2 * Copyright (c) 2020 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.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
32 #include <dali/internal/common/blending-options.h>
40 namespace // unnamed namespace
43 const uint32_t UNIFORM_MAP_READY = 0;
44 const uint32_t COPY_UNIFORM_MAP = 1;
45 const uint32_t REGENERATE_UNIFORM_MAP = 2;
47 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
48 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
50 void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
52 // Iterate thru uniformMap.
53 // Any maps that aren't in localMap should be added in a single step
55 // keep a static vector to avoid temporary heap allocation.
56 // As this function gets called only from update thread we don't have to
57 // make it thread safe (so no need to keep a thread_local variable).
58 static CollectedUniformMap newUniformMappings;
60 newUniformMappings.Clear();
62 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
64 UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
67 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
69 const UniformPropertyMapping* map = (*iter);
70 if( map->uniformNameHash == nameHash )
72 if( map->uniformName == uniformMap[i].uniformName )
81 // it's a new mapping. Add raw ptr to temporary list
82 newUniformMappings.PushBack( &uniformMap[i] );
86 if( newUniformMappings.Count() > 0 )
88 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
90 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
91 end = newUniformMappings.End() ;
95 const UniformPropertyMapping* map = (*iter);
96 localMap.PushBack( map );
101 // Flags for re-sending data to renderer.
104 RESEND_GEOMETRY = 1 << 0,
105 RESEND_FACE_CULLING_MODE = 1 << 1,
106 RESEND_BLEND_COLOR = 1 << 2,
107 RESEND_BLEND_BIT_MASK = 1 << 3,
108 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
109 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
110 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
111 RESEND_DEPTH_WRITE_MODE = 1 << 7,
112 RESEND_DEPTH_TEST_MODE = 1 << 8,
113 RESEND_DEPTH_FUNCTION = 1 << 9,
114 RESEND_RENDER_MODE = 1 << 10,
115 RESEND_STENCIL_FUNCTION = 1 << 11,
116 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
117 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
118 RESEND_STENCIL_MASK = 1 << 14,
119 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
120 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
121 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
122 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
123 RESEND_SHADER = 1 << 19,
124 RESEND_DRAW_COMMANDS = 1 << 20
127 } // Anonymous namespace
129 Renderer* Renderer::New()
131 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
135 : mSceneController( nullptr ),
136 mRenderer( nullptr ),
137 mTextureSet( nullptr ),
138 mGeometry( nullptr ),
140 mRenderDataProvider( nullptr ),
141 mBlendColor( nullptr ),
142 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
143 mIndexedDrawFirstElement( 0u ),
144 mIndexedDrawElementsCount( 0u ),
146 mRegenerateUniformMap( 0u ),
148 mDepthFunction( DepthFunction::LESS ),
149 mFaceCullingMode( FaceCullingMode::NONE ),
150 mBlendMode( BlendMode::AUTO ),
151 mDepthWriteMode( DepthWriteMode::AUTO ),
152 mDepthTestMode( DepthTestMode::AUTO ),
153 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
154 mPremultipledAlphaEnabled( false ),
158 mUniformMapChanged[0] = false;
159 mUniformMapChanged[1] = false;
161 // Observe our own PropertyOwner's uniform map
162 AddUniformMapObserver( *this );
165 Renderer::~Renderer()
169 mTextureSet->RemoveObserver( this );
170 mTextureSet = nullptr;
174 mShader->RemoveConnectionObserver( *this );
179 void Renderer::operator delete( void* ptr )
181 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
185 bool Renderer::PrepareRender( BufferIndex updateBufferIndex )
187 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
189 mUniformMapChanged[updateBufferIndex] = false;
193 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
195 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
198 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
199 AddMappings( localMap, rendererUniformMap );
203 AddMappings( localMap, mShader->GetUniformMap() );
206 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
208 // Copy old map into current map
209 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
210 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
212 localMap.Resize( oldMap.Count() );
215 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
217 localMap[index] = *iter;
221 mUniformMapChanged[updateBufferIndex] = true;
222 mRegenerateUniformMap--;
225 bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag;
227 if( mResendFlag != 0 )
229 if( mResendFlag & RESEND_GEOMETRY )
231 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
232 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
233 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
236 if( mResendFlag & RESEND_DRAW_COMMANDS )
238 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
239 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
240 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size() );
243 if( mResendFlag & RESEND_FACE_CULLING_MODE )
245 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
246 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
247 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
250 if( mResendFlag & RESEND_BLEND_BIT_MASK )
252 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
253 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
254 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
257 if( mResendFlag & RESEND_BLEND_COLOR )
259 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
260 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
261 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
264 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
266 using DerivedType = MessageValue1<Render::Renderer, bool>;
267 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
