#include <dali/integration-api/debug.h>
#include <dali/integration-api/events/event.h>
#include <dali/integration-api/gl-sync-abstraction.h>
+#include <dali/integration-api/gl-context-helper-abstraction.h>
#include <dali/integration-api/platform-abstraction.h>
#include <dali/integration-api/processor-interface.h>
#include <dali/integration-api/render-controller.h>
using Integration::PlatformAbstraction;
using Integration::GlSyncAbstraction;
using Integration::GlAbstraction;
+using Integration::GlContextHelperAbstraction;
using Integration::Event;
using Integration::UpdateStatus;
using Integration::RenderStatus;
PlatformAbstraction& platform,
GlAbstraction& glAbstraction,
GlSyncAbstraction& glSyncAbstraction,
+ GlContextHelperAbstraction& glContextHelperAbstraction,
ResourcePolicy::DataRetention dataRetentionPolicy,
Integration::RenderToFrameBuffer renderToFboEnabled,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable )
: mRenderController( renderController ),
mPlatform(platform),
mProcessingEvent(false),
mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
renderController,
*mRenderManager,
renderQueue,
- *mRenderTaskProcessor );
+ *mRenderTaskProcessor,
+ partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE );
mRenderManager->SetShaderSaver( *mUpdateManager );
mRenderManager->ContextDestroyed();
}
-void Core::SurfaceResized( Integration::RenderSurface* surface )
+void Core::SurfaceDeleted( Integration::RenderSurface* surface )
{
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for( auto scene : mScenes )
{
- if( (*iter)->GetSurface() == surface )
+ if( scene->GetSurface() == surface )
{
- (*iter)->SurfaceResized();
+ scene->SurfaceDeleted();
+ break;
}
}
}
// Any message to update will wake it up anyways
}
-void Core::Render( RenderStatus& status, bool forceClear )
+void Core::Render( RenderStatus& status, bool forceClear, bool uploadOnly )
{
- mRenderManager->Render( status, forceClear );
+ mRenderManager->Render( status, forceClear, uploadOnly );
}
void Core::SceneCreated()
// Scene could be added or removed while processing the events
// Copy the Scene container locally to avoid possibly invalid iterator
- std::vector<ScenePtr> scenes = mScenes;
+ SceneContainer scenes = mScenes;
// process events in all scenes
- for( auto iter = scenes.begin(); iter != scenes.end(); ++iter )
+ for( auto scene : scenes )
{
- (*iter)->ProcessEvents();
+ scene->ProcessEvents();
}
mNotificationManager->ProcessMessages();
// Emit signal here to inform listeners that event processing has finished.
- for( auto iter = scenes.begin(); iter != scenes.end(); ++iter )
+ for( auto scene : scenes )
{
- (*iter)->EmitEventProcessingFinishedSignal();
+ scene->EmitEventProcessingFinishedSignal();
}
// Run any registered processors
mRelayoutController->Relayout();
// Rebuild depth tree after event processing has finished
- for( auto iter = scenes.begin(); iter != scenes.end(); ++iter )
+ for( auto scene : scenes )
{
- (*iter)->RebuildDepthTree();
+ scene->RebuildDepthTree();
}
// Flush any queued messages for the update-thread