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 <dali/internal/update/rendering/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/internal/update/common/property-resetter.h>
36 #include <dali/internal/update/common/resetter-manager.h> ///< For AddInitializeResetter
38 #include <dali/integration-api/debug.h>
46 namespace // unnamed namespace
49 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
52 // Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
53 MemoryPoolObjectAllocator<Renderer>& GetRendererMemoryPool()
55 static MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
56 return gRendererMemoryPool;
59 // Flags for re-sending data to renderer.
62 RESEND_GEOMETRY = 1 << 0,
63 RESEND_FACE_CULLING_MODE = 1 << 1,
64 RESEND_BLEND_COLOR = 1 << 2,
65 RESEND_BLEND_BIT_MASK = 1 << 3,
66 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
67 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
68 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
69 RESEND_DEPTH_WRITE_MODE = 1 << 7,
70 RESEND_DEPTH_TEST_MODE = 1 << 8,
71 RESEND_DEPTH_FUNCTION = 1 << 9,
72 RESEND_RENDER_MODE = 1 << 10,
73 RESEND_STENCIL_FUNCTION = 1 << 11,
74 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
75 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
76 RESEND_STENCIL_MASK = 1 << 14,
77 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
78 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
79 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
80 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
81 RESEND_SHADER = 1 << 19,
82 RESEND_DRAW_COMMANDS = 1 << 20,
83 RESEND_SET_RENDER_CALLBACK = 1 << 21
86 } // Anonymous namespace
88 RendererKey Renderer::NewKey()
90 void* ptr = GetRendererMemoryPool().AllocateRawThreadSafe();
91 auto key = GetRendererMemoryPool().GetKeyFromPtr(static_cast<Renderer*>(ptr));
93 return RendererKey(key);
97 : mSceneController(nullptr),
102 mBlendColor(nullptr),
103 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
104 mIndexedDrawFirstElement(0u),
105 mIndexedDrawElementsCount(0u),
108 mDepthFunction(DepthFunction::LESS),
109 mFaceCullingMode(FaceCullingMode::NONE),
110 mBlendMode(BlendMode::AUTO),
111 mDepthWriteMode(DepthWriteMode::AUTO),
112 mDepthTestMode(DepthTestMode::AUTO),
113 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
114 mUpdateDecay(Renderer::Decay::INITIAL),
115 mRegenerateUniformMap(false),
116 mPremultipledAlphaEnabled(false),
123 Renderer::~Renderer()
127 void Renderer::operator delete(void* ptr)
129 GetRendererMemoryPool().FreeThreadSafe(static_cast<Renderer*>(ptr));
132 Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
134 return GetRendererMemoryPool().GetPtrFromKey(rendererKey);
137 RendererKey Renderer::GetKey(const Renderer& renderer)
139 return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(const_cast<Renderer*>(&renderer)));
142 RendererKey Renderer::GetKey(Renderer* renderer)
144 return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(renderer));
147 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
149 bool rendererUpdated = mDirtyFlag || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
150 auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
151 bool shaderMapChanged = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
154 mShaderMapChangeCounter = shaderMapChangeCounter;
157 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
159 // The map has changed since the last time we checked.
160 rendererUpdated = true;
161 mRegenerateUniformMap = true;
162 mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
164 // Update local counters to identify any future changes to maps
165 // (unlikely, but allowed by API).
