[3.0] Version downgrade (1.2.0 to 1.1.45)
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index a226306..a4281eb 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
 #include <dali/internal/render/common/render-manager.h>
 
 // INTERNAL INCLUDES
+#include <dali/public-api/actors/sampling.h>
 #include <dali/public-api/common/dali-common.h>
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/render-tasks/render-task.h>
 #include <dali/integration-api/debug.h>
 #include <dali/integration-api/core.h>
 #include <dali/internal/common/owner-pointer.h>
-#include <dali/internal/render/queue/render-queue.h>
 #include <dali/internal/render/common/render-algorithms.h>
 #include <dali/internal/render/common/render-debug.h>
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/common/render-instruction-container.h>
 #include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/data-providers/uniform-name-cache.h>
 #include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
-#include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
 #include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
+#include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-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>
 #include <dali/internal/render/shaders/program-controller.h>
 
-// Uncomment the next line to enable frame snapshot logging
-//#define FRAME_SNAPSHOT_LOGGING
-
-#ifdef FRAME_SNAPSHOT_LOGGING
-
-using namespace Dali::Internal::Render;
-
-namespace // unnamed namespace
-{
-unsigned int SNAPSHOT_FRAME_FREQUENCY = 1200; // dump every 20-30 seconds
-} // unnamed namespace
-
-#define SET_SNAPSHOT_FRAME_LOG_LEVEL \
-  DALI_LOG_FILTER_SET_LEVEL(Context::gGlLogFilter, ((GetFrameCount() % SNAPSHOT_FRAME_FREQUENCY)==5 ? Debug::General : Debug::Concise));
-
-#else // FRAME_SNAPSHOT_LOGGING
-
-#define SET_SNAPSHOT_FRAME_LOG_LEVEL
-
-#endif // FRAME_SNAPSHOT_LOGGING
-
 namespace Dali
 {
 
@@ -68,37 +51,55 @@ namespace Internal
 namespace SceneGraph
 {
 
-typedef OwnerContainer< Renderer* >            RendererOwnerContainer;
+typedef OwnerContainer< Render::Renderer* >    RendererOwnerContainer;
 typedef RendererOwnerContainer::Iterator       RendererOwnerIter;
 
-typedef OwnerContainer< RenderTracker* >       RenderTrackerContainer;
-typedef RenderTrackerContainer::Iterator       RenderTrackerIter;
-typedef RenderTrackerContainer::ConstIterator  RenderTrackerConstIter;
+typedef OwnerContainer< Render::Geometry* >    GeometryOwnerContainer;
+typedef GeometryOwnerContainer::Iterator       GeometryOwnerIter;
+
+typedef OwnerContainer< Render::Sampler* >    SamplerOwnerContainer;
+typedef SamplerOwnerContainer::Iterator       SamplerOwnerIter;
+
+typedef OwnerContainer< Render::NewTexture* >   TextureOwnerContainer;
+typedef TextureOwnerContainer::Iterator         TextureOwnerIter;
+
+typedef OwnerContainer< Render::FrameBuffer* >  FrameBufferOwnerContainer;
+typedef FrameBufferOwnerContainer::Iterator     FrameBufferOwnerIter;
+
+typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
+typedef PropertyBufferOwnerContainer::Iterator    PropertyBufferOwnerIter;
+
+typedef OwnerContainer< Render::RenderTracker* > RenderTrackerContainer;
+typedef RenderTrackerContainer::Iterator         RenderTrackerIter;
+typedef RenderTrackerContainer::ConstIterator    RenderTrackerConstIter;
 
