-#ifndef __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
+#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H
+#define DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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/event/common/event-thread-services.h>
#include <dali/internal/update/common/property-owner.h>
#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
+#include <dali/internal/render/common/render-instruction.h>
namespace Dali
{
namespace Internal
{
-class FrameBufferTexture;
-class ResourceManager;
namespace Render
{
namespace SceneGraph
{
class Node;
-class CameraAttachment;
+class Camera;
class RenderInstruction;
class RenderMessageDispatcher;
/**
* RenderTasks describe how the Dali scene should be rendered.
*/
-class RenderTask : public PropertyOwner
+class RenderTask : public PropertyOwner, public PropertyOwner::Observer
{
public:
- enum State
+ enum State : uint8_t
{
RENDER_CONTINUOUSLY, ///< mRefreshRate > 0
RENDER_ONCE_WAITING_FOR_RESOURCES, ///< mRefreshRate = REFRESH_ONCE
/**
* Initialize the render task. Called in update thread
* @param[in] renderMessageDispatcher to send messages to render thread
- * @param[in] resourceManager to check and update status of FBOs
*/
- void Initialize( RenderMessageDispatcher& renderMessageDispatcher, ResourceManager& resourceManager );
+ void Initialize( RenderMessageDispatcher& renderMessageDispatcher );
/**
* Set the nodes to be rendered.
bool IsExclusive() const;
/**
- * Set the node from which the scene is viewed.
- * @param[in] node The scene is viewed from the perspective of this node.
+ * Set the camera from which the scene is viewed.
+ * @param[in] cameraNode that camera is connected with
+ * @param[in] camera to use.
*/
- void SetCameraNode( Node* node );
+ void SetCamera( Node* cameraNode, Camera* camera );
/**
* Set the frame-buffer used as a render target.
- * @param[in] resourceId The resource ID of the frame-buffer, or zero if not rendering off-screen.
- * @param[in] isNativeFBO if this render task is targeting a native FBO
+ * @param[in] frameBuffer The framebuffer
*/
- void SetFrameBufferId( unsigned int resourceId, bool isNativeFBO );
+ void SetFrameBuffer( Render::FrameBuffer* frameBuffer );
/**
* Retrieve the resource ID of the frame-buffer.
* @return The resource ID, or zero if not rendering off-screen.
*/
- unsigned int GetFrameBufferId() const;
+ Render::FrameBuffer* GetFrameBuffer();
/**
* Set the value of property viewportPosition
* Set the refresh-rate of the RenderTask.
* @param[in] refreshRate The new refresh rate.
*/
- void SetRefreshRate( unsigned int refreshRate );
+ void SetRefreshRate( uint32_t refreshRate );
/**
* Retrieve the refresh-rate of the RenderTask.
* @return The refresh rate.
*/
- unsigned int GetRefreshRate() const;
+ uint32_t GetRefreshRate() const;
/**
* Check if the render task is ready for rendering.
bool IsRenderRequired();
/**
- * Set whether all resources were available when the render-task was processed
- * @param[in] resourcesComplete True if the resources of the source tree are completely loaded.
- */
- void SetResourcesFinished( bool resourcesFinished );
-
- /**
* Process a frame. This method is called each frame for every ready render task, regardless
* of whether it needs to render (so that the frame counter can be updated).
*/
/**
* @return The number of times we have transited from RENDERED_ONCE to RENDERED_ONCE_AND_NOTIFIED state.
*/
- unsigned int GetRenderedOnceCounter() const;
+ uint32_t GetRenderedOnceCounter() const;
/**
* Retrieve the view-matrix; this is double buffered for input handling.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @pre GetCameraNode() returns a node with valid Camera.
* @param[in] bufferIndex The buffer to read from.
* @return The view-matrix.
*/
const Matrix& GetViewMatrix( BufferIndex bufferIndex ) const;
/**
- * @brief Retrieve the camera attachment.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @brief Retrieve the camera.
+ * @pre GetCameraNode() returns a node with valid Camera.
*
- * @return The camera attachment.
+ * @return The camera.
*/
- SceneGraph::CameraAttachment& GetCameraAttachment() const;
+ SceneGraph::Camera& GetCamera() const;
/**
* Retrieve the projection-matrix; this is double buffered for input handling.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @pre GetCameraNode() returns a node with valid Camera.
* @param[in] bufferIndex The buffer to read from.
