2 * Copyright (c) 2016 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/data-providers/node-data-provider.h>
27 #include <dali/internal/update/nodes/node.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/common/internal-constants.h>
30 #include <dali/internal/common/memory-pool-object-allocator.h>
33 namespace // unnamed namespace
36 const unsigned int UNIFORM_MAP_READY = 0;
37 const unsigned int COPY_UNIFORM_MAP = 1;
38 const unsigned int REGENERATE_UNIFORM_MAP = 2;
40 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
41 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
43 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
45 // Iterate thru uniformMap.
46 // Any maps that aren't in localMap should be added in a single step
47 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
49 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
51 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
54 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
56 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
57 if( map->uniformNameHash == nameHash )
59 if( map->uniformName == uniformMap[i].uniformName )
68 // it's a new mapping. Add raw ptr to temporary list
69 newUniformMappings.PushBack( &uniformMap[i] );
73 if( newUniformMappings.Count() > 0 )
75 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
77 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
78 end = newUniformMappings.End() ;
82 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
83 localMap.PushBack( map );
88 // Flags for re-sending data to renderer.
91 RESEND_DATA_PROVIDER = 1 << 0,
92 RESEND_GEOMETRY = 1 << 1,
93 RESEND_FACE_CULLING_MODE = 1 << 2,
94 RESEND_BLEND_COLOR = 1 << 3,
95 RESEND_BLEND_BIT_MASK = 1 << 4,
96 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
97 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
98 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
99 RESEND_DEPTH_WRITE_MODE = 1 << 8,
100 RESEND_DEPTH_TEST_MODE = 1 << 9,
101 RESEND_DEPTH_FUNCTION = 1 << 10,
102 RESEND_STENCIL_MODE = 1 << 11,
103 RESEND_STENCIL_FUNCTION = 1 << 12,
104 RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
105 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
106 RESEND_STENCIL_MASK = 1 << 15,
107 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
108 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
109 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
110 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
111 RESEND_BATCHING_MODE = 1 << 20,
114 } // Anonymous namespace
123 Renderer* Renderer::New()
125 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
129 : mSceneController( 0 ),
135 mStencilParameters( StencilMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
136 mIndexedDrawFirstElement( 0u ),
137 mIndexedDrawElementsCount( 0u ),
139 mRegenerateUniformMap( 0u ),
141 mDepthFunction( DepthFunction::LESS ),
142 mFaceCullingMode( FaceCullingMode::NONE ),
143 mBlendMode( BlendMode::AUTO ),
144 mDepthWriteMode( DepthWriteMode::AUTO ),
145 mDepthTestMode( DepthTestMode::AUTO ),
146 mWriteToColorBuffer( true ),
147 mResourcesReady( false ),
148 mFinishedResourceAcquisition( false ),
149 mPremultipledAlphaEnabled( false ),
150 mBatchingEnabled( false ),
153 mUniformMapChanged[0] = false;
154 mUniformMapChanged[1] = false;
156 // Observe our own PropertyOwner's uniform map
157 AddUniformMapObserver( *this );
160 Renderer::~Renderer()
164 mTextureSet->RemoveObserver(this);
169 mShader->RemoveConnectionObserver(*this);
174 void Renderer::operator delete( void* ptr )
176 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
180 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
182 mResourcesReady = false;
183 mFinishedResourceAcquisition = false;
185 // Can only be considered ready when all the scene graph objects are connected to the renderer
186 if( mGeometry && mShader )
190 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
194 mResourcesReady = true;
195 mFinishedResourceAcquisition = true;
199 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
201 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
202 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
204 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
206 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
209 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
210 AddMappings( localMap, rendererUniformMap );
214 AddMappings( localMap, mShader->GetUniformMap() );
217 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
219 // Copy old map into current map
220 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
221 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
223 localMap.Resize( oldMap.Count() );
225 unsigned int index=0;
226 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
228 localMap[index] = *iter;
232 mUniformMapChanged[updateBufferIndex] = true;
233 mRegenerateUniformMap--;
236 if( mResendFlag != 0 )
238 if( mResendFlag & RESEND_DATA_PROVIDER )
240 RenderDataProvider* dataProvider = NewRenderDataProvider();
242 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
243 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
244 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
247 if( mResendFlag & RESEND_GEOMETRY )
249 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
250 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
252 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
255 if( mResendFlag & RESEND_FACE_CULLING_MODE )
257 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
258 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
259 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
262 if( mResendFlag & RESEND_BLEND_BIT_MASK )
264 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
