Make blend for the opaque renderer when advanced blend equation is applied.
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index df622e7..1039a8d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 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.
 // CLASS HEADER
 #include "scene-graph-renderer.h"
 
-// INTERNAL HEADERS
-#include <dali/internal/update/controllers/scene-controller.h>
-#include <dali/internal/render/renderers/render-geometry.h>
+// INTERNAL INCLUDES
+#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
 #include <dali/internal/update/controllers/render-message-dispatcher.h>
+#include <dali/internal/update/controllers/scene-controller.h>
+#include <dali/internal/update/nodes/node.h>
 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/update/nodes/node.h>
 #include <dali/internal/render/queue/render-queue.h>
-#include <dali/internal/common/internal-constants.h>
-#include <dali/internal/common/memory-pool-object-allocator.h>
-
+#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/common/blending-options.h>
 
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
 namespace // unnamed namespace
 {
 
-const unsigned int UNIFORM_MAP_READY      = 0;
-const unsigned int COPY_UNIFORM_MAP       = 1;
-const unsigned int REGENERATE_UNIFORM_MAP = 2;
+const uint32_t UNIFORM_MAP_READY      = 0;
+const uint32_t COPY_UNIFORM_MAP       = 1;
+const uint32_t REGENERATE_UNIFORM_MAP = 2;
 
 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
-Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
+MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
 
-void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
+void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
 {
   // Iterate thru uniformMap.
-  //   Any maps that aren't in localMap should be added in a single step
-  Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
+  // Any maps that aren't in localMap should be added in a single step
+
+  // keep a static vector to avoid temporary heap allocation.
+  // As this function gets called only from update thread we don't have to
+  // make it thread safe (so no need to keep a thread_local variable).
+  static CollectedUniformMap newUniformMappings;
+
+  newUniformMappings.Clear();
 
-  for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
+  for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
   {
-    Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
+    UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
     bool found = false;
 
-    for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
+    for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
     {
-      const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
+      const UniformPropertyMapping* map = (*iter);
       if( map->uniformNameHash == nameHash )
       {
         if( map->uniformName == uniformMap[i].uniformName )
@@ -75,40 +87,44 @@ void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, con
   {
     localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
 
-    for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
+    for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
            end = newUniformMappings.End() ;
          iter != end ;
          ++iter )
     {
-      const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
+      const UniformPropertyMapping* map = (*iter);
       localMap.PushBack( map );
     }
   }
 }
 
-// flags for resending data to renderer
+// Flags for re-sending data to renderer.
 enum Flags
 {
-  RESEND_DATA_PROVIDER = 1,
-  RESEND_GEOMETRY = 1 << 1,
-  RESEND_FACE_CULLING_MODE = 1 << 2,
-  RESEND_BLEND_COLOR = 1 << 3,
-  RESEND_BLEND_BIT_MASK = 1 << 4,
-  RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
-  RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
-  RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
-  RESEND_DEPTH_WRITE_MODE = 1 << 8,
-  RESEND_DEPTH_FUNCTION = 1 << 9,
+  RESEND_GEOMETRY                    = 1 << 0,
+  RESEND_FACE_CULLING_MODE           = 1 << 1,
+  RESEND_BLEND_COLOR                 = 1 << 2,
+  RESEND_BLEND_BIT_MASK              = 1 << 3,
+  RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
+  RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
+  RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
+  RESEND_DEPTH_WRITE_MODE            = 1 << 7,
+  RESEND_DEPTH_TEST_MODE             = 1 << 8,
+  RESEND_DEPTH_FUNCTION              = 1 << 9,
+  RESEND_RENDER_MODE                 = 1 << 10,
+  RESEND_STENCIL_FUNCTION            = 1 << 11,
+  RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
+  RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
+  RESEND_STENCIL_MASK                = 1 << 14,
+  RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
+  RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
+  RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
+  RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
+  RESEND_SHADER                      = 1 << 19,
+  RESEND_DRAW_COMMANDS               = 1 << 20
 };
 
-}
-
-namespace Dali
-{
-namespace Internal
-{
-namespace SceneGraph
-{
+} // Anonymous namespace
 
