Merge branch 'devel/master' into tizen
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2023 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 }
112
113 Renderer::~Renderer()
114 {
115 }
116
117 void Renderer::operator delete(void* ptr)
118 {
119   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
120 }
121
122 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
123 {
124   bool rendererUpdated        = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
125   auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
126   bool shaderMapChanged       = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
127   if(shaderMapChanged)
128   {
129     mShaderMapChangeCounter = shaderMapChangeCounter;
130   }
131
132   if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
133   {
134     // The map has changed since the last time we checked.
135     rendererUpdated       = true;
136     mRegenerateUniformMap = true;
137     mUpdateDecay          = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
138
139     // Update local counters to identify any future changes to maps
140     // (unlikely, but allowed by API).
141     mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
142   }
143   if(mUpdateDecay > 0)
144   {
145     mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
146   }
147
148   if(mResendFlag != 0)
149   {
150     if(mResendFlag & RESEND_GEOMETRY)
151     {
152       typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
153       uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
154       new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
155     }
156
157     if(mResendFlag & RESEND_DRAW_COMMANDS)
158     {
159       using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
160       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
161       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
162     }
163
164     if(mResendFlag & RESEND_FACE_CULLING_MODE)
165     {
166       using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
167       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
168       new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
169     }
170
171     if(mResendFlag & RESEND_BLEND_BIT_MASK)
172     {
173       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
174       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
175       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
176     }
177
178     if(mResendFlag & RESEND_BLEND_COLOR)
179     {
180       using DerivedType = MessageValue1<Render::Renderer, Vector4>;
181       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
182       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
183     }
184
185     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
186     {
187       using DerivedType = MessageValue1<Render::Renderer, bool>;
188       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
189       new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
190     }
191
192     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
193     {
194       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
195       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
196       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
197     }
198
199     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
200     {
201       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
202       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
203       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
204     }
205
206     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
207     {
208       using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
209       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
210       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
211     }
212
213     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
214     {
215       using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
216       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
217       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
218     }
219
220     if(mResendFlag & RESEND_DEPTH_FUNCTION)
221     {
222       using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
223       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
224       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
225     }
226
227     if(mResendFlag & RESEND_RENDER_MODE)
228     {
229       using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
230       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
231       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
232     }
233
234     if(mResendFlag & RESEND_STENCIL_FUNCTION)
235     {
236       using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
237       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
238       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
239     }
240
241     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
242     {
243       using DerivedType = MessageValue1<Render::Renderer, int>;
244       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
245       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
246     }
247
248     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
249     {
250       using DerivedType = MessageValue1<Render::Renderer, int>;
251       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
252       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
253     }
254
255     if(mResendFlag & RESEND_STENCIL_MASK)
256     {
257       using DerivedType = MessageValue1<Render::Renderer, int>;
258       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
259       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
260     }
261
262     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
263     {
264       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
265       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
266       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
267     }
268
269     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
270     {
271       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
272       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
273       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
274     }
275
276     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
