Merge "Sync UTC harness" 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/event/rendering/decorated-visual-renderer-impl.h> // For DecoratedVisualRenderer::AnimatableDecoratedVisualProperties
25 #include <dali/internal/render/data-providers/node-data-provider.h>
26 #include <dali/internal/render/data-providers/render-data-provider.h>
27 #include <dali/internal/render/queue/render-queue.h>
28 #include <dali/internal/render/renderers/render-geometry.h>
29 #include <dali/internal/render/shaders/program.h>
30 #include <dali/internal/render/shaders/render-shader.h>
31 #include <dali/internal/update/controllers/render-message-dispatcher.h>
32 #include <dali/internal/update/controllers/scene-controller.h>
33 #include <dali/internal/update/nodes/node.h>
34 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
35
36 #include <dali/integration-api/debug.h>
37
38 namespace Dali
39 {
40 namespace Internal
41 {
42 namespace SceneGraph
43 {
44 namespace // unnamed namespace
45 {
46 #ifdef DEBUG_ENABLED
47 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
48 #endif
49
50 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
51 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
52
53 // Flags for re-sending data to renderer.
54 enum Flags
55 {
56   RESEND_GEOMETRY                    = 1 << 0,
57   RESEND_FACE_CULLING_MODE           = 1 << 1,
58   RESEND_BLEND_COLOR                 = 1 << 2,
59   RESEND_BLEND_BIT_MASK              = 1 << 3,
60   RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
61   RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
62   RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
63   RESEND_DEPTH_WRITE_MODE            = 1 << 7,
64   RESEND_DEPTH_TEST_MODE             = 1 << 8,
65   RESEND_DEPTH_FUNCTION              = 1 << 9,
66   RESEND_RENDER_MODE                 = 1 << 10,
67   RESEND_STENCIL_FUNCTION            = 1 << 11,
68   RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
69   RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
70   RESEND_STENCIL_MASK                = 1 << 14,
71   RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
72   RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
73   RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
74   RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
75   RESEND_SHADER                      = 1 << 19,
76   RESEND_DRAW_COMMANDS               = 1 << 20,
77   RESEND_SET_RENDER_CALLBACK         = 1 << 21
78 };
79
80 } // Anonymous namespace
81
82 Renderer* Renderer::New()
83 {
84   return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
85 }
86
87 Renderer::Renderer()
88 : mSceneController(nullptr),
89   mRenderer(nullptr),
90   mTextureSet(nullptr),
91   mGeometry(nullptr),
92   mShader(nullptr),
93   mBlendColor(nullptr),
94   mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
95   mIndexedDrawFirstElement(0u),
96   mIndexedDrawElementsCount(0u),
97   mBlendBitmask(0u),
98   mResendFlag(0u),
99   mDepthFunction(DepthFunction::LESS),
100   mFaceCullingMode(FaceCullingMode::NONE),
101   mBlendMode(BlendMode::AUTO),
102   mDepthWriteMode(DepthWriteMode::AUTO),
103   mDepthTestMode(DepthTestMode::AUTO),
104   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
105   mUpdateDecay(Renderer::Decay::INITIAL),
106   mRegenerateUniformMap(false),
107   mPremultipledAlphaEnabled(false),
108   mDirtyFlag(true),
109   mOpacity(1.0f),
110   mDepthIndex(0)
111 {
112   // Observe our own PropertyOwner's uniform map.
113   AddUniformMapObserver(*this);
114 }
115
116 Renderer::~Renderer()
117 {
118   if(mShader)
119   {
120     mShader->RemoveUniformMapObserver(*this);
121     mShader = nullptr;
122   }
123 }
124
125 void Renderer::operator delete(void* ptr)
126 {
127   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
128 }
129
130 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
131 {
132   bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
133
134   if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
135   {
136     // The map has changed since the last time we checked.