 /**
  * Structure to contain internal data
  */
 struct RenderManager::Impl
 {
-  Impl( Dali::Integration::GlAbstraction& glAbstraction,
-        ResourcePostProcessList& resourcePostProcessQ,
-        PostProcessResourceDispatcher& postProcessDispatcher )
+  Impl( Integration::GlAbstraction& glAbstraction,
+        Integration::GlSyncAbstraction& glSyncAbstraction,
+        LockedResourceQueue& textureUploadedQ,
+        TextureUploadedDispatcher& postProcessDispatcher )
   : context( glAbstraction ),
+    glSyncAbstraction( glSyncAbstraction ),
     renderQueue(),
     textureCache( renderQueue, postProcessDispatcher, context ),
-    resourcePostProcessQueue( resourcePostProcessQ ),
+    textureUploadedQueue( textureUploadedQ ),
     instructions(),
     backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
-    frameTime( 0.0f ),
-    lastFrameTime( 0.0f ),
     frameCount( 0 ),
     renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
     defaultSurfaceRect(),
     rendererContainer(),
+    samplerContainer(),
+    textureContainer(),
+    frameBufferContainer(),
     renderersAdded( false ),
     firstRenderCompleted( false ),
     defaultShader( NULL ),
-    programController( postProcessDispatcher, glAbstraction )
+    programController( glAbstraction )
   {
   }
 
@@ -106,13 +107,13 @@ struct RenderManager::Impl
   {
   }
 
-  void AddRenderTracker( RenderTracker* renderTracker )
+  void AddRenderTracker( Render::RenderTracker* renderTracker )
   {
     DALI_ASSERT_DEBUG( renderTracker != NULL );
     mRenderTrackers.PushBack( renderTracker );
   }
 
-  void RemoveRenderTracker( RenderTracker* renderTracker )
+  void RemoveRenderTracker( Render::RenderTracker* renderTracker )
   {
     DALI_ASSERT_DEBUG( renderTracker != NULL );
     for(RenderTrackerIter iter = mRenderTrackers.Begin(), end = mRenderTrackers.End(); iter != end; ++iter)
@@ -135,40 +136,46 @@ struct RenderManager::Impl
 
   // the order is important for destruction,
   // programs are owned by context at the moment.
-  Context                             context;                  ///< holds the GL state
-  RenderQueue                         renderQueue;              ///< A message queue for receiving messages from the update-thread.
-  TextureCache                        textureCache;             ///< Cache for all GL textures
-  ResourcePostProcessList&            resourcePostProcessQueue; ///< A queue for requesting resource post processing in update thread
+  Context                       context;                  ///< holds the GL state
+  Integration::GlSyncAbstraction& glSyncAbstraction;      ///< GL sync abstraction
+  RenderQueue                   renderQueue;              ///< A message queue for receiving messages from the update-thread.
+  TextureCache                  textureCache;             ///< Cache for all GL textures
+  Render::UniformNameCache      uniformNameCache;         ///< Cache to provide unique indices for uniforms
+  LockedResourceQueue&          textureUploadedQueue;     ///< A queue for requesting resource post processing in update thread
 
   // Render instructions describe what should be rendered during RenderManager::Render()
   // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
-  RenderInstructionContainer          instructions;
+  RenderInstructionContainer    instructions;
 
-  Vector4                             backgroundColor;      ///< The glClear color used at the beginning of each frame.
+  Vector4                       backgroundColor;          ///< The glClear color used at the beginning of each frame.
 
-  float                               frameTime;            ///< The elapsed time since the previous frame
-  float                               lastFrameTime;        ///< Last frame delta.
+  unsigned int                  frameCount;               ///< The current frame count
+  BufferIndex                   renderBufferIndex;        ///< The index of the buffer to read from; this is opposite of the "update" buffer
 
-  unsigned int                        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<int>                           defaultSurfaceRect;   ///< Rectangle for the default surface we are rendering to
+  RendererOwnerContainer        rendererContainer;        ///< List of owned renderers
+  SamplerOwnerContainer         samplerContainer;         ///< List of owned samplers
+  TextureOwnerContainer         textureContainer;         ///< List of owned textures
+  FrameBufferOwnerContainer     frameBufferContainer;     ///< List of owned framebuffers
+  PropertyBufferOwnerContainer  propertyBufferContainer;  ///< List of owned property buffers
+  GeometryOwnerContainer        geometryContainer;        ///< List of owned Geometries
 
-  RendererOwnerContainer              rendererContainer;    ///< List of owned renderers
+  bool                          renderersAdded;
 
