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,
111 Renderer* Renderer::New()
113 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
117 :mSceneController( 0 ),
124 mFaceCullingMode( Dali::Renderer::NONE ),
125 mBlendingMode( Dali::BlendingMode::AUTO ),
126 mIndexedDrawFirstElement( 0 ),
127 mIndexedDrawElementsCount( 0 ),
128 mReferenceCount( 0 ),
129 mRegenerateUniformMap( 0 ),
131 mResourcesReady( false ),
132 mFinishedResourceAcquisition( false ),
135 mUniformMapChanged[0] = false;
136 mUniformMapChanged[1] = false;
138 // Observe our own PropertyOwner's uniform map
139 AddUniformMapObserver( *this );
142 Renderer::~Renderer()
146 mTextureSet->RemoveObserver(this);
151 mShader->RemoveConnectionObserver(*this);
157 void Renderer::operator delete( void* ptr )
159 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
163 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
165 mResourcesReady = false;
166 mFinishedResourceAcquisition = false;
168 // Can only be considered ready when all the scene graph objects are connected to the renderer
169 if( mGeometry && mShader )
173 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
177 mResourcesReady = true;
178 mFinishedResourceAcquisition = true;
182 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
184 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
185 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
187 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
189 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
192 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
193 AddMappings( localMap, rendererUniformMap );
197 AddMappings( localMap, mShader->GetUniformMap() );
200 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
202 // Copy old map into current map
203 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
204 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
206 localMap.Resize( oldMap.Count() );
208 unsigned int index=0;
209 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
211 localMap[index] = *iter;
215 mUniformMapChanged[updateBufferIndex] = true;
216 mRegenerateUniformMap--;
219 if( mResendFlag == 0 )
224 if( mResendFlag & RESEND_DATA_PROVIDER )
226 RenderDataProvider* dataProvider = NewRenderDataProvider();
228 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
229 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
230 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
231 mResendFlag &= ~RESEND_DATA_PROVIDER;
234 if( mResendFlag & RESEND_GEOMETRY )
236 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
237 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
239 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
240 mResendFlag &= ~RESEND_GEOMETRY;
243 if( mResendFlag & RESEND_FACE_CULLING_MODE )
245 typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
246 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
247 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
248 mResendFlag &= ~RESEND_FACE_CULLING_MODE;
251 if( mResendFlag & RESEND_BLEND_BIT_MASK )
253 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
254 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
255 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
256 mResendFlag &= ~RESEND_BLEND_BIT_MASK;
259 if( mResendFlag & RESEND_BLEND_COLOR )
261 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
262 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
263 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
264 mResendFlag &= ~RESEND_BLEND_COLOR;
267 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
269 typedef MessageValue1< Render::Renderer, bool > DerivedType;
270 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
271 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
272 mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
275 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
277 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
278 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
279 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
280 mResendFlag &= ~RESEND_INDEXED_DRAW_FIRST_ELEMENT;
283 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
285 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
286 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
287 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
288 mResendFlag &= ~RESEND_INDEXED_DRAW_FIRST_ELEMENT;
292 void Renderer::SetTextures( TextureSet* textureSet )
294 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
298 mTextureSet->RemoveObserver(this);
301 mTextureSet = textureSet;
302 mTextureSet->AddObserver( this );
303 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
304 mResendFlag |= RESEND_DATA_PROVIDER;
307 void Renderer::SetShader( Shader* shader )
309 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
313 mShader->RemoveConnectionObserver(*this);
317 mShader->AddConnectionObserver( *this );
318 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
319 mResendFlag |= RESEND_DATA_PROVIDER;
322 void Renderer::SetGeometry( Render::Geometry* geometry )
324 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
325 mGeometry = geometry;
329 mResendFlag |= RESEND_GEOMETRY;
333 void Renderer::SetDepthIndex( int depthIndex )
335 mDepthIndex = depthIndex;
338 void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
340 mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
341 mResendFlag |= RESEND_FACE_CULLING_MODE;
344 void Renderer::SetBlendingMode( unsigned int blendingMode )
346 mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
349 void Renderer::SetBlendingOptions( unsigned int options )
351 if( mBlendBitmask != options)
353 mBlendBitmask = options;
354 mResendFlag |= RESEND_BLEND_BIT_MASK;
358 void Renderer::SetBlendColor( const Vector4& blendColor )
362 mBlendColor = new Vector4( blendColor );
366 *mBlendColor = blendColor;
369 mResendFlag |= RESEND_BLEND_COLOR;
372 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
374 mIndexedDrawFirstElement = firstElement;
375 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
378 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
380 mIndexedDrawElementsCount = elementsCount;
381 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
384 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
386 mPremultipledAlphaEnabled = preMultipled;
387 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
390 //Called when a node with this renderer is added to the stage
391 void Renderer::OnStageConnect()
396 RenderDataProvider* dataProvider = NewRenderDataProvider();
398 mRenderer = Render::Renderer::New( dataProvider, mGeometry,
399 mBlendBitmask, mBlendColor,
400 static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
401 mPremultipledAlphaEnabled );
402 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
407 //Called when the node with this renderer has gone out of the stage
408 void Renderer::OnStageDisconnect()
411 if( mReferenceCount == 0 )
413 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
418 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
419 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
421 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
422 mSceneController = &sceneController;
426 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
427 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
429 //Remove renderer from RenderManager
432 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
434 mSceneController = NULL;
438 RenderDataProvider* Renderer::NewRenderDataProvider()
440 RenderDataProvider* dataProvider = new RenderDataProvider();
442 dataProvider->mUniformMapDataProvider = this;
443 dataProvider->mShader = mShader;
447 size_t textureCount( mTextureSet->GetTextureCount() );
448 dataProvider->mTextures.resize( textureCount );
449 for( unsigned int i(0); i<textureCount; ++i )
451 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
452 mTextureSet->GetTextureSampler(i));
459 Render::Renderer& Renderer::GetRenderer()
464 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
466 return mCollectedUniformMap[bufferIndex];
469 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
471 ready = mResourcesReady;
472 complete = mFinishedResourceAcquisition;
475 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
477 Renderer::Opacity opacity = Renderer::OPAQUE;
479 switch( mBlendingMode )
481 case BlendingMode::ON: // If the renderer should always be use blending
483 opacity = Renderer::TRANSLUCENT;
486 case BlendingMode::AUTO:
488 bool shaderRequiresBlending( mShader->GeometryHintEnabled( Dali::ShaderEffect::HINT_BLENDING ) );
489 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
491 opacity = Renderer::TRANSLUCENT;
493 else // renderer should determine opacity using the actor color
495 float alpha = node.GetWorldColor( updateBufferIndex ).a;
496 if( alpha <= FULLY_TRANSPARENT )
498 opacity = TRANSPARENT;
500 else if( alpha <= FULLY_OPAQUE )
502 opacity = TRANSLUCENT;
507 case BlendingMode::OFF: // the renderer should never use blending
510 opacity = Renderer::OPAQUE;
519 void Renderer::TextureSetChanged()
521 mResendFlag |= RESEND_DATA_PROVIDER;
524 void Renderer::ConnectionsChanged( PropertyOwner& object )
526 // One of our child objects has changed it's connections. Ensure the uniform
527 // map gets regenerated during PrepareRender
528 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
530 // Ensure the child object pointers get re-sent to the renderer
531 mResendFlag |= RESEND_DATA_PROVIDER;
534 void Renderer::ConnectedUniformMapChanged()
536 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
539 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
541 // The mappings are either from PropertyOwner base class, or the Actor
542 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
545 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
547 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
551 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
557 } // namespace SceneGraph
558 } // namespace Internal