2 * Copyright (c) 2015 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/update/controllers/scene-controller.h>
22 #include <dali/internal/render/renderers/render-geometry.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
25 #include <dali/internal/render/shaders/scene-graph-shader.h>
26 #include <dali/internal/render/renderers/render-renderer.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/update/nodes/node.h>
29 #include <dali/internal/render/queue/render-queue.h>
30 #include <dali/internal/common/internal-constants.h>
31 #include <dali/internal/common/memory-pool-object-allocator.h>
34 namespace // unnamed namespace
37 const unsigned int UNIFORM_MAP_READY = 0;
38 const unsigned int COPY_UNIFORM_MAP = 1;
39 const unsigned int REGENERATE_UNIFORM_MAP = 2;
41 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
42 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
44 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
46 // Iterate thru uniformMap.
47 // Any maps that aren't in localMap should be added in a single step
48 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
50 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
52 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
55 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
57 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
58 if( map->uniformNameHash == nameHash )
60 if( map->uniformName == uniformMap[i].uniformName )
69 // it's a new mapping. Add raw ptr to temporary list
70 newUniformMappings.PushBack( &uniformMap[i] );
74 if( newUniformMappings.Count() > 0 )
76 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
78 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
79 end = newUniformMappings.End() ;
83 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
84 localMap.PushBack( map );
89 // flags for resending data to renderer
92 RESEND_DATA_PROVIDER = 1,
93 RESEND_GEOMETRY = 1 << 1,
94 RESEND_FACE_CULLING_MODE = 1 << 2,
95 RESEND_BLEND_COLOR = 1 << 3,
96 RESEND_BLEND_BIT_MASK = 1 << 4,
97 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
98 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
99 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
100 RESEND_DEPTH_WRITE_MODE = 1 << 8,
112 Renderer* Renderer::New()
114 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
118 :mSceneController( 0 ),
125 mFaceCullingMode( Dali::Renderer::CULL_NONE ),
126 mBlendingMode( Dali::BlendingMode::AUTO ),
127 mDepthWriteMode( Dali::Renderer::DEPTH_WRITE_AUTO ),
128 mIndexedDrawFirstElement( 0 ),
129 mIndexedDrawElementsCount( 0 ),
130 mReferenceCount( 0 ),
131 mRegenerateUniformMap( 0 ),
133 mResourcesReady( false ),
134 mFinishedResourceAcquisition( false ),
135 mPremultipledAlphaEnabled(false),
138 mUniformMapChanged[0] = false;
139 mUniformMapChanged[1] = false;
141 // Observe our own PropertyOwner's uniform map
142 AddUniformMapObserver( *this );
145 Renderer::~Renderer()
149 mTextureSet->RemoveObserver(this);
154 mShader->RemoveConnectionObserver(*this);
160 void Renderer::operator delete( void* ptr )
162 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
166 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
168 mResourcesReady = false;
169 mFinishedResourceAcquisition = false;
171 // Can only be considered ready when all the scene graph objects are connected to the renderer
172 if( mGeometry && mShader )
176 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
180 mResourcesReady = true;
181 mFinishedResourceAcquisition = true;
185 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
187 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
188 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
190 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
192 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
195 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
196 AddMappings( localMap, rendererUniformMap );
197 AddMappings( localMap, mShader->GetUniformMap() );
199 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
201 // Copy old map into current map
202 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
203 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
205 localMap.Resize( oldMap.Count() );
207 unsigned int index=0;
208 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
210 localMap[index] = *iter;
214 mUniformMapChanged[updateBufferIndex] = true;
215 mRegenerateUniformMap--;
218 if( mResendFlag != 0 )
220 if( mResendFlag & RESEND_DATA_PROVIDER )
222 RenderDataProvider* dataProvider = NewRenderDataProvider();
224 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
225 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
226 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
229 if( mResendFlag & RESEND_GEOMETRY )
231 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
232 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
234 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
237 if( mResendFlag & RESEND_FACE_CULLING_MODE )
239 typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
240 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
241 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
244 if( mResendFlag & RESEND_BLEND_BIT_MASK )
246 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
247 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
248 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
251 if( mResendFlag & RESEND_BLEND_COLOR )
253 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
254 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
255 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
258 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
260 typedef MessageValue1< Render::Renderer, bool > DerivedType;
261 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
262 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
265 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
267 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
268 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
269 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
272 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
274 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
