Merge "Reduce Render::Renderer size" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2022 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 // CLASS HEADER
18 #include "scene-graph-renderer.h"
19
20 // INTERNAL INCLUDES
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>
34
35 #include <dali/integration-api/debug.h>
36
37 namespace Dali
38 {
39 namespace Internal
40 {
41 namespace SceneGraph
42 {
43 namespace // unnamed namespace
44 {
45 #ifdef DEBUG_ENABLED
46 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
47 #endif
48
49 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
50 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
51
52 // Flags for re-sending data to renderer.
53 enum Flags
54 {
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
77 };
78
79 } // Anonymous namespace
80
81 Renderer* Renderer::New()
82 {
83   return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
84 }
85
86 Renderer::Renderer()
87 : mSceneController(nullptr),
88   mRenderer(nullptr),
89   mTextureSet(nullptr),
90   mGeometry(nullptr),
91   mShader(nullptr),
92   mBlendColor(nullptr),
93   mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
94   mIndexedDrawFirstElement(0u),
95   mIndexedDrawElementsCount(0u),
96   mBlendBitmask(0u),
97   mResendFlag(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),
107   mDirtyFlag(true),
108   mOpacity(1.0f),
109   mDepthIndex(0)
110 {
111   // Observe our own PropertyOwner's uniform map.
112   AddUniformMapObserver(*this);
113 }
114
115 Renderer::~Renderer()
116 {
117   if(mShader)
118   {
119     mShader->RemoveUniformMapObserver(*this);
120     mShader = nullptr;
121   }
122 }
123
124 void Renderer::operator delete(void* ptr)
125 {
126   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
127 }
128
129 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
130 {
131   bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
132
133   if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
134   {
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();
140   }
141   if(mUpdateDecay > 0)
142   {
143     mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
144   }
145
146   if(mResendFlag != 0)
147   {
148     if(mResendFlag & RESEND_GEOMETRY)
149     {
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);
153     }
154
155     if(mResendFlag & RESEND_DRAW_COMMANDS)
156     {
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());
160     }
161
162     if(mResendFlag & RESEND_FACE_CULLING_MODE)
163     {
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);
167     }
168
169     if(mResendFlag & RESEND_BLEND_BIT_MASK)
170     {
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);
174     }
175
176     if(mResendFlag & RESEND_BLEND_COLOR)
177     {
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());
181     }
182
183     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
184     {
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);
188     }
189
190     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
191     {
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);
195     }
196
197     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
198     {
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);
202     }
203
204     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
205     {
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);
209     }
210
211     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
212     {
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);
216     }
217
218     if(mResendFlag & RESEND_DEPTH_FUNCTION)
219     {
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);
223     }
224
225     if(mResendFlag & RESEND_RENDER_MODE)
226     {
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);
230     }
231
232     if(mResendFlag & RESEND_STENCIL_FUNCTION)
233     {
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);
237     }
238
239     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
240     {
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);
244     }
245
246     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
247     {
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);
251     }
252
253     if(mResendFlag & RESEND_STENCIL_MASK)
254     {
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);
258     }
259
260     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
261     {
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);
265     }
266
267     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
268     {
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);
272     }
273
274     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
275     {
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);
279     }
280
281     if(mResendFlag & RESEND_SHADER)
282     {
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);
286     }
287
288     if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
289     {
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);
293     }
294
295     SetUpdated(true);
296
297     mResendFlag = 0;
298   }
299
300   // Ensure collected map is up to date
