RenderManager.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370
  1. #include "../../Include/RmlUi/Core/RenderManager.h"
  2. #include "../../Include/RmlUi/Core/Core.h"
  3. #include "../../Include/RmlUi/Core/Geometry.h"
  4. #include "../../Include/RmlUi/Core/Profiling.h"
  5. #include "../../Include/RmlUi/Core/RenderInterface.h"
  6. #include "../../Include/RmlUi/Core/SystemInterface.h"
  7. #include "TextureDatabase.h"
  8. namespace Rml {
  9. RenderManager::RenderManager(RenderInterface* render_interface) : render_interface(render_interface), texture_database(MakeUnique<TextureDatabase>())
  10. {
  11. RMLUI_ASSERT(render_interface);
  12. constexpr size_t reserve_geometry = 256;
  13. geometry_list.reserve(reserve_geometry);
  14. }
  15. RenderManager::~RenderManager()
  16. {
  17. struct ResourceCount {
  18. const char* name;
  19. int count;
  20. };
  21. ResourceCount elements[] = {
  22. {"Geometry", (int)geometry_list.size()},
  23. {"CompiledFilter", compiled_filter_count},
  24. {"CompiledShader", compiled_shader_count},
  25. {"CallbackTexture", (int)texture_database->callback_database.size()},
  26. };
  27. for (auto& element : elements)
  28. {
  29. if (element.count != 0)
  30. {
  31. Log::Message(Log::LT_ERROR, "Leaking %s detected (%d). Ensure that all RmlUi resources have been released by the end of Rml::Shutdown.",
  32. element.name, element.count);
  33. }
  34. }
  35. ReleaseAllTextures();
  36. }
  37. void RenderManager::PrepareRender(Vector2i dimensions)
  38. {
  39. #ifdef RMLUI_DEBUG
  40. const RenderState default_state;
  41. RMLUI_ASSERT(state.clip_mask_list == default_state.clip_mask_list);
  42. RMLUI_ASSERT(state.scissor_region == default_state.scissor_region);
  43. RMLUI_ASSERT(state.transform == default_state.transform);
  44. RMLUI_ASSERTMSG(render_stack.empty(), "Unbalanced render stack detected, ensure every PushLayer call has a corresponding call to PopLayer.");
  45. #endif
  46. SetViewport(dimensions);
  47. }
  48. void RenderManager::SetViewport(Vector2i dimensions)
  49. {
  50. viewport_dimensions = dimensions;
  51. }
  52. Vector2i RenderManager::GetViewport() const
  53. {
  54. return viewport_dimensions;
  55. }
  56. Geometry RenderManager::MakeGeometry(Mesh&& mesh)
  57. {
  58. return Geometry(this, InsertGeometry(std::move(mesh)));
  59. }
  60. Texture RenderManager::LoadTexture(const String& source, const String& document_path)
  61. {
  62. String path;
  63. if (source.size() > 0 && source[0] == '?')