265 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
266 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
269 if( mResendFlag & RESEND_BLEND_COLOR )
271 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
272 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
273 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
276 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
278 typedef MessageValue1< Render::Renderer, bool > DerivedType;
279 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
280 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
283 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
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::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
290 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
292 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
293 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
294 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
297 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
299 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
300 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
301 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
304 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
306 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
307 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
308 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
311 if( mResendFlag & RESEND_DEPTH_FUNCTION )
313 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
314 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
315 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
318 if( mResendFlag & RESEND_STENCIL_MODE )
320 typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
321 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
322 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
325 if( mResendFlag & RESEND_STENCIL_FUNCTION )
327 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
328 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
329 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
332 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
334 typedef MessageValue1< Render::Renderer, int > DerivedType;
335 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
336 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
339 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
341 typedef MessageValue1< Render::Renderer, int > DerivedType;
342 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
343 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
346 if( mResendFlag & RESEND_STENCIL_MASK )
348 typedef MessageValue1< Render::Renderer, int > DerivedType;
349 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
350 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
353 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
355 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
356 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
357 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
360 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
362 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
363 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
364 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
367 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
369 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
370 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
371 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
374 if( mResendFlag & RESEND_WRITE_TO_COLOR_BUFFER )
376 typedef MessageValue1< Render::Renderer, bool > DerivedType;
377 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
378 new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
381 if( mResendFlag & RESEND_BATCHING_MODE )
383 typedef MessageValue1< Render::Renderer, bool > DerivedType;
384 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
385 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBatchingEnabled, mBatchingEnabled );
392 void Renderer::SetTextures( TextureSet* textureSet )
394 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
398 mTextureSet->RemoveObserver(this);
401 mTextureSet = textureSet;
402 mTextureSet->AddObserver( this );
403 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
404 mResendFlag |= RESEND_DATA_PROVIDER;
407 void Renderer::SetShader( Shader* shader )
409 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
413 mShader->RemoveConnectionObserver(*this);
417 mShader->AddConnectionObserver( *this );
418 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
419 mResendFlag |= RESEND_DATA_PROVIDER;
422 void Renderer::SetGeometry( Render::Geometry* geometry )
424 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
425 mGeometry = geometry;
429 mResendFlag |= RESEND_GEOMETRY;
433 void Renderer::SetDepthIndex( int depthIndex )
435 mDepthIndex = depthIndex;
438 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
440 mFaceCullingMode = faceCullingMode;
441 mResendFlag |= RESEND_FACE_CULLING_MODE;
444 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
446 mBlendMode = blendingMode;
449 void Renderer::SetBlendingOptions( unsigned int options )
451 if( mBlendBitmask != options)
453 mBlendBitmask = options;
454 mResendFlag |= RESEND_BLEND_BIT_MASK;
458 void Renderer::SetBlendColor( const Vector4& blendColor )
462 mBlendColor = new Vector4( blendColor );
466 *mBlendColor = blendColor;
469 mResendFlag |= RESEND_BLEND_COLOR;
472 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
474 mIndexedDrawFirstElement = firstElement;
475 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
478 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
480 mIndexedDrawElementsCount = elementsCount;
481 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
