2 * Copyright (c) 2022 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/blending-options.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/render/data-providers/node-data-provider.h>
25 #include <dali/internal/render/data-providers/render-data-provider.h>
26 #include <dali/internal/render/queue/render-queue.h>
27 #include <dali/internal/render/renderers/render-geometry.h>
28 #include <dali/internal/render/shaders/program.h>
29 #include <dali/internal/render/shaders/render-shader.h>
30 #include <dali/internal/update/controllers/render-message-dispatcher.h>
31 #include <dali/internal/update/controllers/scene-controller.h>
32 #include <dali/internal/update/nodes/node.h>
33 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
41 namespace // unnamed namespace
43 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
44 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
46 // Flags for re-sending data to renderer.
49 RESEND_GEOMETRY = 1 << 0,
50 RESEND_FACE_CULLING_MODE = 1 << 1,
51 RESEND_BLEND_COLOR = 1 << 2,
52 RESEND_BLEND_BIT_MASK = 1 << 3,
53 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
54 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
55 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
56 RESEND_DEPTH_WRITE_MODE = 1 << 7,
57 RESEND_DEPTH_TEST_MODE = 1 << 8,
58 RESEND_DEPTH_FUNCTION = 1 << 9,
59 RESEND_RENDER_MODE = 1 << 10,
60 RESEND_STENCIL_FUNCTION = 1 << 11,
61 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
62 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
63 RESEND_STENCIL_MASK = 1 << 14,
64 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
65 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
66 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
67 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18,
68 RESEND_SHADER = 1 << 19,
69 RESEND_DRAW_COMMANDS = 1 << 20,
70 RESEND_SET_RENDER_CALLBACK = 1 << 21
73 } // Anonymous namespace
75 Renderer* Renderer::New()
77 return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
81 : mSceneController(nullptr),
87 mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
88 mIndexedDrawFirstElement(0u),
89 mIndexedDrawElementsCount(0u),
92 mDepthFunction(DepthFunction::LESS),
93 mFaceCullingMode(FaceCullingMode::NONE),
94 mBlendMode(BlendMode::AUTO),
95 mDepthWriteMode(DepthWriteMode::AUTO),
96 mDepthTestMode(DepthTestMode::AUTO),
97 mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
98 mUpdateDecay(Renderer::Decay::INITIAL),
99 mRegenerateUniformMap(false),
100 mPremultipledAlphaEnabled(false),
104 // Observe our own PropertyOwner's uniform map.
105 AddUniformMapObserver(*this);
108 Renderer::~Renderer()
112 mShader->RemoveUniformMapObserver(*this);
117 void Renderer::operator delete(void* ptr)
119 gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
122 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
124 bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
126 if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
128 // The map has changed since the last time we checked.
129 rendererUpdated = true;
130 mRegenerateUniformMap = true;
131 mUpdateDecay = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
132 mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
136 mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
141 if(mResendFlag & RESEND_GEOMETRY)
143 typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
144 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
145 new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
148 if(mResendFlag & RESEND_DRAW_COMMANDS)
150 using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
151 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
152 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
155 if(mResendFlag & RESEND_FACE_CULLING_MODE)
157 using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
158 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
159 new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
162 if(mResendFlag & RESEND_BLEND_BIT_MASK)
164 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
165 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
166 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
169 if(mResendFlag & RESEND_BLEND_COLOR)
171 using DerivedType = MessageValue1<Render::Renderer, Vector4>;
172 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
173 new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
176 if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
178 using DerivedType = MessageValue1<Render::Renderer, bool>;
179 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
180 new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
183 if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
185 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
186 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
187 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
190 if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
192 using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
193 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
194 new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
197 if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
199 using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
200 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
201 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
204 if(mResendFlag & RESEND_DEPTH_TEST_MODE)
206 using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
207 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
208 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
211 if(mResendFlag & RESEND_DEPTH_FUNCTION)
213 using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
214 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
215 new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
218 if(mResendFlag & RESEND_RENDER_MODE)
220 using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
221 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
222 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
225 if(mResendFlag & RESEND_STENCIL_FUNCTION)
227 using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
228 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
229 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
232 if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
234 using DerivedType = MessageValue1<Render::Renderer, int>;
235 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
236 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
239 if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
241 using DerivedType = MessageValue1<Render::Renderer, int>;
242 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
243 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
246 if(mResendFlag & RESEND_STENCIL_MASK)
248 using DerivedType = MessageValue1<Render::Renderer, int>;
249 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
250 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
253 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
255 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
256 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
257 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
260 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
262 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
263 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
264 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
267 if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
269 using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
270 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
271 new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
274 if(mResendFlag & RESEND_SHADER)
276 using DerivedType = MessageValue1<Render::Renderer, bool>;
277 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
278 new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
281 if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
283 using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
284 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
285 new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
291 return rendererUpdated;
