[Tizen] Do not call PreRender if rendering will be skipped
[platform/core/uifw/dali-adaptor.git] / dali / internal / adaptor / common / combined-update-render-controller.cpp
index 2f970cb..c8e0d1b 100644 (file)
@@ -574,8 +574,7 @@ void CombinedUpdateRenderController::UpdateRenderThread()
       // Then create a new pixmap/window and new surface
       // If the new surface has a different display connection, then the context will be lost
       mAdaptorInterfaces.GetDisplayConnectionInterface().Initialize();
-      newSurface->InitializeGraphics();
-      newSurface->MakeContextCurrent();
+      graphics.ActivateSurfaceContext(newSurface);
       // TODO: ReplaceGraphicsSurface doesn't work, InitializeGraphics()
       // already creates new surface window, the surface and the context.
       // We probably don't need ReplaceGraphicsSurface at all.
@@ -689,14 +688,13 @@ void CombinedUpdateRenderController::UpdateRenderThread()
 
           // Get Surface Resized flag
           sceneSurfaceResized = scene.IsSurfaceRectChanged();
-
-          windowSurface->InitializeGraphics();
+          windowSurface->SetIsResizing(sceneSurfaceResized);
 
           // clear previous frame damaged render items rects, buffer history is tracked on surface level
           mDamagedRects.clear();
 
           // Collect damage rects
-          mCore.PreRender(scene, mDamagedRects);
+          mCore.PreRender(windowRenderStatus, scene, mDamagedRects);
 
           // Render off-screen frame buffers first if any
           mCore.RenderScene(windowRenderStatus, scene, true);
@@ -704,20 +702,15 @@ void CombinedUpdateRenderController::UpdateRenderThread()
           Rect<int> clippingRect; // Empty for fbo rendering
 
           // Switch to the context of the surface, merge damaged areas for previous frames
-          windowSurface->PreRender(sceneSurfaceResized, mDamagedRects, clippingRect); // Switch GL context
-
-          if(clippingRect.IsEmpty())
+          if(windowRenderStatus.NeedsUpdate())
           {
-            mDamagedRects.clear();
+            windowSurface->PreRender(sceneSurfaceResized, mDamagedRects, clippingRect); // Switch GL context
           }
 
           // Render the surface
           mCore.RenderScene(windowRenderStatus, scene, false, clippingRect);
 
-          if(windowRenderStatus.NeedsPostRender())
-          {
-            windowSurface->PostRender(false, false, sceneSurfaceResized, mDamagedRects); // Swap Buffer with damage
-          }
+          // Buffer swapping now happens when the surface render target is presented.
 
           // If surface is resized, the surface resized count is decreased.
           if(DALI_UNLIKELY(sceneSurfaceResized))
@@ -728,6 +721,11 @@ void CombinedUpdateRenderController::UpdateRenderThread()
       }
     }
 
+    if(!mUploadWithoutRendering)
+    {
+      graphics.PostRender();
+    }
+
     mCore.PostRender(mUploadWithoutRendering);
 
     //////////////////////////////