2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
33 namespace // unnamed namespace
36 const unsigned int UNIFORM_MAP_READY = 0;
37 const unsigned int COPY_UNIFORM_MAP = 1;
38 const unsigned int REGENERATE_UNIFORM_MAP = 2;
40 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
41 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
43 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
45 // Iterate thru uniformMap.
46 // Any maps that aren't in localMap should be added in a single step
47 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
49 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
51 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
54 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
56 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
57 if( map->uniformNameHash == nameHash )
59 if( map->uniformName == uniformMap[i].uniformName )
68 // it's a new mapping. Add raw ptr to temporary list
69 newUniformMappings.PushBack( &uniformMap[i] );
73 if( newUniformMappings.Count() > 0 )
75 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
77 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
78 end = newUniformMappings.End() ;
82 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
83 localMap.PushBack( map );
88 // Flags for re-sending data to renderer.
91 RESEND_DATA_PROVIDER = 1 << 0,
92 RESEND_GEOMETRY = 1 << 1,
93 RESEND_FACE_CULLING_MODE = 1 << 2,
94 RESEND_BLEND_COLOR = 1 << 3,
95 RESEND_BLEND_BIT_MASK = 1 << 4,
96 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
97 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
98 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
99 RESEND_DEPTH_WRITE_MODE = 1 << 8,
100 RESEND_DEPTH_TEST_MODE = 1 << 9,
101 RESEND_DEPTH_FUNCTION = 1 << 10,
102 RESEND_RENDER_MODE = 1 << 11,
103 RESEND_STENCIL_FUNCTION = 1 << 12,
104 RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
105 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
106 RESEND_STENCIL_MASK = 1 << 15,
107 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
108 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
109 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
110 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
113 } // Anonymous namespace
122 Renderer* Renderer::New()
124 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
128 : mSceneController( 0 ),
134 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
135 mIndexedDrawFirstElement( 0u ),
136 mIndexedDrawElementsCount( 0u ),
138 mRegenerateUniformMap( 0u ),
140 mDepthFunction( DepthFunction::LESS ),
141 mFaceCullingMode( FaceCullingMode::NONE ),
142 mBlendMode( BlendMode::AUTO ),
143 mDepthWriteMode( DepthWriteMode::AUTO ),
144 mDepthTestMode( DepthTestMode::AUTO ),
145 mResourcesReady( false ),
146 mFinishedResourceAcquisition( false ),
147 mPremultipledAlphaEnabled( false ),
150 mUniformMapChanged[0] = false;
151 mUniformMapChanged[1] = false;
153 // Observe our own PropertyOwner's uniform map
154 AddUniformMapObserver( *this );
157 Renderer::~Renderer()
161 mTextureSet->RemoveObserver( this );
166 mShader->RemoveConnectionObserver( *this );
171 void Renderer::operator delete( void* ptr )
173 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
177 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
179 mResourcesReady = false;
180 mFinishedResourceAcquisition = false;
182 // Can only be considered ready when all the scene graph objects are connected to the renderer
183 if( mGeometry && mShader )
185 mResourcesReady = true;
186 mFinishedResourceAcquisition = true;
189 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
191 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
192 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
194 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
196 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
199 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
200 AddMappings( localMap, rendererUniformMap );
204 AddMappings( localMap, mShader->GetUniformMap() );
207 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
209 // Copy old map into current map
210 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
211 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
213 localMap.Resize( oldMap.Count() );
215 unsigned int index=0;
216 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
218 localMap[index] = *iter;
222 mUniformMapChanged[updateBufferIndex] = true;
223 mRegenerateUniformMap--;
226 if( mResendFlag != 0 )
228 if( mResendFlag & RESEND_DATA_PROVIDER )
230 RenderDataProvider* dataProvider = NewRenderDataProvider();
232 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
233 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
234 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
237 if( mResendFlag & RESEND_GEOMETRY )
239 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
240 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
242 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
245 if( mResendFlag & RESEND_FACE_CULLING_MODE )
247 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
248 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
249 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
252 if( mResendFlag & RESEND_BLEND_BIT_MASK )
254 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
255 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
256 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
259 if( mResendFlag & RESEND_BLEND_COLOR )
261 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
262 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
263 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
266 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
268 typedef MessageValue1< Render::Renderer, bool > DerivedType;
269 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
270 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
273 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
275 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
276 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
277 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
280 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
282 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
283 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
284 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
287 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
289 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
290 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
291 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
294 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
296 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
297 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
298 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
301 if( mResendFlag & RESEND_DEPTH_FUNCTION )
303 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
304 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
305 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
308 if( mResendFlag & RESEND_RENDER_MODE )
310 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
311 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
312 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
315 if( mResendFlag & RESEND_STENCIL_FUNCTION )
317 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
318 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
319 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
322 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
324 typedef MessageValue1< Render::Renderer, int > DerivedType;
325 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
326 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
329 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
331 typedef MessageValue1< Render::Renderer, int > DerivedType;
332 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