166 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
170 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
175 Render::Renderer* rendererPtr = mRenderer.Get();
176 if(mResendFlag & RESEND_GEOMETRY)
178 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
179 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
180 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetGeometry, mGeometry);
183 if(mResendFlag & RESEND_DRAW_COMMANDS)
185 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
186 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
187 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
190 if(mResendFlag & RESEND_FACE_CULLING_MODE)
192 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
193 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
194 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
197 if(mResendFlag & RESEND_BLEND_BIT_MASK)
199 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
200 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
201 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
204 if(mResendFlag & RESEND_BLEND_COLOR)
206 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
207 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
208 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetBlendColor, GetBlendColor());
211 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
213 using DerivedType = MessageValue1<Render::Renderer, bool>;
214 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
215 new(slot) DerivedType(rendererPtr, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
218 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
220 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
221 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
222 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
225 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
227 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
228 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
229 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
232 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
234 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
235 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
239 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
241 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
242 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
246 if(mResendFlag & RESEND_DEPTH_FUNCTION)
248 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
249 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthFunction, mDepthFunction);
253 if(mResendFlag & RESEND_RENDER_MODE)
255 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
256 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
260 if(mResendFlag & RESEND_STENCIL_FUNCTION)
262 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
263 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
267 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
269 using DerivedType = MessageValue1<Render::Renderer, int>;
270 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
274 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
276 using DerivedType = MessageValue1<Render::Renderer, int>;
277 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
281 if(mResendFlag & RESEND_STENCIL_MASK)
283 using DerivedType = MessageValue1<Render::Renderer, int>;
284 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
288 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
290 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
291 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
292 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
295 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
297 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
298 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
299 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
302 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
304 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
305 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
306 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
309 if(mResendFlag & RESEND_SHADER)
311 using DerivedType = MessageValue1<Render::Renderer, bool>;
312 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
313 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetShaderChanged, true);
316 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
318 using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
319 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
320 new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderCallback, mRenderCallback);
328 // Ensure collected map is up to date
329 UpdateUniformMap(updateBufferIndex);
331 return rendererUpdated;
334 void Renderer::SetTextures(TextureSet* textureSet)
336 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
338 mTextureSet = textureSet;
344 const Vector<Render::TextureKey>* Renderer::GetTextures() const
346 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
349 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
351 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
354 void Renderer::SetShader(Shader* shader)
356 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
359 mShaderMapChangeCounter = 0u;
360 mRegenerateUniformMap = true;
361 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
365 void Renderer::SetGeometry(Render::Geometry* geometry)
367 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
368 mGeometry = geometry;
373 mResendFlag |= RESEND_GEOMETRY;
377 void Renderer::SetDepthIndex(int depthIndex)
379 mDepthIndex = depthIndex;
385 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
387 mFaceCullingMode = faceCullingMode;
388 mResendFlag |= RESEND_FACE_CULLING_MODE;
391 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
393 return mFaceCullingMode;
396 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
398 mBlendMode = blendingMode;
404 BlendMode::Type Renderer::GetBlendMode() const
409 void Renderer::SetBlendingOptions(uint32_t options)
411 if(mBlendBitmask != options)
413 mBlendBitmask = options;
414 mResendFlag |= RESEND_BLEND_BIT_MASK;
419 uint32_t Renderer::GetBlendingOptions() const
421 return mBlendBitmask;
424 void Renderer::SetBlendColor(const Vector4& blendColor)
426 if(blendColor == Color::TRANSPARENT)
428 mBlendColor = nullptr;
434 mBlendColor = new Vector4(blendColor);
438 *mBlendColor = blendColor;
442 mResendFlag |= RESEND_BLEND_COLOR;
445 Vector4 Renderer::GetBlendColor() const
451 return Color::TRANSPARENT;
454 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
456 mIndexedDrawFirstElement = firstElement;
457 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
460 uint32_t Renderer::GetIndexedDrawFirstElement() const
462 return mIndexedDrawFirstElement;