277     {
278       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
279       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
280       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
281     }
282
283     if(mResendFlag & RESEND_SHADER)
284     {
285       using DerivedType = MessageValue1<Render::Renderer, bool>;
286       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
287       new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
288     }
289
290     if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
291     {
292       using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
293       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
294       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
295     }
296
297     SetUpdated(true);
298
299     mResendFlag = 0;
300   }
301
302   // Ensure collected map is up to date
303   UpdateUniformMap(updateBufferIndex);
304
305   return rendererUpdated;
306 }
307
308 void Renderer::SetTextures(TextureSet* textureSet)
309 {
310   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
311
312   mTextureSet = textureSet;
313
314   mDirtyFlag = true;
315   SetUpdated(true);
316 }
317
318 const Vector<Render::Texture*>* Renderer::GetTextures() const
319 {
320   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
321 }
322
323 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
324 {
325   return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
326 }
327
328 void Renderer::SetShader(Shader* shader)
329 {
330   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
331
332   mShader                 = shader;
333   mShaderMapChangeCounter = 0u;
334   mRegenerateUniformMap   = true;
335   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
336   mDirtyFlag = true;
337 }
338
339 void Renderer::SetGeometry(Render::Geometry* geometry)
340 {
341   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
342   mGeometry = geometry;
343
344   if(mRenderer)
345   {
346     mResendFlag |= RESEND_GEOMETRY;
347   }
348 }
349
350 void Renderer::SetDepthIndex(int depthIndex)
351 {
352   mDepthIndex = depthIndex;
353
354   mDirtyFlag = true;
355   SetUpdated(true);
356 }
357
358 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
359 {
360   mFaceCullingMode = faceCullingMode;
361   mResendFlag |= RESEND_FACE_CULLING_MODE;
362 }
363
364 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
365 {
366   return mFaceCullingMode;
367 }
368
369 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
370 {
371   mBlendMode = blendingMode;
372
373   mDirtyFlag = true;
374   SetUpdated(true);
375 }
376
377 BlendMode::Type Renderer::GetBlendMode() const
378 {
379   return mBlendMode;
380 }
381
382 void Renderer::SetBlendingOptions(uint32_t options)
383 {
384   if(mBlendBitmask != options)
385   {
386     mBlendBitmask = options;
387     mResendFlag |= RESEND_BLEND_BIT_MASK;
388     mDirtyFlag = true;
389   }
390 }
391
392 uint32_t Renderer::GetBlendingOptions() const
393 {
394   return mBlendBitmask;
395 }
396
397 void Renderer::SetBlendColor(const Vector4& blendColor)
398 {
399   if(blendColor == Color::TRANSPARENT)
400   {
401     mBlendColor = nullptr;
402   }
403   else
404   {
405     if(!mBlendColor)
406     {
407       mBlendColor = new Vector4(blendColor);
408     }
409     else
410     {
411       *mBlendColor = blendColor;
412     }
413   }
414
415   mResendFlag |= RESEND_BLEND_COLOR;
416 }
417
418 Vector4 Renderer::GetBlendColor() const
419 {
420   if(mBlendColor)
421   {
422     return *mBlendColor;
423   }
424   return Color::TRANSPARENT;
425 }
426
427 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
428 {
429   mIndexedDrawFirstElement = firstElement;
430   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
431 }
432
433 uint32_t Renderer::GetIndexedDrawFirstElement() const
434 {
435   return mIndexedDrawFirstElement;
436 }
437
438 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
439 {
440   mIndexedDrawElementsCount = elementsCount;
441   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
442 }
443
444 uint32_t Renderer::GetIndexedDrawElementsCount() const
445 {
446   return mIndexedDrawElementsCount;
447 }
448
449 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
450 {
451   mPremultipledAlphaEnabled = preMultipled;
452   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
453 }
454
455 bool Renderer::IsPreMultipliedAlphaEnabled() const
456 {
457   return mPremultipledAlphaEnabled;
458 }
459
460 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
461 {
462   mDepthWriteMode = depthWriteMode;
463   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
464 }
465
466 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
467 {
468   return mDepthWriteMode;
469 }
470
471 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
472 {
473   mDepthTestMode = depthTestMode;
474   mResendFlag |= RESEND_DEPTH_TEST_MODE;
475 }
476
477 DepthTestMode::Type Renderer::GetDepthTestMode() const
478 {
479   return mDepthTestMode;
480 }
481
482 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
483 {
484   mDepthFunction = depthFunction;
485   mResendFlag |= RESEND_DEPTH_FUNCTION;
486 }
487
488 DepthFunction::Type Renderer::GetDepthFunction() const
489 {
490   return mDepthFunction;
491 }
492
493 void Renderer::SetRenderMode(RenderMode::Type mode)
494 {
495   mStencilParameters.renderMode = mode;
496   mResendFlag |= RESEND_RENDER_MODE;
497 }
498
499 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
500 {
501   mStencilParameters.stencilFunction = stencilFunction;
502   mResendFlag |= RESEND_STENCIL_FUNCTION;
503 }
504
505 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
506 {
507   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
508   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
509 }
510
511 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
512 {
513   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
514   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
515 }
516
517 void Renderer::SetStencilMask(int stencilMask)
518 {
519   mStencilParameters.stencilMask = stencilMask;
520   mResendFlag |= RESEND_STENCIL_MASK;
521 }
522
523 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
524 {
525   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
526   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
