Fix the screen rotation issue
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index bf8b4b2..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());
@@ -538,37 +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;
@@ -578,7 +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
@@ -629,11 +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;
@@ -679,7 +686,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                 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
                 }
               }
             }
@@ -712,13 +721,6 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   {
     damagedRectCleaner.SetCleanOnReturn(false);
   }
-
-  // Reset updated flag from the root
-  Layer* root = sceneObject->GetRoot();
-  if(root)
-  {
-    root->SetUpdatedTree(false);
-  }
 }
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
@@ -775,7 +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;
@@ -1012,6 +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;