465 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
467 mIndexedDrawElementsCount = elementsCount;
468 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
471 uint32_t Renderer::GetIndexedDrawElementsCount() const
473 return mIndexedDrawElementsCount;
476 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
478 mPremultipledAlphaEnabled = preMultipled;
479 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
482 bool Renderer::IsPreMultipliedAlphaEnabled() const
484 return mPremultipledAlphaEnabled;
487 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
489 mDepthWriteMode = depthWriteMode;
490 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
493 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
495 return mDepthWriteMode;
498 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
500 mDepthTestMode = depthTestMode;
501 mResendFlag |= RESEND_DEPTH_TEST_MODE;
504 DepthTestMode::Type Renderer::GetDepthTestMode() const
506 return mDepthTestMode;
509 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
511 mDepthFunction = depthFunction;
512 mResendFlag |= RESEND_DEPTH_FUNCTION;
515 DepthFunction::Type Renderer::GetDepthFunction() const
517 return mDepthFunction;
520 void Renderer::SetRenderMode(RenderMode::Type mode)
522 mStencilParameters.renderMode = mode;
523 mResendFlag |= RESEND_RENDER_MODE;
526 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
528 mStencilParameters.stencilFunction = stencilFunction;
529 mResendFlag |= RESEND_STENCIL_FUNCTION;
532 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
534 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
535 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
538 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
540 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
541 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
544 void Renderer::SetStencilMask(int stencilMask)
546 mStencilParameters.stencilMask = stencilMask;
547 mResendFlag |= RESEND_STENCIL_MASK;
550 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
552 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
553 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
556 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
558 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
559 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
562 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
564 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
565 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
568 void Renderer::SetRenderCallback(RenderCallback* callback)
570 mRenderCallback = callback;
571 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
575 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
577 return mStencilParameters;
580 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
582 mOpacity.Bake(updateBufferIndex, opacity);
588 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
590 return mOpacity[updateBufferIndex];
593 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
595 mRenderingBehavior = renderingBehavior;
601 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
603 return mRenderingBehavior;
606 // Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
607 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
609 mRegenerateUniformMap = true;
610 mSceneController = &sceneController;
612 mRenderer = Render::Renderer::NewKey(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
614 mSceneController->GetRenderMessageDispatcher().AddRenderer(mRenderer);
617 // Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
618 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
620 // Remove renderer from RenderManager
623 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(mRenderer);
624 mRenderer = Render::RendererKey{};
626 mSceneController = nullptr;
629 Render::RendererKey Renderer::GetRenderer()
634 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
636 Renderer::OpacityType opacityType = Renderer::OPAQUE;
638 if(node.IsTransparent())
640 return Renderer::TRANSPARENT;
645 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
647 opacityType = Renderer::TRANSLUCENT;
650 case BlendMode::ON: // If the renderer should always be use blending
652 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
653 if(alpha <= FULLY_TRANSPARENT)
655 opacityType = Renderer::TRANSPARENT;
659 opacityType = Renderer::TRANSLUCENT;
663 case BlendMode::AUTO:
665 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
667 opacityType = Renderer::TRANSLUCENT;
671 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
672 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
674 opacityType = Renderer::TRANSLUCENT;
677 // renderer should determine opacity using the actor color
678 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
679 if(alpha <= FULLY_TRANSPARENT)
681 opacityType = Renderer::TRANSPARENT;
683 else if(alpha <= FULLY_OPAQUE)
685 opacityType = Renderer::TRANSLUCENT;
690 case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
692 // renderer should determine opacity using the actor color
693 float alpha = node.GetWorldColor(updateBufferIndex).a;
694 if(alpha <= FULLY_TRANSPARENT)
696 opacityType = Renderer::TRANSPARENT;
698 else if(alpha < FULLY_OPAQUE)
700 opacityType = Renderer::TRANSLUCENT;
704 opacityType = Renderer::OPAQUE;
708 case BlendMode::OFF: // the renderer should never use blending
711 opacityType = Renderer::OPAQUE;
719 void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
721 if(mRegenerateUniformMap)
723 CollectedUniformMap& localMap = mCollectedUniformMap;
726 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
728 auto size = rendererUniformMap.Count();
731 size += mShader->GetUniformMap().Count();
734 localMap.Reserve(size);
735 localMap.AddMappings(rendererUniformMap);
738 localMap.AddMappings(mShader->GetUniformMap());
740 localMap.UpdateChangeCounter();
742 mRegenerateUniformMap = false;
747 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
749 mDrawCommands.clear();
750 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
751 mResendFlag |= RESEND_DRAW_COMMANDS;
754 bool Renderer::IsDirty() const
756 // Check whether the opacity property has changed
757 return (mDirtyFlag || !mOpacity.IsClean());
760 void Renderer::ResetDirtyFlag()
767 void Renderer::ResetToBaseValues(BufferIndex updateBufferIndex)
769 mOpacity.ResetToBaseValue(updateBufferIndex);
770 if(mVisualProperties)
772 mVisualProperties->ResetToBaseValues(updateBufferIndex);
776 void Renderer::MarkAsDirty()
778 mOpacity.MarkAsDirty();
779 if(mVisualProperties)
781 mVisualProperties->MarkAsDirty();
785 uint32_t Renderer::GetMemoryPoolCapacity()
787 return GetRendererMemoryPool().GetCapacity();
790 void Renderer::OnMappingChanged()
792 // Properties have been registered on the base class.
