/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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 "scene-graph-renderer.h"
// INTERNAL INCLUDES
-#include <dali/internal/update/controllers/scene-controller.h>
-#include <dali/internal/render/renderers/render-geometry.h>
+#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/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>
namespace // unnamed namespace
{
RESEND_DEPTH_WRITE_MODE = 1 << 8,
RESEND_DEPTH_TEST_MODE = 1 << 9,
RESEND_DEPTH_FUNCTION = 1 << 10,
- RESEND_STENCIL_MODE = 1 << 11,
+ RESEND_RENDER_MODE = 1 << 11,
RESEND_STENCIL_FUNCTION = 1 << 12,
RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
- RESEND_BATCHING_MODE = 1 << 20,
};
} // Anonymous namespace
mGeometry( NULL ),
mShader( NULL ),
mBlendColor( NULL ),
- mStencilParameters( StencilMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
+ mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
mIndexedDrawFirstElement( 0u ),
mIndexedDrawElementsCount( 0u ),
mBlendBitmask( 0u ),
mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
- mWriteToColorBuffer( true ),
- mResourcesReady( false ),
- mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled( false ),
- mBatchingEnabled( false ),
mDepthIndex( 0 )
{
mUniformMapChanged[0] = false;
Renderer::~Renderer()
{
- if (mTextureSet)
+ if( mTextureSet )
{
- mTextureSet->RemoveObserver(this);
- mTextureSet=NULL;
+ mTextureSet->RemoveObserver( this );
+ mTextureSet = NULL;
}
if( mShader )
{
- mShader->RemoveConnectionObserver(*this);
- mShader=NULL;
+ mShader->RemoveConnectionObserver( *this );
+ mShader = NULL;
}
}
void 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 ];
{
if( mResendFlag & RESEND_DATA_PROVIDER )
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ OwnerPointer<RenderDataProvider> dataProvider = NewRenderDataProvider();
typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
{
typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
}
if( mResendFlag & RESEND_BLEND_COLOR )
{
- typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
+ typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
}
if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
}
- if( mResendFlag & RESEND_STENCIL_MODE )
+ if( mResendFlag & RESEND_RENDER_MODE )
{
- typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
+ typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
}
if( mResendFlag & RESEND_STENCIL_FUNCTION )
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
}
- if( mResendFlag & RESEND_WRITE_TO_COLOR_BUFFER )
- {
- typedef MessageValue1< Render::Renderer, bool > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
- }
-
- if( mResendFlag & RESEND_BATCHING_MODE )
- {
- typedef MessageValue1< Render::Renderer, bool > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBatchingEnabled, mBatchingEnabled );
- }
-
mResendFlag = 0;
}
}
void Renderer::SetBlendColor( const Vector4& blendColor )
{
- if( !mBlendColor )
+ if( blendColor == Color::TRANSPARENT )
{
- mBlendColor = new Vector4( blendColor );
+ mBlendColor = NULL;
}
else
{
- *mBlendColor = blendColor;
+ if( !mBlendColor )
+ {
+ mBlendColor = new Vector4( blendColor );
+ }
+ else
+ {
+ *mBlendColor = blendColor;
+ }
}
mResendFlag |= RESEND_BLEND_COLOR;
mResendFlag |= RESEND_DEPTH_FUNCTION;
}
-void Renderer::SetStencilMode( StencilMode::Type mode )
+void Renderer::SetRenderMode( RenderMode::Type mode )
{
- mStencilParameters.stencilMode = mode;
- mResendFlag |= RESEND_STENCIL_MODE;
+ mStencilParameters.renderMode = mode;
+ mResendFlag |= RESEND_RENDER_MODE;
}
void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
}
-void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
-{
- mWriteToColorBuffer = writeToColorBuffer;
- mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
-}
-
-void Renderer::SetBatchingEnabled( bool batchingEnabled )
-{
- mBatchingEnabled = batchingEnabled;
- mResendFlag |= RESEND_BATCHING_MODE;
-}
-
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
{
mSceneController = &sceneController;
RenderDataProvider* dataProvider = NewRenderDataProvider();
- mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
+ mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+ mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+ 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 )
if( mTextureSet )
{
- size_t textureCount( mTextureSet->GetTextureCount() );
+ size_t textureCount = mTextureSet->GetTextureCount();
dataProvider->mTextures.resize( textureCount );
dataProvider->mSamplers.resize( textureCount );
for( unsigned int i(0); i<textureCount; ++i )
{
- dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
- dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
- }
-
- textureCount = mTextureSet->GetNewTextureCount();
- dataProvider->mNewTextures.resize( textureCount );
- dataProvider->mSamplers.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
- {
- dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
+ dataProvider->mTextures[i] = mTextureSet->GetTexture(i);
dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
}
}
return dataProvider;
}
+const Vector4& Renderer::GetBlendColor() const
+{
+ if( mBlendColor )
+ {
+ return *mBlendColor;
+ }
+ return Color::TRANSPARENT;
+}
+
Render::Renderer& Renderer::GetRenderer()
{
return *mRenderer;
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::Opacity opacity = Renderer::OPAQUE;
}
}
-
return opacity;
}
mResendFlag |= RESEND_DATA_PROVIDER;
}
+void Renderer::TextureSetDeleted()
+{
+ mTextureSet = NULL;
+
+ mResendFlag |= RESEND_DATA_PROVIDER;
+}
void Renderer::ConnectionsChanged( PropertyOwner& object )
{
// One of our child objects has changed it's connections. Ensure the uniform
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;
}