268 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
271 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
273 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
274 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
275 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
278 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
280 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
281 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
282 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
285 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
287 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
288 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
289 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
292 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
294 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
295 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
296 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
299 if( mResendFlag & RESEND_DEPTH_FUNCTION )
301 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
302 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
303 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
306 if( mResendFlag & RESEND_RENDER_MODE )
308 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
309 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
310 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
313 if( mResendFlag & RESEND_STENCIL_FUNCTION )
315 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
316 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
317 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
320 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
322 using DerivedType = MessageValue1<Render::Renderer, int>;
323 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
324 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
327 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
329 using DerivedType = MessageValue1<Render::Renderer, int>;
330 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
331 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
334 if( mResendFlag & RESEND_STENCIL_MASK )
336 using DerivedType = MessageValue1<Render::Renderer, int>;
337 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
338 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
341 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
343 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
344 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
345 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
348 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
350 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
351 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
352 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
355 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
357 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
358 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
359 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
362 if( mResendFlag & RESEND_SHADER )
364 using DerivedType = MessageValue1<Render::Renderer, bool>;
365 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
366 new (slot) DerivedType( mRenderer, &Render::Renderer::SetShaderChanged, true );
372 return rendererUpdated;
375 void Renderer::SetTextures( TextureSet* textureSet )
377 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
381 mTextureSet->RemoveObserver(this);
384 mTextureSet = textureSet;
385 mTextureSet->AddObserver( this );
386 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
391 void Renderer::SetShader( Shader* shader )
393 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
397 mShader->RemoveConnectionObserver(*this);
401 mShader->AddConnectionObserver( *this );
402 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
403 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
405 if( mRenderDataProvider )
407 mRenderDataProvider->mShader = mShader;
411 void Renderer::SetGeometry( Render::Geometry* geometry )
413 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
414 mGeometry = geometry;
418 mResendFlag |= RESEND_GEOMETRY;
422 void Renderer::SetDepthIndex( int depthIndex )
424 mDepthIndex = depthIndex;
427 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
429 mFaceCullingMode = faceCullingMode;
430 mResendFlag |= RESEND_FACE_CULLING_MODE;
433 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
435 return mFaceCullingMode;
438 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
440 mBlendMode = blendingMode;
443 BlendMode::Type Renderer::GetBlendMode() const
448 void Renderer::SetBlendingOptions( uint32_t options )
450 if( mBlendBitmask != options)
452 mBlendBitmask = options;
453 mResendFlag |= RESEND_BLEND_BIT_MASK;
457 uint32_t Renderer::GetBlendingOptions() const
459 return mBlendBitmask;
462 void Renderer::SetBlendColor( const Vector4& blendColor )
464 if( blendColor == Color::TRANSPARENT )
466 mBlendColor = nullptr;
472 mBlendColor = new Vector4( blendColor );
476 *mBlendColor = blendColor;
480 mResendFlag |= RESEND_BLEND_COLOR;
483 Vector4 Renderer::GetBlendColor() const
489 return Color::TRANSPARENT;
492 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
494 mIndexedDrawFirstElement = firstElement;
495 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
498 uint32_t Renderer::GetIndexedDrawFirstElement() const
500 return mIndexedDrawFirstElement;
503 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
505 mIndexedDrawElementsCount = elementsCount;
506 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
509 uint32_t Renderer::GetIndexedDrawElementsCount() const
511 return mIndexedDrawElementsCount;
514 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
516 mPremultipledAlphaEnabled = preMultipled;
517 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
520 bool Renderer::IsPreMultipliedAlphaEnabled() const
522 return mPremultipledAlphaEnabled;
525 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
527 mDepthWriteMode = depthWriteMode;
