Fix the screen rotation issue
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 75a80a2..ba07eac 100644 (file)
@@ -348,6 +348,11 @@ void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer*
   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
 }
 
+void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+  frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
+}
+
 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
 {
   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
@@ -521,6 +526,7 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
 
   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
+  bool                cleanDamagedRect = false;
 
   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
@@ -537,37 +543,36 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
 
     if(instruction.mFrameBuffer)
     {
-      return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
+      cleanDamagedRect = true;
+      continue; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
     }
 
     const Camera* camera = instruction.GetCamera();
-    if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
+    if(camera && camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
     {
-      const Node* node = instruction.GetCamera()->GetNode();
-      if(node)
+      Vector3    position;
+      Vector3    scale;
+      Quaternion orientation;
+      camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
+
+      Vector3 orientationAxis;
+      Radian  orientationAngle;
+      orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+      if(position.x > Math::MACHINE_EPSILON_10000 ||
+         position.y > Math::MACHINE_EPSILON_10000 ||
+         orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+         orientationAngle != ANGLE_180 ||
+         scale != Vector3(1.0f, 1.0f, 1.0f))
       {
-        Vector3    position;
-        Vector3    scale;
-        Quaternion orientation;
-        node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
-
-        Vector3 orientationAxis;
-        Radian  orientationAngle;
-        orientation.ToAxisAngle(orientationAxis, orientationAngle);
-
-        if(position.x > Math::MACHINE_EPSILON_10000 ||
-           position.y > Math::MACHINE_EPSILON_10000 ||
-           orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
-           orientationAngle != ANGLE_180 ||
-           scale != Vector3(1.0f, 1.0f, 1.0f))
-        {
-          return;
-        }
+        cleanDamagedRect = true;
+        continue;
       }
     }
     else
     {
-      return;
+      cleanDamagedRect = true;
+      continue;
     }
 
     Rect<int32_t> viewportRect;
@@ -577,7 +582,8 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
       {
-        return; // just skip funny use cases for now, empty viewport means it is set somewhere else
+        cleanDamagedRect = true;
+        continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
       }
     }
     else
@@ -601,10 +607,26 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
             for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
             {
               RenderItem& item = renderList->GetItem(listIndex);
-              // If the item does 3D transformation, do early exit and clean the damaged rect array
+              // If the item does 3D transformation, make full update
               if(item.mUpdateArea == Vector4::ZERO)
               {
-                return;
+                cleanDamagedRect = true;
+
+                // Save the full rect in the damaged list. We need it when this item is removed
+                DirtyRect dirtyRect(item.mNode, item.mRenderer, surfaceRect);
+                auto      dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+                if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+                {
+                  // Replace the rect
+                  dirtyRectPos->visited = true;
+                  dirtyRectPos->rect    = dirtyRect.rect;
+                }
+                else
+                {
+                  // Else, just insert the new dirtyrect in the correct position
+                  itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+                }
+                continue;
               }
 
               Rect<int> rect;
@@ -612,11 +634,13 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
               // If the item refers to updated node or renderer.
               if(item.mIsUpdated ||
                  (item.mNode &&
-                  (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
+                  (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex)))))
               {
                 item.mIsUpdated = false;
 
-                rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(item.mUpdateArea.x, item.mUpdateArea.y, 0.0f), Vector3(item.mUpdateArea.z, item.mUpdateArea.w, 0.0f), viewportRect.width, viewportRect.height);
+                Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
+
+                rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
                 if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
                 {
                   const int left   = rect.x;
@@ -659,6 +683,13 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                 {
                   dirtyRectPos->visited = true;
                 }
+                else
+                {
+                  // The item is not in the list for some reason. Add it!
+                  dirtyRect.rect = surfaceRect;
+                  itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+                  cleanDamagedRect = true; // And make full update at this frame
+                }
               }
             }
           }
@@ -685,13 +716,10 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   }
 
   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
-  damagedRectCleaner.SetCleanOnReturn(false);
 
-  // Reset updated flag from the root
-  Layer* root = sceneObject->GetRoot();
-  if(root)
+  if(!cleanDamagedRect)
   {
-    root->SetUpdatedTree(false);
+    damagedRectCleaner.SetCleanOnReturn(false);
   }
 }
 
@@ -749,7 +777,11 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     Rect<int32_t> viewportRect;
 
-    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
+    if(surfaceOrientation >= 360)
+    {
+      surfaceOrientation -= 360;
+    }
 
     // @todo Should these be part of scene?
     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
@@ -908,7 +940,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
     // Scissor's value should be set based on the default system coordinates.
     // When the surface is rotated, the input values already were set with the rotated angle.
     // So, re-calculation is needed.
-    scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
+    scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
 
     // Begin render pass
     mainCommandBuffer->BeginRenderPass(
@@ -933,7 +965,8 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       mImpl->boundTextures,
       viewportRect,
       clippingRect,
-      surfaceOrientation);
+      surfaceOrientation,
+      Uint16Pair(surfaceRect.width, surfaceRect.height));
 
     Graphics::SyncObject* syncObject{nullptr};
     // If the render instruction has an associated render tracker (owned separately)
@@ -970,9 +1003,12 @@ void RenderManager::PostRender()
 {
   if(!mImpl->commandBufferSubmitted)
   {
-    // Rendering is skipped but there may be pending commands
-    // Submit command buffers
-    mImpl->renderAlgorithms.SubmitCommandBuffer();
+    // Rendering is skipped but there may be pending tasks. Flush them.
+    Graphics::SubmitInfo submitInfo;
+    submitInfo.cmdBuffer.clear(); // Only flush
+    submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
+    mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
+
     mImpl->commandBufferSubmitted = true;
   }
 
@@ -982,6 +1018,12 @@ void RenderManager::PostRender()
     iter->OnRenderFinished();
   }
 
+  // Notify RenderTexture that rendering has finished
+  for(auto&& iter : mImpl->textureContainer)
+  {
+    iter->OnRenderFinished();
+  }
+
   mImpl->UpdateTrackers();
 
   uint32_t count = 0u;