137     rendererUpdated          = true;
138     mRegenerateUniformMap    = true;
139     mUpdateDecay             = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
140     mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
141   }
142   if(mUpdateDecay > 0)
143   {
144     mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
145   }
146
147   if(mResendFlag != 0)
148   {
149     if(mResendFlag & RESEND_GEOMETRY)
150     {
151       typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
152       uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
153       new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
154     }
155
156     if(mResendFlag & RESEND_DRAW_COMMANDS)
157     {
158       using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
159       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
160       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
161     }
162
163     if(mResendFlag & RESEND_FACE_CULLING_MODE)
164     {
165       using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
166       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
167       new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
168     }
169
170     if(mResendFlag & RESEND_BLEND_BIT_MASK)
171     {
172       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
173       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
174       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
175     }
176
177     if(mResendFlag & RESEND_BLEND_COLOR)
178     {
179       using DerivedType = MessageValue1<Render::Renderer, Vector4>;
180       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
181       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
182     }
183
184     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
185     {
186       using DerivedType = MessageValue1<Render::Renderer, bool>;
187       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
188       new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
189     }
190
191     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
192     {
193       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
194       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
195       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
196     }
197
198     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
199     {
200       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
201       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
202       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
203     }
204
205     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
206     {
207       using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
208       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
209       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
210     }
211
212     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
213     {
214       using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
215       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
216       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
217     }
218
219     if(mResendFlag & RESEND_DEPTH_FUNCTION)
220     {
221       using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
222       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
223       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
224     }
225
226     if(mResendFlag & RESEND_RENDER_MODE)
227     {
228       using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
229       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
230       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
231     }
232
233     if(mResendFlag & RESEND_STENCIL_FUNCTION)
234     {
235       using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
236       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
237       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
238     }
239
240     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
241     {
242       using DerivedType = MessageValue1<Render::Renderer, int>;
243       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
244       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
245     }
246
247     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
248     {
249       using DerivedType = MessageValue1<Render::Renderer, int>;
250       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
251       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
252     }
253
254     if(mResendFlag & RESEND_STENCIL_MASK)
255     {
256       using DerivedType = MessageValue1<Render::Renderer, int>;
257       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
258       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
259     }
260
261     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
262     {
263       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
264       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
265       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
266     }
267
268     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
269     {
270       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
271       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
272       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
273     }
274
275     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
276     {
277       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
278       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
279       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
280     }
281
282     if(mResendFlag & RESEND_SHADER)
283     {
284       using DerivedType = MessageValue1<Render::Renderer, bool>;
285       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
286       new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
287     }
288
289     if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
290     {
291       using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
