2 * Copyright (c) 2018 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/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
39 namespace // unnamed namespace
42 const uint32_t UNIFORM_MAP_READY = 0;
43 const uint32_t COPY_UNIFORM_MAP = 1;
44 const uint32_t REGENERATE_UNIFORM_MAP = 2;
46 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
47 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
49 void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
51 // Iterate thru uniformMap.
52 // Any maps that aren't in localMap should be added in a single step
54 // keep a static vector to avoid temporary heap allocation.
55 // As this function gets called only from update thread we don't have to
56 // make it thread safe (so no need to keep a thread_local variable).
57 static CollectedUniformMap newUniformMappings;
59 newUniformMappings.Clear();
61 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
63 UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
66 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
68 const UniformPropertyMapping* map = (*iter);
69 if( map->uniformNameHash == nameHash )
71 if( map->uniformName == uniformMap[i].uniformName )
80 // it's a new mapping. Add raw ptr to temporary list
81 newUniformMappings.PushBack( &uniformMap[i] );
85 if( newUniformMappings.Count() > 0 )
87 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
89 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
90 end = newUniformMappings.End() ;
94 const UniformPropertyMapping* map = (*iter);
95 localMap.PushBack( map );
100 // Flags for re-sending data to renderer.
103 RESEND_GEOMETRY = 1 << 0,
104 RESEND_FACE_CULLING_MODE = 1 << 1,
105 RESEND_BLEND_COLOR = 1 << 2,
106 RESEND_BLEND_BIT_MASK = 1 << 3,
107 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
108 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
109 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
110 RESEND_DEPTH_WRITE_MODE = 1 << 7,
111 RESEND_DEPTH_TEST_MODE = 1 << 8,
112 RESEND_DEPTH_FUNCTION = 1 << 9,
113 RESEND_RENDER_MODE = 1 << 10,
114 RESEND_STENCIL_FUNCTION = 1 << 11,
115 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
116 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
117 RESEND_STENCIL_MASK = 1 << 14,
118 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
119 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
120 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
121 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
122 RESEND_SHADER = 1 << 19,
123 RESEND_DRAW_COMMANDS = 1 << 20
126 } // Anonymous namespace
128 Renderer* Renderer::New()
130 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
134 : mSceneController( nullptr ),
135 mRenderer( nullptr ),
136 mTextureSet( nullptr ),
137 mGeometry( nullptr ),
139 mRenderDataProvider( nullptr ),
140 mBlendColor( nullptr ),
141 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
142 mIndexedDrawFirstElement( 0u ),
143 mIndexedDrawElementsCount( 0u ),
145 mRegenerateUniformMap( 0u ),
147 mDepthFunction( DepthFunction::LESS ),
148 mFaceCullingMode( FaceCullingMode::NONE ),
149 mBlendMode( BlendMode::AUTO ),
150 mDepthWriteMode( DepthWriteMode::AUTO ),
151 mDepthTestMode( DepthTestMode::AUTO ),
152 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
153 mPremultipledAlphaEnabled( false ),
157 mUniformMapChanged[0] = false;
158 mUniformMapChanged[1] = false;
160 // Observe our own PropertyOwner's uniform map
161 AddUniformMapObserver( *this );
164 Renderer::~Renderer()
168 mTextureSet->RemoveObserver( this );
169 mTextureSet = nullptr;
173 mShader->RemoveConnectionObserver( *this );
178 void Renderer::operator delete( void* ptr )
180 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
184 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
186 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
188 mUniformMapChanged[updateBufferIndex] = false;
192 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
194 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
197 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
198 AddMappings( localMap, rendererUniformMap );
202 AddMappings( localMap, mShader->GetUniformMap() );
205 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
207 // Copy old map into current map
208 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
209 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
211 localMap.Resize( oldMap.Count() );
214 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
216 localMap[index] = *iter;
220 mUniformMapChanged[updateBufferIndex] = true;
221 mRegenerateUniformMap--;
224 if( mResendFlag != 0 )
226 if( mResendFlag & RESEND_GEOMETRY )
228 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
229 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
230 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
233 if( mResendFlag & RESEND_DRAW_COMMANDS )
235 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
236 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
237 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size() );
240 if( mResendFlag & RESEND_FACE_CULLING_MODE )
242 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
243 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
244 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
247 if( mResendFlag & RESEND_BLEND_BIT_MASK )
249 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
250 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
251 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
254 if( mResendFlag & RESEND_BLEND_COLOR )
256 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
257 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
258 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
261 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
263 using DerivedType = MessageValue1<Render::Renderer, bool>;
264 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
265 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
