2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/blending-options.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/render/data-providers/node-data-provider.h>
25 #include <dali/internal/render/data-providers/render-data-provider.h>
26 #include <dali/internal/render/queue/render-queue.h>
27 #include <dali/internal/render/renderers/render-geometry.h>
28 #include <dali/internal/render/shaders/program.h>
29 #include <dali/internal/render/shaders/render-shader.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller.h>
32 #include <dali/internal/update/nodes/node.h>
33 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
35 #include <dali/integration-api/debug.h>
43 namespace // unnamed namespace
46 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
49 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
50 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
52 // Flags for re-sending data to renderer.
55 RESEND_GEOMETRY = 1 << 0,
56 RESEND_FACE_CULLING_MODE = 1 << 1,
57 RESEND_BLEND_COLOR = 1 << 2,
58 RESEND_BLEND_BIT_MASK = 1 << 3,
59 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
60 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
61 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
62 RESEND_DEPTH_WRITE_MODE = 1 << 7,
63 RESEND_DEPTH_TEST_MODE = 1 << 8,
64 RESEND_DEPTH_FUNCTION = 1 << 9,
65 RESEND_RENDER_MODE = 1 << 10,
66 RESEND_STENCIL_FUNCTION = 1 << 11,
67 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
68 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
69 RESEND_STENCIL_MASK = 1 << 14,
70 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
71 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
72 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
73 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
74 RESEND_SHADER = 1 << 19,
75 RESEND_DRAW_COMMANDS = 1 << 20,
76 RESEND_SET_RENDER_CALLBACK = 1 << 21
79 } // Anonymous namespace
81 Renderer* Renderer::New()
83 return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
87 : mSceneController(nullptr),
93 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
94 mIndexedDrawFirstElement(0u),
95 mIndexedDrawElementsCount(0u),
98 mDepthFunction(DepthFunction::LESS),
99 mFaceCullingMode(FaceCullingMode::NONE),
100 mBlendMode(BlendMode::AUTO),
101 mDepthWriteMode(DepthWriteMode::AUTO),
102 mDepthTestMode(DepthTestMode::AUTO),
103 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
104 mUpdateDecay(Renderer::Decay::INITIAL),
105 mRegenerateUniformMap(false),
106 mPremultipledAlphaEnabled(false),
113 Renderer::~Renderer()
117 void Renderer::operator delete(void* ptr)
119 gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
122 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
124 bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
125 auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
126 bool shaderMapChanged = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
129 mShaderMapChangeCounter = shaderMapChangeCounter;
132 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
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
139 // Update local counters to identify any future changes to maps
140 // (unlikely, but allowed by API).
141 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
145 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
150 if(mResendFlag & RESEND_GEOMETRY)
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);
157 if(mResendFlag & RESEND_DRAW_COMMANDS)
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());
164 if(mResendFlag & RESEND_FACE_CULLING_MODE)
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);
171 if(mResendFlag & RESEND_BLEND_BIT_MASK)
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);
178 if(mResendFlag & RESEND_BLEND_COLOR)
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());
185 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
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);
192 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
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);
199 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
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);
206 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
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);
213 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
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);
220 if(mResendFlag & RESEND_DEPTH_FUNCTION)
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);
227 if(mResendFlag & RESEND_RENDER_MODE)
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);
234 if(mResendFlag & RESEND_STENCIL_FUNCTION)
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);
241 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
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);
248 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
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);
255 if(mResendFlag & RESEND_STENCIL_MASK)
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);
262 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
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);
269 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
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);
276 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
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);
283 if(mResendFlag & RESEND_SHADER)
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);
290 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
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);
302 // Ensure collected map is up to date
303 UpdateUniformMap(updateBufferIndex);
305 return rendererUpdated;
308 void Renderer::SetTextures(TextureSet* textureSet)
310 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