294 void Renderer::SetTextures(TextureSet* textureSet)
296 DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
298 mTextureSet = textureSet;
301 const Vector<Render::Texture*>* Renderer::GetTextures() const
303 return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
306 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
308 return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
311 void Renderer::SetShader(Shader* shader)
313 DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
317 mShader->RemoveUniformMapObserver(*this);
321 mShader->AddUniformMapObserver(*this);
322 mRegenerateUniformMap = true;
323 mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
326 void Renderer::SetGeometry(Render::Geometry* geometry)
328 DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
329 mGeometry = geometry;
333 mResendFlag |= RESEND_GEOMETRY;
337 void Renderer::SetDepthIndex(int depthIndex)
339 mDepthIndex = depthIndex;
342 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
344 mFaceCullingMode = faceCullingMode;
345 mResendFlag |= RESEND_FACE_CULLING_MODE;
348 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
350 return mFaceCullingMode;
353 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
355 mBlendMode = blendingMode;
358 BlendMode::Type Renderer::GetBlendMode() const
363 void Renderer::SetBlendingOptions(uint32_t options)
365 if(mBlendBitmask != options)
367 mBlendBitmask = options;
368 mResendFlag |= RESEND_BLEND_BIT_MASK;
372 uint32_t Renderer::GetBlendingOptions() const
374 return mBlendBitmask;
377 void Renderer::SetBlendColor(const Vector4& blendColor)
379 if(blendColor == Color::TRANSPARENT)
381 mBlendColor = nullptr;
387 mBlendColor = new Vector4(blendColor);
391 *mBlendColor = blendColor;
395 mResendFlag |= RESEND_BLEND_COLOR;
398 Vector4 Renderer::GetBlendColor() const
404 return Color::TRANSPARENT;
407 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
409 mIndexedDrawFirstElement = firstElement;
410 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
413 uint32_t Renderer::GetIndexedDrawFirstElement() const
415 return mIndexedDrawFirstElement;
418 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
420 mIndexedDrawElementsCount = elementsCount;
421 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
424 uint32_t Renderer::GetIndexedDrawElementsCount() const
426 return mIndexedDrawElementsCount;
429 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
431 mPremultipledAlphaEnabled = preMultipled;
432 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
435 bool Renderer::IsPreMultipliedAlphaEnabled() const
437 return mPremultipledAlphaEnabled;
440 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
442 mDepthWriteMode = depthWriteMode;
443 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
446 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
448 return mDepthWriteMode;
451 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
453 mDepthTestMode = depthTestMode;
454 mResendFlag |= RESEND_DEPTH_TEST_MODE;
457 DepthTestMode::Type Renderer::GetDepthTestMode() const
459 return mDepthTestMode;
462 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
464 mDepthFunction = depthFunction;
465 mResendFlag |= RESEND_DEPTH_FUNCTION;
468 DepthFunction::Type Renderer::GetDepthFunction() const
470 return mDepthFunction;
473 void Renderer::SetRenderMode(RenderMode::Type mode)
475 mStencilParameters.renderMode = mode;
476 mResendFlag |= RESEND_RENDER_MODE;
479 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
481 mStencilParameters.stencilFunction = stencilFunction;
482 mResendFlag |= RESEND_STENCIL_FUNCTION;
485 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
487 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
488 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
491 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
493 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
494 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
497 void Renderer::SetStencilMask(int stencilMask)
499 mStencilParameters.stencilMask = stencilMask;
500 mResendFlag |= RESEND_STENCIL_MASK;
503 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
505 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
506 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
509 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
511 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
512 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
515 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
517 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
518 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
521 void Renderer::SetRenderCallback(RenderCallback* callback)
523 mRenderCallback = callback;
524 mResendFlag |= RESEND_SET_RENDER_CALLBACK;
527 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
529 return mStencilParameters;
532 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
534 mOpacity.Bake(updateBufferIndex, opacity);
537 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
539 return mOpacity[updateBufferIndex];
542 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
544 mRenderingBehavior = renderingBehavior;
547 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
549 return mRenderingBehavior;
552 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
553 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
555 mRegenerateUniformMap = true;
556 mSceneController = &sceneController;
558 mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
560 OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
561 mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
564 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
565 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
567 //Remove renderer from RenderManager
570 mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
573 mSceneController = nullptr;
576 Render::Renderer& Renderer::GetRenderer()
581 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
583 Renderer::OpacityType opacityType = Renderer::OPAQUE;
585 if(node.IsTransparent())
587 return Renderer::TRANSPARENT;
592 case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
594 opacityType = Renderer::TRANSLUCENT;
597 case BlendMode::ON: // If the renderer should always be use blending
599 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
600 if(alpha <= FULLY_TRANSPARENT)
602 opacityType = Renderer::TRANSPARENT;
606 opacityType = Renderer::TRANSLUCENT;
610 case BlendMode::AUTO:
612 if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
614 opacityType = Renderer::TRANSLUCENT;
618 bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
619 if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
621 opacityType = Renderer::TRANSLUCENT;
624 // renderer should determine opacity using the actor color
625 float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
626 if(alpha <= FULLY_TRANSPARENT)
628 opacityType = Renderer::TRANSPARENT;
630 else if(alpha <= FULLY_OPAQUE)
632 opacityType = Renderer::TRANSLUCENT;
637 case BlendMode::OFF: // the renderer should never use blending
640 opacityType = Renderer::OPAQUE;
648 bool Renderer::UpdateUniformMap()
650 bool updated = false;
652 if(mRegenerateUniformMap)
654 CollectedUniformMap& localMap = mCollectedUniformMap;
657 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
659 auto size = rendererUniformMap.Count();
662 size += mShader->GetUniformMap().Count();
665 localMap.Reserve(size);
666 localMap.AddMappings(rendererUniformMap);
669 localMap.AddMappings(mShader->GetUniformMap());
671 localMap.UpdateChangeCounter();
672 mRegenerateUniformMap = false;
678 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
680 mDrawCommands.clear();
681 mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
682 mResendFlag |= RESEND_DRAW_COMMANDS;
685 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
687 // The mappings are either from PropertyOwner base class, or the Shader
688 mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
691 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
693 return mCollectedUniformMap;
696 } // namespace SceneGraph
697 } // namespace Internal