* @return The projection-matrix.
*/
* then this method will ensure that a GL sync object is created to track
* when the rendering has finished.
*
- * @param[out] instruction to prepare
* @param[in] updateBufferIndex The current update buffer index.
+ * @return instruction to prepare
*/
- void PrepareRenderInstruction( RenderInstruction& instruction, BufferIndex updateBufferIndex );
+ RenderInstruction& PrepareRenderInstruction( BufferIndex updateBufferIndex );
/**
* @return true if the view matrix has been updated during this or last frame
bool ViewMatrixUpdated();
/**
- * @return A pointer to the camera used by the RenderTask
+ * Indicate whether GL sync is required for native render target.
+ * @param[in] requiresSync whether GL sync is required for native render target
*/
- Node* GetCamera() const;
+ void SetSyncRequired( bool requiresSync );
-private:
+ /**
+ * Retrieve the render instruction.
+ * @param[in] updateBufferIndex The current update buffer index.
+ * @return The render instruction
+ */
+ RenderInstruction& GetRenderInstruction( BufferIndex updateBufferIndex )
+ {
+ return mRenderInstruction[updateBufferIndex];
+ }
+
+private: // from PropertyOwner::Observer
/**
- * Protected constructor.
+ * @copydoc PropertyOwner::Observer::PropertyOwnerConnected( PropertyOwner& owner )
*/
- RenderTask();
+ void PropertyOwnerConnected( PropertyOwner& owner );
- // Undefined
- RenderTask(const RenderTask&);
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerDisconnected( BufferIndex updateBufferIndex, PropertyOwner& owner )
+ */
+ void PropertyOwnerDisconnected( BufferIndex updateBufferIndex, PropertyOwner& owner );
- // Undefined
- RenderTask& operator=(const RenderTask&);
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerDestroyed( PropertyOwner& owner )
+ */
+ void PropertyOwnerDestroyed( PropertyOwner& owner );
+
+private:
-private: // PropertyOwner
+ void SetActiveStatus();
- virtual void ResetDefaultProperties( BufferIndex currentBufferIndex );
+ /**
+ * Constructor.
+ */
+ RenderTask();
+
+ // Undefined
+ RenderTask(const RenderTask&) = delete;
+ RenderTask& operator=(const RenderTask&) = delete;
public: // Animatable Properties
AnimatableProperty< Vector2 > mViewportPosition; ///< viewportPosition
private:
RenderMessageDispatcher* mRenderMessageDispatcher;
- ResourceManager* mResourceManager;
Render::RenderTracker* mRenderSyncTracker;
Node* mSourceNode;
Node* mCameraNode;
- CameraAttachment* mCameraAttachment;
- unsigned int mFrameBufferResourceId;
+ SceneGraph::Camera* mCamera;
+ Render::FrameBuffer* mFrameBuffer;
- bool mResourcesFinished:1; ///< True if all resources were available when the render-task was processed
- bool mWaitingToRender:1; ///< True when an render once to FBO is waiting
- bool mNotifyTrigger:1; ///< True if a render once render task has finished renderering
- bool mExclusive: 1; ///< Whether the render task has exclusive access to the source actor (node in the scene graph implementation).
- bool mClearEnabled: 1; ///< Whether previous results are cleared.
- bool mCullMode: 1; ///< Whether renderers should be frustum culled
+ RenderInstruction mRenderInstruction[2]; ///< Owned double buffered render instruction. (Double buffered because this owns render commands for the currently drawn frame)
- FrameBufferTexture* mRenderTarget;
- Viewport mViewport;
+ uint32_t mRefreshRate; ///< REFRESH_ONCE, REFRESH_ALWAYS or render every N frames
+ uint32_t mFrameCounter; ///< counter for rendering every N frames
+ uint32_t mRenderedOnceCounter;///< Incremented whenever state changes to RENDERED_ONCE_AND_NOTIFIED
- State mState; ///< Render state.
- unsigned int mRefreshRate; ///< REFRESH_ONCE, REFRESH_ALWAYS or render every N frames
- unsigned int mFrameCounter; ///< counter for rendering every N frames
+ State mState; ///< Render state.
