Remove dead code for render needing an update (no such case at the moment)
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index a586036..aabfbfd 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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-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/texture-cache.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>
@@ -53,12 +51,18 @@ namespace SceneGraph
 typedef OwnerContainer< Render::Renderer* >    RendererOwnerContainer;
 typedef RendererOwnerContainer::Iterator       RendererOwnerIter;
 
-typedef OwnerContainer< RenderGeometry* >      RenderGeometryOwnerContainer;
-typedef RenderGeometryOwnerContainer::Iterator RenderGeometryOwnerIter;
+typedef OwnerContainer< Render::Geometry* >    GeometryOwnerContainer;
+typedef GeometryOwnerContainer::Iterator       GeometryOwnerIter;
 
 typedef OwnerContainer< Render::Sampler* >    SamplerOwnerContainer;
 typedef SamplerOwnerContainer::Iterator       SamplerOwnerIter;
 
+typedef OwnerContainer< Render::Texture* >   TextureOwnerContainer;
+typedef TextureOwnerContainer::Iterator         TextureOwnerIter;
+
+typedef OwnerContainer< Render::FrameBuffer* >  FrameBufferOwnerContainer;
+typedef FrameBufferOwnerContainer::Iterator     FrameBufferOwnerIter;
+
 typedef OwnerContainer< Render::PropertyBuffer* > PropertyBufferOwnerContainer;
 typedef PropertyBufferOwnerContainer::Iterator    PropertyBufferOwnerIter;
 
@@ -72,14 +76,10 @@ typedef RenderTrackerContainer::ConstIterator    RenderTrackerConstIter;
 struct RenderManager::Impl
 {
   Impl( Integration::GlAbstraction& glAbstraction,
-        Integration::GlSyncAbstraction& glSyncAbstraction,
-        ResourcePostProcessList& resourcePostProcessQ,
-        PostProcessResourceDispatcher& postProcessDispatcher )
+        Integration::GlSyncAbstraction& glSyncAbstraction )
   : context( glAbstraction ),
     glSyncAbstraction( glSyncAbstraction ),
     renderQueue(),
-    textureCache( renderQueue, postProcessDispatcher, context ),
-    resourcePostProcessQueue( resourcePostProcessQ ),
     instructions(),
     backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
     frameCount( 0 ),
@@ -87,9 +87,9 @@ struct RenderManager::Impl
     defaultSurfaceRect(),
     rendererContainer(),
     samplerContainer(),
+    textureContainer(),
+    frameBufferContainer(),
     renderersAdded( false ),
-    firstRenderCompleted( false ),
-    defaultShader( NULL ),
     programController( glAbstraction )
   {
   }
@@ -130,9 +130,6 @@ struct RenderManager::Impl
   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
-  ResourcePostProcessList&      resourcePostProcessQueue; ///< 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
@@ -147,24 +144,25 @@ struct RenderManager::Impl
 
   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
-  RenderGeometryOwnerContainer  renderGeometryContainer;  ///< List of owned RenderGeometries
+  GeometryOwnerContainer        geometryContainer;        ///< List of owned Geometries
 
   bool                          renderersAdded;
 
   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
+
 };
 
 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
-                                   Integration::GlSyncAbstraction& glSyncAbstraction,
-                                   ResourcePostProcessList& resourcePostProcessQ )
+                                   Integration::GlSyncAbstraction& glSyncAbstraction )
 {
   RenderManager* manager = new RenderManager;
-  manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, resourcePostProcessQ, *manager );
+  manager->mImpl = new Impl( glAbstraction,
+                             glSyncAbstraction );
   return manager;
 }
 
@@ -183,11 +181,6 @@ RenderQueue& RenderManager::GetRenderQueue()
   return mImpl->renderQueue;
 }
 
-TextureCache& RenderManager::GetTextureCache()
-{
-  return mImpl->textureCache;
-}
-
 void RenderManager::ContextCreated()
 {
   mImpl->context.GlContextCreated();
@@ -202,8 +195,17 @@ void RenderManager::ContextDestroyed()
   mImpl->context.GlContextDestroyed();
   mImpl->programController.GlContextDestroyed();
 
-  // inform texture cache
-  mImpl->textureCache.GlContextDestroyed(); // Clears gl texture ids
+  //Inform textures
+  for( TextureOwnerIter iter = mImpl->textureContainer.Begin(); iter != mImpl->textureContainer.End(); ++iter )
+  {
+    (*iter)->GlContextDestroyed();
+  }
+
+  //Inform framebuffers
+  for( FrameBufferOwnerIter iter = mImpl->frameBufferContainer.Begin(); iter != mImpl->frameBufferContainer.End(); ++iter )
+  {
+    (*iter)->GlContextDestroyed();
+  }
 
   // inform renderers
   RendererOwnerContainer::Iterator end = mImpl->rendererContainer.End();
@@ -215,11 +217,6 @@ void RenderManager::ContextDestroyed()
   }
 }
 
