1 #ifndef __DALI_INTERNAL_SCENE_GRAPH_PREPARE_RENDER_INSTRUCTIONS_H__
2 #define __DALI_INTERNAL_SCENE_GRAPH_PREPARE_RENDER_INSTRUCTIONS_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/internal/common/buffer-index.h>
23 #include <dali/internal/update/manager/sorted-layers.h>
24 #include <dali/integration-api/resource-declarations.h>
40 * Structure to store information for sorting the renderers.
41 * (Note, depthIndex is stored within the renderItem).
43 struct RendererWithSortAttributes
45 RendererWithSortAttributes()
48 textureResourceId( Integration::InvalidResourceId ),
54 RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
55 const Shader* shader; ///< The shader instance
56 Integration::ResourceId textureResourceId;///< The first texture resource ID of the texture set instance, is InvalidResourceId if the texture set doesn't have any textures
57 const RenderGeometry* geometry; ///< The geometry instance
58 float zValue; ///< The zValue of the given renderer (either distance from camera, or a custom calculated value)
61 typedef std::vector< RendererWithSortAttributes > RendererSortingHelper;
64 class RenderInstructionContainer;
67 * Sorts and prepares the list of opaque/transparent renderable
68 * attachments for each layer. Whilst iterating through each layer,
69 * update the attachments ModelView matrices
71 * The opaque and transparent render lists are sorted first by depth
72 * index, then by Z (for transparent only), then by shader, texture
73 * and geometry. The render algorithm should then work through both
74 * lists simultaneously, working through opaque then transparent
75 * items at each depth index, resetting the flags appropriately.
77 * @param[in] updateBufferIndex The current update buffer index.
78 * @param[in] sortedLayers The layers containing lists of opaque/transparent renderables.
79 * @param[in] renderTask The rendering task information.
80 * @param[in] sortingHelper to avoid allocating containers for sorting every frame
81 * @param[in] cull Whether frustum culling is enabled or not
82 * @param[out] instructions The rendering instructions for the next frame.
84 void PrepareRenderInstruction( BufferIndex updateBufferIndex,
85 SortedLayerPointers& sortedLayers,
86 RenderTask& renderTask,
87 RendererSortingHelper& sortingHelper,
89 RenderInstructionContainer& instructions );
91 } // namespace SceneGraph
93 } // namespace Internal
97 #endif // __DALI_INTERNAL_SCENE_GRAPH_PREPARE_RENDER_INSTRUCTIONS_H__