527 }
528
529 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
530 {
531   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
532   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
533 }
534
535 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
536 {
537   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
538   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
539 }
540
541 void Renderer::SetRenderCallback(RenderCallback* callback)
542 {
543   mRenderCallback = callback;
544   mResendFlag |= RESEND_SET_RENDER_CALLBACK;
545   mDirtyFlag = true;
546 }
547
548 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
549 {
550   return mStencilParameters;
551 }
552
553 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
554 {
555   mOpacity.Bake(updateBufferIndex, opacity);
556
557   mDirtyFlag = true;
558   SetUpdated(true);
559 }
560
561 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
562 {
563   return mOpacity[updateBufferIndex];
564 }
565
566 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
567 {
568   mRenderingBehavior = renderingBehavior;
569   SetUpdated(true);
570 }
571
572 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
573 {
574   return mRenderingBehavior;
575 }
576
577 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
578 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
579 {
580   mRegenerateUniformMap = true;
581   mSceneController      = &sceneController;
582
583   mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
584
585   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
586   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
587 }
588
589 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
590 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
591 {
592   //Remove renderer from RenderManager
593   if(mRenderer)
594   {
595     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
596     mRenderer = nullptr;
597   }
598   mSceneController = nullptr;
599 }
600
601 Render::Renderer& Renderer::GetRenderer()
602 {
603   return *mRenderer;
604 }
605
606 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
607 {
608   Renderer::OpacityType opacityType = Renderer::OPAQUE;
609
610   if(node.IsTransparent())
611   {
612     return Renderer::TRANSPARENT;
613   }
614
615   switch(mBlendMode)
616   {
617     case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
618     {
619       opacityType = Renderer::TRANSLUCENT;
620       break;
621     }
622     case BlendMode::ON: // If the renderer should always be use blending
623     {
624       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
625       if(alpha <= FULLY_TRANSPARENT)
626       {
627         opacityType = Renderer::TRANSPARENT;
628       }
629       else
630       {
631         opacityType = Renderer::TRANSLUCENT;
632       }
633       break;
634     }
635     case BlendMode::AUTO:
636     {
637       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
638       {
639         opacityType = Renderer::TRANSLUCENT;
640         break;
641       }
642
643       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
644       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
645       {
646         opacityType = Renderer::TRANSLUCENT;
647       }
648
649       // renderer should determine opacity using the actor color
650       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
651       if(alpha <= FULLY_TRANSPARENT)
652       {
653         opacityType = Renderer::TRANSPARENT;
654       }
655       else if(alpha <= FULLY_OPAQUE)
656       {
657         opacityType = Renderer::TRANSLUCENT;
658       }
659
660       break;
661     }
662     case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
663     {
664       // renderer should determine opacity using the actor color
665       float alpha = node.GetWorldColor(updateBufferIndex).a;
666       if(alpha <= FULLY_TRANSPARENT)
667       {
668         opacityType = Renderer::TRANSPARENT;
669       }
670       else if(alpha < FULLY_OPAQUE)
671       {
672         opacityType = Renderer::TRANSLUCENT;
673       }
674       else
675       {
676         opacityType = Renderer::OPAQUE;
677       }
678       break;
679     }
680     case BlendMode::OFF: // the renderer should never use blending
681     default:
682     {
683       opacityType = Renderer::OPAQUE;
684       break;
685     }
686   }
687
688   return opacityType;
689 }
690
691 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
692 {
693   if(mRegenerateUniformMap)
694   {
695     CollectedUniformMap& localMap = mCollectedUniformMap;
696     localMap.Clear();
697
698     const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
699
700     auto size = rendererUniformMap.Count();
701     if(mShader)
702     {
703       size += mShader->GetUniformMap().Count();
704     }
705
706     localMap.Reserve(size);
707     localMap.AddMappings(rendererUniformMap);
708     if(mShader)
709     {
710       localMap.AddMappings(mShader->GetUniformMap());
711     }
712     localMap.UpdateChangeCounter();
713
714     mRegenerateUniformMap = false;
715     SetUpdated(true);
716   }
717
718   uint64_t                                  hash                   = 0xc70f6907UL;
719   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = GetUniformMapDataProvider();
720   const SceneGraph::CollectedUniformMap&    collectedUniformMap    = uniformMapDataProvider.GetCollectedUniformMap();
721   for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
722   {
723     hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
724   }
725   if(mUniformsHash != hash)
726   {
727     mUniformsHash = hash;
728     SetUpdated(true);
729   }
730 }
731
732 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
733 {
734   mDrawCommands.clear();
735   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
736   mResendFlag |= RESEND_DRAW_COMMANDS;
737 }
738
739 bool Renderer::IsDirty() const
740 {
741   // Check whether the opacity property has changed
742   return (mDirtyFlag || !mOpacity.IsClean());
743 }
744
745 void Renderer::ResetDirtyFlag()
746 {
747   mDirtyFlag = false;
748
749   SetUpdated(false);
750 }
751
752 uint32_t Renderer::GetMemoryPoolCapacity()
753 {
754   return gRendererMemoryPool.GetCapacity();
755 }
756
757 void Renderer::OnMappingChanged()
758 {
759   // Properties have been registered on the base class.