-  bool                                renderersAdded;
+  RenderTrackerContainer        mRenderTrackers;          ///< List of render trackers
 
-  RenderTrackerContainer              mRenderTrackers;      ///< List of render trackers
-
-  bool                                firstRenderCompleted; ///< False until the first render is done
-  Shader*                             defaultShader;        ///< Default shader to use
-  ProgramController                   programController;    ///< Owner of the GL programs
+  bool                          firstRenderCompleted;     ///< False until the first render is done
+  Shader*                       defaultShader;            ///< Default shader to use
+  ProgramController             programController;        ///< Owner of the GL programs
 };
 
-RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction, ResourcePostProcessList& resourcePostProcessQ )
+RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
+                                   Integration::GlSyncAbstraction& glSyncAbstraction,
+                                   LockedResourceQueue& textureUploadedQ )
 {
   RenderManager* manager = new RenderManager;
-  manager->mImpl = new Impl( glAbstraction, resourcePostProcessQ, *manager );
+  manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
   return manager;
 }
 
@@ -179,6 +186,16 @@ RenderManager::RenderManager()
 
 RenderManager::~RenderManager()
 {
+  for ( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
+  {
+    (*iter)->Destroy( mImpl->context );
+  }
+
+  for ( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
+  {
+    (*iter)->Destroy( mImpl->context );
+  }
+
   delete mImpl;
 }
 
@@ -203,9 +220,6 @@ void RenderManager::ContextCreated()
 
 void RenderManager::ContextDestroyed()
 {
-  // @todo Set an atomic value to prevent render manager rendering again until
-  // ContextCreated has been called.
-
   mImpl->context.GlContextDestroyed();
   mImpl->programController.GlContextDestroyed();
 
@@ -222,9 +236,14 @@ void RenderManager::ContextDestroyed()
   }
 }
 
-void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
+void RenderManager::DispatchTextureUploaded(ResourceId request)
+{
+  mImpl->textureUploadedQueue.PushBack( request );
+}
+
+void RenderManager::SetShaderSaver( ShaderSaver& upstream )
 {
-  mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
+  mImpl->programController.SetShaderSaver( upstream );
 }
 
 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
@@ -237,20 +256,15 @@ void RenderManager::SetBackgroundColor( const Vector4& color )
   mImpl->backgroundColor = color;
 }
 
-void RenderManager::SetFrameDeltaTime( float deltaTime )
-{
-  mImpl->frameTime = deltaTime;
-}
-
 void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
 {
   mImpl->defaultSurfaceRect = rect;
 }
 
-void RenderManager::AddRenderer( Renderer* renderer )
+void RenderManager::AddRenderer( Render::Renderer* renderer )
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize( mImpl->context, mImpl->textureCache );
+  renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
 
   mImpl->rendererContainer.PushBack( renderer );
 
@@ -260,7 +274,7 @@ void RenderManager::AddRenderer( Renderer* renderer )
   }
 }
 
-void RenderManager::RemoveRenderer( Renderer* renderer )
+void RenderManager::RemoveRenderer( Render::Renderer* renderer )
 {
   DALI_ASSERT_DEBUG( NULL != renderer );
 
@@ -277,12 +291,208 @@ void RenderManager::RemoveRenderer( Renderer* renderer )
   }
 }
 