528 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
531 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
533 return mDepthWriteMode;
536 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
538 mDepthTestMode = depthTestMode;
539 mResendFlag |= RESEND_DEPTH_TEST_MODE;
542 DepthTestMode::Type Renderer::GetDepthTestMode() const
544 return mDepthTestMode;
547 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
549 mDepthFunction = depthFunction;
550 mResendFlag |= RESEND_DEPTH_FUNCTION;
553 DepthFunction::Type Renderer::GetDepthFunction() const
555 return mDepthFunction;
558 void Renderer::SetRenderMode( RenderMode::Type mode )
560 mStencilParameters.renderMode = mode;
561 mResendFlag |= RESEND_RENDER_MODE;
564 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
566 mStencilParameters.stencilFunction = stencilFunction;
567 mResendFlag |= RESEND_STENCIL_FUNCTION;
570 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
572 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
573 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
576 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
578 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
579 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
582 void Renderer::SetStencilMask( int stencilMask )
584 mStencilParameters.stencilMask = stencilMask;
585 mResendFlag |= RESEND_STENCIL_MASK;
588 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
590 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
591 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
594 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
596 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
597 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
600 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
602 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
603 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
606 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
608 return mStencilParameters;
611 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
613 mOpacity.Bake( updateBufferIndex, opacity );
616 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
618 return mOpacity[updateBufferIndex];
621 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
623 mRenderingBehavior = renderingBehavior;
626 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
628 return mRenderingBehavior;
631 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
632 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
634 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
635 mSceneController = &sceneController;
637 mRenderDataProvider = new RenderDataProvider( mOpacity );
638 mRenderDataProvider->mUniformMapDataProvider = this;
640 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
641 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
643 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
644 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
647 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
648 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
650 //Remove renderer from RenderManager
653 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
656 mSceneController = nullptr;
657 mRenderDataProvider = nullptr;
660 void Renderer::UpdateTextureSet()
662 if( mRenderDataProvider )
666 uint32_t textureCount = mTextureSet->GetTextureCount();
667 mRenderDataProvider->mTextures.resize( textureCount );
668 mRenderDataProvider->mSamplers.resize( textureCount );
669 for( uint32_t i = 0; i<textureCount; ++i )
671 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
672 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
677 mRenderDataProvider->mTextures.clear();
678 mRenderDataProvider->mSamplers.clear();
683 Render::Renderer& Renderer::GetRenderer()
688 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
690 return mCollectedUniformMap[bufferIndex];
693 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
695 Renderer::OpacityType opacityType = Renderer::OPAQUE;
699 case BlendMode::ON: // If the renderer should always be use blending
701 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
702 if( alpha <= FULLY_TRANSPARENT )
704 opacityType = Renderer::TRANSPARENT;
708 opacityType = Renderer::TRANSLUCENT;
712 case BlendMode::AUTO:
714 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
716 opacityType = Renderer::TRANSLUCENT;
720 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
721 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
723 opacityType = Renderer::TRANSLUCENT;
726 // renderer should determine opacity using the actor color
727 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
728 if( alpha <= FULLY_TRANSPARENT )
730 opacityType = Renderer::TRANSPARENT;
732 else if( alpha <= FULLY_OPAQUE )
734 opacityType = Renderer::TRANSLUCENT;
739 case BlendMode::OFF: // the renderer should never use blending
742 opacityType = Renderer::OPAQUE;
750 void Renderer::TextureSetChanged()
752 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
757 void Renderer::TextureSetDeleted()
759 mTextureSet = nullptr;
761 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
766 void Renderer::ConnectionsChanged( PropertyOwner& object )
768 // One of our child objects has changed it's connections. Ensure the uniform
769 // map gets regenerated during PrepareRender
770 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
773 void Renderer::ConnectedUniformMapChanged()
775 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
778 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
780 // The mappings are either from PropertyOwner base class, or the Actor
781 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
784 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
786 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
792 void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
794 mDrawCommands.clear();
795 mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
796 mResendFlag |= RESEND_DRAW_COMMANDS;
799 } // namespace SceneGraph
800 } // namespace Internal