760   mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
761 }
762
763 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
764 {
765   return mCollectedUniformMap;
766 }
767
768 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
769 {
770   if(mVisualProperties)
771   {
772     auto& coefficient = mVisualProperties->mCoefficient;
773
774     // TODO : We may need to get some method that visual properties changed, without hash.
775     // Or, need to call this API in PreRender side.
776
777     uint64_t hash = 0xc70f6907UL;
778
779     hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
780     hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
781     hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
782     hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
783     hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
784     hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
785
786     if(coefficient.hash != hash)
787     {
788       coefficient.hash = hash;
789
790       // VisualProperty
791       const Vector2 transformOffset         = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
792       const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
793       const Vector2 transformSize           = mVisualProperties->mTransformSize.Get(updateBufferIndex);
794       const Vector2 transformOrigin         = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
795       const Vector2 transformAnchorPoint    = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
796       const Vector2 extraSize               = mVisualProperties->mExtraSize.Get(updateBufferIndex);
797
798       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size   %5.3f %5.3f\n", transformSize.x, transformSize.y);
799       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
800       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
801       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
802       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size       %5.3f %5.3f\n", extraSize.x, extraSize.y);
803
804       // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
805       //                                    Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
806       //                            extraSize;
807       // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
808       //                                      Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
809
810       // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
811       // const Vector2 decoratedVisualSize    = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
812
813       // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
814       //                          + anchorPoint * visualSize
815       //                          + origin * uSize.xy
816       //                          + visualOffset;
817
818       // Calculate same logic of visual's vertex shader transform.
819       // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
820       // maxVertexPosition =  0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
821
822       // Update cached VisualTransformedUpdateSizeCoefficientCache
823
824       // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
825
826       // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
827       // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
828       //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
829       //    + transformOrigin
830       // CA = transformSize * transformOffsetSizeMode.zw + extraSize
831       // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
832       //    + transformOffset * transformOffsetSizeMode.xy
833       // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
834
835       coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
836       coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
837       coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
838       coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
839     }
840     if(mVisualProperties->mExtendedProperties)
841     {
842       const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
843
844       uint64_t decoratedHash = 0xc70f6907UL;
845
846       decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
847       decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
848       decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
849
850       if(coefficient.decoratedHash != decoratedHash)
851       {
852         coefficient.decoratedHash = decoratedHash;
853
854         // DecoratedVisualProperty
855         const float borderlineWidth  = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
856         const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
857         const float blurRadius       = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
858
859         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width  %5.3f\n", borderlineWidth);
860         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
861         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius       %5.3f\n", blurRadius);
862
863         // D coefficients be used only decoratedVisual.
864         // It can be calculated parallely with transform.
865
866         coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
867       }
868     }
869
870     // Calculate vertex position by coefficient
871     // It will reduce the number of operations
872
873     // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
874     // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
875
876     // When we set
877     // basicVertexPosition = XB * originalSize + CB
878     // scaleVertexPosition = XA * originalSize + CA + D
879
880     // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
881     //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
882
883     // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
884     //                  = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
885     //                  = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
886     // Cause transform matrix will think center of vertex is (0, 0)
887
888     const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
889     const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
890
891     const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
892     const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
893
894     // TODO : We need to re-generate coefficient to consitder area width/height
895     const Vector4 resultArea = Vector4(originalXY.x,
896                                        originalXY.y,
897                                        scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
898                                        scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
899
900     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);
901
902     return resultArea;
903   }
904   return originalUpdateArea;
905 }
906
907 } // namespace SceneGraph
908 } // namespace Internal
909 } // namespace Dali