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/render/shaders/scene-graph-shader.h>
27 #include <dali/internal/render/renderers/render-new-renderer.h>
28 #include <dali/internal/render/data-providers/node-data-provider.h>
29 #include <dali/internal/update/resources/complete-status-manager.h>
30 #include <dali/internal/update/nodes/node.h>
31 #include <dali/internal/update/resources/resource-tracker.h>
32 #include <dali/internal/render/queue/render-queue.h>
33 #include <dali/internal/common/internal-constants.h>
36 namespace // unnamed namespace
39 const unsigned int UNIFORM_MAP_READY = 0;
40 const unsigned int COPY_UNIFORM_MAP = 1;
41 const unsigned int REGENERATE_UNIFORM_MAP = 2;
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 );
85 //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
103 mRegenerateUniformMap(0),
104 mResendDataProviders(false),
105 mResendGeometry(false),
106 mHasUntrackedResources(false),
107 mFinishedResourceAcquisition(false),
108 mResourcesReady(false),
111 mUniformMapChanged[0]=false;
112 mUniformMapChanged[1]=false;
114 // Observe our own PropertyOwner's uniform map
115 AddUniformMapObserver( *this );
118 Renderer::~Renderer()
122 mMaterial->RemoveConnectionObserver(*this);
127 mGeometry->RemoveConnectionObserver(*this);
132 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
134 mMaterial->PrepareRender( updateBufferIndex );
136 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
138 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
139 DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
141 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
143 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
146 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
147 AddMappings( localMap, rendererUniformMap );
149 AddMappings( localMap, mMaterial->GetUniformMap() );
150 AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
151 AddMappings( localMap, mGeometry->GetUniformMap() );
153 Vector<PropertyBuffer*>& vertexBuffers = mGeometry->GetVertexBuffers();
154 unsigned int vertexBufferCount( vertexBuffers.Size() );
155 for( unsigned int i(0); i<vertexBufferCount; ++i )
157 AddMappings( localMap, vertexBuffers[i]->GetUniformMap() );
160 PropertyBuffer* indexBuffer = mGeometry->GetIndexBuffer();
163 AddMappings( localMap, indexBuffer->GetUniformMap() );
166 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
168 // Copy old map into current map
169 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
170 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
172 localMap.Resize( oldMap.Count() );
174 unsigned int index=0;
175 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
177 localMap[index] = *iter;
181 mUniformMapChanged[updateBufferIndex] = true;
182 mRegenerateUniformMap--;
185 if( mResendDataProviders )
187 RenderDataProvider* dataProvider = NewRenderDataProvider();
189 // Tell renderer about a new provider
190 // @todo MESH_REWORK Should we instead create a new renderer when these change?
192 typedef MessageValue1< Render::NewRenderer, OwnerPointer<RenderDataProvider> > DerivedType;
193 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
194 new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetRenderDataProvider, dataProvider );
195 mResendDataProviders = false;
198 if( mResendGeometry )
200 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
201 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
203 typedef MessageValue1< Render::NewRenderer, RenderGeometry* > DerivedType;
204 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
206 new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetGeometry, geometry );
207 mResendGeometry = false;
211 void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
213 DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
215 mMaterial = material;
216 mMaterial->AddConnectionObserver( *this );
217 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
219 mResendDataProviders = true;
222 void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
224 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
227 mGeometry->RemoveConnectionObserver(*this);
228 mGeometry->OnRendererDisconnect();
231 mGeometry = geometry;
232 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
233 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
237 mResendGeometry = true;
241 void Renderer::SetDepthIndex( int depthIndex )
243 mDepthIndex = depthIndex;
246 //Called when a node with this renderer is added to the stage
247 void Renderer::OnStageConnect()
252 RenderDataProvider* dataProvider = NewRenderDataProvider();
254 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
255 mRenderer = Render::NewRenderer::New( dataProvider, renderGeometry );
256 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
257 mResendDataProviders = false;
258 mResendGeometry = false;
262 //Called when the node with this renderer has gone out of the stage
263 void Renderer::OnStageDisconnect()
266 if( mReferenceCount == 0 )
268 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
