[Tizen] Implement partial update
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
old mode 100644 (file)
new mode 100755 (executable)
index d9c2ea0..630f870
@@ -62,6 +62,9 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_REN
 } // unnamed namespace
 #endif
 
+const int partialUpdateMargin = 4u;
+const float partialUpdateRatio = 0.8f; // If the partial update area exceeds 80%, change to full update.
+
 /**
  * Structure to contain internal data
  */
@@ -71,7 +74,8 @@ struct RenderManager::Impl
         Integration::GlSyncAbstraction& glSyncAbstraction,
         Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
         Integration::DepthBufferAvailable depthBufferAvailableParam,
-        Integration::StencilBufferAvailable stencilBufferAvailableParam )
+        Integration::StencilBufferAvailable stencilBufferAvailableParam,
+        Integration::PartialUpdateAvailable partialUpdateAvailableParam )
   : context( glAbstraction, &surfaceContextContainer ),
     currentContext( &context ),
     glAbstraction( glAbstraction ),
@@ -92,6 +96,7 @@ struct RenderManager::Impl
     programController( glAbstraction ),
     depthBufferAvailable( depthBufferAvailableParam ),
     stencilBufferAvailable( stencilBufferAvailableParam ),
+    partialUpdateAvailable( partialUpdateAvailableParam ),
     defaultSurfaceOrientation( 0 )
   {
      // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
@@ -171,6 +176,7 @@ struct RenderManager::Impl
 
   Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
   Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
+  Integration::PartialUpdateAvailable       partialUpdateAvailable;   ///< Whether the partial update is available
 
   std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
   Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
@@ -183,14 +189,16 @@ RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
                                    Integration::GlSyncAbstraction& glSyncAbstraction,
                                    Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
                                    Integration::DepthBufferAvailable depthBufferAvailable,
-                                   Integration::StencilBufferAvailable stencilBufferAvailable )
+                                   Integration::StencilBufferAvailable stencilBufferAvailable,
+                                   Integration::PartialUpdateAvailable partialUpdateAvailable )
 {
   RenderManager* manager = new RenderManager;
   manager->mImpl = new Impl( glAbstraction,
                              glSyncAbstraction,
                              glContextHelperAbstraction,
                              depthBufferAvailable,
-                             stencilBufferAvailable );
+                             stencilBufferAvailable,
+                             partialUpdateAvailable );
   return manager;
 }
 
@@ -592,10 +600,69 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
   DALI_PRINT_RENDER_END();
 }
 
+bool GetDamagedRect( Rect<int32_t> &viewportRect, RenderInstruction& instruction, Rect<int32_t> &damagedRect )
+{
+  // merge bounding
+  int dx1 = viewportRect.width, dx2 = 0, dy1 = viewportRect.height, dy2 = 0;
+  int checkWidth = static_cast<int>( static_cast<float>( viewportRect.width ) * partialUpdateRatio );
+  int checkHeight = static_cast<int>( static_cast<float>( viewportRect.height ) * partialUpdateRatio );
+  Rect<int32_t> screenRect;
+
+  bool isPartialUpdate = false;
+
+  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() && renderList->IsPartialUpdateEnabled() )
+    {
+      const std::size_t itemCount = renderList->Count();
+      for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+      {
+        const RenderItem& item = renderList->GetItem( itemIndex );
+
+        if( item.mPartialUpdateEnabled )
+        {
+          isPartialUpdate = true;
+
+          screenRect = item.CalculateViewportSpaceAABB( viewportRect.width, viewportRect.height, true );
+
+          dx1 = std::min( screenRect.x, dx1 );
+          dx2 = std::max( screenRect.x + screenRect.width, dx2);
+          dy1 = std::min( screenRect.y, dy1 );
+          dy2 = std::max( screenRect.y + screenRect.height, dy2 );
+
+          if( ( dx2 - dx1 )  > checkWidth && ( dy2 - dy1 ) > checkHeight )
+          {
+            return false;
+          }
+        }
+      }
+    }
+  }
+
+  if( isPartialUpdate )
+  {
+    damagedRect.x = dx1 - partialUpdateMargin;
+    damagedRect.y = dy1 - partialUpdateMargin;
+    damagedRect.width = dx2 - dx1 + ( 2 * partialUpdateMargin );
+    damagedRect.height = dy2 - dy1 + ( 2 * partialUpdateMargin );
+  }
+
+  return isPartialUpdate;
+}
+
 void RenderManager::DoRender( RenderInstruction& instruction )
 {
   Rect<int32_t> viewportRect;
   Vector4   clearColor;
+  bool isPartialUpdate = false;
+  Rect<int32_t> damagedRect;
+  Rect<int32_t> mergedRect;
+  Dali::ClippingBox scissorBox;
 
