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-geometry.h>
25 #include <dali/internal/update/rendering/scene-graph-material.h>
26 //#include <dali/internal/update/rendering/scene-graph-sampler.h>
27 #include <dali/internal/render/shaders/scene-graph-shader.h>
28 #include <dali/internal/render/renderers/render-new-renderer.h>
29 #include <dali/internal/render/data-providers/node-data-provider.h>
30 #include <dali/internal/update/resources/complete-status-manager.h>
31 #include <dali/internal/update/nodes/node.h>
32 #include <dali/internal/update/resources/resource-tracker.h>
33 #include <dali/internal/render/queue/render-queue.h>
34 #include <dali/internal/common/internal-constants.h>
37 namespace // unnamed namespace
40 const unsigned int UNIFORM_MAP_READY = 0;
41 const unsigned int COPY_UNIFORM_MAP = 1;
42 const unsigned int REGENERATE_UNIFORM_MAP = 2;
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 );
86 //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
104 mRegenerateUniformMap(0),
105 mResendDataProviders(false),
106 mResendGeometry(false),
107 mHasUntrackedResources(false),
108 mFinishedResourceAcquisition(false),
109 mResourcesReady(false),
112 mUniformMapChanged[0]=false;
113 mUniformMapChanged[1]=false;
115 // Observe our own PropertyOwner's uniform map
116 AddUniformMapObserver( *this );
119 Renderer::~Renderer()
123 mMaterial->RemoveConnectionObserver(*this);
128 mGeometry->RemoveConnectionObserver(*this);
133 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
135 mMaterial->PrepareRender( updateBufferIndex );
137 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
139 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
140 DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
142 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
144 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
147 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
148 AddMappings( localMap, rendererUniformMap );
150 AddMappings( localMap, mMaterial->GetUniformMap() );
151 AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
152 AddMappings( localMap, mGeometry->GetUniformMap() );
154 Vector<PropertyBuffer*>& vertexBuffers = mGeometry->GetVertexBuffers();
155 unsigned int vertexBufferCount( vertexBuffers.Size() );
156 for( unsigned int i(0); i<vertexBufferCount; ++i )
158 AddMappings( localMap, vertexBuffers[i]->GetUniformMap() );
161 PropertyBuffer* indexBuffer = mGeometry->GetIndexBuffer();
164 AddMappings( localMap, indexBuffer->GetUniformMap() );
167 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
169 // Copy old map into current map
170 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
171 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
173 localMap.Resize( oldMap.Count() );
175 unsigned int index=0;
176 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
178 localMap[index] = *iter;
182 mUniformMapChanged[updateBufferIndex] = true;
183 mRegenerateUniformMap--;
186 if( mResendDataProviders )
188 RenderDataProvider* dataProvider = NewRenderDataProvider();
190 // Tell renderer about a new provider
191 // @todo MESH_REWORK Should we instead create a new renderer when these change?
193 typedef MessageValue1< Render::NewRenderer, OwnerPointer<RenderDataProvider> > DerivedType;
194 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
195 new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetRenderDataProvider, dataProvider );
196 mResendDataProviders = false;
199 if( mResendGeometry )
201 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
202 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
204 typedef MessageValue1< Render::NewRenderer, RenderGeometry* > DerivedType;
205 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
207 new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetGeometry, geometry );
208 mResendGeometry = false;
212 void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
214 DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
216 mMaterial = material;
217 mMaterial->AddConnectionObserver( *this );
218 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
220 mResendDataProviders = true;
223 void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
225 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
228 mGeometry->RemoveConnectionObserver(*this);
229 mGeometry->OnRendererDisconnect();
232 mGeometry = geometry;
233 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
234 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
238 mResendGeometry = true;
242 void Renderer::SetDepthIndex( int depthIndex )
244 mDepthIndex = depthIndex;
247 //Called when a node with this renderer is added to the stage
248 void Renderer::OnStageConnect()
253 RenderDataProvider* dataProvider = NewRenderDataProvider();
255 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
256 mRenderer = Render::NewRenderer::New( dataProvider, renderGeometry );
257 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
258 mResendDataProviders = false;
259 mResendGeometry = false;
263 //Called when the node with this renderer has gone out of the stage
