[4.0] Disable certain GL calls when depth and/or stencil buffers are not available
[platform/core/uifw/dali-core.git] / dali / integration-api / core.cpp
index 866897e..41dfa0d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
 #include <dali/integration-api/gl-sync-abstraction.h>
 #include <dali/internal/common/core-impl.h>
 
-// EXTERNAL INCLUDES
-#include <iosfwd>
-#include <stdarg.h>
-
 namespace Dali
 {
 
 namespace Integration
 {
 
-Core* Core::New(RenderController& renderController, PlatformAbstraction& platformAbstraction,
-                GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction, GestureManager& gestureManager, ResourcePolicy::DataRetention policy )
+Core* Core::New( RenderController& renderController,
+                 PlatformAbstraction& platformAbstraction,
+                 GlAbstraction& glAbstraction,
+                 GlSyncAbstraction& glSyncAbstraction,
+                 GestureManager& gestureManager,
+                 ResourcePolicy::DataRetention policy,
+                 RenderToFrameBuffer renderToFboEnabled,
+                 DepthBufferAvailable depthBufferAvailable,
+                 StencilBufferAvailable stencilBufferAvailable )
 {
   Core* instance = new Core;
-  instance->mImpl = new Internal::Core( renderController, platformAbstraction, glAbstraction, glSyncAbstraction, gestureManager, policy );
+  instance->mImpl = new Internal::Core( renderController,
+                                        platformAbstraction,
+                                        glAbstraction,
+                                        glSyncAbstraction,
+                                        gestureManager,
+                                        policy,
+                                        renderToFboEnabled,
+                                        depthBufferAvailable,
+                                        stencilBufferAvailable );
 
   return instance;
 }
@@ -53,15 +64,11 @@ ContextNotifierInterface* Core::GetContextNotifier()
   return mImpl->GetContextNotifier();
 }
 
-// @todo Rename to ResetGlContext
 void Core::ContextCreated()
 {
   mImpl->ContextCreated();
 }
 
-// @todo Replace with StopRendering that prevents RenderManager from rendering
-// until we get ResetGLContext again, change ContextCreated to reset gpu buffer cache,
-// gl texture id's
 void Core::ContextDestroyed()
 {
   mImpl->ContextDestroyed();
@@ -77,19 +84,14 @@ void Core::SurfaceResized(unsigned int width, unsigned int height)
   mImpl->SurfaceResized(width, height);
 }
 
-void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
-{
-  mImpl->SetDpi(dpiHorizontal, dpiVertical);
-}
-
-void Core::Suspend()
+void Core::SetTopMargin( unsigned int margin )
 {
-  mImpl->Suspend();
+  mImpl->SetTopMargin(margin);
 }
 
-void Core::Resume()
+void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
 {
-  mImpl->Resume();
+  mImpl->SetDpi(dpiHorizontal, dpiVertical);
 }
 
 void Core::SceneCreated()
@@ -107,19 +109,14 @@ void Core::ProcessEvents()
   mImpl->ProcessEvents();
 }
 
-void Core::UpdateTouchData(const TouchData& touch)
-{
-  mImpl->UpdateTouchData(touch);
-}
-
 unsigned int Core::GetMaximumUpdateCount() const
 {
   return mImpl->GetMaximumUpdateCount();
 }
 
-void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status )
+  void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
 {
-  mImpl->Update( elapsedSeconds, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds, status );
+  mImpl->Update( elapsedSeconds, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds, status, renderToFboEnabled, isRenderingToFbo );
 }
 
 void Core::Render( RenderStatus& status )