2 * Copyright (c) 2022 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/blending-options.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/render/data-providers/node-data-provider.h>
25 #include <dali/internal/render/data-providers/render-data-provider.h>
26 #include <dali/internal/render/queue/render-queue.h>
27 #include <dali/internal/render/renderers/render-geometry.h>
28 #include <dali/internal/render/shaders/program.h>
29 #include <dali/internal/render/shaders/render-shader.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller.h>
32 #include <dali/internal/update/nodes/node.h>
33 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
35 #include <dali/integration-api/debug.h>
43 namespace // unnamed namespace
46 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
49 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
50 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
52 // Flags for re-sending data to renderer.
55 RESEND_GEOMETRY = 1 << 0,
56 RESEND_FACE_CULLING_MODE = 1 << 1,
57 RESEND_BLEND_COLOR = 1 << 2,
58 RESEND_BLEND_BIT_MASK = 1 << 3,
59 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
60 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
61 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
62 RESEND_DEPTH_WRITE_MODE = 1 << 7,
63 RESEND_DEPTH_TEST_MODE = 1 << 8,
64 RESEND_DEPTH_FUNCTION = 1 << 9,
65 RESEND_RENDER_MODE = 1 << 10,
66 RESEND_STENCIL_FUNCTION = 1 << 11,
67 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
68 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
69 RESEND_STENCIL_MASK = 1 << 14,
70 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
71 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
72 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
73 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
74 RESEND_SHADER = 1 << 19,
75 RESEND_DRAW_COMMANDS = 1 << 20,
76 RESEND_SET_RENDER_CALLBACK = 1 << 21
79 } // Anonymous namespace
81 Renderer* Renderer::New()
83 return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
87 : mSceneController(nullptr),
93 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
94 mIndexedDrawFirstElement(0u),
95 mIndexedDrawElementsCount(0u),
98 mDepthFunction(DepthFunction::LESS),
99 mFaceCullingMode(FaceCullingMode::NONE),
100 mBlendMode(BlendMode::AUTO),
101 mDepthWriteMode(DepthWriteMode::AUTO),
102 mDepthTestMode(DepthTestMode::AUTO),
103 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
104 mUpdateDecay(Renderer::Decay::INITIAL),
105 mRegenerateUniformMap(false),
106 mPremultipledAlphaEnabled(false),
111 // Observe our own PropertyOwner's uniform map.
112 AddUniformMapObserver(*this);
115 Renderer::~Renderer()
119 mShader->RemoveUniformMapObserver(*this);
124 void Renderer::operator delete(void* ptr)
126 gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
129 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
131 bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
133 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
135 // The map has changed since the last time we checked.
136 rendererUpdated = true;
137 mRegenerateUniformMap = true;
138 mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
139 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
143 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
148 if(mResendFlag & RESEND_GEOMETRY)
150 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
151 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
152 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
155 if(mResendFlag & RESEND_DRAW_COMMANDS)
157 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
158 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
159 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
162 if(mResendFlag & RESEND_FACE_CULLING_MODE)
164 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
165 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
166 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
169 if(mResendFlag & RESEND_BLEND_BIT_MASK)
171 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
172 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
173 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
176 if(mResendFlag & RESEND_BLEND_COLOR)
178 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
179 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
180 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
183 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
185 using DerivedType = MessageValue1<Render::Renderer, bool>;
186 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
187 new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
190 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
192 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
193 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
194 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
197 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
199 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
200 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
201 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
204 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
206 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
207 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
208 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
211 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
213 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
214 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
215 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
218 if(mResendFlag & RESEND_DEPTH_FUNCTION)
220 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
221 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
222 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
225 if(mResendFlag & RESEND_RENDER_MODE)
227 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
228 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
229 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
232 if(mResendFlag & RESEND_STENCIL_FUNCTION)
234 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
235 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
239 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
241 using DerivedType = MessageValue1<Render::Renderer, int>;
242 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
246 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
248 using DerivedType = MessageValue1<Render::Renderer, int>;
249 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
253 if(mResendFlag & RESEND_STENCIL_MASK)
255 using DerivedType = MessageValue1<Render::Renderer, int>;
256 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
260 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
262 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
263 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
267 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
269 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
270 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
274 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
276 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
277 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
281 if(mResendFlag & RESEND_SHADER)
283 using DerivedType = MessageValue1<Render::Renderer, bool>;
284 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
288 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
290 using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
291 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