  64. path = source;
  65. else
  66. GetSystemInterface()->JoinPath(path, StringUtilities::Replace(document_path, '|', ':'), source);
  67. return Texture(this, texture_database->file_database.InsertTexture(path));
  68. }
  69. CallbackTexture RenderManager::MakeCallbackTexture(CallbackTextureFunction callback)
  70. {
  71. return CallbackTexture(this, texture_database->callback_database.CreateTexture(std::move(callback)));
  72. }
  73. void RenderManager::DisableScissorRegion()
  74. {
  75. SetScissorRegion(Rectanglei::MakeInvalid());
  76. }
  77. void RenderManager::SetScissorRegion(Rectanglei new_region)
  78. {
  79. const bool old_scissor_enable = state.scissor_region.Valid();
  80. const bool new_scissor_enable = new_region.Valid();
  81. if (new_scissor_enable != old_scissor_enable)
  82. render_interface->EnableScissorRegion(new_scissor_enable);
  83. if (new_scissor_enable)
  84. {
  85. new_region = new_region.Intersect(Rectanglei::FromSize(viewport_dimensions));
  86. if (new_region != state.scissor_region)
  87. render_interface->SetScissorRegion(new_region);
  88. }
  89. state.scissor_region = new_region;
  90. }
  91. Rectanglei RenderManager::GetScissorRegion() const
  92. {
  93. return state.scissor_region;
  94. }
  95. void RenderManager::DisableClipMask()
  96. {
  97. if (!state.clip_mask_list.empty())
  98. {
  99. state.clip_mask_list.clear();
  100. ApplyClipMask(state.clip_mask_list);
  101. }
  102. }
  103. void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
  104. {
  105. RMLUI_ASSERT(geometry && geometry->render_manager == this);
  106. state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
  107. ApplyClipMask(state.clip_mask_list);
  108. }
  109. void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
  110. {
  111. if (state.clip_mask_list != in_clip_elements)
  112. {
  113. state.clip_mask_list = std::move(in_clip_elements);
  114. ApplyClipMask(state.clip_mask_list);
  115. }
  116. }
  117. void RenderManager::SetTransform(const Matrix4f* p_new_transform)
  118. {
  119. static const Matrix4f identity_transform = Matrix4f::Identity();
  120. const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
  121. if (state.transform != new_transform)
  122. {
  123. render_interface->SetTransform(p_new_transform);
  124. state.transform = new_transform;
  125. }
  126. }
  127. void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
  128. {
  129. const bool clip_mask_enabled = !clip_elements.empty();
  130. render_interface->EnableClipMask(clip_mask_enabled);
  131. if (clip_mask_enabled)
  132. {
  133. const Matrix4f initial_transform = state.transform;
  134. for (const ClipMaskGeometry& element_clip : clip_elements)
  135. {
  136. RMLUI_ASSERT(element_clip.geometry->render_manager == this);
  137. SetTransform(element_clip.transform);
  138. if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
  139. render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
  140. }
  141. // Apply the initially set transform in case it was changed.
  142. SetTransform(&initial_transform);
  143. }
  144. }
  145. void RenderManager::SetState(const RenderState& next)
  146. {
  147. SetScissorRegion(next.scissor_region);
  148. SetClipMask(next.clip_mask_list);
  149. SetTransform(&next.transform);
  150. }
  151. void RenderManager::ResetState()
  152. {
  153. SetState(RenderState{});
  154. }
  155. StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
  156. {
  157. return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
  158. }
  159. CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
  160. {
  161. if (index == StableVectorIndex::Invalid)
  162. return {};
  163. GeometryData& geometry = geometry_list[index];
  164. if (!geometry.handle && !geometry.mesh.indices.empty())
  165. {
  166. RMLUI_ZoneScopedNC("CompileGeometry", 0x1E60D2);
  167. geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
  168. if (!geometry.handle)
  169. Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
  170. }
  171. return geometry.handle;
  172. }
  173. void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
  174. {
  175. RMLUI_ASSERT(geometry);
  176. RMLUI_ASSERTMSG(translation == translation.Round(), "RenderManager::Render expects translation to be rounded");
  177. if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
  178. {
  179. RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
  180. return;
  181. }
  182. if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
  183. {
  184. TextureHandle texture_handle = {};
  185. if (texture.file_index != TextureFileIndex::Invalid)