   if ( instruction.mIsClearColorSet )
   {
@@ -611,6 +678,7 @@ void RenderManager::DoRender( RenderInstruction& instruction )
   Vector4 backgroundColor = mImpl->backgroundColor;
   Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
   Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+  Integration::PartialUpdateAvailable partialUpdateAvailable = mImpl->partialUpdateAvailable;
 
   Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
   if ( instruction.mFrameBuffer != 0 )
@@ -676,26 +744,63 @@ void RenderManager::DoRender( RenderInstruction& instruction )
     mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
   }
 
+
+  if( surfaceFrameBuffer &&
+      partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE )
+  {
+    const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
+    // Iterate through each render list.
+    if( surfaceFrameBuffer->IsPartialUpdateEnabled() )
+    {
+      isPartialUpdate = GetDamagedRect( surfaceRect, instruction, damagedRect ) ;
+    }
+
+    if( !isPartialUpdate )
+    {
+      damagedRect = surfaceRect;
+    }
+
+    mergedRect = surfaceFrameBuffer->SetDamagedRect( damagedRect );
+
+    if( mergedRect.IsEmpty() )
+    {
+      isPartialUpdate = false;
+    }
+    else
+    {
+      scissorBox.x = mergedRect.x;
+      scissorBox.y = mergedRect.y;
+      scissorBox.width = mergedRect.width;
+      scissorBox.height = mergedRect.height;
+    }
+  }
+
   if ( surfaceFrameBuffer )
   {
-    mImpl->currentContext->Viewport( surfaceRect.x,
-                              surfaceRect.y,
-                              surfaceRect.width,
-                              surfaceRect.height );
+      mImpl->currentContext->Viewport( surfaceRect.x,
+                                surfaceRect.y,
+                                surfaceRect.width,
+                                surfaceRect.height );
+
 
-    mImpl->currentContext->ClearColor( backgroundColor.r,
-                                backgroundColor.g,
-                                backgroundColor.b,
-                                backgroundColor.a );
+      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 );
 
+  if( isPartialUpdate )
+  {
+    mImpl->currentContext->SetScissorTest( true );
+    mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
+  }
+
   GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
 
   mImpl->currentContext->ColorMask( true );
@@ -715,6 +820,12 @@ void RenderManager::DoRender( RenderInstruction& instruction )
 
   mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
 
+  if( isPartialUpdate )
+  {
+    mImpl->currentContext->SetScissorTest( false );
+  }
+
+
   if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
   {
     if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
@@ -786,7 +897,14 @@ void RenderManager::DoRender( RenderInstruction& instruction )
 
     // Clear the viewport area only
     mImpl->currentContext->SetScissorTest( true );
-    mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
+    if( isPartialUpdate )
+    {
+      mImpl->currentContext->Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
+    }
+    else
+    {
+      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 );
@@ -802,7 +920,8 @@ void RenderManager::DoRender( RenderInstruction& instruction )
       depthBufferAvailable,
       stencilBufferAvailable,
       mImpl->boundTextures,
-      surfaceOrientation );
+      surfaceOrientation,
+      scissorBox );
 
   // Synchronise the FBO/Texture access when there are multiple contexts
   if ( mImpl->currentContext->IsSurfacelessContextSupported() )