312 mTextureSet = textureSet;
318 const Vector<Render::Texture*>* Renderer::GetTextures() const
320 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
323 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
325 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
328 void Renderer::SetShader(Shader* shader)
330 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
333 mShaderMapChangeCounter = 0u;
334 mRegenerateUniformMap = true;
335 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
339 void Renderer::SetGeometry(Render::Geometry* geometry)
341 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
342 mGeometry = geometry;
346 mResendFlag |= RESEND_GEOMETRY;
350 void Renderer::SetDepthIndex(int depthIndex)
352 mDepthIndex = depthIndex;
358 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
360 mFaceCullingMode = faceCullingMode;
361 mResendFlag |= RESEND_FACE_CULLING_MODE;
364 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
366 return mFaceCullingMode;
369 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
371 mBlendMode = blendingMode;
377 BlendMode::Type Renderer::GetBlendMode() const
382 void Renderer::SetBlendingOptions(uint32_t options)
384 if(mBlendBitmask != options)
386 mBlendBitmask = options;
387 mResendFlag |= RESEND_BLEND_BIT_MASK;
392 uint32_t Renderer::GetBlendingOptions() const
394 return mBlendBitmask;
397 void Renderer::SetBlendColor(const Vector4& blendColor)
399 if(blendColor == Color::TRANSPARENT)
401 mBlendColor = nullptr;
407 mBlendColor = new Vector4(blendColor);
411 *mBlendColor = blendColor;
415 mResendFlag |= RESEND_BLEND_COLOR;
418 Vector4 Renderer::GetBlendColor() const
424 return Color::TRANSPARENT;
427 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
429 mIndexedDrawFirstElement = firstElement;
430 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
433 uint32_t Renderer::GetIndexedDrawFirstElement() const
435 return mIndexedDrawFirstElement;
438 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
440 mIndexedDrawElementsCount = elementsCount;
441 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
444 uint32_t Renderer::GetIndexedDrawElementsCount() const
446 return mIndexedDrawElementsCount;
449 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
451 mPremultipledAlphaEnabled = preMultipled;
452 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
455 bool Renderer::IsPreMultipliedAlphaEnabled() const
457 return mPremultipledAlphaEnabled;
460 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
462 mDepthWriteMode = depthWriteMode;
463 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
466 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
468 return mDepthWriteMode;
471 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
473 mDepthTestMode = depthTestMode;
474 mResendFlag |= RESEND_DEPTH_TEST_MODE;
477 DepthTestMode::Type Renderer::GetDepthTestMode() const
479 return mDepthTestMode;
482 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
484 mDepthFunction = depthFunction;
485 mResendFlag |= RESEND_DEPTH_FUNCTION;
488 DepthFunction::Type Renderer::GetDepthFunction() const
490 return mDepthFunction;
493 void Renderer::SetRenderMode(RenderMode::Type mode)
495 mStencilParameters.renderMode = mode;
496 mResendFlag |= RESEND_RENDER_MODE;
499 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
501 mStencilParameters.stencilFunction = stencilFunction;
502 mResendFlag |= RESEND_STENCIL_FUNCTION;
505 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
507 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
508 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
511 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
513 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
514 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
517 void Renderer::SetStencilMask(int stencilMask)
519 mStencilParameters.stencilMask = stencilMask;
520 mResendFlag |= RESEND_STENCIL_MASK;
523 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
525 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
526 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
529 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
531 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
532 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
535 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
537 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
538 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
541 void Renderer::SetRenderCallback(RenderCallback* callback)
543 mRenderCallback = callback;
544 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
548 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
550 return mStencilParameters;
553 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
555 mOpacity.Bake(updateBufferIndex, opacity);
561 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
563 return mOpacity[updateBufferIndex];
566 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
568 mRenderingBehavior = renderingBehavior;
572 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
574 return mRenderingBehavior;
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)
580 mRegenerateUniformMap = true;
581 mSceneController = &sceneController;
583 mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
585 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
586 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
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)
592 //Remove renderer from RenderManager
595 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
598 mSceneController = nullptr;
601 Render::Renderer& Renderer::GetRenderer()
606 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
608 Renderer::OpacityType opacityType = Renderer::OPAQUE;
610 if(node.IsTransparent())
612 return Renderer::TRANSPARENT;
