X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-core.git;a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-manager.cpp;h=24c310f35459a7048cdb092e8247476c7ac608bf;hp=a1b527bf85ae96be5e0cb2e3282421e91dd1456b;hb=79881246746f65474b24ea4fe14151ccef8df3f4;hpb=2fa249687dba04074502ee8b22fb738da437f5cd diff --git a/dali/internal/render/common/render-manager.cpp b/dali/internal/render/common/render-manager.cpp index a1b527b..24c310f 100644 --- a/dali/internal/render/common/render-manager.cpp +++ b/dali/internal/render/common/render-manager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2019 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. @@ -31,6 +31,7 @@ #include #include #include +#include #include #include #include @@ -39,12 +40,11 @@ #include #include #include -#include -#include #include #include #include #include +#include namespace Dali { @@ -72,13 +72,12 @@ struct RenderManager::Impl Integration::GlContextHelperAbstraction& glContextHelperAbstraction, Integration::DepthBufferAvailable depthBufferAvailableParam, Integration::StencilBufferAvailable stencilBufferAvailableParam ) - : context( glAbstraction, &surfaceContextContainer ), + : context( glAbstraction, &sceneContextContainer ), currentContext( &context ), glAbstraction( glAbstraction ), glSyncAbstraction( glSyncAbstraction ), glContextHelperAbstraction( glContextHelperAbstraction ), renderQueue(), - instructions(), renderAlgorithms(), frameCount( 0u ), renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ), @@ -113,15 +112,26 @@ struct RenderManager::Impl mRenderTrackers.EraseObject( renderTracker ); } - Context* CreateSurfaceContext() + Context* CreateSceneContext() { - surfaceContextContainer.PushBack( new Context( glAbstraction ) ); - return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ]; + sceneContextContainer.push_back( new Context( glAbstraction ) ); + return sceneContextContainer[ sceneContextContainer.size() - 1 ]; } - void DestroySurfaceContext( Context* surfaceContext ) + void DestroySceneContext( Context* sceneContext ) { - surfaceContextContainer.EraseObject( surfaceContext ); + auto iter = std::find( sceneContextContainer.begin(), sceneContextContainer.end(), sceneContext ); + if( iter != sceneContextContainer.end() ) + { + sceneContextContainer.erase( iter ); + } + } + + Context* ReplaceSceneContext( Context* oldSceneContext ) + { + Context* newContext = new Context( glAbstraction ); + std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext ); + return newContext; } void UpdateTrackers() @@ -136,15 +146,14 @@ struct RenderManager::Impl // programs are owned by context at the moment. Context context; ///< Holds the GL state of the share resource context Context* currentContext; ///< Holds the GL state of the current context for rendering - OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface + std::vector< Context* > sceneContextContainer; ///< List of owned contexts holding the GL state per scene Integration::GlAbstraction& glAbstraction; ///< GL abstraction Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread. - // Render instructions describe what should be rendered during RenderManager::Render() - // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one - RenderInstructionContainer instructions; + std::vector< SceneGraph::Scene* > sceneContainer; ///< List of pointers to the scene graph objects of the scenes + Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction uint32_t frameCount; ///< The current frame count @@ -234,6 +243,12 @@ void RenderManager::ContextDestroyed() { renderer->GlContextDestroyed(); } + + // inform scenes + for( auto&& scene : mImpl->sceneContainer ) + { + scene->GlContextDestroyed(); + } } void RenderManager::SetShaderSaver( ShaderSaver& upstream ) @@ -241,11 +256,6 @@ void RenderManager::SetShaderSaver( ShaderSaver& upstream ) mImpl->programController.SetShaderSaver( upstream ); } -RenderInstructionContainer& RenderManager::GetRenderInstructionContainer() -{ - return mImpl->instructions; -} - void RenderManager::SetDefaultSurfaceRect(const Rect& rect) { mImpl->defaultSurfaceRect = rect; @@ -323,14 +333,7 @@ void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBu { Render::FrameBuffer* frameBufferPtr = frameBuffer.Release(); mImpl->frameBufferContainer.PushBack( frameBufferPtr ); - if ( frameBufferPtr->IsSurfaceBacked() ) - { - frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() ); - } - else - { - frameBufferPtr->Initialize( mImpl->context ); - } + frameBufferPtr->Initialize( mImpl->context ); } void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) @@ -343,29 +346,40 @@ void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer ) if ( iter == frameBuffer ) { frameBuffer->Destroy( mImpl->context ); - - if ( frameBuffer->IsSurfaceBacked() ) - { - auto surfaceFrameBuffer = static_cast( frameBuffer ); - mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() ); - } - mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it break; } } } +void RenderManager::InitializeScene( SceneGraph::Scene* scene ) +{ + scene->Initialize( *mImpl->CreateSceneContext() ); + mImpl->sceneContainer.push_back( scene ); +} -void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer ) +void RenderManager::UninitializeScene( SceneGraph::Scene* scene ) { - if ( !frameBuffer->IsSurfaceBacked() ) + mImpl->DestroySceneContext( scene->GetContext() ); + + auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene ); + if( iter != mImpl->sceneContainer.end() ) { - auto textureFrameBuffer = static_cast( frameBuffer ); - textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); + mImpl->sceneContainer.erase( iter ); } } +void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene ) +{ + Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() ); + scene->Initialize( *newContext ); +} + +void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer ) +{ + frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer ); +} + void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer ) { mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() ); @@ -451,7 +465,7 @@ ProgramCache* RenderManager::GetProgramCache() return &(mImpl->programController); } -void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly ) +void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly ) { DALI_PRINT_RENDER_START( mImpl->renderBufferIndex ); @@ -464,7 +478,12 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, // Process messages queued during previous update mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex ); - const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex ); + uint32_t count = 0u; + for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i ) + { + count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex ); + } + const bool haveInstructions = count > 0u; DALI_LOG_INFO( gLogFilter, Debug::General, @@ -499,220 +518,167 @@ void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, } // Upload the geometries - for( uint32_t i = 0; i < count; ++i ) + for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i ) { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - - const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex ); - const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex ); + RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions(); + for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j ) + { + RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j ); - DALI_ASSERT_DEBUG( viewMatrix ); - DALI_ASSERT_DEBUG( projectionMatrix ); + const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex ); + const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex ); - if( viewMatrix && projectionMatrix ) - { - const RenderListContainer::SizeType renderListCount = instruction.RenderListCount(); + DALI_ASSERT_DEBUG( viewMatrix ); + DALI_ASSERT_DEBUG( projectionMatrix ); - // Iterate through each render list. - for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index ) + if( viewMatrix && projectionMatrix ) { - const RenderList* renderList = instruction.GetRenderList( index ); + const RenderListContainer::SizeType renderListCount = instruction.RenderListCount(); - if( renderList && !renderList->IsEmpty() ) + // Iterate through each render list. + for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index ) { - const std::size_t itemCount = renderList->Count(); - for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex ) + const RenderList* renderList = instruction.GetRenderList( index ); + + if( renderList && !renderList->IsEmpty() ) { - const RenderItem& item = renderList->GetItem( itemIndex ); - if( DALI_LIKELY( item.mRenderer ) ) + const std::size_t itemCount = renderList->Count(); + for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex ) { - item.mRenderer->Upload( *mImpl->currentContext ); + const RenderItem& item = renderList->GetItem( itemIndex ); + if( DALI_LIKELY( item.mRenderer ) ) + { + item.mRenderer->Upload( *mImpl->currentContext ); + } } } } } } } + } +} - if ( !uploadOnly ) - { - for( uint32_t i = 0; i < count; ++i ) - { - RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i ); - DoRender( instruction ); - } +void RenderManager::RenderScene( Integration::Scene& scene, bool renderToFbo ) +{ + Internal::Scene& sceneInternal = GetImplementation( scene ); + SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject(); - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) - { - mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); - } + uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex ); - GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; - mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - for ( auto&& context : mImpl->surfaceContextContainer ) - { - context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); - } - } + for( uint32_t i = 0; i < count; ++i ) + { + RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i ); - //Notify RenderGeometries that rendering has finished - for ( auto&& iter : mImpl->geometryContainer ) + if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) ) { - iter->OnRenderFinished(); + continue; // skip } - } - else - { - DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear ); - } - - mImpl->UpdateTrackers(); - - // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame. - mImpl->lastFrameWasRendered = haveInstructions; - - /** - * The rendering has finished; swap to the next buffer. - * Ideally the update has just finished using this buffer; otherwise the render thread - * should block until the update has finished. - */ - mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; - DALI_PRINT_RENDER_END(); -} + Rect viewportRect; + Vector4 clearColor; -void RenderManager::DoRender( RenderInstruction& instruction ) -{ - Rect viewportRect; - Vector4 clearColor; - - if ( instruction.mIsClearColorSet ) - { - clearColor = instruction.mClearColor; - } - else - { - clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; - } + if ( instruction.mIsClearColorSet ) + { + clearColor = instruction.mClearColor; + } + else + { + clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR; + } - Rect surfaceRect = mImpl->defaultSurfaceRect; - Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; - Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable; + Rect surfaceRect = mImpl->defaultSurfaceRect; + Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable; + Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable; - Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr; - if ( instruction.mFrameBuffer != 0 ) - { - if ( instruction.mFrameBuffer->IsSurfaceBacked() ) + if ( instruction.mFrameBuffer ) { - surfaceFrameBuffer = static_cast( instruction.mFrameBuffer ); - - if ( !surfaceFrameBuffer->IsSurfaceValid() ) + // offscreen buffer + if ( mImpl->currentContext != &mImpl->context ) { - // Skip rendering the frame buffer if the render surface becomes invalid - return; - } + // Switch to shared context for off-screen buffer + mImpl->currentContext = &mImpl->context; + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + } + + // Clear the current cached program when the context is switched + mImpl->programController.ClearCurrentProgram(); + } + } + else + { if ( mImpl->currentContext->IsSurfacelessContextSupported() ) { - Context* surfaceContext = surfaceFrameBuffer->GetContext(); - if ( mImpl->currentContext != surfaceContext ) + if ( mImpl->currentContext != sceneObject->GetContext() ) { // Switch the correct context if rendering to a surface - mImpl->currentContext = surfaceContext; - surfaceFrameBuffer->MakeContextCurrent(); + mImpl->currentContext = sceneObject->GetContext(); // Clear the current cached program when the context is switched mImpl->programController.ClearCurrentProgram(); } } - surfaceRect = Rect( 0, 0, static_cast( surfaceFrameBuffer->GetWidth() ), static_cast( surfaceFrameBuffer->GetHeight() ) ); - } - else - { - // Switch to shared context for off-screen buffer - mImpl->currentContext = &mImpl->context; - - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) - { - mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); - } + surfaceRect = Rect( 0, 0, static_cast( scene.GetSize().width ), static_cast( scene.GetSize().height ) ); } - } - - DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() ); - // reset the program matrices for all programs once per frame - // this ensures we will set view and projection matrix once per program per camera - mImpl->programController.ResetProgramMatrices(); + DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() ); - if( instruction.mFrameBuffer ) - { - instruction.mFrameBuffer->Bind( *mImpl->currentContext ); + // reset the program matrices for all programs once per frame + // this ensures we will set view and projection matrix once per program per camera + mImpl->programController.ResetProgramMatrices(); - if ( !instruction.mFrameBuffer->IsSurfaceBacked() ) + if( instruction.mFrameBuffer ) { + instruction.mFrameBuffer->Bind( *mImpl->currentContext ); + // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer. - Render::TextureFrameBuffer* textureFrameBuffer = static_cast( instruction.mFrameBuffer ); - for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0) + for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0) { - mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) ); + mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) ); } } - } - else - { - mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u ); - } - - if ( surfaceFrameBuffer ) - { - mImpl->currentContext->Viewport( surfaceRect.x, - surfaceRect.y, - surfaceRect.width, - surfaceRect.height ); - } + else + { + mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u ); + } - // Clear the entire color, depth and stencil buffers for the default framebuffer, if required. - // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers - // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit", - // and then stall. That problem is only noticeable when rendering a large number of vertices per frame. - GLbitfield clearMask = GL_COLOR_BUFFER_BIT; + if ( !instruction.mFrameBuffer ) + { + mImpl->currentContext->Viewport( surfaceRect.x, + surfaceRect.y, + surfaceRect.width, + surfaceRect.height ); + } - mImpl->currentContext->ColorMask( true ); + // Clear the entire color, depth and stencil buffers for the default framebuffer, if required. + // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers + // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit", + // and then stall. That problem is only noticeable when rendering a large number of vertices per frame. + GLbitfield clearMask = GL_COLOR_BUFFER_BIT; - if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) - { - mImpl->currentContext->DepthMask( true ); - clearMask |= GL_DEPTH_BUFFER_BIT; - } + mImpl->currentContext->ColorMask( true ); - if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) - { - mImpl->currentContext->ClearStencil( 0 ); - mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's - clearMask |= GL_STENCIL_BUFFER_BIT; - } + if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ) + { + mImpl->currentContext->DepthMask( true ); + clearMask |= GL_DEPTH_BUFFER_BIT; + } - if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) - { - if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering + if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) { - if ( instruction.mIsViewportSet ) - { - // For glViewport the lower-left corner is (0,0) - // For glViewport the lower-left corner is (0,0) - const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y; - viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); - } - else - { - viewportRect = surfaceRect; - } + mImpl->currentContext->ClearStencil( 0 ); + mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's + clearMask |= GL_STENCIL_BUFFER_BIT; } - else // Offscreen buffer rendering + + if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) ) { + // Offscreen buffer rendering if ( instruction.mIsViewportSet ) { // For glViewport the lower-left corner is (0,0) @@ -724,154 +690,186 @@ void RenderManager::DoRender( RenderInstruction& instruction ) viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); } } - } - else // No Offscreen frame buffer rendering - { - // Check whether a viewport is specified, otherwise the full surface size is used - if ( instruction.mFrameBuffer != 0 ) + else // No Offscreen frame buffer rendering { + // Check whether a viewport is specified, otherwise the full surface size is used if ( instruction.mIsViewportSet ) { // For glViewport the lower-left corner is (0,0) - const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y; + const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y; viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height ); } else { - viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + viewportRect = surfaceRect; } } - else - { - viewportRect = surfaceRect; - } - } - - bool clearFullFrameRect = true; - if( instruction.mFrameBuffer != 0 ) - { - Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); - clearFullFrameRect = ( frameRect == viewportRect ); - } - else - { - clearFullFrameRect = ( surfaceRect == viewportRect ); - } - - mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height); - - if( instruction.mIsClearColorSet ) - { - mImpl->currentContext->ClearColor( clearColor.r, - clearColor.g, - clearColor.b, - clearColor.a ); - if( !clearFullFrameRect ) + bool clearFullFrameRect = true; + if( instruction.mFrameBuffer != 0 ) { - mImpl->currentContext->SetScissorTest( true ); - mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height ); - mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); - mImpl->currentContext->SetScissorTest( false ); + Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() ); + clearFullFrameRect = ( frameRect == viewportRect ); } else { - mImpl->currentContext->SetScissorTest( false ); - mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); + clearFullFrameRect = ( surfaceRect == viewportRect ); } - } - - // Clear the list of bound textures - mImpl->boundTextures.Clear(); - - mImpl->renderAlgorithms.ProcessRenderInstruction( - instruction, - *mImpl->currentContext, - mImpl->renderBufferIndex, - depthBufferAvailable, - stencilBufferAvailable, - mImpl->boundTextures ); - // Synchronise the FBO/Texture access when there are multiple contexts - if ( mImpl->currentContext->IsSurfacelessContextSupported() ) - { - // Check whether any binded texture is in the dependency list - bool textureFound = false; + mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height); - if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u ) + if( instruction.mIsClearColorSet ) { - for ( auto textureId : mImpl->textureDependencyList ) - { + mImpl->currentContext->ClearColor( clearColor.r, + clearColor.g, + clearColor.b, + clearColor.a ); - textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), - [textureId]( GLuint id ) - { - return textureId == id; - } ) != mImpl->boundTextures.End(); + if( !clearFullFrameRect ) + { + mImpl->currentContext->SetScissorTest( true ); + mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height ); + mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); + mImpl->currentContext->SetScissorTest( false ); + } + else + { + mImpl->currentContext->SetScissorTest( false ); + mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR ); } } - if ( textureFound ) + // Clear the list of bound textures + mImpl->boundTextures.Clear(); + + mImpl->renderAlgorithms.ProcessRenderInstruction( + instruction, + *mImpl->currentContext, + mImpl->renderBufferIndex, + depthBufferAvailable, + stencilBufferAvailable, + mImpl->boundTextures ); + + // Synchronise the FBO/Texture access when there are multiple contexts + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) { + // Check whether any binded texture is in the dependency list + bool textureFound = false; - if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() ) + if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u ) { - // For off-screen buffer - - // Wait until all rendering calls for the currently context are executed - mImpl->glContextHelperAbstraction.WaitClient(); + for ( auto textureId : mImpl->textureDependencyList ) + { - // Clear the dependency list - mImpl->textureDependencyList.Clear(); + textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), + [textureId]( GLuint id ) + { + return textureId == id; + } ) != mImpl->boundTextures.End(); + } } - else + + if ( textureFound ) { - // For surface-backed frame buffer + if ( instruction.mFrameBuffer ) + { + // For off-screen buffer + + // Wait until all rendering calls for the currently context are executed + mImpl->glContextHelperAbstraction.WaitClient(); - // Worker thread lambda function - auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction; - auto workerFunction = [&glContextHelperAbstraction]( int workerThread ) + // Clear the dependency list + mImpl->textureDependencyList.Clear(); + } + else { - // Switch to the shared context in the worker thread - glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + // Worker thread lambda function + auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction; + auto workerFunction = [&glContextHelperAbstraction]( int workerThread ) + { + // Switch to the shared context in the worker thread + glContextHelperAbstraction.MakeSurfacelessContextCurrent(); - // Wait until all rendering calls for the shared context are executed - glContextHelperAbstraction.WaitClient(); + // Wait until all rendering calls for the shared context are executed + glContextHelperAbstraction.WaitClient(); - // Must clear the context in the worker thread - // Otherwise the shared context cannot be switched to from the render thread - glContextHelperAbstraction.MakeContextNull(); - }; + // Must clear the context in the worker thread + // Otherwise the shared context cannot be switched to from the render thread + glContextHelperAbstraction.MakeContextNull(); + }; - auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction ); - if ( future ) - { - mImpl->threadPool->Wait(); + auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction ); + if ( future ) + { + mImpl->threadPool->Wait(); - // Clear the dependency list - mImpl->textureDependencyList.Clear(); + // Clear the dependency list + mImpl->textureDependencyList.Clear(); + } } } } + + if( instruction.mRenderTracker && instruction.mFrameBuffer ) + { + // This will create a sync object every frame this render tracker + // is alive (though it should be now be created only for + // render-once render tasks) + instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction ); + instruction.mRenderTracker = nullptr; // Only create once. + } + + if ( renderToFbo ) + { + mImpl->currentContext->Flush(); + } } - if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) ) + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); +} + +void RenderManager::PostRender( bool uploadOnly ) +{ + if ( !uploadOnly ) { - // This will create a sync object every frame this render tracker - // is alive (though it should be now be created only for - // render-once render tasks) - instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction ); - instruction.mRenderTracker = NULL; // Only create once. + if ( mImpl->currentContext->IsSurfacelessContextSupported() ) + { + mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent(); + } + + GLenum attachments[] = { GL_DEPTH, GL_STENCIL }; + mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); } - if ( surfaceFrameBuffer ) + //Notify RenderGeometries that rendering has finished + for ( auto&& iter : mImpl->geometryContainer ) { - surfaceFrameBuffer->PostRender(); + iter->OnRenderFinished(); } - else + + mImpl->UpdateTrackers(); + + + uint32_t count = 0u; + for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i ) { - mImpl->currentContext->Flush(); + count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex ); } + + const bool haveInstructions = count > 0u; + + // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame. + mImpl->lastFrameWasRendered = haveInstructions; + + /** + * The rendering has finished; swap to the next buffer. + * Ideally the update has just finished using this buffer; otherwise the render thread + * should block until the update has finished. + */ + mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1; + + DALI_PRINT_RENDER_END(); } } // namespace SceneGraph