  186. texture_handle = texture_database->file_database.GetHandle(render_interface, texture.file_index);
  187. else if (texture.callback_index != StableVectorIndex::Invalid)
  188. texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
  189. RMLUI_ZoneScopedNC("RenderGeometry", 0x3E60B2);
  190. if (shader)
  191. render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
  192. else
  193. render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
  194. }
  195. }
  196. void RenderManager::GetTextureSourceList(StringList& source_list) const
  197. {
  198. texture_database->file_database.GetSourceList(source_list);
  199. }
  200. const Mesh& RenderManager::GetMesh(const Geometry& geometry) const
  201. {
  202. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  203. return geometry_list[geometry.resource_handle].mesh;
  204. }
  205. bool RenderManager::ReleaseTexture(const String& texture_source)
  206. {
  207. return texture_database->file_database.ReleaseTexture(render_interface, texture_source);
  208. }
  209. void RenderManager::ReleaseAllTextures()
  210. {
  211. texture_database->callback_database.ReleaseAllTextures(render_interface);
  212. texture_database->file_database.ReleaseAllTextures(render_interface);
  213. }
  214. void RenderManager::ReleaseAllCompiledGeometry()
  215. {
  216. geometry_list.for_each([this](GeometryData& data) {
  217. if (data.handle)
  218. {
  219. render_interface->ReleaseGeometry(data.handle);
  220. data.handle = {};
  221. }
  222. });
  223. }
  224. CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
  225. {
  226. if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
  227. {
  228. compiled_filter_count += 1;
  229. return CompiledFilter(this, handle);
  230. }
  231. return CompiledFilter();
  232. }
  233. CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
  234. {
  235. if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
  236. {
  237. compiled_shader_count += 1;
  238. return CompiledShader(this, handle);
  239. }
  240. return CompiledShader();
  241. }
  242. LayerHandle RenderManager::PushLayer()
  243. {
  244. const LayerHandle layer = render_interface->PushLayer();
  245. render_stack.push_back(layer);
  246. return layer;
  247. }
  248. void RenderManager::CompositeLayers(LayerHandle source, LayerHandle destination, BlendMode blend_mode, Span<const CompiledFilterHandle> filters)
  249. {
  250. RMLUI_ASSERT(source == 0 || std::find(render_stack.begin(), render_stack.end(), source) != render_stack.end());
  251. RMLUI_ASSERT(destination == 0 || std::find(render_stack.begin(), render_stack.end(), destination) != render_stack.end());
  252. render_interface->CompositeLayers(source, destination, blend_mode, filters);
  253. }
  254. void RenderManager::PopLayer()
  255. {
  256. RMLUI_ASSERT(!render_stack.empty());
  257. render_interface->PopLayer();
  258. render_stack.pop_back();
  259. }
  260. LayerHandle RenderManager::GetTopLayer() const
  261. {
  262. return render_stack.empty() ? LayerHandle{} : render_stack.back();
  263. }
  264. LayerHandle RenderManager::GetNextLayer() const
  265. {
  266. RMLUI_ASSERT(!render_stack.empty());
  267. return render_stack.size() < 2 ? LayerHandle{} : render_stack[render_stack.size() - 2];
  268. }
  269. CompiledFilter RenderManager::SaveLayerAsMaskImage()
  270. {
  271. if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
  272. {
  273. compiled_filter_count += 1;
  274. return CompiledFilter(this, handle);
  275. }
  276. return CompiledFilter();
  277. }
  278. void RenderManager::ReleaseResource(const CallbackTexture& texture)
  279. {
  280. RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
  281. texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
  282. }
  283. Mesh RenderManager::ReleaseResource(const Geometry& geometry)
  284. {
  285. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  286. RMLUI_ZoneScopedNC("ReleaseGeometry", 0x1E60D2);
  287. GeometryData data = geometry_list.erase(geometry.resource_handle);
  288. if (data.handle)
  289. render_interface->ReleaseGeometry(data.handle);
  290. return std::move(data.mesh);
  291. }
  292. void RenderManager::ReleaseResource(const CompiledFilter& filter)
  293. {
  294. RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
  295. render_interface->ReleaseFilter(filter.resource_handle);
  296. compiled_filter_count -= 1;
  297. }
  298. void RenderManager::ReleaseResource(const CompiledShader& shader)
  299. {
  300. RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
  301. render_interface->ReleaseShader(shader.resource_handle);
  302. compiled_shader_count -= 1;
  303. }
  304. } // namespace Rml