[Tizen] Implement partial update
[platform/core/uifw/dali-core.git] / dali / internal / update / manager / render-instruction-processor.cpp
old mode 100644 (file)
new mode 100755 (executable)
index e94a910..a76632e
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
@@ -33,6 +33,7 @@
 #include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/render/renderers/render-property-buffer.h>
 #include <dali/internal/update/nodes/scene-graph-layer.h>
+#include <dali/internal/common/math.h>
 
 namespace
 {
@@ -160,9 +161,9 @@ inline void AddRendererToRenderList( BufferIndex updateBufferIndex,
                                      bool cull )
 {
   bool inside( true );
-  const Node* node = renderable.mNode;
-
-  if( cull && renderable.mRenderer && !renderable.mRenderer->GetShader().HintEnabled( Dali::Shader::Hint::MODIFIES_GEOMETRY ) )
+  Node* node = renderable.mNode;
+  bool isModifiesGeometryHint = false;
+  if( cull && renderable.mRenderer && !( isModifiesGeometryHint = renderable.mRenderer->GetShader().HintEnabled( Dali::Shader::Hint::MODIFIES_GEOMETRY ) ) )
   {
     const Vector4& boundingSphere = node->GetBoundingSphere();
     inside = ( boundingSphere.w > Math::MACHINE_EPSILON_1000 ) &&
@@ -179,16 +180,28 @@ inline void AddRendererToRenderList( BufferIndex updateBufferIndex,
 
       item.mNode = renderable.mNode;
       item.mIsOpaque = ( opacityType == Renderer::OPAQUE );
+      item.mDepthIndex = 0;
+      item.mPartialUpdateEnabled = false;
+
       if( !isLayer3d )
       {
         item.mDepthIndex = renderable.mNode->GetDepthIndex();
       }
+      if( isLayer3d || isModifiesGeometryHint )
+      {
+        renderList.SetPartialUpdateEnabled( false );
+      }
 
       if( DALI_LIKELY( renderable.mRenderer ) )
       {
         item.mRenderer =   &renderable.mRenderer->GetRenderer();
         item.mTextureSet =  renderable.mRenderer->GetTextures();
         item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
+
+        if( FaceCullingMode::NONE != renderable.mRenderer->GetFaceCullingMode() )
+        {
+          renderList.SetPartialUpdateEnabled( false );
+        }
       }
       else
       {
@@ -199,7 +212,27 @@ inline void AddRendererToRenderList( BufferIndex updateBufferIndex,
       node->GetWorldMatrixAndSize( item.mModelMatrix, item.mSize );
 
       Matrix::Multiply( item.mModelViewMatrix, item.mModelMatrix, viewMatrix );
+
+      if( DALI_LIKELY( item.mRenderer ) && renderList.IsPartialUpdateEnabled() )
+      {
+        if( node->IsPropertyDirty() || node->IsComponentChanged() )
+        {
+          item.mPartialUpdateEnabled = true;
+
+          item.mUpdateSizeHint = item.mSize;
+          Vector3 updateSizeHint = node->GetUpdateSizeHint( updateBufferIndex );
+          if( updateSizeHint != Vector3::ZERO )
+          {
+            item.mUpdateSizeHint = updateSizeHint;
+          }
+        }
+      }
     }
+    node->SetCulled( updateBufferIndex, false );
+  }
+  else
+  {
+    node->SetCulled( updateBufferIndex, true );
   }
 }
 
@@ -224,12 +257,11 @@ inline void AddRenderersToRenderList( BufferIndex updateBufferIndex,
 {
   DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
 
-  unsigned int rendererCount( renderers.Size() );
-  for( unsigned int i(0); i < rendererCount; ++i )
+  for( auto&& renderer : renderers )
   {
     AddRendererToRenderList( updateBufferIndex,
                              renderList,
-                             renderers[i],
+                             renderer,
                              viewMatrix,
                              camera,
                              isLayer3d,
@@ -250,7 +282,7 @@ inline bool TryReuseCachedRenderers( Layer& layer,
                                      RenderableContainer& renderables )
 {
   bool retValue = false;
-  size_t renderableCount = renderables.Size();
+  uint32_t renderableCount = static_cast<uint32_t>( renderables.Size() );
   // Check that the cached list originates from this layer and that the counts match
   if( ( renderList.GetSourceLayer() == &layer )&&
       ( renderList.GetCachedItemCount() == renderableCount ) )
@@ -260,11 +292,11 @@ inline bool TryReuseCachedRenderers( Layer& layer,
     // Therefore we check a combined sum of all renderer addresses.
     size_t checkSumNew = 0;
     size_t checkSumOld = 0;
-    for( size_t index = 0; index < renderableCount; ++index )
+    for( uint32_t index = 0; index < renderableCount; ++index )
     {
       const Render::Renderer& renderer = renderables[index].mRenderer->GetRenderer();
-      checkSumNew += size_t( &renderer );
-      checkSumOld += size_t( &renderList.GetRenderer( index ) );
+      checkSumNew += reinterpret_cast<std::size_t>( &renderer );
+      checkSumOld += reinterpret_cast<std::size_t>( &renderList.GetRenderer( index ) );
     }
     if( checkSumNew == checkSumOld )
     {
@@ -310,9 +342,9 @@ RenderInstructionProcessor::~RenderInstructionProcessor()
 
 inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder )
 {
-  const size_t renderableCount = renderList.Count();
+  const uint32_t renderableCount = static_cast<uint32_t>( renderList.Count() );
   // Reserve space if needed.
-  const unsigned int oldcapacity = mSortingHelper.size();
+  const uint32_t oldcapacity = static_cast<uint32_t>( mSortingHelper.size() );
   if( oldcapacity < renderableCount )
   {
     mSortingHelper.reserve( renderableCount );
@@ -331,7 +363,7 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
   // Using an if and two for-loops rather than if inside for as its better for branch prediction.
   if( layer.UsesDefaultSortFunction() )
   {
-    for( size_t index = 0; index < renderableCount; ++index )
+    for( uint32_t index = 0; index < renderableCount; ++index )
     {
       RenderItem& item = renderList.GetItem( index );
 
@@ -344,7 +376,7 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
       mSortingHelper[ index ].textureSet = item.mTextureSet;
 
       // The default sorting function should get inlined here.
-      mSortingHelper[ index ].zValue = Internal::Layer::ZValue( item.mModelViewMatrix.GetTranslation3() ) - item.mDepthIndex;
+      mSortingHelper[ index ].zValue = Internal::Layer::ZValue( item.mModelViewMatrix.GetTranslation3() ) - static_cast<float>( item.mDepthIndex );
 
       // Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
       mSortingHelper[ index ].renderItem = &item;
@@ -353,7 +385,7 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
   else
   {
     const Dali::Layer::SortFunctionType sortFunction = layer.GetSortFunction();
-    for( size_t index = 0; index < renderableCount; ++index )
+    for( uint32_t index = 0; index < renderableCount; ++index )
     {
       RenderItem& item = renderList.GetItem( index );
 
@@ -363,7 +395,7 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
       mSortingHelper[ index ].textureSet = item.mTextureSet;
 
 
-      mSortingHelper[ index ].zValue = (*sortFunction)( item.mModelViewMatrix.GetTranslation3() ) - item.mDepthIndex;
+      mSortingHelper[ index ].zValue = (*sortFunction)( item.mModelViewMatrix.GetTranslation3() ) - static_cast<float>( item.mDepthIndex );
 
       // Keep the RenderItem pointer in the helper so we can quickly reorder items after sort.
       mSortingHelper[ index ].renderItem = &item;
@@ -381,7 +413,7 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
   // Reorder / re-populate the RenderItems in the RenderList to correct order based on the sortinghelper.
   DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "Sorted Transparent List:\n");
   RenderItemContainer::Iterator renderListIter = renderList.GetContainer().Begin();
-  for( unsigned int index = 0; index < renderableCount; ++index, ++renderListIter )
+  for( uint32_t index = 0; index < renderableCount; ++index, ++renderListIter )
   {
     *renderListIter = mSortingHelper[ index ].renderItem;
     DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "  sortedList[%d] = %p\n", index, mSortingHelper[ index ].renderItem->mRenderer);
@@ -401,6 +433,7 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
   renderTask.PrepareRenderInstruction( instruction, updateBufferIndex );
   bool viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
   bool isRenderListAdded = false;
+  bool isRootLayerDirty = false;
 
   const Matrix& viewMatrix = renderTask.GetViewMatrix( updateBufferIndex );
   SceneGraph::Camera& camera = renderTask.GetCamera();
@@ -413,6 +446,12 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
     const bool isLayer3D = layer.GetBehavior() == Dali::Layer::LAYER_3D;
     RenderList* renderList = NULL;
 
+    if( layer.IsRoot() && ( layer.GetDirtyFlags() != NodePropertyFlags::NOTHING ) )
+    {
+      // If root-layer & dirty, i.e. a property has changed or a child has been deleted, then we need to ensure we render once more
+      isRootLayerDirty = true;
+    }
+
     if( !layer.colorRenderables.Empty() )
     {
       RenderableContainer& renderables = layer.colorRenderables;
@@ -420,6 +459,10 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
       if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
       {
         renderList->SetHasColorRenderItems( true );
+        if( !isLayer3D )
+        {
+          renderList->SetPartialUpdateEnabled( true );
+        }
         AddRenderersToRenderList( updateBufferIndex,
                                   *renderList,
                                   renderables,
@@ -442,6 +485,10 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
       if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
       {
         renderList->SetHasColorRenderItems( false );
+        if( !isLayer3D )
+        {
+          renderList->SetPartialUpdateEnabled( true );
+        }
         AddRenderersToRenderList( updateBufferIndex,
                                   *renderList,
                                   renderables,
@@ -461,7 +508,7 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
   // Inform the render instruction that all renderers have been added and this frame is complete.
   instruction.UpdateCompleted();
 
-  if( !isRenderListAdded && !instruction.mIsClearColorSet )
+  if( !isRenderListAdded && !instruction.mIsClearColorSet && !isRootLayerDirty )
   {
     instructions.DiscardCurrentInstruction( updateBufferIndex );
   }