#include <dali/integration-api/debug.h>
#include <dali/integration-api/events/event.h>
#include <dali/integration-api/gl-context-helper-abstraction.h>
-#include <dali/integration-api/gl-sync-abstraction.h>
#include <dali/integration-api/platform-abstraction.h>
#include <dali/integration-api/processor-interface.h>
#include <dali/integration-api/render-controller.h>
#include <dali/internal/render/common/performance-monitor.h>
#include <dali/internal/render/common/render-manager.h>
-#include <dali/internal/render/gl-resources/context.h>
using Dali::Internal::SceneGraph::DiscardQueue;
using Dali::Internal::SceneGraph::RenderManager;
using Integration::Event;
using Integration::GlAbstraction;
using Integration::GlContextHelperAbstraction;
-using Integration::GlSyncAbstraction;
using Integration::PlatformAbstraction;
using Integration::RenderController;
using Integration::RenderStatus;
void Core::ContextCreated()
{
- mRenderManager->ContextCreated();
}
void Core::ContextDestroyed()
{
- mRenderManager->ContextDestroyed();
}
-void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo)
+void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo, bool uploadOnly)
{
// set the time delta so adaptor can easily print FPS with a release build with 0 as
// it is cached by frametime
lastVSyncTimeMilliseconds,
nextVSyncTimeMilliseconds,
renderToFboEnabled,
- isRenderingToFbo);
+ isRenderingToFbo,
+ uploadOnly);
// Check the Notification Manager message queue to set needsNotification
status.needsNotification = mNotificationManager->MessagesToProcess();
// Any message to update will wake it up anyways
}
-void Core::PreRender(RenderStatus& status, bool forceClear, bool uploadOnly)
+void Core::PreRender(RenderStatus& status, bool forceClear)
{
- mRenderManager->PreRender(status, forceClear, uploadOnly);
+ mRenderManager->PreRender(status, forceClear);
}
void Core::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
}
-void Core::PostRender(bool uploadOnly)
+void Core::PostRender()
{
- mRenderManager->PostRender(uploadOnly);
+ mRenderManager->PostRender();
}
void Core::SceneCreated()