275 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
276 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
279 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
281 typedef MessageValue1< Render::Renderer, Dali::Renderer::DepthWriteMode > DerivedType;
282 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
283 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
290 void Renderer::SetTextures( TextureSet* textureSet )
292 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
296 mTextureSet->RemoveObserver(this);
299 mTextureSet = textureSet;
300 mTextureSet->AddObserver( this );
301 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
302 mResendFlag |= RESEND_DATA_PROVIDER;
305 void Renderer::SetShader( Shader* shader )
307 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
311 mShader->RemoveConnectionObserver(*this);
315 mShader->AddConnectionObserver( *this );
316 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
317 mResendFlag |= RESEND_DATA_PROVIDER;
320 void Renderer::SetGeometry( Render::Geometry* geometry )
322 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
323 mGeometry = geometry;
327 mResendFlag |= RESEND_GEOMETRY;
331 void Renderer::SetDepthIndex( int depthIndex )
333 mDepthIndex = depthIndex;
336 void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
338 mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
339 mResendFlag |= RESEND_FACE_CULLING_MODE;
342 void Renderer::SetBlendingMode( unsigned int blendingMode )
344 mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
347 void Renderer::SetBlendingOptions( unsigned int options )
349 if( mBlendBitmask != options)
351 mBlendBitmask = options;
352 mResendFlag |= RESEND_BLEND_BIT_MASK;
356 void Renderer::SetBlendColor( const Vector4& blendColor )
360 mBlendColor = new Vector4( blendColor );
364 *mBlendColor = blendColor;
367 mResendFlag |= RESEND_BLEND_COLOR;
370 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
372 mIndexedDrawFirstElement = firstElement;
373 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
376 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
378 mIndexedDrawElementsCount = elementsCount;
379 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
382 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
384 mPremultipledAlphaEnabled = preMultipled;
385 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
388 void Renderer::SetDepthWriteMode( unsigned int depthWriteMode )
390 mDepthWriteMode = static_cast<Dali::Renderer::DepthWriteMode>(depthWriteMode);
391 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
394 //Called when a node with this renderer is added to the stage
395 void Renderer::OnStageConnect()
400 RenderDataProvider* dataProvider = NewRenderDataProvider();
402 mRenderer = Render::Renderer::New( dataProvider, mGeometry,
403 mBlendBitmask, mBlendColor,
404 static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
405 mPremultipledAlphaEnabled,
408 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
413 //Called when the node with this renderer has gone out of the stage
414 void Renderer::OnStageDisconnect()
417 if( mReferenceCount == 0 )
419 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
424 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
425 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
427 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
428 mSceneController = &sceneController;
432 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
433 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
435 //Remove renderer from RenderManager
438 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
440 mSceneController = NULL;
444 RenderDataProvider* Renderer::NewRenderDataProvider()
446 RenderDataProvider* dataProvider = new RenderDataProvider();
448 dataProvider->mUniformMapDataProvider = this;
449 dataProvider->mShader = mShader;
453 size_t textureCount( mTextureSet->GetTextureCount() );
454 dataProvider->mTextures.resize( textureCount );
455 for( unsigned int i(0); i<textureCount; ++i )
457 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
458 mTextureSet->GetTextureSampler(i));
465 Render::Renderer& Renderer::GetRenderer()
470 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
472 return mCollectedUniformMap[bufferIndex];
475 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
477 ready = mResourcesReady;
478 complete = mFinishedResourceAcquisition;
481 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
483 Renderer::Opacity opacity = Renderer::OPAQUE;
485 switch( mBlendingMode )
487 case BlendingMode::ON: // If the renderer should always be use blending
489 opacity = Renderer::TRANSLUCENT;
492 case BlendingMode::AUTO:
494 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
495 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
497 opacity = Renderer::TRANSLUCENT;
499 else // renderer should determine opacity using the actor color
501 float alpha = node.GetWorldColor( updateBufferIndex ).a;
502 if( alpha <= FULLY_TRANSPARENT )
504 opacity = TRANSPARENT;
506 else if( alpha <= FULLY_OPAQUE )
508 opacity = TRANSLUCENT;
513 case BlendingMode::OFF: // the renderer should never use blending
516 opacity = Renderer::OPAQUE;
525 void Renderer::TextureSetChanged()
527 mResendFlag |= RESEND_DATA_PROVIDER;
530 void Renderer::ConnectionsChanged( PropertyOwner& object )
532 // One of our child objects has changed it's connections. Ensure the uniform
533 // map gets regenerated during PrepareRender
534 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
536 // Ensure the child object pointers get re-sent to the renderer
537 mResendFlag |= RESEND_DATA_PROVIDER;
540 void Renderer::ConnectedUniformMapChanged()
542 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
545 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
547 // The mappings are either from PropertyOwner base class, or the Actor
548 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
551 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
553 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
557 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
563 } // namespace SceneGraph
564 } // namespace Internal