBuffer->SetData(data.Release(), size);
406 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
408 geometry->SetIndexBuffer(indices);
411 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
413 mImpl->geometryContainer.PushBack(geometry.Release());
416 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
418 mImpl->geometryContainer.EraseObject(geometry);
421 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
423 DALI_ASSERT_DEBUG(NULL != geometry);
426 for(auto&& iter : mImpl->geometryContainer)
430 iter->AddVertexBuffer(vertexBuffer);
436 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
438 DALI_ASSERT_DEBUG(NULL != geometry);
441 for(auto&& iter : mImpl->geometryContainer)
445 iter->RemoveVertexBuffer(vertexBuffer);
451 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
453 geometry->SetType(Render::Geometry::Type(geometryType));
456 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
458 mImpl->AddRenderTracker(renderTracker);
461 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
463 mImpl->RemoveRenderTracker(renderTracker);
466 ProgramCache* RenderManager::GetProgramCache()
468 return &(mImpl->programController);
471 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
473 DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
475 // Core::Render documents that GL context must be current before calling Render
476 DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
478 // Increment the frame count at the beginning of each frame
481 // Process messages queued during previous update
482 mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
485 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
487 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
490 const bool haveInstructions = count > 0u;
492 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");
494 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
495 if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
497 DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
499 // Switch to the shared context
500 if(mImpl->currentContext != &mImpl->context)
502 mImpl->currentContext = &mImpl->context;
504 if(mImpl->currentContext->IsSurfacelessContextSupported())
506 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
509 // Clear the current cached program when the context is switched
510 mImpl->programController.ClearCurrentProgram();
513 // Upload the geometries
514 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
516 RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
517 for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
519 RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
521 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
522 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
524 DALI_ASSERT_DEBUG(viewMatrix);
525 DALI_ASSERT_DEBUG(projectionMatrix);
527 if(viewMatrix && projectionMatrix)
529 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
531 // Iterate through each render list.
532 for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
534 const RenderList* renderList = instruction.GetRenderList(index);
536 if(renderList && !renderList->IsEmpty())
538 const std::size_t itemCount = renderList->Count();
539 for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
541 const RenderItem& item = renderList->GetItem(itemIndex);
542 if(DALI_LIKELY(item.mRenderer))
544 item.mRenderer->Upload();
555 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
557 if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
562 Internal::Scene& sceneInternal = GetImplementation(scene);
563 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
565 if(sceneObject->IsRenderingSkipped())
567 // We don't need to calculate dirty rects
571 // @TODO We need to do partial rendering rotation.
572 if( sceneObject && sceneObject->GetSurfaceOrientation() != 0 )
577 class DamagedRectsCleaner
580 DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
581 : mDamagedRects(damagedRects),
586 void SetCleanOnReturn(bool cleanOnReturn)
588 mCleanOnReturn = cleanOnReturn;
591 ~DamagedRectsCleaner()
595 mDamagedRects.clear();
600 std::vector<Rect<int>>& mDamagedRects;
604 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
606 // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
607 DamagedRectsCleaner damagedRectCleaner(damagedRects);
609 // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
610 // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
611 std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
612 for(DirtyRect& dirtyRect : itemsDirtyRects)
614 dirtyRect.visited = false;
617 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
618 for(uint32_t i = 0; i < count; ++i)
620 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
622 if(instruction.mFrameBuffer)
624 return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
627 const Camera* camera = instruction.GetCamera();
628 if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
630 const Node* node = instruction.GetCamera()->GetNode();
635 Quaternion orientation;
636 node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
638 Vector3 orientationAxis;
639 Radian orientationAngle;
640 orientation.ToAxisAngle(orientationAxis, orientationAngle);
642 if(position.x > Math::MACHINE_EPSILON_10000 ||
643 position.y > Math::MACHINE_EPSILON_10000 ||
644 orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
645 orientationAngle != ANGLE_180 ||
646 scale != Vector3(1.0f, 1.0f, 1.0f))
657 Rect<int32_t> viewportRect;
658 if(instruction.mIsViewportSet)
660 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
661 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
662 if(viewportRect.IsEmpty() || !viewportRect.IsValid())
664 return; // just skip funny use cases for now, empty viewport means it is set somewhere else
669 viewportRect = surfaceRect;
672 const Matrix* viewMatrix = instruction.GetViewMatrix(mImpl->renderBufferIndex);
673 const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
674 if(viewMatrix && projectionMatrix)
676 const RenderListContainer::SizeType count = instruction.RenderListCount();
677 for(RenderListContainer::SizeType index = 0u; index < count; ++index)
679 const RenderList* renderList = instruction.GetRenderList(index);
680 if(renderList && !renderList->IsEmpty())
682 const std::size_t count = renderList->Count();
683 for(uint32_t index = 0u; index < count; ++index)
685 RenderItem& item = renderList->GetItem(index);
686 // If the item does 3D transformation, do early exit and clean the damaged rect array
687 if(item.mUpdateSize == Vector3::ZERO)
693 DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
694 // If the item refers to updated node or renderer.