301   UpdateUniformMap(updateBufferIndex);
302
303   return rendererUpdated;
304 }
305
306 void Renderer::SetTextures(TextureSet* textureSet)
307 {
308   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
309
310   mTextureSet = textureSet;
311
312   mDirtyFlag = true;
313   SetUpdated(true);
314 }
315
316 const Vector<Render::Texture*>* Renderer::GetTextures() const
317 {
318   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
319 }
320
321 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
322 {
323   return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
324 }
325
326 void Renderer::SetShader(Shader* shader)
327 {
328   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
329
330   if(mShader)
331   {
332     mShader->RemoveUniformMapObserver(*this);
333   }
334
335   mShader = shader;
336   mShader->AddUniformMapObserver(*this);
337   mRegenerateUniformMap = true;
338   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
339   mDirtyFlag = true;
340 }
341
342 void Renderer::SetGeometry(Render::Geometry* geometry)
343 {
344   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
345   mGeometry = geometry;
346
347   if(mRenderer)
348   {
349     mResendFlag |= RESEND_GEOMETRY;
350   }
351 }
352
353 void Renderer::SetDepthIndex(int depthIndex)
354 {
355   mDepthIndex = depthIndex;
356
357   mDirtyFlag = true;
358   SetUpdated(true);
359 }
360
361 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
362 {
363   mFaceCullingMode = faceCullingMode;
364   mResendFlag |= RESEND_FACE_CULLING_MODE;
365 }
366
367 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
368 {
369   return mFaceCullingMode;
370 }
371
372 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
373 {
374   mBlendMode = blendingMode;
375
376   mDirtyFlag = true;
377   SetUpdated(true);
378 }
379
380 BlendMode::Type Renderer::GetBlendMode() const
381 {
382   return mBlendMode;
383 }
384
385 void Renderer::SetBlendingOptions(uint32_t options)
386 {
387   if(mBlendBitmask != options)
388   {
389     mBlendBitmask = options;
390     mResendFlag |= RESEND_BLEND_BIT_MASK;
391     mDirtyFlag = true;
392   }
393 }
394
395 uint32_t Renderer::GetBlendingOptions() const
396 {
397   return mBlendBitmask;
398 }
399
400 void Renderer::SetBlendColor(const Vector4& blendColor)
401 {
402   if(blendColor == Color::TRANSPARENT)
403   {
404     mBlendColor = nullptr;
405   }
406   else
407   {
408     if(!mBlendColor)
409     {
410       mBlendColor = new Vector4(blendColor);
411     }
412     else
413     {
414       *mBlendColor = blendColor;
415     }
416   }
417
418   mResendFlag |= RESEND_BLEND_COLOR;
419 }
420
421 Vector4 Renderer::GetBlendColor() const
422 {
423   if(mBlendColor)
424   {
425     return *mBlendColor;
426   }
427   return Color::TRANSPARENT;
428 }
429
430 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
431 {
432   mIndexedDrawFirstElement = firstElement;
433   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
434 }
435
436 uint32_t Renderer::GetIndexedDrawFirstElement() const
437 {
438   return mIndexedDrawFirstElement;
439 }
440
441 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
442 {
443   mIndexedDrawElementsCount = elementsCount;
444   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
445 }
446
447 uint32_t Renderer::GetIndexedDrawElementsCount() const
448 {
449   return mIndexedDrawElementsCount;
450 }
451
452 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
453 {
454   mPremultipledAlphaEnabled = preMultipled;
455   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
456 }
457
458 bool Renderer::IsPreMultipliedAlphaEnabled() const
459 {
460   return mPremultipledAlphaEnabled;
461 }
462
463 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
464 {
465   mDepthWriteMode = depthWriteMode;
466   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
467 }
468
469 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
470 {
471   return mDepthWriteMode;
472 }
473
474 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
475 {
476   mDepthTestMode = depthTestMode;
477   mResendFlag |= RESEND_DEPTH_TEST_MODE;
478 }
479
480 DepthTestMode::Type Renderer::GetDepthTestMode() const
481 {
482   return mDepthTestMode;
483 }
484
485 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
486 {
487   mDepthFunction = depthFunction;
488   mResendFlag |= RESEND_DEPTH_FUNCTION;
489 }
490
491 DepthFunction::Type Renderer::GetDepthFunction() const
492 {
493   return mDepthFunction;
494 }
495
496 void Renderer::SetRenderMode(RenderMode::Type mode)
497 {
498   mStencilParameters.renderMode = mode;
499   mResendFlag |= RESEND_RENDER_MODE;
500 }
501
502 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
503 {
504   mStencilParameters.stencilFunction = stencilFunction;
505   mResendFlag |= RESEND_STENCIL_FUNCTION;
506 }
507
508 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
509 {
510   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
511   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
512 }
513
514 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
515 {
516   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