 Renderer* Renderer::New()
 {
@@ -116,26 +132,28 @@ Renderer* Renderer::New()
 }
 
 Renderer::Renderer()
-:mSceneController( 0 ),
- mRenderer( NULL ),
- mTextureSet( NULL ),
- mGeometry( NULL ),
- mShader( NULL ),
- mBlendColor( NULL ),
- mBlendBitmask( 0u ),
- mFaceCullingMode( FaceCullingMode::NONE ),
- mBlendMode( BlendMode::AUTO ),
- mDepthWriteMode( DepthWriteMode::AUTO ),
- mDepthFunction( DepthFunction::LESS ),
- mIndexedDrawFirstElement( 0 ),
- mIndexedDrawElementsCount( 0 ),
- mReferenceCount( 0 ),
- mRegenerateUniformMap( 0 ),
- mResendFlag( 0 ),
- mResourcesReady( false ),
- mFinishedResourceAcquisition( false ),
- mPremultipledAlphaEnabled(false),
- mDepthIndex( 0 )
+: mSceneController( nullptr ),
+  mRenderer( nullptr ),
+  mTextureSet( nullptr ),
+  mGeometry( nullptr ),
+  mShader( nullptr ),
+  mRenderDataProvider( nullptr ),
+  mBlendColor( nullptr ),
+  mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
+  mIndexedDrawFirstElement( 0u ),
+  mIndexedDrawElementsCount( 0u ),
+  mBlendBitmask( 0u ),
+  mRegenerateUniformMap( 0u ),
+  mResendFlag( 0u ),
+  mDepthFunction( DepthFunction::LESS ),
+  mFaceCullingMode( FaceCullingMode::NONE ),
+  mBlendMode( BlendMode::AUTO ),
+  mDepthWriteMode( DepthWriteMode::AUTO ),
+  mDepthTestMode( DepthTestMode::AUTO ),
+  mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
+  mPremultipledAlphaEnabled( false ),
+  mOpacity( 1.0f ),
+  mDepthIndex( 0 )
 {
   mUniformMapChanged[0] = false;
   mUniformMapChanged[1] = false;
@@ -146,17 +164,16 @@ Renderer::Renderer()
 
 Renderer::~Renderer()
 {
-  if (mTextureSet)
+  if( mTextureSet )
   {
-    mTextureSet->RemoveObserver(this);
-    mTextureSet=NULL;
+    mTextureSet->RemoveObserver( this );
+    mTextureSet = nullptr;
   }
   if( mShader )
   {
-    mShader->RemoveConnectionObserver(*this);
-    mShader=NULL;
+    mShader->RemoveConnectionObserver( *this );
+    mShader = nullptr;
   }
-
 }
 
 void Renderer::operator delete( void* ptr )
@@ -165,30 +182,14 @@ void Renderer::operator delete( void* ptr )
 }
 
 
-void Renderer::PrepareRender( BufferIndex updateBufferIndex )
+bool Renderer::PrepareRender( BufferIndex updateBufferIndex )
 {
-  mResourcesReady = false;
-  mFinishedResourceAcquisition = false;
-
-  // Can only be considered ready when all the scene graph objects are connected to the renderer
-  if( mGeometry && mShader )
+  if( mRegenerateUniformMap == UNIFORM_MAP_READY )
   {
-    if( mTextureSet )
-    {
-      mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
-    }
-    else
-    {
-      mResourcesReady = true;
-      mFinishedResourceAcquisition = true;
-    }
+    mUniformMapChanged[updateBufferIndex] = false;
   }
-
-  if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+  else
   {
-    DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
-    DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
-
     if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
     {
       CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
@@ -210,7 +211,7 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
 
       localMap.Resize( oldMap.Count() );
 
-      unsigned int index=0;
+      uint32_t index=0;
       for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
       {
         localMap[index] = *iter;
@@ -221,83 +222,154 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
     mRegenerateUniformMap--;
   }
 