268 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
270 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
271 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
272 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
275 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
277 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
278 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
279 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
282 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
284 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
285 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
286 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
289 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
291 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
292 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
293 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
296 if( mResendFlag & RESEND_DEPTH_FUNCTION )
298 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
299 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
300 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
303 if( mResendFlag & RESEND_RENDER_MODE )
305 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
306 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
307 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
310 if( mResendFlag & RESEND_STENCIL_FUNCTION )
312 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
313 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
314 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
317 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
319 using DerivedType = MessageValue1<Render::Renderer, int>;
320 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
321 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
324 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
326 using DerivedType = MessageValue1<Render::Renderer, int>;
327 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
328 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
331 if( mResendFlag & RESEND_STENCIL_MASK )
333 using DerivedType = MessageValue1<Render::Renderer, int>;
334 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
335 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
338 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
340 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
341 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
342 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
345 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
347 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
348 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
349 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
352 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
354 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
355 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
356 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
359 if( mResendFlag & RESEND_SHADER )
361 using DerivedType = MessageValue1<Render::Renderer, bool>;
362 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
363 new (slot) DerivedType( mRenderer, &Render::Renderer::SetShaderChanged, true );
370 void Renderer::SetTextures( TextureSet* textureSet )
372 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
376 mTextureSet->RemoveObserver(this);
379 mTextureSet = textureSet;
380 mTextureSet->AddObserver( this );
381 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
386 void Renderer::SetShader( Shader* shader )
388 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
392 mShader->RemoveConnectionObserver(*this);
396 mShader->AddConnectionObserver( *this );
397 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
398 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
400 if( mRenderDataProvider )
402 mRenderDataProvider->mShader = mShader;
406 void Renderer::SetGeometry( Render::Geometry* geometry )
408 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
409 mGeometry = geometry;
413 mResendFlag |= RESEND_GEOMETRY;
417 void Renderer::SetDepthIndex( int depthIndex )
419 mDepthIndex = depthIndex;
422 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
424 mFaceCullingMode = faceCullingMode;
425 mResendFlag |= RESEND_FACE_CULLING_MODE;
428 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
430 return mFaceCullingMode;
433 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
435 mBlendMode = blendingMode;
438 BlendMode::Type Renderer::GetBlendMode() const
443 void Renderer::SetBlendingOptions( uint32_t options )
445 if( mBlendBitmask != options)
447 mBlendBitmask = options;
448 mResendFlag |= RESEND_BLEND_BIT_MASK;
452 uint32_t Renderer::GetBlendingOptions() const
454 return mBlendBitmask;
457 void Renderer::SetBlendColor( const Vector4& blendColor )
459 if( blendColor == Color::TRANSPARENT )
461 mBlendColor = nullptr;
467 mBlendColor = new Vector4( blendColor );
471 *mBlendColor = blendColor;
475 mResendFlag |= RESEND_BLEND_COLOR;
478 Vector4 Renderer::GetBlendColor() const
484 return Color::TRANSPARENT;
487 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
489 mIndexedDrawFirstElement = firstElement;
490 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
493 uint32_t Renderer::GetIndexedDrawFirstElement() const
495 return mIndexedDrawFirstElement;
498 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
500 mIndexedDrawElementsCount = elementsCount;
501 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
504 uint32_t Renderer::GetIndexedDrawElementsCount() const
506 return mIndexedDrawElementsCount;
509 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
511 mPremultipledAlphaEnabled = preMultipled;
512 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
515 bool Renderer::IsPreMultipliedAlphaEnabled() const
517 return mPremultipledAlphaEnabled;
520 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
522 mDepthWriteMode = depthWriteMode;
