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Revert "[Tizen] Add screen and client rotation itself function"
[platform/core/uifw/dali-core.git]
/
dali
/
internal
/
render
/
common
/
render-algorithms.cpp
diff --git
a/dali/internal/render/common/render-algorithms.cpp
b/dali/internal/render/common/render-algorithms.cpp
index
ec47b65
..
0061b87
100644
(file)
--- a/
dali/internal/render/common/render-algorithms.cpp
+++ b/
dali/internal/render/common/render-algorithms.cpp
@@
-1,5
+1,5
@@
/*
/*
- * Copyright (c) 201
7
Samsung Electronics Co., Ltd.
+ * Copyright (c) 201
9
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.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-389,7
+389,8
@@
inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
Integration::DepthBufferAvailable depthBufferAvailable,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<GLuint>& boundTextures )
{
DALI_PRINT_RENDER_LIST( renderList );
{
DALI_PRINT_RENDER_LIST( renderList );
@@
-424,7
+425,7
@@
inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList,
}
// Loop through all RenderList in the RenderList, set up any prerequisites to render them, then perform the render.
}
// Loop through all RenderList in the RenderList, set up any prerequisites to render them, then perform the render.
- for(
size_t index( 0u )
; index < count; ++index )
+ for(
uint32_t index = 0u
; index < count; ++index )
{
const RenderItem& item = renderList.GetItem( index );
DALI_PRINT_RENDER_ITEM( item );
{
const RenderItem& item = renderList.GetItem( index );
DALI_PRINT_RENDER_ITEM( item );
@@
-447,7
+448,7
@@
inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList,
// Render the item.
item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
// Render the item.
item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
- viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque
, boundTextures
);
}
}
}
}
}
}
@@
-462,7
+463,8
@@
void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru
Context& context,
BufferIndex bufferIndex,
Integration::DepthBufferAvailable depthBufferAvailable,
Context& context,
BufferIndex bufferIndex,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<GLuint>& boundTextures )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
@@
-490,7
+492,8
@@
void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru
*viewMatrix,
*projectionMatrix,
depthBufferAvailable,
*viewMatrix,
*projectionMatrix,
depthBufferAvailable,
- stencilBufferAvailable );
+ stencilBufferAvailable,
+ boundTextures );
}
}
}
}
}
}