-void RenderManager::DispatchPostProcessRequest(ResourcePostProcessRequest& request)
-{
-  mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].push_back( request );
-}
-
 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
 {
   mImpl->programController.SetShaderSaver( upstream );
@@ -243,7 +240,7 @@ void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
 void RenderManager::AddRenderer( Render::Renderer* renderer )
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
+  renderer->Initialize( mImpl->context );
 
   mImpl->rendererContainer.PushBack( renderer );
 
@@ -292,14 +289,80 @@ void RenderManager::RemoveSampler( Render::Sampler* sampler )
   }
 }
 
+void RenderManager::AddTexture( Render::Texture* texture )
+{
+  mImpl->textureContainer.PushBack( texture );
+  texture->Initialize(mImpl->context);
+}
+
+void RenderManager::RemoveTexture( Render::Texture* 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::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+{
+  texture->Upload( mImpl->context, pixelData, params );
+}
+
+void RenderManager::GenerateMipmaps( Render::Texture* texture )
+{
+  texture->GenerateMipmaps( mImpl->context );
+}
+
 void RenderManager::SetFilterMode( Render::Sampler* sampler, unsigned int minFilterMode, unsigned int magFilterMode )
 {
-  sampler->SetFilterMode( (Dali::FilterMode::Type)minFilterMode, (Dali::FilterMode::Type)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 uWrapMode, unsigned int vWrapMode )
+void RenderManager::SetWrapMode( Render::Sampler* sampler, unsigned int rWrapMode, unsigned int sWrapMode, unsigned int tWrapMode )
 {
-  sampler->SetWrapMode( (Dali::WrapMode::Type)uWrapMode, (Dali::WrapMode::Type)vWrapMode );
+  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::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
+{
+  frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
 }
 
 void RenderManager::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
@@ -329,31 +392,31 @@ void RenderManager::SetPropertyBufferFormat(Render::PropertyBuffer* propertyBuff
   propertyBuffer->SetFormat( format );
 }
 
-void RenderManager::SetPropertyBufferData(Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data)
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, Dali::Vector<char>* data, size_t size )
 {
-  propertyBuffer->SetData( data );
+  propertyBuffer->SetData( data, size );
 }
 
-void RenderManager::SetPropertyBufferSize(Render::PropertyBuffer* propertyBuffer, size_t size )
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
 {
-  propertyBuffer->SetSize( size );
+  geometry->SetIndexBuffer( indices );
 }
 
-void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
+void RenderManager::AddGeometry( Render::Geometry* geometry )
 {
-  mImpl->renderGeometryContainer.PushBack( renderGeometry );
+  mImpl->geometryContainer.PushBack( geometry );
 }
 
-void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
+void RenderManager::RemoveGeometry( Render::Geometry* geometry )
 {
-  DALI_ASSERT_DEBUG( NULL != renderGeometry );
+  DALI_ASSERT_DEBUG( NULL != geometry );
 
-  RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+  GeometryOwnerContainer& geometries = mImpl->geometryContainer;
 
   // Find the geometry
-  for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+  for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
   {
-    if ( *iter == renderGeometry )
+    if ( *iter == geometry )
     {
       geometries.Erase( iter ); // Geometry found; now destroy it
       break;
@@ -361,33 +424,33 @@ void RenderManager::RemoveGeometry( RenderGeometry* renderGeometry )
   }
 }
 
-void RenderManager::AddPropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer, bool isIndexBuffer )
+void RenderManager::AddVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
 {
-  DALI_ASSERT_DEBUG( NULL != renderGeometry );
+  DALI_ASSERT_DEBUG( NULL != geometry );
 
-  RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+  GeometryOwnerContainer& geometries = mImpl->geometryContainer;
 
   // Find the renderer
-  for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+  for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
   {
-    if ( *iter == renderGeometry )
+    if ( *iter == geometry )
     {
-      (*iter)->AddPropertyBuffer( propertyBuffer, isIndexBuffer );
+      (*iter)->AddPropertyBuffer( propertyBuffer );
       break;
     }
   }
 }
 
-void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
 {
-  DALI_ASSERT_DEBUG( NULL != renderGeometry );
+  DALI_ASSERT_DEBUG( NULL != geometry );
 
-  RenderGeometryOwnerContainer& geometries = mImpl->renderGeometryContainer;
+  GeometryOwnerContainer& geometries = mImpl->geometryContainer;
 
   // Find the renderer
-  for ( RenderGeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
+  for ( GeometryOwnerIter iter = geometries.Begin(); iter != geometries.End(); ++iter )
   {
-    if ( *iter == renderGeometry )
+    if ( *iter == geometry )
     {
       (*iter)->RemovePropertyBuffer( propertyBuffer );
       break;
@@ -395,14 +458,9 @@ void RenderManager::RemovePropertyBuffer( RenderGeometry* renderGeometry, Render
   }
 }
 
-void RenderManager::SetGeometryType( RenderGeometry* geometry, int type )
+void RenderManager::SetGeometryType( Render::Geometry* geometry, unsigned int geometryType )
 {
-  geometry->SetGeometryType( static_cast<Geometry::GeometryType>(type) );
-}
-
-void RenderManager::SetGeometryRequiresDepthTest( RenderGeometry* geometry, bool requiresDepthTest )
-{
-  geometry->SetRequiresDepthTest( requiresDepthTest );
+  geometry->SetType( Render::Geometry::Type(geometryType) );
 }
 