292       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
293       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
294     }
295
296     SetUpdated(true);
297
298     mResendFlag = 0;
299   }
300
301   // Ensure collected map is up to date
302   UpdateUniformMap(updateBufferIndex);
303
304   return rendererUpdated;
305 }
306
307 void Renderer::SetTextures(TextureSet* textureSet)
308 {
309   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
310
311   mTextureSet = textureSet;
312
313   mDirtyFlag = true;
314   SetUpdated(true);
315 }
316
317 const Vector<Render::Texture*>* Renderer::GetTextures() const
318 {
319   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
320 }
321
322 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
323 {
324   return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
325 }
326
327 void Renderer::SetShader(Shader* shader)
328 {
329   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
330
331   if(mShader)
332   {
333     mShader->RemoveUniformMapObserver(*this);
334   }
335
336   mShader = shader;
337   mShader->AddUniformMapObserver(*this);
338   mRegenerateUniformMap = true;
339   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
340   mDirtyFlag = true;
341 }
342
343 void Renderer::SetGeometry(Render::Geometry* geometry)
344 {
345   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
346   mGeometry = geometry;
347
348   if(mRenderer)
349   {
350     mResendFlag |= RESEND_GEOMETRY;
351   }
352 }
353
354 void Renderer::SetDepthIndex(int depthIndex)
355 {
356   mDepthIndex = depthIndex;
357
358   mDirtyFlag = true;
359   SetUpdated(true);
360 }
361
362 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
363 {
364   mFaceCullingMode = faceCullingMode;
365   mResendFlag |= RESEND_FACE_CULLING_MODE;
366 }
367
368 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
369 {
370   return mFaceCullingMode;
371 }
372
373 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
374 {
375   mBlendMode = blendingMode;
376
377   mDirtyFlag = true;
378   SetUpdated(true);
379 }
380
381 BlendMode::Type Renderer::GetBlendMode() const
382 {
383   return mBlendMode;
384 }
385
386 void Renderer::SetBlendingOptions(uint32_t options)
387 {
388   if(mBlendBitmask != options)
389   {
390     mBlendBitmask = options;
391     mResendFlag |= RESEND_BLEND_BIT_MASK;
392     mDirtyFlag = true;
393   }
394 }
395
396 uint32_t Renderer::GetBlendingOptions() const
397 {
398   return mBlendBitmask;
399 }
400
401 void Renderer::SetBlendColor(const Vector4& blendColor)
402 {
403   if(blendColor == Color::TRANSPARENT)
404   {
405     mBlendColor = nullptr;
406   }
407   else
408   {
409     if(!mBlendColor)
410     {
411       mBlendColor = new Vector4(blendColor);
412     }
413     else
414     {
415       *mBlendColor = blendColor;
416     }
417   }
418
419   mResendFlag |= RESEND_BLEND_COLOR;
420 }
421
422 Vector4 Renderer::GetBlendColor() const
423 {
424   if(mBlendColor)
425   {
426     return *mBlendColor;
427   }
428   return Color::TRANSPARENT;
429 }
430
431 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
432 {
433   mIndexedDrawFirstElement = firstElement;
434   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
435 }
436
437 uint32_t Renderer::GetIndexedDrawFirstElement() const
438 {
439   return mIndexedDrawFirstElement;
440 }
441
442 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
443 {
444   mIndexedDrawElementsCount = elementsCount;
445   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
446 }
447
448 uint32_t Renderer::GetIndexedDrawElementsCount() const
449 {
450   return mIndexedDrawElementsCount;
451 }
452
453 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
454 {
455   mPremultipledAlphaEnabled = preMultipled;
456   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
457 }
458
459 bool Renderer::IsPreMultipliedAlphaEnabled() const
460 {
461   return mPremultipledAlphaEnabled;
462 }
463
464 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
465 {
466   mDepthWriteMode = depthWriteMode;
467   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
468 }
469
470 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
471 {
472   return mDepthWriteMode;
473 }
474
475 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
476 {
477   mDepthTestMode = depthTestMode;
478   mResendFlag |= RESEND_DEPTH_TEST_MODE;
479 }
480
481 DepthTestMode::Type Renderer::GetDepthTestMode() const
482 {
483   return mDepthTestMode;
484 }
485
486 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
487 {
488   mDepthFunction = depthFunction;
489   mResendFlag |= RESEND_DEPTH_FUNCTION;
490 }
491
492 DepthFunction::Type Renderer::GetDepthFunction() const
493 {
494   return mDepthFunction;
495 }
496
497 void Renderer::SetRenderMode(RenderMode::Type mode)
498 {
499   mStencilParameters.renderMode = mode;
500   mResendFlag |= RESEND_RENDER_MODE;
501 }
502
503 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
504 {
505   mStencilParameters.stencilFunction = stencilFunction;
506   mResendFlag |= RESEND_STENCIL_FUNCTION;
507 }
508
509 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
510 {
511   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
512   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
513 }
514
515 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
516 {
517   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
518   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
519 }
520
521 void Renderer::SetStencilMask(int stencilMask)
522 {
523   mStencilParameters.stencilMask = stencilMask;
524   mResendFlag |= RESEND_STENCIL_MASK;
525 }
526
527 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
528 {
529   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
530   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
531 }
532
533 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
534 {
535   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
536   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
537 }
538