517   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
518 }
519
520 void Renderer::SetStencilMask(int stencilMask)
521 {
522   mStencilParameters.stencilMask = stencilMask;
523   mResendFlag |= RESEND_STENCIL_MASK;
524 }
525
526 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
527 {
528   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
529   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
530 }
531
532 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
533 {
534   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
535   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
536 }
537
538 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
539 {
540   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
541   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
542 }
543
544 void Renderer::SetRenderCallback(RenderCallback* callback)
545 {
546   mRenderCallback = callback;
547   mResendFlag |= RESEND_SET_RENDER_CALLBACK;
548   mDirtyFlag = true;
549 }
550
551 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
552 {
553   return mStencilParameters;
554 }
555
556 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
557 {
558   mOpacity.Bake(updateBufferIndex, opacity);
559
560   mDirtyFlag = true;
561   SetUpdated(true);
562 }
563
564 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
565 {
566   return mOpacity[updateBufferIndex];
567 }
568
569 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
570 {
571   mRenderingBehavior = renderingBehavior;
572   SetUpdated(true);
573 }
574
575 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
576 {
577   return mRenderingBehavior;
578 }
579
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)
582 {
583   mRegenerateUniformMap = true;
584   mSceneController      = &sceneController;
585
586   mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
587
588   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
589   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
590 }
591
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)
594 {
595   //Remove renderer from RenderManager
596   if(mRenderer)
597   {
598     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
599     mRenderer = nullptr;
600   }
601   mSceneController = nullptr;
602 }
603
604 Render::Renderer& Renderer::GetRenderer()
605 {
606   return *mRenderer;
607 }
608
609 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
610 {
611   Renderer::OpacityType opacityType = Renderer::OPAQUE;
612
613   if(node.IsTransparent())
614   {
615     return Renderer::TRANSPARENT;
616   }
617
618   switch(mBlendMode)
619   {
620     case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
621     {
622       opacityType = Renderer::TRANSLUCENT;
623       break;
624     }
625     case BlendMode::ON: // If the renderer should always be use blending
626     {
627       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
628       if(alpha <= FULLY_TRANSPARENT)
629       {
630         opacityType = Renderer::TRANSPARENT;
631       }
632       else
633       {
634         opacityType = Renderer::TRANSLUCENT;
635       }
636       break;
637     }
638     case BlendMode::AUTO:
639     {
640       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
641       {
642         opacityType = Renderer::TRANSLUCENT;
643         break;
644       }
645
646       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
647       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
648       {
649         opacityType = Renderer::TRANSLUCENT;
650       }
651
652       // renderer should determine opacity using the actor color
653       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
654       if(alpha <= FULLY_TRANSPARENT)
655       {
656         opacityType = Renderer::TRANSPARENT;
657       }
658       else if(alpha <= FULLY_OPAQUE)
659       {
660         opacityType = Renderer::TRANSLUCENT;
661       }
662
663       break;
664     }
665     case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
666     {
667       // renderer should determine opacity using the actor color
668       float alpha = node.GetWorldColor(updateBufferIndex).a;
669       if(alpha <= FULLY_TRANSPARENT)
670       {
671         opacityType = Renderer::TRANSPARENT;
672       }
673       else if(alpha < FULLY_OPAQUE)
674       {
675         opacityType = Renderer::TRANSLUCENT;
676       }
677       else
678       {
679         opacityType = Renderer::OPAQUE;
680       }
681       break;
682     }
683     case BlendMode::OFF: // the renderer should never use blending
684     default:
685     {
686       opacityType = Renderer::OPAQUE;
687       break;
688     }
689   }
690
691   return opacityType;
692 }
693
694 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
695 {
696   if(mRegenerateUniformMap)
697   {
698     CollectedUniformMap& localMap = mCollectedUniformMap;
699     localMap.Clear();
700
701     const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
702
703     auto size = rendererUniformMap.Count();
704     if(mShader)
705     {
706       size += mShader->GetUniformMap().Count();
707     }
708
709     localMap.Reserve(size);
710     localMap.AddMappings(rendererUniformMap);