333 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
336 if( mResendFlag & RESEND_STENCIL_MASK )
338 typedef MessageValue1< Render::Renderer, int > DerivedType;
339 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
340 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
343 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
345 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
346 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
347 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
350 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
352 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
353 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
354 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
357 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
359 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
360 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
361 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
368 void Renderer::SetTextures( TextureSet* textureSet )
370 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
374 mTextureSet->RemoveObserver(this);
377 mTextureSet = textureSet;
378 mTextureSet->AddObserver( this );
379 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
380 mResendFlag |= RESEND_DATA_PROVIDER;
383 void Renderer::SetShader( Shader* shader )
385 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
389 mShader->RemoveConnectionObserver(*this);
393 mShader->AddConnectionObserver( *this );
394 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
395 mResendFlag |= RESEND_DATA_PROVIDER;
398 void Renderer::SetGeometry( Render::Geometry* geometry )
400 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
401 mGeometry = geometry;
405 mResendFlag |= RESEND_GEOMETRY;
409 void Renderer::SetDepthIndex( int depthIndex )
411 mDepthIndex = depthIndex;
414 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
416 mFaceCullingMode = faceCullingMode;
417 mResendFlag |= RESEND_FACE_CULLING_MODE;
420 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
422 mBlendMode = blendingMode;
425 void Renderer::SetBlendingOptions( unsigned int options )
427 if( mBlendBitmask != options)
429 mBlendBitmask = options;
430 mResendFlag |= RESEND_BLEND_BIT_MASK;
434 void Renderer::SetBlendColor( const Vector4& blendColor )
438 mBlendColor = new Vector4( blendColor );
442 *mBlendColor = blendColor;
445 mResendFlag |= RESEND_BLEND_COLOR;
448 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
450 mIndexedDrawFirstElement = firstElement;
451 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
454 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
456 mIndexedDrawElementsCount = elementsCount;
457 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
460 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
462 mPremultipledAlphaEnabled = preMultipled;
463 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
466 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
468 mDepthWriteMode = depthWriteMode;
469 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
472 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
474 mDepthTestMode = depthTestMode;
475 mResendFlag |= RESEND_DEPTH_TEST_MODE;
478 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
480 mDepthFunction = depthFunction;
481 mResendFlag |= RESEND_DEPTH_FUNCTION;
484 void Renderer::SetRenderMode( RenderMode::Type mode )
486 mStencilParameters.renderMode = mode;
487 mResendFlag |= RESEND_RENDER_MODE;
490 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
492 mStencilParameters.stencilFunction = stencilFunction;
493 mResendFlag |= RESEND_STENCIL_FUNCTION;
496 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
498 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
499 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
502 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
504 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
505 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
508 void Renderer::SetStencilMask( int stencilMask )
510 mStencilParameters.stencilMask = stencilMask;
511 mResendFlag |= RESEND_STENCIL_MASK;
514 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
516 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
517 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
520 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
522 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
523 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
526 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
528 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
529 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
532 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
533 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
535 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
536 mSceneController = &sceneController;
537 RenderDataProvider* dataProvider = NewRenderDataProvider();
539 mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
540 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
542 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
545 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
546 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
548 //Remove renderer from RenderManager
551 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
554 mSceneController = NULL;
557 RenderDataProvider* Renderer::NewRenderDataProvider()
559 RenderDataProvider* dataProvider = new RenderDataProvider();
561 dataProvider->mUniformMapDataProvider = this;
562 dataProvider->mShader = mShader;
566 size_t textureCount = mTextureSet->GetNewTextureCount();
567 dataProvider->mNewTextures.resize( textureCount );
568 dataProvider->mSamplers.resize( textureCount );
569 for( unsigned int i(0); i<textureCount; ++i )
571 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
572 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
579 Render::Renderer& Renderer::GetRenderer()
584 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
586 return mCollectedUniformMap[bufferIndex];
589 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
591 ready = mResourcesReady;
592 complete = mFinishedResourceAcquisition;
595 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
597 Renderer::Opacity opacity = Renderer::OPAQUE;
601 case BlendMode::ON: // If the renderer should always be use blending
603 opacity = Renderer::TRANSLUCENT;
606 case BlendMode::AUTO:
608 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
609 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
611 opacity = Renderer::TRANSLUCENT;
613 else // renderer should determine opacity using the actor color
615 float alpha = node.GetWorldColor( updateBufferIndex ).a;
616 if( alpha <= FULLY_TRANSPARENT )
618 opacity = TRANSPARENT;
620 else if( alpha <= FULLY_OPAQUE )
622 opacity = TRANSLUCENT;
627 case BlendMode::OFF: // the renderer should never use blending
630 opacity = Renderer::OPAQUE;
638 void Renderer::TextureSetChanged()
640 mResendFlag |= RESEND_DATA_PROVIDER;
643 void Renderer::ConnectionsChanged( PropertyOwner& object )
645 // One of our child objects has changed it's connections. Ensure the uniform
646 // map gets regenerated during PrepareRender
647 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
649 // Ensure the child object pointers get re-sent to the renderer
650 mResendFlag |= RESEND_DATA_PROVIDER;
653 void Renderer::ConnectedUniformMapChanged()
655 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
658 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
660 // The mappings are either from PropertyOwner base class, or the Actor
661 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
664 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
666 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
670 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
676 } // namespace SceneGraph
677 } // namespace Internal