*
*/
-// EXTERNAL INCLUDES
+// INTERNAL INCLUDES
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/view-mode.h>
#include <dali/integration-api/context-notifier.h>
+#include <dali/integration-api/core-enumerations.h>
#include <dali/integration-api/resource-policies.h>
namespace Dali
* @param[in] policy The data retention policy. This depends on application setting
* and platform support. Dali should honour this policy when deciding to discard
* intermediate resource data.
+ * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
+ * @param[in] depthBufferAvailable Whether the depth buffer is available
+ * @param[in] stencilBufferAvailable Whether the stencil buffer is available
* @return A newly allocated Core.
*/
- static Core* New(RenderController& renderController,
- PlatformAbstraction& platformAbstraction,
- GlAbstraction& glAbstraction,
- GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager,
- ResourcePolicy::DataRetention policy);
+ static Core* New( RenderController& renderController,
+ PlatformAbstraction& platformAbstraction,
+ GlAbstraction& glAbstraction,
+ GlSyncAbstraction& glSyncAbstraction,
+ GestureManager& gestureManager,
+ ResourcePolicy::DataRetention policy,
+ RenderToFrameBuffer renderToFboEnabled,
+ DepthBufferAvailable depthBufferAvailable,
+ StencilBufferAvailable stencilBufferAvailable );
/**
* Non-virtual destructor. Core is not intended as a base class.
* @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
* @param[out] status showing whether further updates are required. This also shows
* whether a Notification event should be sent, regardless of whether the multi-threading is used.
- */
- void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
+ * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
+ * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
+ */
+ void Update( float elapsedSeconds,
+ unsigned int lastVSyncTimeMilliseconds,
+ unsigned int nextVSyncTimeMilliseconds,
+ UpdateStatus& status,
+ bool renderToFboEnabled,
+ bool isRenderingToFbo );
/**
* Render the next frame. This method should be preceded by a call up Update.