[Tizen] Support Client Rotation and Screen Rotation
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index baa2560..086c553 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -34,6 +34,8 @@
 #include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/queue/render-queue.h>
 #include <dali/internal/render/renderers/render-frame-buffer.h>
+#include <dali/internal/render/renderers/render-texture-frame-buffer.h>
+#include <dali/internal/render/renderers/render-surface-frame-buffer.h>
 #include <dali/internal/render/renderers/render-geometry.h>
 #include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/render/renderers/render-sampler.h>
@@ -48,6 +50,13 @@ namespace Internal
 namespace SceneGraph
 {
 
+#if defined(DEBUG_ENABLED)
+namespace
+{
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+} // unnamed namespace
+#endif
+
 /**
  * Structure to contain internal data
  */
@@ -58,6 +67,8 @@ struct RenderManager::Impl
         Integration::DepthBufferAvailable depthBufferAvailableParam,
         Integration::StencilBufferAvailable stencilBufferAvailableParam )
   : context( glAbstraction ),
+    currentContext( &context ),
+    glAbstraction( glAbstraction ),
     glSyncAbstraction( glSyncAbstraction ),
     renderQueue(),
     instructions(),
@@ -73,7 +84,8 @@ struct RenderManager::Impl
     lastFrameWasRendered( false ),
     programController( glAbstraction ),
     depthBufferAvailable( depthBufferAvailableParam ),
-    stencilBufferAvailable( stencilBufferAvailableParam )
+    stencilBufferAvailable( stencilBufferAvailableParam ),
+    defaultSurfaceOrientation( 0 )
   {
   }
 
@@ -92,6 +104,17 @@ struct RenderManager::Impl
     mRenderTrackers.EraseObject( renderTracker );
   }
 
+  Context* CreateSurfaceContext()
+  {
+    surfaceContextContainer.PushBack( new Context( glAbstraction ) );
+    return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
+  }
+
+  void DestroySurfaceContext( Context* surfaceContext )
+  {
+    surfaceContextContainer.EraseObject( surfaceContext );
+  }
+
   void UpdateTrackers()
   {
     for( auto&& iter : mRenderTrackers )
@@ -102,7 +125,10 @@ struct RenderManager::Impl
 
   // the order is important for destruction,
   // programs are owned by context at the moment.
-  Context                                   context;                 ///< holds the GL state
+  Context                                   context;                 ///< Holds the GL state of the share resource context
+  Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
+  OwnerContainer< Context* >                surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
+  Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
   Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
   RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
 
@@ -113,10 +139,10 @@ struct RenderManager::Impl
 
   Vector4                                   backgroundColor;         ///< The glClear color used at the beginning of each frame.
 
-  unsigned int                              frameCount;              ///< The current frame count
+  uint32_t                                  frameCount;              ///< The current frame count
   BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
 
-  Rect<int>                                 defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
+  Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
 
   OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
   OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
@@ -134,6 +160,8 @@ struct RenderManager::Impl
   Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
   Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
 
+  int                                       defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
+
 };
 
 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
@@ -212,11 +240,16 @@ void RenderManager::SetBackgroundColor( const Vector4& color )
   mImpl->backgroundColor = color;
 }
 
-void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
+void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
 {
   mImpl->defaultSurfaceRect = rect;
 }
 
+void RenderManager::SetDefaultSurfaceOrientation( int orientation )
+{
+  mImpl->defaultSurfaceOrientation = orientation;
+}
+
 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
 {
   // Initialize the renderer as we are now in render thread
@@ -272,23 +305,31 @@ void RenderManager::GenerateMipmaps( Render::Texture* texture )
   texture->GenerateMipmaps( mImpl->context );
 }
 
-void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
+void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
 {
   sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
   sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
 }
 
-void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
+void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
 {
   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
 }
 
-void RenderManager::AddFrameBuffer( Render::FrameBuffer* frameBuffer )
+void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
 {
-  mImpl->frameBufferContainer.PushBack( frameBuffer );
-  frameBuffer->Initialize(mImpl->context);
+  Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
+  mImpl->frameBufferContainer.PushBack( frameBufferPtr );
+  if ( frameBufferPtr->IsSurfaceBacked() )
+  {
+    frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
+  }
+  else
+  {
+    frameBufferPtr->Initialize( mImpl->context );
+  }
 }
 
 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
@@ -301,15 +342,27 @@ void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
     if ( iter == frameBuffer )
     {
       frameBuffer->Destroy( mImpl->context );
+
+      if ( frameBuffer->IsSurfaceBacked() )
+      {
+        auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
+        mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
+      }
+
       mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+
       break;
     }
   }
 }
 
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
 {
-  frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+  if ( !frameBuffer->IsSurfaceBacked() )
+  {
+    auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
+    textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+  }
 }
 
 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
@@ -327,12 +380,12 @@ void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuf
   propertyBuffer->SetFormat( format.Release() );
 }
 
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
 {
   propertyBuffer->SetData( data.Release(), size );
 }
 