793 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
796 void Renderer::AddInitializeResetter(ResetterManager& manager) const
798 manager.AddRendererResetter(*this);
801 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
803 return mCollectedUniformMap;
806 bool Renderer::IsUpdated() const
808 if(Updated() || (mShader && mShader->Updated()))
815 Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
817 if(mVisualProperties)
819 auto& coefficient = mVisualProperties->mCoefficient;
821 // Recalculate only if coefficient need to be updated.
822 if(coefficient.IsUpdated())
825 const Vector2 transformOffset = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
826 const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
827 const Vector2 transformSize = mVisualProperties->mTransformSize.Get(updateBufferIndex);
828 const Vector2 transformOrigin = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
829 const Vector2 transformAnchorPoint = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
830 const Vector2 extraSize = mVisualProperties->mExtraSize.Get(updateBufferIndex);
832 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size %5.3f %5.3f\n", transformSize.x, transformSize.y);
833 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
834 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
835 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
836 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size %5.3f %5.3f\n", extraSize.x, extraSize.y);
838 // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
839 // Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
841 // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
842 // Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
844 // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
845 // const Vector2 decoratedVisualSize = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
847 // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
848 // + anchorPoint * visualSize
849 // + origin * uSize.xy
852 // Calculate same logic of visual's vertex shader transform.
853 // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
854 // maxVertexPosition = 0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
856 // Update cached VisualTransformedUpdateSizeCoefficientCache
858 // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
860 // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
861 // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
862 // + transformOffset * (1.0 - transformOffsetSizeMode.xy)
864 // CA = transformSize * transformOffsetSizeMode.zw + extraSize
865 // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
866 // + transformOffset * transformOffsetSizeMode.xy
867 // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
869 coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
870 coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
871 coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
872 coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
875 float coefD = 0.0f; ///< Default as 0.0f when we don't use decorated renderer.
877 if(mVisualProperties->mExtendedProperties)
879 const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
881 auto& decoratedCoefficient = decoratedVisualProperties->mCoefficient;
883 // Recalculate only if coefficient need to be updated.
884 if(decoratedCoefficient.IsUpdated())
886 // DecoratedVisualProperty
887 const float borderlineWidth = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
888 const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
889 const float blurRadius = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
891 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width %5.3f\n", borderlineWidth);
892 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
893 DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius %5.3f\n", blurRadius);
895 // D coefficients be used only decoratedVisual.
896 // It can be calculated parallely with visual transform.
897 decoratedCoefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
900 // Update coefD so we can use this value out of this scope.
901 coefD = decoratedCoefficient.coefD;
904 // Calculate vertex position by coefficient
905 // It will reduce the number of operations
907 // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
908 // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
911 // basicVertexPosition = XB * originalSize + CB
912 // scaleVertexPosition = XA * originalSize + CA + D
914 // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
915 // maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
917 // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
918 // = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
919 // = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
920 // Cause transform matrix will think center of vertex is (0, 0)
922 const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
923 const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
925 const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
926 const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
928 // TODO : We need to re-generate coefficient to consitder area width/height
929 const Vector4 resultArea = Vector4(originalXY.x,
931 scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefD,
932 scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefD);
934 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);
938 return originalUpdateArea;
941 } // namespace SceneGraph
942 } // namespace Internal