+  bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag;
+
   if( mResendFlag != 0 )
   {
-    if( mResendFlag & RESEND_DATA_PROVIDER )
-    {
-      RenderDataProvider* dataProvider = NewRenderDataProvider();
-
-      typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-      new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
-    }
-
     if( mResendFlag & RESEND_GEOMETRY )
     {
       typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
     }
 
+    if( mResendFlag & RESEND_DRAW_COMMANDS )
+    {
+      using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size() );
+    }
+
     if( mResendFlag & RESEND_FACE_CULLING_MODE )
     {
-      typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
     }
 
     if( mResendFlag & RESEND_BLEND_BIT_MASK )
     {
-      typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
     }
 
     if( mResendFlag & RESEND_BLEND_COLOR )
     {
-      typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-      new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
+      using DerivedType = MessageValue1<Render::Renderer, Vector4>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
     }
 
     if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA  )
     {
-      typedef MessageValue1< Render::Renderer, bool > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, bool>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
     }
 
     if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
     {
-      typedef MessageValue1< Render::Renderer, size_t > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
     }
 
     if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
     {
-      typedef MessageValue1< Render::Renderer, size_t > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
     }
 
     if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
     {
-      typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
     }
 
+    if( mResendFlag & RESEND_DEPTH_TEST_MODE )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
+    }
+
     if( mResendFlag & RESEND_DEPTH_FUNCTION )
     {
-      typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
-      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
     }
 
+    if( mResendFlag & RESEND_RENDER_MODE )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_MASK )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+    }
+
+    if( mResendFlag & RESEND_SHADER )
+    {
+      using DerivedType = MessageValue1<Render::Renderer, bool>;
+      uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetShaderChanged, true );
+    }
+
     mResendFlag = 0;
   }
+
+  return rendererUpdated;
 }
 
 void Renderer::SetTextures( TextureSet* textureSet )
@@ -312,7 +384,8 @@ void Renderer::SetTextures( TextureSet* textureSet )
   mTextureSet = textureSet;
   mTextureSet->AddObserver( this );
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-  mResendFlag |= RESEND_DATA_PROVIDER;
+
+  UpdateTextureSet();
 }
 
 void Renderer::SetShader( Shader* shader )
@@ -327,7 +400,12 @@ void Renderer::SetShader( Shader* shader )
   mShader = shader;
   mShader->AddConnectionObserver( *this );
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-  mResendFlag |= RESEND_DATA_PROVIDER;
+  mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
+
+  if( mRenderDataProvider )
+  {
+    mRenderDataProvider->mShader = mShader;
+  }
 }
 
 void Renderer::SetGeometry( Render::Geometry* geometry )
@@ -352,12 +430,22 @@ void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
   mResendFlag |= RESEND_FACE_CULLING_MODE;
 }
 
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+  return mFaceCullingMode;
+}
+
 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
 {
   mBlendMode = blendingMode;
 }
 
-void Renderer::SetBlendingOptions( unsigned int options )
+BlendMode::Type Renderer::GetBlendMode() const
+{
+  return mBlendMode;
+}
+
+void Renderer::SetBlendingOptions( uint32_t options )
 {
   if( mBlendBitmask != options)
   {
@@ -366,79 +454,178 @@ void Renderer::SetBlendingOptions( unsigned int options )
   }
 }
 
+uint32_t Renderer::GetBlendingOptions() const
+{
+  return mBlendBitmask;
+}
+
 void Renderer::SetBlendColor( const Vector4& blendColor )
 {
-  if( !mBlendColor )
+  if( blendColor == Color::TRANSPARENT )
   {
-    mBlendColor = new Vector4( blendColor );
+    mBlendColor = nullptr;
   }
   else
   {
-    *mBlendColor = blendColor;
+    if( !mBlendColor )
+    {
+      mBlendColor = new Vector4( blendColor );
+    }
+    else
+    {
+      *mBlendColor = blendColor;
+    }
   }
 
   mResendFlag |= RESEND_BLEND_COLOR;
 }
 
-void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+Vector4 Renderer::GetBlendColor() const
+{
+  if( mBlendColor )
+  {
+    return *mBlendColor;
+  }
+  return Color::TRANSPARENT;
+}
+
+void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
 {
   mIndexedDrawFirstElement = firstElement;
   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
 }
 