-void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
 {
   geometry->SetIndexBuffer( indices );
 }
@@ -377,7 +430,7 @@ void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::Prop
   }
 }
 
-void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
 {
   geometry->SetType( Render::Geometry::Type(geometryType) );
 }
@@ -410,59 +463,69 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
   // Process messages queued during previous update
   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
 
-  const size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+  const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
   const bool haveInstructions = count > 0u;
 
+  DALI_LOG_INFO( gLogFilter, Debug::General,
+                 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
+                 haveInstructions ? "true" : "false",
+                 mImpl->lastFrameWasRendered ? "true" : "false",
+                 forceClear ? "true" : "false" );
+
   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
   if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
   {
+    DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
+
     // Mark that we will require a post-render step to be performed (includes swap-buffers).
     status.SetNeedsPostRender( true );
 
-    // switch rendering to adaptor provided (default) buffer
-    mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0u );
-
-    mImpl->context.Viewport( mImpl->defaultSurfaceRect.x,
-                             mImpl->defaultSurfaceRect.y,
-                             mImpl->defaultSurfaceRect.width,
-                             mImpl->defaultSurfaceRect.height );
-
-    mImpl->context.ClearColor( mImpl->backgroundColor.r,
-                               mImpl->backgroundColor.g,
-                               mImpl->backgroundColor.b,
-                               mImpl->backgroundColor.a );
-
-    // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
-    // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
-    // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
-    // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
-
-    mImpl->context.SetScissorTest( false );
-
-    GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
-
-    mImpl->context.ColorMask( true );
-
-    if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+    // Switch to the shared context
+    if ( mImpl->currentContext != &mImpl->context )
     {
-      mImpl->context.DepthMask( true );
-      clearMask |= GL_DEPTH_BUFFER_BIT;
+      mImpl->currentContext = &mImpl->context;
+      // Clear the current cached program when the context is switched
+      mImpl->programController.ClearCurrentProgram();
     }
 
-    if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
-    {
-      mImpl->context.ClearStencil( 0 );
-      mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
-      clearMask |= GL_STENCIL_BUFFER_BIT;
-    }
 
-    mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
+    // Upload the geometries
+    for( uint32_t i = 0; i < count; ++i )
+    {
+      RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
 
-    // reset the program matrices for all programs once per frame
-    // this ensures we will set view and projection matrix once per program per camera
-    mImpl->programController.ResetProgramMatrices();
+      const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
+      const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
+
+      DALI_ASSERT_DEBUG( viewMatrix );
+      DALI_ASSERT_DEBUG( projectionMatrix );
+
+      if( viewMatrix && projectionMatrix )
+      {
+        const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
+
+        // Iterate through each render list.
+        for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
+        {
+          const RenderList* renderList = instruction.GetRenderList( index );
+
+          if( renderList && !renderList->IsEmpty() )
+          {
+            const std::size_t itemCount = renderList->Count();
+            for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+            {
+              const RenderItem& item = renderList->GetItem( itemIndex );
+              if( DALI_LIKELY( item.mRenderer ) )
+              {
+                item.mRenderer->Upload( *mImpl->currentContext );
+              }
+            }
+          }
+        }
+      }
+    }
 
-    for( size_t i = 0; i < count; ++i )
+    for( uint32_t i = 0; i < count; ++i )
     {
       RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
 
@@ -471,6 +534,10 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
 
     GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+    for ( auto&& context : mImpl->surfaceContextContainer )
+    {
+      context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+    }
 
     //Notify RenderGeometries that rendering has finished
     for ( auto&& iter : mImpl->geometryContainer )
@@ -478,6 +545,10 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
       iter->OnRenderFinished();
     }
   }
+  else
+  {
+    DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
+  }
 
   mImpl->UpdateTrackers();
 
@@ -496,7 +567,7 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
 
 void RenderManager::DoRender( RenderInstruction& instruction )
 {
-  Rect<int> viewportRect;
+  Rect<int32_t> viewportRect;
   Vector4   clearColor;
 
   if ( instruction.mIsClearColorSet )
@@ -508,63 +579,181 @@ void RenderManager::DoRender( RenderInstruction& instruction )
     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
   }
 