695 if(item.mIsUpdated ||
697 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
699 item.mIsUpdated = false;
700 item.mNode->SetUpdated(false);
702 rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
703 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
705 const int left = rect.x;
706 const int top = rect.y;
707 const int right = rect.x + rect.width;
708 const int bottom = rect.y + rect.height;
709 rect.x = (left / 16) * 16;
710 rect.y = (top / 16) * 16;
711 rect.width = ((right + 16) / 16) * 16 - rect.x;
712 rect.height = ((bottom + 16) / 16) * 16 - rect.y;
714 // Found valid dirty rect.
715 // 1. Insert it in the sorted array of the dirty rects.
716 // 2. Mark the related dirty rects as visited so they will not be removed below.
717 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
718 dirtyRect.rect = rect;
719 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
720 dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
723 while(++dirtyRectPos != itemsDirtyRects.end())
725 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
730 dirtyRectPos->visited = true;
731 Rect<int>& dirtRect = dirtyRectPos->rect;
732 rect.Merge(dirtRect);
735 if(c > 3) // no more then 3 previous rects
737 itemsDirtyRects.erase(dirtyRectPos);
742 damagedRects.push_back(rect);
747 // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
748 // 2. Mark the related dirty rects as visited so they will not be removed below.
749 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
750 while(dirtyRectPos != itemsDirtyRects.end())
752 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
757 dirtyRectPos->visited = true;
767 // Check removed nodes or removed renderers dirty rects
768 auto i = itemsDirtyRects.begin();
769 auto j = itemsDirtyRects.begin();
770 while(i != itemsDirtyRects.end())
778 Rect<int>& dirtRect = i->rect;
779 damagedRects.push_back(dirtRect);
784 itemsDirtyRects.resize(j - itemsDirtyRects.begin());
785 damagedRectCleaner.SetCleanOnReturn(false);
788 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
790 Rect<int> clippingRect;
791 RenderScene(status, scene, renderToFbo, clippingRect);
794 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
796 Internal::Scene& sceneInternal = GetImplementation(scene);
797 SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
799 uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
801 for(uint32_t i = 0; i < count; ++i)
803 RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
805 if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
810 // Mark that we will require a post-render step to be performed (includes swap-buffers).
811 status.SetNeedsPostRender(true);
813 Rect<int32_t> viewportRect;
816 if(instruction.mIsClearColorSet)
818 clearColor = instruction.mClearColor;
822 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
825 Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
826 int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
828 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
829 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
831 if(instruction.mFrameBuffer)
834 if(mImpl->currentContext != &mImpl->context)
836 // Switch to shared context for off-screen buffer
837 mImpl->currentContext = &mImpl->context;
839 if(mImpl->currentContext->IsSurfacelessContextSupported())
841 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
844 // Clear the current cached program when the context is switched
845 mImpl->programController.ClearCurrentProgram();
850 if(mImpl->currentContext->IsSurfacelessContextSupported())
852 if(mImpl->currentContext != sceneObject->GetContext())
854 // Switch the correct context if rendering to a surface
855 mImpl->currentContext = sceneObject->GetContext();
857 // Clear the current cached program when the context is switched
858 mImpl->programController.ClearCurrentProgram();
863 // Make sure that GL context must be created
864 mImpl->currentContext->GlContextCreated();
866 // reset the program matrices for all programs once per frame
867 // this ensures we will set view and projection matrix once per program per camera
868 mImpl->programController.ResetProgramMatrices();
870 if(instruction.mFrameBuffer)
872 instruction.mFrameBuffer->Bind(*mImpl->currentContext);
874 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
875 for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
877 mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
882 mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
885 // @todo Should this be a command in it's own right?