539 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
540 {
541   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
542   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
543 }
544
545 void Renderer::SetRenderCallback(RenderCallback* callback)
546 {
547   mRenderCallback = callback;
548   mResendFlag |= RESEND_SET_RENDER_CALLBACK;
549   mDirtyFlag = true;
550 }
551
552 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
553 {
554   return mStencilParameters;
555 }
556
557 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
558 {
559   mOpacity.Bake(updateBufferIndex, opacity);
560
561   mDirtyFlag = true;
562   SetUpdated(true);
563 }
564
565 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
566 {
567   return mOpacity[updateBufferIndex];
568 }
569
570 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
571 {
572   mRenderingBehavior = renderingBehavior;
573   SetUpdated(true);
574 }
575
576 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
577 {
578   return mRenderingBehavior;
579 }
580
581 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
582 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
583 {
584   mRegenerateUniformMap = true;
585   mSceneController      = &sceneController;
586
587   mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
588
589   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
590   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
591 }
592
593 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
594 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
595 {
596   //Remove renderer from RenderManager
597   if(mRenderer)
598   {
599     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
600     mRenderer = nullptr;
601   }
602   mSceneController = nullptr;
603 }
604
605 Render::Renderer& Renderer::GetRenderer()
606 {
607   return *mRenderer;
608 }
609
610 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
611 {
612   Renderer::OpacityType opacityType = Renderer::OPAQUE;
613
614   if(node.IsTransparent())
615   {
616     return Renderer::TRANSPARENT;
617   }
618
619   switch(mBlendMode)
620   {
621     case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
622     {
623       opacityType = Renderer::TRANSLUCENT;
624       break;
625     }
626     case BlendMode::ON: // If the renderer should always be use blending
627     {
628       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
629       if(alpha <= FULLY_TRANSPARENT)
630       {
631         opacityType = Renderer::TRANSPARENT;
632       }
633       else
634       {
635         opacityType = Renderer::TRANSLUCENT;
636       }
637       break;
638     }
639     case BlendMode::AUTO:
640     {
641       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
642       {
643         opacityType = Renderer::TRANSLUCENT;
644         break;
645       }
646
647       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
648       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
649       {
650         opacityType = Renderer::TRANSLUCENT;
651       }
652
653       // renderer should determine opacity using the actor color
654       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
655       if(alpha <= FULLY_TRANSPARENT)
656       {
657         opacityType = Renderer::TRANSPARENT;
658       }
659       else if(alpha <= FULLY_OPAQUE)
660       {
661         opacityType = Renderer::TRANSLUCENT;
662       }
663
664       break;
665     }
666     case BlendMode::OFF: // the renderer should never use blending
667     default:
668     {
669       opacityType = Renderer::OPAQUE;
670       break;
671     }
672   }
673
674   return opacityType;
675 }
676
677 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
678 {
679   if(mRegenerateUniformMap)
680   {
681     CollectedUniformMap& localMap = mCollectedUniformMap;
682     localMap.Clear();
683
684     const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
685
686     auto size = rendererUniformMap.Count();
687     if(mShader)
688     {
689       size += mShader->GetUniformMap().Count();
690     }
691
692     localMap.Reserve(size);
693     localMap.AddMappings(rendererUniformMap);
694     if(mShader)
695     {
696       localMap.AddMappings(mShader->GetUniformMap());
697     }
698     localMap.UpdateChangeCounter();
699     mRegenerateUniformMap = false;
700     SetUpdated(true);
701   }
702
703   uint64_t                                  hash                   = 0xc70f6907UL;
704   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = GetUniformMapDataProvider();
705   const SceneGraph::CollectedUniformMap&    collectedUniformMap    = uniformMapDataProvider.GetCollectedUniformMap();
706   for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
707   {
708     hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
709   }
710   if(mUniformsHash != hash)
711   {
712     mUniformsHash = hash;
713     SetUpdated(true);
714   }
715 }
716
717 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
718 {
719   mDrawCommands.clear();
720   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
721   mResendFlag |= RESEND_DRAW_COMMANDS;
722 }
723
724 bool Renderer::IsDirty() const
725 {
726   // Check whether the opacity property has changed
727   return (mDirtyFlag || !mOpacity.IsClean());
728 }
729
730 void Renderer::ResetDirtyFlag()
731 {
732   mDirtyFlag = false;
733
734   SetUpdated(false);
735 }
736
737 uint32_t Renderer::GetMemoryPoolCapacity()
738 {
739   return gRendererMemoryPool.GetCapacity();
740 }
741
742 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
743 {
744   // The mappings are either from PropertyOwner base class, or the Shader
745   mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
746 }
747
748 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
749 {
750   return mCollectedUniformMap;
751 }
752
753 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
754 {
755   if(mVisualProperties)
756   {
757     // TODO : We may need to get some method that visual properties changed, without hash.