- unsigned int mRenderedOnceCounter; ///< Incremented whenever state changes to RENDERED_ONCE_AND_NOTIFIED
- bool mTargetIsNativeFramebuffer; ///< Tells if our target is a native framebuffer
+ bool mRequiresSync:1; ///< Whether sync is needed to track the render
+ bool mActive:1; ///< True when the task is active, i.e. has valid source and camera
+ bool mWaitingToRender:1;///< True when an render once to FBO is waiting
+ bool mNotifyTrigger:1; ///< True if a render once render task has finished renderering
+ bool mExclusive:1; ///< Whether the render task has exclusive access to the source actor (node in the scene graph).
+ bool mClearEnabled:1; ///< Whether previous results are cleared.
+ bool mCullMode:1; ///< Whether renderers should be frustum culled
};
// Messages for RenderTask
-
-inline void SetFrameBufferIdMessage( EventThreadServices& eventThreadServices, RenderTask& task, unsigned int resourceId, bool isNativeFBO )
+inline void SetFrameBufferMessage( EventThreadServices& eventThreadServices, const RenderTask& task, Render::FrameBuffer* frameBuffer )
{
- typedef MessageValue2< RenderTask, unsigned int, bool > LocalType;
+ typedef MessageValue1< RenderTask, Render::FrameBuffer*> LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetFrameBufferId, resourceId, isNativeFBO );
+ new (slot) LocalType( &task, &RenderTask::SetFrameBuffer, frameBuffer );
}
-inline void SetClearColorMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Vector4& value )
+inline void SetClearColorMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Vector4& value )
{
typedef MessageDoubleBuffered1< RenderTask, Vector4 > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::SetClearColor, value );
typedef MessageDoubleBuffered1< RenderTask, Vector4 > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::BakeClearColor, value );
}
-inline void SetClearEnabledMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool enabled )
+inline void SetClearEnabledMessage( EventThreadServices& eventThreadServices, const RenderTask& task, bool enabled )
{
typedef MessageValue1< RenderTask, bool > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::SetClearEnabled, enabled );
}
-inline void SetCullModeMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool mode )
+inline void SetCullModeMessage( EventThreadServices& eventThreadServices, const RenderTask& task, bool mode )
{
typedef MessageValue1< RenderTask, bool > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::SetCullMode, mode );
}
-inline void SetRefreshRateMessage( EventThreadServices& eventThreadServices, RenderTask& task, unsigned int refreshRate )
+inline void SetRefreshRateMessage( EventThreadServices& eventThreadServices, const RenderTask& task, uint32_t refreshRate )
{
- typedef MessageValue1< RenderTask, unsigned int > LocalType;
+ typedef MessageValue1< RenderTask, uint32_t > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::SetRefreshRate, refreshRate );
}
-inline void SetSourceNodeMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode )
+inline void SetSourceNodeMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Node* constNode )
{
// Scene graph thread can destroy this object.
Node* node = const_cast< Node* >( constNode );
typedef MessageValue1< RenderTask, Node* > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::SetSourceNode, node );
}
-inline void SetCameraNodeMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode )
+inline void SetCameraMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Node* constNode, const Camera* constCamera )
{
- // Scene graph thread can destroy this object.
+ typedef MessageValue2< RenderTask, Node*, Camera* > LocalType;
+
Node* node = const_cast< Node* >( constNode );
+ Camera* camera = const_cast< Camera* >( constCamera );
+ // Reserve memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- typedef MessageValue1< RenderTask, Node* > LocalType;
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &task, &RenderTask::SetCamera, node, camera );
+}
+
+inline void SetExclusiveMessage( EventThreadServices& eventThreadServices, const RenderTask& task, bool exclusive )
+{
+ typedef MessageValue1< RenderTask, bool > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetCameraNode, node );
+ new (slot) LocalType( &task, &RenderTask::SetExclusive, exclusive );
}
-inline void SetExclusiveMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool exclusive )
+inline void SetSyncRequiredMessage(EventThreadServices& eventThreadServices, const RenderTask& task, bool requiresSync )
{
typedef MessageValue1< RenderTask, bool > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetExclusive, exclusive );
+ new (slot) LocalType( &task, &RenderTask::SetSyncRequired, requiresSync );
}
inline void BakeViewportPositionMessage( EventThreadServices& eventThreadServices, const RenderTask& task, const Vector2& value )
typedef MessageDoubleBuffered1< RenderTask, Vector2 > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::BakeViewportPosition, value );
typedef MessageDoubleBuffered1< RenderTask, Vector2 > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &task, &RenderTask::BakeViewportSize, value );
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H