264 void Renderer::OnStageDisconnect()
267 if( mReferenceCount == 0 )
269 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
274 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
275 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
277 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
278 mSceneController = &sceneController;
282 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
283 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
285 //Remove renderer from RenderManager
288 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
290 mSceneController = NULL;
294 RenderDataProvider* Renderer::NewRenderDataProvider()
296 RenderDataProvider* dataProvider = new RenderDataProvider();
298 dataProvider->mMaterialDataProvider = mMaterial;
299 dataProvider->mUniformMapDataProvider = this;
300 dataProvider->mShader = mMaterial->GetShader();
302 size_t textureCount( mMaterial->GetTextureCount() );
303 dataProvider->mTextures.resize( textureCount );
304 for( unsigned int i(0); i<textureCount; ++i )
306 dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
307 mMaterial->GetTextureId(i),
308 mMaterial->GetTextureSampler(i));
314 Render::Renderer& Renderer::GetRenderer()
319 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
321 return mCollectedUniformMap[bufferIndex];
324 void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
326 mHasUntrackedResources = false;
327 mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
329 DALI_ASSERT_DEBUG( mSceneController );
331 CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
332 mResourcesReady = false;
335 mFinishedResourceAcquisition = false;
337 // Can only be considered ready when all the scene graph objects are connected to the renderer
338 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
339 ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
341 unsigned int completeCount = 0;
342 unsigned int neverCount = 0;
343 unsigned int frameBufferCount = 0;
345 size_t textureCount( mMaterial->GetTextureCount() );
346 for( unsigned int i(0); i<textureCount; ++i )
348 ResourceId textureId = mMaterial->GetTextureId(i);
349 BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
351 mMaterial->SetIsFullyOpaque( i, metaData.IsFullyOpaque() );
353 switch( completeStatusManager.GetStatus( textureId ) )
355 case CompleteStatusManager::NOT_READY:
357 if( metaData.GetIsFramebuffer() )
361 if( completeStatusManager.FindResourceTracker(textureId) != NULL )
364 std::size_t numTrackedResources = mTrackedResources.Count();
365 for( size_t i=0; i < numTrackedResources; ++i )
367 if(mTrackedResources[i] == textureId)
375 mTrackedResources.PushBack( textureId );
380 mHasUntrackedResources = true;
385 case CompleteStatusManager::COMPLETE:
391 case CompleteStatusManager::NEVER:
399 // We are ready if all samplers are complete, or those that aren't are framebuffers
400 // We are complete if all samplers are either complete or will nmResendGeometryever complete
401 mResourcesReady = ( completeCount + frameBufferCount >= textureCount ) ;
402 mFinishedResourceAcquisition = ( completeCount + neverCount >= textureCount );
406 void Renderer::GetReadyAndComplete(bool& ready, bool& complete) const
408 ready = mResourcesReady;
411 CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
413 std::size_t numTrackedResources = mTrackedResources.Count();
414 if( mHasUntrackedResources || numTrackedResources == 0 )
416 complete = mFinishedResourceAcquisition;
420 // If there are tracked resources and no untracked resources, test the trackers
421 bool trackersComplete = true;
422 for( size_t i=0; i < numTrackedResources; ++i )
424 ResourceId id = mTrackedResources[i];
425 ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
426 if( tracker && ! tracker->IsComplete() )
428 trackersComplete = false;
433 complete = mFinishedResourceAcquisition || trackersComplete;
437 // Called by ProcessRenderTasks after DoPrepareRender
438 bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
442 if( mMaterial != NULL )
444 Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
445 switch( blendPolicy )
447 case Material::OPAQUE:
452 case Material::TRANSPARENT:
457 case Material::USE_ACTOR_COLOR:
459 opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
468 void Renderer::ConnectionsChanged( PropertyOwner& object )
470 // One of our child objects has changed it's connections. Ensure the uniform
471 // map gets regenerated during PrepareRender
472 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
474 // Ensure the child object pointers get re-sent to the renderer
475 mResendDataProviders = true;
478 void Renderer::ConnectedUniformMapChanged()
480 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
483 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
485 // The mappings are either from PropertyOwner base class, or the Actor
486 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
489 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
491 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
495 else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
501 } // namespace SceneGraph
502 } // namespace Internal