 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
@@ -415,93 +473,67 @@ void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
   mImpl->RemoveRenderTracker(renderTracker);
 }
 
-void RenderManager::SetDefaultShader( Shader* shader )
-{
-  mImpl->defaultShader = shader;
-}
-
 ProgramCache* RenderManager::GetProgramCache()
 {
   return &(mImpl->programController);
 }
 
-bool RenderManager::Render( Integration::RenderStatus& status )
+void RenderManager::Render( Integration::RenderStatus& status )
 {
   DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
 
   // 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);
 
   // Process messages queued during previous update
   mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
 
-  // No need to make any gl calls if we've done 1st glClear & don't have any renderers to render during startup.
-  if( !mImpl->firstRenderCompleted || mImpl->renderersAdded )
+  // switch rendering to adaptor provided (default) buffer
+  mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+  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 );
+
+  mImpl->context.ClearStencil( 0 );
+
+  // Clear the entire color, depth and stencil buffers for the default framebuffer.
+  // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
+  // 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 );
+  mImpl->context.ColorMask( true );
+  mImpl->context.DepthMask( true );
+  mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+  mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,  Context::FORCE_CLEAR );
+
+  // 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();
+
+  size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
+  for ( size_t i = 0; i < count; ++i )
   {
-    // switch rendering to adaptor provided (default) buffer
-    mImpl->context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
-
-    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 );
-
-    mImpl->context.ClearStencil( 0 );
-
-    // Clear the entire color, depth and stencil buffers for the default framebuffer.
-    // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
-    // 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 );
-    mImpl->context.ColorMask( true );
-    mImpl->context.DepthMask( true );
-    mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
-    mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,  Context::FORCE_CLEAR );
-
-    // 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();
+    RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
 
-    // if we don't have default shader, no point doing the render calls
-    if( mImpl->defaultShader )
-    {
-      size_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
-      for ( size_t i = 0; i < count; ++i )
-      {
-        RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
-
-        DoRender( instruction, *mImpl->defaultShader );
-
-        const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
-        if ( countRenderList > 0 )
-        {
-          status.SetHasRendered( true );
-        }
-      }
-      GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
-      mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
-
-      mImpl->UpdateTrackers();
-
-      mImpl->firstRenderCompleted = true;
-    }
+    DoRender( instruction );
   }
+  GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+  mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
 
-  // check if anything has been posted to the update thread
-  bool updateRequired = !mImpl->resourcePostProcessQueue[ mImpl->renderBufferIndex ].empty();
+  mImpl->UpdateTrackers();
 
   //Notify RenderGeometries that rendering has finished
-  for ( RenderGeometryOwnerIter iter = mImpl->renderGeometryContainer.Begin(); iter != mImpl->renderGeometryContainer.End(); ++iter )
+  for ( GeometryOwnerIter iter = mImpl->geometryContainer.Begin(); iter != mImpl->geometryContainer.End(); ++iter )
   {
     (*iter)->OnRenderFinished();
   }
@@ -514,11 +546,9 @@ bool RenderManager::Render( Integration::RenderStatus& status )
   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
 
   DALI_PRINT_RENDER_END();
-
-  return updateRequired;
 }
 
-void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultShader )
+void RenderManager::DoRender( RenderInstruction& instruction )
 {
   Rect<int> viewportRect;
   Vector4   clearColor;
@@ -532,32 +562,18 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha
     clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
   }
 
-  FrameBufferTexture* offscreen = NULL;
-
-  if ( instruction.mOffscreenTextureId != 0 )
+  if( instruction.mFrameBuffer != 0 )
   {
-    offscreen = mImpl->textureCache.GetFramebuffer( instruction.mOffscreenTextureId );
-    DALI_ASSERT_DEBUG( NULL != offscreen );
-
-    if( NULL != offscreen &&
-        offscreen->Prepare() )
+    instruction.mFrameBuffer->Bind( mImpl->context );
+    if ( instruction.mIsViewportSet )
     {
-      // Check whether a viewport is specified, otherwise the full surface size is used
-      if ( instruction.mIsViewportSet )
-      {
-        // For glViewport the lower-left corner is (0,0)
-        const int y = ( offscreen->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
-        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
-      }
-      else
-      {
-        viewportRect.Set( 0, 0, offscreen->GetWidth(), offscreen->GetHeight() );
-      }
+      // 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
     {
-      // Offscreen is NULL or could not be prepared.
-      return;
+      viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
     }
   }
   else // !(instruction.mOffscreenTexture)
@@ -597,17 +613,9 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha
 
   Render::ProcessRenderInstruction( instruction,
                                     mImpl->context,
-                                    mImpl->textureCache,
-                                    defaultShader,
                                     mImpl->renderBufferIndex );
 
-  if(instruction.mOffscreenTextureId != 0)
-  {
-    GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
-    mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
-  }
-
-  if( instruction.mRenderTracker && offscreen != NULL )
+  if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
   {
     // This will create a sync object every frame this render tracker
     // is alive (though it should be now be created only for