-void RenderManager::AddRenderTracker( RenderTracker* renderTracker )
+void RenderManager::AddSampler( Render::Sampler* sampler )
+{
+  mImpl->samplerContainer.PushBack( sampler );
+}
+
+void RenderManager::RemoveSampler( Render::Sampler* sampler )
+{
+  DALI_ASSERT_DEBUG( NULL != sampler );
+
+  SamplerOwnerContainer& samplers = mImpl->samplerContainer;
+
+  // Find the sampler
+  for ( SamplerOwnerIter iter = samplers.Begin(); iter != samplers.End(); ++iter )
+  {
+    if ( *iter == sampler )
+    {
+      samplers.Erase( iter ); // Sampler found; now destroy it
+      break;
+    }
+  }
+}
+
+void RenderManager::AddTexture( Render::NewTexture* texture )
+{
+  mImpl->textureContainer.PushBack( texture );
+  texture->Initialize(mImpl->context);
+}
+
+void RenderManager::RemoveTexture( Render::NewTexture* texture )
+{
+  DALI_ASSERT_DEBUG( NULL != texture );
+
+  TextureOwnerContainer& textures = mImpl->textureContainer;
+
+  // Find the texture
+  for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
+  {
+    if ( *iter == texture )
+    {
+      texture->Destroy( mImpl->context );
+      textures.Erase( iter ); // Texture found; now destroy it
+      break;
+    }
+  }
+}
+
+void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
+{
+  texture->Upload( mImpl->context, pixelData, params );
+}
+
+void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
+{
+  texture->GenerateMipmaps( mImpl->context );
+}
+
+void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int 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 )
+{
+  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 )
+{
+  mImpl->frameBufferContainer.PushBack( frameBuffer );
+  frameBuffer->Initialize(mImpl->context);
+}
+
+void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
+{
+  DALI_ASSERT_DEBUG( NULL != frameBuffer );
+
+  FrameBufferOwnerContainer& framebuffers = mImpl->frameBufferContainer;
+
+  // Find the sampler
+  for ( FrameBufferOwnerIter iter = framebuffers.Begin(); iter != framebuffers.End(); ++iter )
+  {
+    if ( *iter == frameBuffer )
+    {
+      frameBuffer->Destroy( mImpl->context );
+      framebuffers.Erase( iter ); // frameBuffer found; now destroy it
+      break;
+    }
+  }
+}
+
+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
+{
+  frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+}
+
+void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+{
+  mImpl->propertyBufferContainer.PushBack( propertyBuffer );
+}
+
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+{
+  DALI_ASSERT_DEBUG( NULL != propertyBuffer );
+
+  PropertyBufferOwnerContainer& propertyBuffers = mImpl->propertyBufferContainer;
+
+  // Find the sampler
+  for ( PropertyBufferOwnerIter iter = propertyBuffers.Begin(); iter != propertyBuffers.End(); ++iter )
+  {
+    if ( *iter == propertyBuffer )
+    {
+      propertyBuffers.Erase( iter ); // Property buffer found; now destroy it
+      break;
+    }
+  }
+}
+
+void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuffer, Render::PropertyBuffer::Format* format )
+{
+  propertyBuffer->SetFormat( format );
+}
+
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
+{
+  propertyBuffer->SetData( data, size );
+}
+
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
+{
+  geometry->SetIndexBuffer( indices );
+}
+
+void RenderManager::AddGeometry( Render::Geometry* geometry )
+{
+  mImpl->geometryContainer.PushBack( geometry );
+}
+
+void RenderManager::RemoveGeometry( Render::Geometry* geometry )
+{
+  DALI_ASSERT_DEBUG( NULL != geometry );
+
+  GeometryOwnerContainer& geometries = mImpl->geometryContainer;
+
+  // Find the geometry
+  for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+  {
+    if ( *iter == geometry )
+    {
+      geometries.Erase( iter ); // Geometry found; now destroy it
+      break;
+    }
+  }
+}
+
+void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+{
+  DALI_ASSERT_DEBUG( NULL != geometry );
+
+  GeometryOwnerContainer& geometries = mImpl->geometryContainer;
+
+  // Find the renderer
+  for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+  {
+    if ( *iter == geometry )
+    {
+      (*iter)->AddPropertyBuffer( propertyBuffer );
+      break;
+    }
+  }
+}
+
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+{
+  DALI_ASSERT_DEBUG( NULL != geometry );
+
+  GeometryOwnerContainer& geometries = mImpl->geometryContainer;
+
+  // Find the renderer
+  for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+  {
+    if ( *iter == geometry )
+    {
+      (*iter)->RemovePropertyBuffer( propertyBuffer );
+      break;
+    }
+  }
+}
+
+void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
+{
+  geometry->SetType( Render::Geometry::Type(geometryType) );
+}
+
+void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
 {
   mImpl->AddRenderTracker(renderTracker);
 }
 