617 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
619 opacityType = Renderer::TRANSLUCENT;
622 case BlendMode::ON: // If the renderer should always be use blending
624 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
625 if(alpha <= FULLY_TRANSPARENT)
627 opacityType = Renderer::TRANSPARENT;
631 opacityType = Renderer::TRANSLUCENT;
635 case BlendMode::AUTO:
637 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
639 opacityType = Renderer::TRANSLUCENT;
643 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
644 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
646 opacityType = Renderer::TRANSLUCENT;
649 // renderer should determine opacity using the actor color
650 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
651 if(alpha <= FULLY_TRANSPARENT)
653 opacityType = Renderer::TRANSPARENT;
655 else if(alpha <= FULLY_OPAQUE)
657 opacityType = Renderer::TRANSLUCENT;
662 case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
664 // renderer should determine opacity using the actor color
665 float alpha = node.GetWorldColor(updateBufferIndex).a;
666 if(alpha <= FULLY_TRANSPARENT)
668 opacityType = Renderer::TRANSPARENT;
670 else if(alpha < FULLY_OPAQUE)
672 opacityType = Renderer::TRANSLUCENT;
676 opacityType = Renderer::OPAQUE;
680 case BlendMode::OFF: // the renderer should never use blending
683 opacityType = Renderer::OPAQUE;
691 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
693 if(mRegenerateUniformMap)
695 CollectedUniformMap& localMap = mCollectedUniformMap;
698 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
700 auto size = rendererUniformMap.Count();
703 size += mShader->GetUniformMap().Count();
706 localMap.Reserve(size);
707 localMap.AddMappings(rendererUniformMap);
710 localMap.AddMappings(mShader->GetUniformMap());
712 localMap.UpdateChangeCounter();
714 mRegenerateUniformMap = false;
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)
723 hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(updateBufferIndex, hash);
725 if(mUniformsHash != hash)
727 mUniformsHash = hash;
732 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
734 mDrawCommands.clear();
735 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
736 mResendFlag |= RESEND_DRAW_COMMANDS;
739 bool Renderer::IsDirty() const
741 // Check whether the opacity property has changed
742 return (mDirtyFlag || !mOpacity.IsClean());
745 void Renderer::ResetDirtyFlag()
752 uint32_t Renderer::GetMemoryPoolCapacity()
754 return gRendererMemoryPool.GetCapacity();
757 void Renderer::OnMappingChanged()
759 // Properties have been registered on the base class.
760 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
763 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
765 return mCollectedUniformMap;
768 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
770 if(mVisualProperties)
772 auto& coefficient = mVisualProperties->mCoefficient;
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.
777 uint64_t hash = 0xc70f6907UL;
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);
786 if(coefficient.hash != hash)
788 coefficient.hash = hash;
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);
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);
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)) +
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));
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);
813 // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
814 // + anchorPoint * visualSize
815 // + origin * uSize.xy
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
822 // Update cached VisualTransformedUpdateSizeCoefficientCache
824 // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
826 // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
827 // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
828 // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
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)
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);
840 if(mVisualProperties->mExtendedProperties)
842 const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
844 uint64_t decoratedHash = 0xc70f6907UL;
846 decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
847 decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
848 decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
850 if(coefficient.decoratedHash != decoratedHash)
852 coefficient.decoratedHash = decoratedHash;
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);
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);
863 // D coefficients be used only decoratedVisual.
864 // It can be calculated parallely with transform.
866 coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
870 // Calculate vertex position by coefficient
871 // It will reduce the number of operations
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;
877 // basicVertexPosition = XB * originalSize + CB
878 // scaleVertexPosition = XA * originalSize + CA + D
880 // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
881 // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
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)
888 const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
889 const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
891 const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
892 const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
894 // TODO : We need to re-generate coefficient to consitder area width/height
895 const Vector4 resultArea = Vector4(originalXY.x,
897 scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
898 scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
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);
904 return originalUpdateArea;
907 } // namespace SceneGraph
908 } // namespace Internal