292 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
300 // Ensure collected map is up to date
301 UpdateUniformMap(updateBufferIndex);
303 return rendererUpdated;
306 void Renderer::SetTextures(TextureSet* textureSet)
308 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
310 mTextureSet = textureSet;
316 const Vector<Render::Texture*>* Renderer::GetTextures() const
318 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
321 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
323 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
326 void Renderer::SetShader(Shader* shader)
328 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
332 mShader->RemoveUniformMapObserver(*this);
336 mShader->AddUniformMapObserver(*this);
337 mRegenerateUniformMap = true;
338 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
342 void Renderer::SetGeometry(Render::Geometry* geometry)
344 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
345 mGeometry = geometry;
349 mResendFlag |= RESEND_GEOMETRY;
353 void Renderer::SetDepthIndex(int depthIndex)
355 mDepthIndex = depthIndex;
361 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
363 mFaceCullingMode = faceCullingMode;
364 mResendFlag |= RESEND_FACE_CULLING_MODE;
367 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
369 return mFaceCullingMode;
372 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
374 mBlendMode = blendingMode;
380 BlendMode::Type Renderer::GetBlendMode() const
385 void Renderer::SetBlendingOptions(uint32_t options)
387 if(mBlendBitmask != options)
389 mBlendBitmask = options;
390 mResendFlag |= RESEND_BLEND_BIT_MASK;
395 uint32_t Renderer::GetBlendingOptions() const
397 return mBlendBitmask;
400 void Renderer::SetBlendColor(const Vector4& blendColor)
402 if(blendColor == Color::TRANSPARENT)
404 mBlendColor = nullptr;
410 mBlendColor = new Vector4(blendColor);
414 *mBlendColor = blendColor;
418 mResendFlag |= RESEND_BLEND_COLOR;
421 Vector4 Renderer::GetBlendColor() const
427 return Color::TRANSPARENT;
430 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
432 mIndexedDrawFirstElement = firstElement;
433 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
436 uint32_t Renderer::GetIndexedDrawFirstElement() const
438 return mIndexedDrawFirstElement;
441 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
443 mIndexedDrawElementsCount = elementsCount;
444 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
447 uint32_t Renderer::GetIndexedDrawElementsCount() const
449 return mIndexedDrawElementsCount;
452 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
454 mPremultipledAlphaEnabled = preMultipled;
455 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
458 bool Renderer::IsPreMultipliedAlphaEnabled() const
460 return mPremultipledAlphaEnabled;
463 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
465 mDepthWriteMode = depthWriteMode;
466 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
469 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
471 return mDepthWriteMode;
474 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
476 mDepthTestMode = depthTestMode;
477 mResendFlag |= RESEND_DEPTH_TEST_MODE;
480 DepthTestMode::Type Renderer::GetDepthTestMode() const
482 return mDepthTestMode;
485 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
487 mDepthFunction = depthFunction;
488 mResendFlag |= RESEND_DEPTH_FUNCTION;
491 DepthFunction::Type Renderer::GetDepthFunction() const
493 return mDepthFunction;
496 void Renderer::SetRenderMode(RenderMode::Type mode)
498 mStencilParameters.renderMode = mode;
499 mResendFlag |= RESEND_RENDER_MODE;
502 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
504 mStencilParameters.stencilFunction = stencilFunction;
505 mResendFlag |= RESEND_STENCIL_FUNCTION;
508 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
510 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
511 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
514 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
516 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
517 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
520 void Renderer::SetStencilMask(int stencilMask)
522 mStencilParameters.stencilMask = stencilMask;
523 mResendFlag |= RESEND_STENCIL_MASK;
526 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
528 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
529 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
532 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
534 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
535 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
538 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
540 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
541 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
544 void Renderer::SetRenderCallback(RenderCallback* callback)
546 mRenderCallback = callback;
547 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
551 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
553 return mStencilParameters;
556 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
558 mOpacity.Bake(updateBufferIndex, opacity);
564 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
566 return mOpacity[updateBufferIndex];
569 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
571 mRenderingBehavior = renderingBehavior;
575 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
577 return mRenderingBehavior;
580 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
581 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
583 mRegenerateUniformMap = true;
584 mSceneController = &sceneController;
586 mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
588 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
589 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
592 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
593 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
595 //Remove renderer from RenderManager
598 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
601 mSceneController = nullptr;
604 Render::Renderer& Renderer::GetRenderer()
609 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
611 Renderer::OpacityType opacityType = Renderer::OPAQUE;
613 if(node.IsTransparent())
615 return Renderer::TRANSPARENT;
620 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
622 opacityType = Renderer::TRANSLUCENT;
625 case BlendMode::ON: // If the renderer should always be use blending
627 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
628 if(alpha <= FULLY_TRANSPARENT)
630 opacityType = Renderer::TRANSPARENT;
634 opacityType = Renderer::TRANSLUCENT;
638 case BlendMode::AUTO:
640 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
642 opacityType = Renderer::TRANSLUCENT;
646 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
647 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
649 opacityType = Renderer::TRANSLUCENT;
652 // renderer should determine opacity using the actor color
653 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
654 if(alpha <= FULLY_TRANSPARENT)
656 opacityType = Renderer::TRANSPARENT;
658 else if(alpha <= FULLY_OPAQUE)
660 opacityType = Renderer::TRANSLUCENT;
665 case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
667 // renderer should determine opacity using the actor color
668 float alpha = node.GetWorldColor(updateBufferIndex).a;
669 if(alpha <= FULLY_TRANSPARENT)
671 opacityType = Renderer::TRANSPARENT;
673 else if(alpha < FULLY_OPAQUE)
675 opacityType = Renderer::TRANSLUCENT;
679 opacityType = Renderer::OPAQUE;
