#define DALI_INTEGRATION_CORE_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
class ObjectRegistry;
class RenderTaskList;
+namespace Graphics
+{
+class Controller;
+}
+
namespace Internal
{
class Core;
namespace Integration
{
class Core;
-class GlAbstraction;
-class GlSyncAbstraction;
-class GlContextHelperAbstraction;
class PlatformAbstraction;
class Processor;
class RenderController;
UpdateStatus()
: keepUpdating(false),
needsNotification(false),
- surfaceRectChanged(false),
secondsFromLastFrame(0.0f)
{
}
}
/**
- * Query wheter the default surface rect is changed or not.
- * @return true if the default surface rect is changed.
- */
- bool SurfaceRectChanged()
- {
- return surfaceRectChanged;
- }
-
- /**
* This method is provided so that FPS can be easily calculated with a release version
* of Core.
* @return the seconds from last frame as float
public:
uint32_t keepUpdating; ///< A bitmask of KeepUpdating values
bool needsNotification;
- bool surfaceRectChanged;
float secondsFromLastFrame;
};
* This object is used for integration with the native windowing system.
* @param[in] renderController The interface to an object which controls rendering.
* @param[in] platformAbstraction The interface providing platform specific services.
- * @param[in] glAbstraction The interface providing OpenGL services.
- * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
- * @param[in] glContextHelperAbstraction The interface providing OpenGL context helper objects.
+ * @param[in] graphicsController The interface providing graphics services
* @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
* @param[in] partialUpdateAvailable Whether the partial update is available
* @return A newly allocated Core.
*/
- static Core* New(RenderController& renderController,
- PlatformAbstraction& platformAbstraction,
- GlAbstraction& glAbstraction,
- GlSyncAbstraction& glSyncAbstraction,
- GlContextHelperAbstraction& glContextHelperAbstraction,
- RenderToFrameBuffer renderToFboEnabled,
- DepthBufferAvailable depthBufferAvailable,
- StencilBufferAvailable stencilBufferAvailable,
- PartialUpdateAvailable partialUpdateAvailable);
+ static Core* New(RenderController& renderController,
+ PlatformAbstraction& platformAbstraction,
+ Graphics::Controller& graphicsController,
+ RenderToFrameBuffer renderToFboEnabled,
+ DepthBufferAvailable depthBufferAvailable,
+ StencilBufferAvailable stencilBufferAvailable,
+ PartialUpdateAvailable partialUpdateAvailable);
/**
* Non-virtual destructor. Core is not intended as a base class.
* whether a Notification event should be sent, regardless of whether the multi-threading is used.
* @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.
+ * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
void Update(float elapsedSeconds,
uint32_t lastVSyncTimeMilliseconds,
uint32_t nextVSyncTimeMilliseconds,
UpdateStatus& status,
bool renderToFboEnabled,
- bool isRenderingToFbo);
+ bool isRenderingToFbo,
+ bool uploadOnly);
/**
* This is called before rendering any scene in the next frame. This method should be preceded
* @pre The GL context must have been created, and made current.
* @param[out] status showing whether update is required to run.
* @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
- * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void PreRender(RenderStatus& status, bool forceClear, bool uploadOnly);
+ void PreRender(RenderStatus& status, bool forceClear);
/**
* This is called before rendering any scene in the next frame. This method should be preceded
* @param[in] scene The scene to be rendered.
* @param[out] damagedRects containing damaged render items rects for this pass.
*/
- void PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
+ void PreRender(RenderStatus& status, Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
/**
* Render a scene in the next frame. This method should be preceded by a call up PreRender.
* followed by a call up RenderScene.
* Multi-threading note: this method should be called from a dedicated rendering thread.
* @pre The GL context must have been created, and made current.
- * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void PostRender(bool uploadOnly);
+ void PostRender();
/**
* @brief Register a processor
*
* Note, Core does not take ownership of this processor.
* @param[in] processor The process to register
+ * @param[in] postProcessor set this processor required to be called after size negotiation. Default is false.
*/
- void RegisterProcessor(Processor& processor);
+ void RegisterProcessor(Processor& processor, bool postProcessor = false);
/**
* @brief Unregister a processor
* @param[in] processor The process to unregister
+ * @param[in] postProcessor True if the processor to be unregister is for post processor.
*/
- void UnregisterProcessor(Processor& processor);
+ void UnregisterProcessor(Processor& processor, bool postProcessor = false);
/**
* @brief Gets the Object registry.