886 if(!instruction.mFrameBuffer)
888 mImpl->currentContext->Viewport(surfaceRect.x,
894 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
895 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
896 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
897 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
898 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
900 mImpl->currentContext->ColorMask(true);
902 if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
904 mImpl->currentContext->DepthMask(true);
905 clearMask |= GL_DEPTH_BUFFER_BIT;
908 if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
910 mImpl->currentContext->ClearStencil(0);
911 mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
912 clearMask |= GL_STENCIL_BUFFER_BIT;
915 if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
917 // Offscreen buffer rendering
918 if(instruction.mIsViewportSet)
920 // For glViewport the lower-left corner is (0,0)
921 const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
922 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
926 viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
928 surfaceOrientation = 0;
930 else // No Offscreen frame buffer rendering
932 // Check whether a viewport is specified, otherwise the full surface size is used
933 if(instruction.mIsViewportSet)
935 // For glViewport the lower-left corner is (0,0)
936 const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
937 viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
941 viewportRect = surfaceRect;
945 // Set surface orientation
946 mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
948 /*** Clear region of framebuffer or surface before drawing ***/
950 bool clearFullFrameRect = true;
951 if(instruction.mFrameBuffer != nullptr)
953 Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
954 clearFullFrameRect = (frameRect == viewportRect);
958 clearFullFrameRect = (surfaceRect == viewportRect);
961 if(!clippingRect.IsEmpty())
963 if(!clippingRect.Intersect(viewportRect))
965 DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
966 clippingRect = Rect<int>();
968 clearFullFrameRect = false;
971 // @todo The following block should be a command in it's own right.
972 // Currently takes account of surface orientation in Context.
973 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
974 if(instruction.mIsClearColorSet)
976 mImpl->currentContext->ClearColor(clearColor.r,
980 if(!clearFullFrameRect)
982 if(!clippingRect.IsEmpty())
984 mImpl->currentContext->SetScissorTest(true);
985 mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
986 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
987 mImpl->currentContext->SetScissorTest(false);
991 mImpl->currentContext->SetScissorTest(true);
992 mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
993 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
994 mImpl->currentContext->SetScissorTest(false);
999 mImpl->currentContext->SetScissorTest(false);
1000 mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
1004 // Clear the list of bound textures
1005 mImpl->boundTextures.Clear();
1007 mImpl->renderAlgorithms.ProcessRenderInstruction(
1009 *mImpl->currentContext,
1010 mImpl->renderBufferIndex,
1011 depthBufferAvailable,
1012 stencilBufferAvailable,
1013 mImpl->boundTextures,
1016 surfaceOrientation);
1018 // Synchronise the FBO/Texture access when there are multiple contexts
1019 if(mImpl->currentContext->IsSurfacelessContextSupported())
1021 // Check whether any bound texture is in the dependency list
1022 bool textureFound = false;
1024 if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1026 for(auto texture : mImpl->textureDependencyList)
1028 textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
1029 return texture == graphicsTexture;
1030 }) != mImpl->boundTextures.End();
1036 if(instruction.mFrameBuffer)
1038 // For off-screen buffer
1040 // Wait until all rendering calls for the currently context are executed
1041 mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1043 // Clear the dependency list
1044 mImpl->textureDependencyList.Clear();
1048 // Worker thread lambda function
1049 auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1050 auto workerFunction = [&glContextHelperAbstraction](int workerThread) {
1051 // Switch to the shared context in the worker thread
1052 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1054 // Wait until all rendering calls for the shared context are executed
1055 glContextHelperAbstraction.WaitClient();
1057 // Must clear the context in the worker thread
1058 // Otherwise the shared context cannot be switched to from the render thread
1059 glContextHelperAbstraction.MakeContextNull();
1062 auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1065 mImpl->threadPool->Wait();
1067 // Clear the dependency list
1068 mImpl->textureDependencyList.Clear();
1074 if(instruction.mRenderTracker && instruction.mFrameBuffer)
1076 // This will create a sync object every frame this render tracker
1077 // is alive (though it should be now be created only for
1078 // render-once render tasks)
1079 instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1080 instruction.mRenderTracker = nullptr; // Only create once.
1085 mImpl->currentContext->Flush();
1089 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1090 mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1093 void RenderManager::PostRender(bool uploadOnly)
1097 if(mImpl->currentContext->IsSurfacelessContextSupported())
1099 mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1102 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1103 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1106 //Notify RenderGeometries that rendering has finished
1107 for(auto&& iter : mImpl->geometryContainer)
1109 iter->OnRenderFinished();
1112 mImpl->UpdateTrackers();
1114 uint32_t count = 0u;
1115 for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1117 count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1120 const bool haveInstructions = count > 0u;
1122 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1123 mImpl->lastFrameWasRendered = haveInstructions;
1126 * The rendering has finished; swap to the next buffer.
1127 * Ideally the update has just finished using this buffer; otherwise the render thread
1128 * should block until the update has finished.
1130 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1132 DALI_PRINT_RENDER_END();
1135 } // namespace SceneGraph
1137 } // namespace Internal