683 case BlendMode::OFF: // the renderer should never use blending
686 opacityType = Renderer::OPAQUE;
694 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
696 if(mRegenerateUniformMap)
698 CollectedUniformMap& localMap = mCollectedUniformMap;
701 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
703 auto size = rendererUniformMap.Count();
706 size += mShader->GetUniformMap().Count();
709 localMap.Reserve(size);
710 localMap.AddMappings(rendererUniformMap);
713 localMap.AddMappings(mShader->GetUniformMap());
715 localMap.UpdateChangeCounter();
716 mRegenerateUniformMap = false;
720 uint64_t hash = 0xc70f6907UL;
721 const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = GetUniformMapDataProvider();
722 const SceneGraph::CollectedUniformMap& collectedUniformMap = uniformMapDataProvider.GetCollectedUniformMap();
723 for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
725 hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
727 if(mUniformsHash != hash)
729 mUniformsHash = hash;
734 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
736 mDrawCommands.clear();
737 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
738 mResendFlag |= RESEND_DRAW_COMMANDS;
741 bool Renderer::IsDirty() const
743 // Check whether the opacity property has changed
744 return (mDirtyFlag || !mOpacity.IsClean());
747 void Renderer::ResetDirtyFlag()
754 uint32_t Renderer::GetMemoryPoolCapacity()
756 return gRendererMemoryPool.GetCapacity();
759 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
761 // The mappings are either from PropertyOwner base class, or the Shader
762 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
765 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
767 return mCollectedUniformMap;
770 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
772 if(mVisualProperties)
774 auto& coefficient = mVisualProperties->mCoefficient;
776 // TODO : We may need to get some method that visual properties changed, without hash.
777 // Or, need to call this API in PreRender side.
779 uint64_t hash = 0xc70f6907UL;
781 hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
782 hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
783 hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
784 hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
785 hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
786 hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
788 if(coefficient.hash != hash)
790 coefficient.hash = hash;
793 const Vector2 transformOffset = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
794 const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
795 const Vector2 transformSize = mVisualProperties->mTransformSize.Get(updateBufferIndex);
796 const Vector2 transformOrigin = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
797 const Vector2 transformAnchorPoint = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
798 const Vector2 extraSize = mVisualProperties->mExtraSize.Get(updateBufferIndex);
800 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size %5.3f %5.3f\n", transformSize.x, transformSize.y);
801 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
802 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
803 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
804 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size %5.3f %5.3f\n", extraSize.x, extraSize.y);
806 // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
807 // Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
809 // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
810 // Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
812 // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
813 // const Vector2 decoratedVisualSize = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
815 // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
816 // + anchorPoint * visualSize
817 // + origin * uSize.xy
820 // Calculate same logic of visual's vertex shader transform.
821 // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
822 // maxVertexPosition = 0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
824 // Update cached VisualTransformedUpdateSizeCoefficientCache
826 // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
828 // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
829 // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
830 // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
832 // CA = transformSize * transformOffsetSizeMode.zw + extraSize
833 // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
834 // + transformOffset * transformOffsetSizeMode.xy
835 // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
837 coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
838 coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
839 coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
840 coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
842 if(mVisualProperties->mExtendedProperties)
844 const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
846 uint64_t decoratedHash = 0xc70f6907UL;
848 decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
849 decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
850 decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
852 if(coefficient.decoratedHash != decoratedHash)
854 coefficient.decoratedHash = decoratedHash;
856 // DecoratedVisualProperty
857 const float borderlineWidth = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
858 const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
859 const float blurRadius = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
861 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width %5.3f\n", borderlineWidth);
862 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
863 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius %5.3f\n", blurRadius);
865 // D coefficients be used only decoratedVisual.
866 // It can be calculated parallely with transform.
868 coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
872 // Calculate vertex position by coefficient
873 // It will reduce the number of operations
875 // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
876 // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
879 // basicVertexPosition = XB * originalSize + CB
880 // scaleVertexPosition = XA * originalSize + CA + D
882 // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
883 // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
885 // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
886 // = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
887 // = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
888 // Cause transform matrix will think center of vertex is (0, 0)
890 const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
891 const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
893 const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
894 const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
896 // TODO : We need to re-generate coefficient to consitder area width/height
897 const Vector4 resultArea = Vector4(originalXY.x,
899 scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
900 scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
902 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f %f %f--> %f %f %f %f\n", originalUpdateArea.x, originalUpdateArea.y, originalUpdateArea.z, originalUpdateArea.w, resultArea.x, resultArea.y, resultArea.z, resultArea.w);
906 return originalUpdateArea;
909 } // namespace SceneGraph
910 } // namespace Internal