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+uint32_t Renderer::GetIndexedDrawFirstElement() const
+{
+  return mIndexedDrawFirstElement;
+}
+
+void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
 {
   mIndexedDrawElementsCount = elementsCount;
   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
 }
 
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+  return mIndexedDrawElementsCount;
+}
+
 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
 {
   mPremultipledAlphaEnabled = preMultipled;
   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
 }
 
+bool Renderer::IsPreMultipliedAlphaEnabled() const
+{
+  return mPremultipledAlphaEnabled;
+}
+
 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
 {
   mDepthWriteMode = depthWriteMode;
   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
 }
 
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
+{
+  return mDepthWriteMode;
+}
+
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+{
+  mDepthTestMode = depthTestMode;
+  mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
+
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+  return mDepthTestMode;
+}
+
 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
 {
   mDepthFunction = depthFunction;
   mResendFlag |= RESEND_DEPTH_FUNCTION;
 }
 
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+DepthFunction::Type Renderer::GetDepthFunction() const
 {
-  ++mReferenceCount;
-  if( !mRenderer)
-  {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
+  return mDepthFunction;
+}
 
-    mRenderer = Render::Renderer::New( dataProvider, mGeometry,
-                                       mBlendBitmask, mBlendColor,
-                                       static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
-                                       mPremultipledAlphaEnabled,
-                                       mDepthWriteMode,
-                                       mDepthFunction );
+void Renderer::SetRenderMode( RenderMode::Type mode )
+{
+  mStencilParameters.renderMode = mode;
+  mResendFlag |= RESEND_RENDER_MODE;
+}
 
-    mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
-    mResendFlag = 0;
-  }
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+  mStencilParameters.stencilFunction = stencilFunction;
+  mResendFlag |= RESEND_STENCIL_FUNCTION;
 }
 
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
 {
-  --mReferenceCount;
-  if( mReferenceCount == 0 )
-  {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    mRenderer = NULL;
-  }
+  mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
+}
+
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+  mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+  mStencilParameters.stencilMask = stencilMask;
+  mResendFlag |= RESEND_STENCIL_MASK;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+  mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+  mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+  mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
+}
+
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
+{
+  return mStencilParameters;
+}
+
+void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
+{
+  mOpacity.Bake( updateBufferIndex, opacity );
+}
+
+float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
+{
+  return mOpacity[updateBufferIndex];
+}
+
+void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
+{
+  mRenderingBehavior = renderingBehavior;
+}
+
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
+{
+  return mRenderingBehavior;
 }
 
 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
@@ -446,8 +633,16 @@ void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferInde
 {
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
   mSceneController = &sceneController;
-}
 
+  mRenderDataProvider = new RenderDataProvider( mOpacity );
+  mRenderDataProvider->mUniformMapDataProvider = this;
+
+  mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+                                         mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
+
+  OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
+  mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
+}
 
 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
@@ -456,30 +651,33 @@ void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, Buffe
   if( mRenderer )
   {
     mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    mRenderer = NULL;
-    mSceneController = NULL;
+    mRenderer = nullptr;
   }
+  mSceneController = nullptr;
+  mRenderDataProvider = nullptr;
 }
 
-RenderDataProvider* Renderer::NewRenderDataProvider()
+void Renderer::UpdateTextureSet()
 {
-  RenderDataProvider* dataProvider = new RenderDataProvider();
-
-  dataProvider->mUniformMapDataProvider = this;
-  dataProvider->mShader = mShader;
-
-  if( mTextureSet )
+  if( mRenderDataProvider )
   {
-    size_t textureCount( mTextureSet->GetTextureCount() );
-    dataProvider->mTextures.resize( textureCount );
-    for( unsigned int i(0); i<textureCount; ++i )
+    if( mTextureSet )
     {
-      dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
-                                                    mTextureSet->GetTextureSampler(i));
+      uint32_t textureCount = mTextureSet->GetTextureCount();
+      mRenderDataProvider->mTextures.resize( textureCount );
+      mRenderDataProvider->mSamplers.resize( textureCount );
+      for( uint32_t i = 0; i<textureCount; ++i )
+      {
+        mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
+        mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
+      }
+    }
+    else
+    {
+      mRenderDataProvider->mTextures.clear();
+      mRenderDataProvider->mSamplers.clear();
     }
   }
-
-  return dataProvider;
 }
 