711     if(mShader)
712     {
713       localMap.AddMappings(mShader->GetUniformMap());
714     }
715     localMap.UpdateChangeCounter();
716     mRegenerateUniformMap = false;
717     SetUpdated(true);
718   }
719
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)
724   {
725     hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
726   }
727   if(mUniformsHash != hash)
728   {
729     mUniformsHash = hash;
730     SetUpdated(true);
731   }
732 }
733
734 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
735 {
736   mDrawCommands.clear();
737   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
738   mResendFlag |= RESEND_DRAW_COMMANDS;
739 }
740
741 bool Renderer::IsDirty() const
742 {
743   // Check whether the opacity property has changed
744   return (mDirtyFlag || !mOpacity.IsClean());
745 }
746
747 void Renderer::ResetDirtyFlag()
748 {
749   mDirtyFlag = false;
750
751   SetUpdated(false);
752 }
753
754 uint32_t Renderer::GetMemoryPoolCapacity()
755 {
756   return gRendererMemoryPool.GetCapacity();
757 }
758
759 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
760 {
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.
763 }
764
765 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
766 {
767   return mCollectedUniformMap;
768 }
769
770 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
771 {
772   if(mVisualProperties)
773   {
774     auto& coefficient = mVisualProperties->mCoefficient;
775
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.
778
779     uint64_t hash = 0xc70f6907UL;
780
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);
787
788     if(coefficient.hash != hash)
789     {
790       coefficient.hash = hash;
791
792       // VisualProperty
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);
799
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);
805
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)) +
808       //                            extraSize;
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));
811
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);
814
815       // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
816       //                          + anchorPoint * visualSize
817       //                          + origin * uSize.xy
818       //                          + visualOffset;
819
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
823
824       // Update cached VisualTransformedUpdateSizeCoefficientCache
825
826       // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
827
828       // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
829       // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
830       //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
831       //    + transformOrigin
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)
836
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);
841     }
842     if(mVisualProperties->mExtendedProperties)
843     {
844       const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
845
846       uint64_t decoratedHash = 0xc70f6907UL;
847
848       decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
849       decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
850       decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
851
852       if(coefficient.decoratedHash != decoratedHash)
853       {
854         coefficient.decoratedHash = decoratedHash;
855
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);
860
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);
864
865         // D coefficients be used only decoratedVisual.
866         // It can be calculated parallely with transform.
867
868         coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
869       }
870     }
871
872     // Calculate vertex position by coefficient
873     // It will reduce the number of operations
874
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;
877
878     // When we set
879     // basicVertexPosition = XB * originalSize + CB
880     // scaleVertexPosition = XA * originalSize + CA + D
881
882     // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
883     //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
884
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)
889
890     const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
891     const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
892
893     const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
894     const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
895
896     // TODO : We need to re-generate coefficient to consitder area width/height
897     const Vector4 resultArea = Vector4(originalXY.x,
898                                        originalXY.y,
899                                        scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
900                                        scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
901
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);
903
904     return resultArea;
905   }
906   return originalUpdateArea;
907 }
908
909 } // namespace SceneGraph
910 } // namespace Internal
911 } // namespace Dali