523 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
526 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
528 return mDepthWriteMode;
531 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
533 mDepthTestMode = depthTestMode;
534 mResendFlag |= RESEND_DEPTH_TEST_MODE;
537 DepthTestMode::Type Renderer::GetDepthTestMode() const
539 return mDepthTestMode;
542 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
544 mDepthFunction = depthFunction;
545 mResendFlag |= RESEND_DEPTH_FUNCTION;
548 DepthFunction::Type Renderer::GetDepthFunction() const
550 return mDepthFunction;
553 void Renderer::SetRenderMode( RenderMode::Type mode )
555 mStencilParameters.renderMode = mode;
556 mResendFlag |= RESEND_RENDER_MODE;
559 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
561 mStencilParameters.stencilFunction = stencilFunction;
562 mResendFlag |= RESEND_STENCIL_FUNCTION;
565 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
567 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
568 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
571 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
573 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
574 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
577 void Renderer::SetStencilMask( int stencilMask )
579 mStencilParameters.stencilMask = stencilMask;
580 mResendFlag |= RESEND_STENCIL_MASK;
583 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
585 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
586 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
589 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
591 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
592 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
595 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
597 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
598 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
601 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
603 return mStencilParameters;
606 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
608 mOpacity.Bake( updateBufferIndex, opacity );
611 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
613 return mOpacity[updateBufferIndex];
616 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
618 mRenderingBehavior = renderingBehavior;
621 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
623 return mRenderingBehavior;
626 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
627 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
629 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
630 mSceneController = &sceneController;
632 mRenderDataProvider = new RenderDataProvider( mOpacity );
633 mRenderDataProvider->mUniformMapDataProvider = this;
635 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
636 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
638 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
639 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
642 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
643 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
645 //Remove renderer from RenderManager
648 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
651 mSceneController = nullptr;
652 mRenderDataProvider = nullptr;
655 void Renderer::UpdateTextureSet()
657 if( mRenderDataProvider )
661 uint32_t textureCount = mTextureSet->GetTextureCount();
662 mRenderDataProvider->mTextures.resize( textureCount );
663 mRenderDataProvider->mSamplers.resize( textureCount );
664 for( uint32_t i = 0; i<textureCount; ++i )
666 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
667 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
672 mRenderDataProvider->mTextures.clear();
673 mRenderDataProvider->mSamplers.clear();
678 Render::Renderer& Renderer::GetRenderer()
683 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
685 return mCollectedUniformMap[bufferIndex];
688 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
690 Renderer::OpacityType opacityType = Renderer::OPAQUE;
694 case BlendMode::ON: // If the renderer should always be use blending
696 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
697 if( alpha <= FULLY_TRANSPARENT )
699 opacityType = Renderer::TRANSPARENT;
703 opacityType = Renderer::TRANSLUCENT;
707 case BlendMode::AUTO:
709 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
710 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
712 opacityType = Renderer::TRANSLUCENT;
715 // renderer should determine opacity using the actor color
716 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
717 if( alpha <= FULLY_TRANSPARENT )
719 opacityType = Renderer::TRANSPARENT;
721 else if( alpha <= FULLY_OPAQUE )
723 opacityType = Renderer::TRANSLUCENT;
727 case BlendMode::OFF: // the renderer should never use blending
730 opacityType = Renderer::OPAQUE;
738 void Renderer::TextureSetChanged()
740 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
745 void Renderer::TextureSetDeleted()
747 mTextureSet = nullptr;
749 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
754 void Renderer::ConnectionsChanged( PropertyOwner& object )
756 // One of our child objects has changed it's connections. Ensure the uniform
757 // map gets regenerated during PrepareRender
758 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
761 void Renderer::ConnectedUniformMapChanged()
763 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
766 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
768 // The mappings are either from PropertyOwner base class, or the Actor
769 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
772 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
774 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
780 void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
782 mDrawCommands.clear();
783 mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
784 mResendFlag |= RESEND_DRAW_COMMANDS;
787 } // namespace SceneGraph
788 } // namespace Internal