 Render::Renderer& Renderer::GetRenderer()
@@ -490,61 +688,79 @@ Render::Renderer& Renderer::GetRenderer()
 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
 {
   return mCollectedUniformMap[bufferIndex];
-};
-
-void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
-{
-  ready = mResourcesReady;
-  complete = mFinishedResourceAcquisition;
 }
 
-Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
+Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
 {
-  Renderer::Opacity opacity = Renderer::OPAQUE;
+  Renderer::OpacityType opacityType = Renderer::OPAQUE;
 
   switch( mBlendMode )
   {
     case BlendMode::ON: // If the renderer should always be use blending
     {
-      opacity = Renderer::TRANSLUCENT;
+      float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
+      if( alpha <= FULLY_TRANSPARENT )
+      {
+        opacityType = Renderer::TRANSPARENT;
+      }
+      else
+      {
+        opacityType = Renderer::TRANSLUCENT;
+      }
       break;
     }
     case BlendMode::AUTO:
     {
-      bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+      if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
+      {
+        opacityType = Renderer::TRANSLUCENT;
+        break;
+      }
+
+      bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
       if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
       {
-        opacity = Renderer::TRANSLUCENT;
+        opacityType = Renderer::TRANSLUCENT;
       }
-      else // renderer should determine opacity using the actor color
+
+      // renderer should determine opacity using the actor color
+      float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
+      if( alpha <= FULLY_TRANSPARENT )
       {
-        float alpha = node.GetWorldColor( updateBufferIndex ).a;
-        if( alpha <= FULLY_TRANSPARENT )
-        {
-          opacity = TRANSPARENT;
-        }
-        else if( alpha <= FULLY_OPAQUE )
-        {
-          opacity = TRANSLUCENT;
-        }
+        opacityType = Renderer::TRANSPARENT;
+      }
+      else if( alpha <= FULLY_OPAQUE )
+      {
+        opacityType = Renderer::TRANSLUCENT;
       }
+
       break;
     }
     case BlendMode::OFF: // the renderer should never use blending
     default:
     {
-      opacity = Renderer::OPAQUE;
+      opacityType = Renderer::OPAQUE;
       break;
     }
   }
 
-
-  return opacity;
+  return opacityType;
 }
 
 void Renderer::TextureSetChanged()
 {
-  mResendFlag |= RESEND_DATA_PROVIDER;
+  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+
+  UpdateTextureSet();
+}
+
+void Renderer::TextureSetDeleted()
+{
+  mTextureSet = nullptr;
+
+  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+
+  UpdateTextureSet();
 }
 
 void Renderer::ConnectionsChanged( PropertyOwner& object )
@@ -552,9 +768,6 @@ void Renderer::ConnectionsChanged( PropertyOwner& object )
   // One of our child objects has changed it's connections. Ensure the uniform
   // map gets regenerated during PrepareRender
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
-  // Ensure the child object pointers get re-sent to the renderer
-  mResendFlag |= RESEND_DATA_PROVIDER;
 }
 
 void Renderer::ConnectedUniformMapChanged()
@@ -570,16 +783,19 @@ void Renderer::UniformMappingsChanged( const UniformMap& mappings )
 
 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
 {
-  if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
-  {
-    mTextureSet = NULL;
-  }
-  else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
+  if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
   {
-    mShader = NULL;
+    mShader = nullptr;
   }
 }
 
+void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
+{
+  mDrawCommands.clear();
+  mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
+  mResendFlag |= RESEND_DRAW_COMMANDS;
+}
+
 } // namespace SceneGraph
 } // namespace Internal
 } // namespace Dali