-  if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+  Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
+  int surfaceOrientation = mImpl->defaultSurfaceOrientation;
+  Vector4 backgroundColor = mImpl->backgroundColor;
+  Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+  Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+
+  Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
+  if ( instruction.mFrameBuffer != 0 )
   {
-    instruction.mFrameBuffer->Bind( mImpl->context );
-    if ( instruction.mIsViewportSet )
+    if ( instruction.mFrameBuffer->IsSurfaceBacked() )
     {
-      // For glViewport the lower-left corner is (0,0)
-      const int y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
-      viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+      surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
+
+      if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+      {
+        Context* surfaceContext = surfaceFrameBuffer->GetContext();
+        if ( mImpl->currentContext != surfaceContext )
+        {
+          // Switch the correct context if rendering to a surface
+          mImpl->currentContext = surfaceContext;
+          // Clear the current cached program when the context is switched
+          mImpl->programController.ClearCurrentProgram();
+        }
+      }
+
+      surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
+      backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
     }
     else
     {
-      viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+      // Switch to shared context for off-screen buffer
+      mImpl->currentContext = &mImpl->context;
     }
   }
-  else // !(instruction.mOffscreenTexture)
+
+  DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
+
+  // reset the program matrices for all programs once per frame
+  // this ensures we will set view and projection matrix once per program per camera
+  mImpl->programController.ResetProgramMatrices();
+
+  if( instruction.mFrameBuffer )
+  {
+    instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+  }
+  else
+  {
+    mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+  }
+
+  if ( surfaceFrameBuffer )
   {
-    // switch rendering to adaptor provided (default) buffer
-    mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+    mImpl->currentContext->Viewport( surfaceRect.x,
+                              surfaceRect.y,
+                              surfaceRect.width,
+                              surfaceRect.height );
+
+    mImpl->currentContext->ClearColor( backgroundColor.r,
+                                backgroundColor.g,
+                                backgroundColor.b,
+                                backgroundColor.a );
+  }
+
+  // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
+  // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
+  // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
+  // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
 
+  mImpl->currentContext->SetScissorTest( false );
+
+  GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+
+  mImpl->currentContext->ColorMask( true );
+
+  if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+  {
+    mImpl->currentContext->DepthMask( true );
+    clearMask |= GL_DEPTH_BUFFER_BIT;
+  }
+
+  if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+  {
+    mImpl->currentContext->ClearStencil( 0 );
+    mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+    clearMask |= GL_STENCIL_BUFFER_BIT;
+  }
+
+  mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+
+  if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+  {
+    if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
+    {
+      if ( instruction.mIsViewportSet )
+      {
+        // For glViewport the lower-left corner is (0,0)
+        // For glViewport the lower-left corner is (0,0)
+        const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
+        viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+      }
+      else
+      {
+        viewportRect = surfaceRect;
+      }
+    }
+    else // Offscreen buffer rendering
+    {
+      if ( instruction.mIsViewportSet )
+      {
+        // For glViewport the lower-left corner is (0,0)
+        const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
+        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+      }
+      else
+      {
+        viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+      }
+      surfaceOrientation = 0;
+    }
+  }
+  else // No Offscreen frame buffer rendering
+  {
     // Check whether a viewport is specified, otherwise the full surface size is used
-    if ( instruction.mIsViewportSet )
+    if ( instruction.mFrameBuffer != 0 )
     {
-      // For glViewport the lower-left corner is (0,0)
-      const int y = ( mImpl->defaultSurfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
-      viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+      if ( instruction.mIsViewportSet )
+      {
+        // For glViewport the lower-left corner is (0,0)
+        const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
+        viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
+      }
+      else
+      {
+        viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+      }
     }
     else
     {
-      viewportRect = mImpl->defaultSurfaceRect;
+      viewportRect = surfaceRect;
     }
   }
 
-  mImpl->context.Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
+  if ( surfaceOrientation == 90 || surfaceOrientation == 270 )
+  {
+    int temp = viewportRect.width;
+    viewportRect.width = viewportRect.height;
+    viewportRect.height = temp;
+  }
+
+  mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
 
   if ( instruction.mIsClearColorSet )
   {
-    mImpl->context.ClearColor( clearColor.r,
-                               clearColor.g,
-                               clearColor.b,
-                               clearColor.a );
+    mImpl->currentContext->ClearColor( clearColor.r,
+                                       clearColor.g,
+                                       clearColor.b,
+                                       clearColor.a );
 
     // Clear the viewport area only
-    mImpl->context.SetScissorTest( true );
-    mImpl->context.Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
-    mImpl->context.ColorMask( true );
-    mImpl->context.Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
-    mImpl->context.SetScissorTest( false );
+    mImpl->currentContext->SetScissorTest( true );
+    mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+    mImpl->currentContext->ColorMask( true );
+    mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
+    mImpl->currentContext->SetScissorTest( false );
   }
 
   mImpl->renderAlgorithms.ProcessRenderInstruction(
       instruction,
-      mImpl->context,
+      *mImpl->currentContext,
       mImpl->renderBufferIndex,
-      mImpl->depthBufferAvailable,
-      mImpl->stencilBufferAvailable );
+      depthBufferAvailable,
+      stencilBufferAvailable,
+      surfaceOrientation );
 
-  if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
+  if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
   {
     // This will create a sync object every frame this render tracker
     // is alive (though it should be now be created only for
@@ -572,6 +761,11 @@ void RenderManager::DoRender( RenderInstruction& instruction )
     instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
     instruction.mRenderTracker = NULL; // Only create once.
   }
+
+  if ( surfaceFrameBuffer )
+  {
+    surfaceFrameBuffer->PostRender();
+  }
 }
 
 } // namespace SceneGraph