758     // Or, need to call this API in PreRender side.
759
760     uint64_t hash = 0xc70f6907UL;
761
762     hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
763     hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
764     hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
765     hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
766     hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
767     hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
768
769     if(mVisualPropertiesCoefficient.hash != hash)
770     {
771       mVisualPropertiesCoefficient.hash = hash;
772
773       // VisualProperty
774       const Vector2 transformOffset         = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
775       const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
776       const Vector2 transformSize           = mVisualProperties->mTransformSize.Get(updateBufferIndex);
777       const Vector2 transformOrigin         = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
778       const Vector2 transformAnchorPoint    = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
779       const Vector2 extraSize               = mVisualProperties->mExtraSize.Get(updateBufferIndex);
780
781       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size   %5.3f %5.3f\n", transformSize.x, transformSize.y);
782       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
783       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
784       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
785       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size       %5.3f %5.3f\n", extraSize.x, extraSize.y);
786
787       // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
788       //                                    Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
789       //                            extraSize;
790       // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
791       //                                      Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
792
793       // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
794       // const Vector2 decoratedVisualSize    = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
795
796       // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
797       //                          + anchorPoint * visualSize
798       //                          + origin * uSize.xy
799       //                          + visualOffset;
800
801       // Calculate same logic of visual's vertex shader transform.
802       // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
803       // maxVertexPosition =  0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
804
805       // Update cached VisualTransformedUpdateSizeCoefficientCache
806
807       // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
808
809       // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
810       // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
811       //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
812       //    + transformOrigin
813       // CA = transformSize * transformOffsetSizeMode.zw + extraSize
814       // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
815       //    + transformOffset * transformOffsetSizeMode.xy
816       // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
817
818       mVisualPropertiesCoefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
819       mVisualPropertiesCoefficient.coefXB = mVisualPropertiesCoefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
820       mVisualPropertiesCoefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
821       mVisualPropertiesCoefficient.coefCB = mVisualPropertiesCoefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
822     }
823     if(mVisualProperties->mExtendedProperties)
824     {
825       const auto decoratedVisualProperties = static_cast<DecoratedVisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
826
827       uint64_t decoratedHash = 0xc70f6907UL;
828
829       decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
830       decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
831       decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
832
833       if(mVisualPropertiesCoefficient.decoratedHash != decoratedHash)
834       {
835         mVisualPropertiesCoefficient.decoratedHash = decoratedHash;
836
837         // DecoratedVisualProperty
838         const float borderlineWidth  = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
839         const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
840         const float blurRadius       = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
841
842         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width  %5.3f\n", borderlineWidth);
843         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
844         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius       %5.3f\n", blurRadius);
845
846         // D coefficients be used only decoratedVisual.
847         // It can be calculated parallely with transform.
848
849         mVisualPropertiesCoefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
850       }
851     }
852
853     // Calculate vertex position by coefficient
854     // It will reduce the number of operations
855
856     // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
857     // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
858
859     // When we set
860     // basicVertexPosition = XB * originalSize + CB
861     // scaleVertexPosition = XA * originalSize + CA + D
862
863     // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
864     //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
865
866     // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
867     //                  = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
868     //                  = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
869     // Cause transform matrix will think center of vertex is (0, 0)
870
871     const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
872     const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
873
874     const Vector2 basicVertexPosition = mVisualPropertiesCoefficient.coefXB * originalWH + mVisualPropertiesCoefficient.coefCB;
875     const Vector2 scaleVertexPosition = mVisualPropertiesCoefficient.coefXA * originalWH + mVisualPropertiesCoefficient.coefCA;
876
877     // TODO : We need to re-generate coefficient to consitder area width/height
878     const Vector4 resultArea = Vector4(originalXY.x,
879                                        originalXY.y,
880                                        scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + mVisualPropertiesCoefficient.coefD,
881                                        scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + mVisualPropertiesCoefficient.coefD);
882
883     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);
884
885     return resultArea;
886   }
887   return originalUpdateArea;
888 }
889
890 } // namespace SceneGraph
891 } // namespace Internal
892 } // namespace Dali