-void RenderManager::RemoveRenderTracker( RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
 {
   mImpl->RemoveRenderTracker(renderTracker);
 }
@@ -304,17 +514,8 @@ bool RenderManager::Render( Integration::RenderStatus& status )
   // Core::Render documents that GL context must be current before calling Render
   DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
 
-  status.SetHasRendered( false );
-
   // Increment the frame count at the beginning of each frame
   ++(mImpl->frameCount);
-  mImpl->context.SetFrameCount(mImpl->frameCount);
-  mImpl->context.ClearRendererCount();
-  mImpl->context.ClearCulledCount();
-
-  PERF_MONITOR_START(PerformanceMonitor::DRAW_NODES);
-
-  SET_SNAPSHOT_FRAME_LOG_LEVEL;
 
   // Process messages queued during previous update
   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
@@ -349,7 +550,6 @@ bool RenderManager::Render( Integration::RenderStatus& status )
 
     // reset the program matrices for all programs once per frame
     // this ensures we will set view and projection matrix once per program per camera
-    // @todo move programs out of context onto a program controller and let that handle this
     mImpl->programController.ResetProgramMatrices();
 
     // if we don't have default shader, no point doing the render calls
@@ -360,13 +560,7 @@ bool RenderManager::Render( Integration::RenderStatus& status )
       {
         RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
 
-        DoRender( instruction, *mImpl->defaultShader, mImpl->lastFrameTime );
-
-        const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
-        if ( countRenderList > 0 )
-        {
-          status.SetHasRendered( true );
-        }
+        DoRender( instruction, *mImpl->defaultShader );
       }
       GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
       mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
@@ -377,13 +571,11 @@ bool RenderManager::Render( Integration::RenderStatus& status )
     }
   }
 
-  PERF_MONITOR_END(PerformanceMonitor::DRAW_NODES);
-
-  // Update the frame time
-  mImpl->lastFrameTime = mImpl->frameTime;
-
-  // check if anything has been posted to the update thread
-  bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
+  //Notify RenderGeometries that rendering has finished
+  for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
+  {
+    (*iter)->OnRenderFinished();
+  }
 
   /**
    * The rendering has finished; swap to the next buffer.
@@ -394,13 +586,11 @@ bool RenderManager::Render( Integration::RenderStatus& status )
 
   DALI_PRINT_RENDER_END();
 
-  DALI_PRINT_RENDERER_COUNT(mImpl->frameCount, mImpl->context.GetRendererCount());
-  DALI_PRINT_CULL_COUNT(mImpl->frameCount, mImpl->context.GetCulledCount());
-
-  return updateRequired;
+  // check if anything has been posted to the update thread, if IsEmpty then no update required.
+  return !mImpl->textureUploadedQueue.IsEmpty();
 }
 
-void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader, float elapsedTime )
+void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
 {
   Rect<int> viewportRect;
   Vector4   clearColor;
@@ -442,6 +632,20 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha
       return;
     }
   }
+  else if( instruction.mFrameBuffer != 0 )
+  {
+    instruction.mFrameBuffer->Bind( mImpl->context );
+    if ( instruction.mIsViewportSet )
+    {
+      // 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 );
+    }
+    else
+    {
+      viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+    }
+  }
   else // !(instruction.mOffscreenTexture)
   {
     // switch rendering to adaptor provided (default) buffer
@@ -481,8 +685,7 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha
                                     mImpl->context,
                                     mImpl->textureCache,
                                     defaultShader,
-                                    mImpl->renderBufferIndex,
-                                    elapsedTime );
+                                    mImpl->renderBufferIndex );
 
   if(instruction.mOffscreenTextureId != 0)
   {
@@ -492,7 +695,10 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha
 
   if( instruction.mRenderTracker && offscreen != NULL )
   {
-    instruction.mRenderTracker->CreateSyncObject();
+    // This will create a sync object every frame this render tracker
+    // is alive (though it should be now be created only for
+    // render-once render tasks)
+    instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
     instruction.mRenderTracker = NULL; // Only create once.
   }
 }