273 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
274 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
276 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
277 mSceneController = &sceneController;
281 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
282 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
284 //Remove renderer from RenderManager
287 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
289 mSceneController = NULL;
293 RenderDataProvider* Renderer::NewRenderDataProvider()
295 RenderDataProvider* dataProvider = new RenderDataProvider();
297 dataProvider->mMaterialDataProvider = mMaterial;
298 dataProvider->mUniformMapDataProvider = this;
299 dataProvider->mShader = mMaterial->GetShader();
301 size_t textureCount( mMaterial->GetTextureCount() );
302 dataProvider->mTextures.resize( textureCount );
303 for( unsigned int i(0); i<textureCount; ++i )
305 dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
306 mMaterial->GetTextureId(i),
307 mMaterial->GetTextureSampler(i));
313 Render::Renderer& Renderer::GetRenderer()
318 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
320 return mCollectedUniformMap[bufferIndex];
323 void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
325 mHasUntrackedResources = false;
326 mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
328 DALI_ASSERT_DEBUG( mSceneController );
330 CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
331 mResourcesReady = false;
334 mFinishedResourceAcquisition = false;
336 // Can only be considered ready when all the scene graph objects are connected to the renderer
337 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
338 ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
340 unsigned int completeCount = 0;
341 unsigned int neverCount = 0;
342 unsigned int frameBufferCount = 0;
344 size_t textureCount( mMaterial->GetTextureCount() );
345 for( unsigned int i(0); i<textureCount; ++i )
347 ResourceId textureId = mMaterial->GetTextureId(i);
348 BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
350 mMaterial->SetIsFullyOpaque( i, metaData.IsFullyOpaque() );
352 switch( completeStatusManager.GetStatus( textureId ) )
354 case CompleteStatusManager::NOT_READY:
356 if( metaData.GetIsFramebuffer() )
360 if( completeStatusManager.FindResourceTracker(textureId) != NULL )
363 std::size_t numTrackedResources = mTrackedResources.Count();
364 for( size_t i=0; i < numTrackedResources; ++i )
366 if(mTrackedResources[i] == textureId)
374 mTrackedResources.PushBack( textureId );
379 mHasUntrackedResources = true;
384 case CompleteStatusManager::COMPLETE:
390 case CompleteStatusManager::NEVER:
398 // We are ready if all samplers are complete, or those that aren't are framebuffers
399 // We are complete if all samplers are either complete or will nmResendGeometryever complete
400 mResourcesReady = ( completeCount + frameBufferCount >= textureCount ) ;
401 mFinishedResourceAcquisition = ( completeCount + neverCount >= textureCount );
405 void Renderer::GetReadyAndComplete(bool& ready, bool& complete) const
407 ready = mResourcesReady;
410 CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
412 std::size_t numTrackedResources = mTrackedResources.Count();
413 if( mHasUntrackedResources || numTrackedResources == 0 )
415 complete = mFinishedResourceAcquisition;
419 // If there are tracked resources and no untracked resources, test the trackers
420 bool trackersComplete = true;
421 for( size_t i=0; i < numTrackedResources; ++i )
423 ResourceId id = mTrackedResources[i];
424 ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
425 if( tracker && ! tracker->IsComplete() )
427 trackersComplete = false;
432 complete = mFinishedResourceAcquisition || trackersComplete;
436 // Called by ProcessRenderTasks after DoPrepareRender
437 bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
441 if( mMaterial != NULL )
443 Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
444 switch( blendPolicy )
446 case Material::OPAQUE:
451 case Material::TRANSPARENT:
456 case Material::USE_ACTOR_COLOR:
458 opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
467 void Renderer::ConnectionsChanged( PropertyOwner& object )
469 // One of our child objects has changed it's connections. Ensure the uniform
470 // map gets regenerated during PrepareRender
471 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
473 // Ensure the child object pointers get re-sent to the renderer
474 mResendDataProviders = true;
477 void Renderer::ConnectedUniformMapChanged()
479 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
482 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
484 // The mappings are either from PropertyOwner base class, or the Actor
485 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
488 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
490 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
494 else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
500 } // namespace SceneGraph
501 } // namespace Internal