484 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
486 mPremultipledAlphaEnabled = preMultipled;
487 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
490 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
492 mDepthWriteMode = depthWriteMode;
493 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
496 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
498 mDepthTestMode = depthTestMode;
499 mResendFlag |= RESEND_DEPTH_TEST_MODE;
502 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
504 mDepthFunction = depthFunction;
505 mResendFlag |= RESEND_DEPTH_FUNCTION;
508 void Renderer::SetStencilMode( StencilMode::Type mode )
510 mStencilParameters.stencilMode = mode;
511 mResendFlag |= RESEND_STENCIL_MODE;
514 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
516 mStencilParameters.stencilFunction = stencilFunction;
517 mResendFlag |= RESEND_STENCIL_FUNCTION;
520 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
522 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
523 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
526 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
528 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
529 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
532 void Renderer::SetStencilMask( int stencilMask )
534 mStencilParameters.stencilMask = stencilMask;
535 mResendFlag |= RESEND_STENCIL_MASK;
538 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
540 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
541 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
544 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
546 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
547 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
550 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
552 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
553 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
556 void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
558 mWriteToColorBuffer = writeToColorBuffer;
559 mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
562 void Renderer::SetBatchingEnabled( bool batchingEnabled )
564 mBatchingEnabled = batchingEnabled;
565 mResendFlag |= RESEND_BATCHING_MODE;
568 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
569 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
571 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
572 mSceneController = &sceneController;
573 RenderDataProvider* dataProvider = NewRenderDataProvider();
575 mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
576 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
578 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
581 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
582 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
584 //Remove renderer from RenderManager
587 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
590 mSceneController = NULL;
593 RenderDataProvider* Renderer::NewRenderDataProvider()
595 RenderDataProvider* dataProvider = new RenderDataProvider();
597 dataProvider->mUniformMapDataProvider = this;
598 dataProvider->mShader = mShader;
602 size_t textureCount( mTextureSet->GetTextureCount() );
603 dataProvider->mTextures.resize( textureCount );
604 dataProvider->mSamplers.resize( textureCount );
605 for( unsigned int i(0); i<textureCount; ++i )
607 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
608 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
611 textureCount = mTextureSet->GetNewTextureCount();
612 dataProvider->mNewTextures.resize( textureCount );
613 dataProvider->mSamplers.resize( textureCount );
614 for( unsigned int i(0); i<textureCount; ++i )
616 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
617 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
624 Render::Renderer& Renderer::GetRenderer()
629 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
631 return mCollectedUniformMap[bufferIndex];
634 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
636 ready = mResourcesReady;
637 complete = mFinishedResourceAcquisition;
640 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
642 Renderer::Opacity opacity = Renderer::OPAQUE;
646 case BlendMode::ON: // If the renderer should always be use blending
648 opacity = Renderer::TRANSLUCENT;
651 case BlendMode::AUTO:
653 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
654 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
656 opacity = Renderer::TRANSLUCENT;
658 else // renderer should determine opacity using the actor color
660 float alpha = node.GetWorldColor( updateBufferIndex ).a;
661 if( alpha <= FULLY_TRANSPARENT )
663 opacity = TRANSPARENT;
665 else if( alpha <= FULLY_OPAQUE )
667 opacity = TRANSLUCENT;
672 case BlendMode::OFF: // the renderer should never use blending
675 opacity = Renderer::OPAQUE;
684 void Renderer::TextureSetChanged()
686 mResendFlag |= RESEND_DATA_PROVIDER;
689 void Renderer::ConnectionsChanged( PropertyOwner& object )
691 // One of our child objects has changed it's connections. Ensure the uniform
692 // map gets regenerated during PrepareRender
693 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
695 // Ensure the child object pointers get re-sent to the renderer
696 mResendFlag |= RESEND_DATA_PROVIDER;
699 void Renderer::ConnectedUniformMapChanged()
701 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
704 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
706 // The mappings are either from PropertyOwner base class, or the Actor
707 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
710 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
712 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
716 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
722 } // namespace SceneGraph
723 } // namespace Internal