}
/**
+ * @brief Pushes RenderPass to the discard queue
+ *
+ * Function is called from the UniquePtr custom deleter.
+ *
+ * @param[in] program Pointer to the RenderPass
+ */
+ void DiscardResource(GLES::RenderPass* renderPass)
+ {
+ mDiscardRenderPassQueue.push(renderPass);
+ }
+
+ /**
+ * @brief Pushes RenderTarget to the discard queue
+ *
+ * Function is called from the UniquePtr custom deleter.
+ *
+ * @param[in] program Pointer to the RenderTarget
+ */
+ void DiscardResource(GLES::RenderTarget* renderTarget)
+ {
+ mDiscardRenderTargetQueue.push(renderTarget);
+ }
+
+ /**
* @brief Pushes Shader to the discard queue
*
* Function is called from the UniquePtr custom deleter.
*/
void Flush()
{
- mGraphics->ActivateResourceContext();
+ if(!mCreateTextureQueue.empty() ||
+ !mCreateBufferQueue.empty() ||
+ !mCreateFramebufferQueue.empty() ||
+ !mTextureUpdateRequests.empty() ||
+ !mTextureMipmapGenerationRequests.empty())
+ {
+ mGraphics->ActivateResourceContext();
+ }
// Process creations
ProcessCreateQueues();
std::queue<GLES::Program*> mDiscardProgramQueue; ///< Discard queue for program resource
std::queue<GLES::Pipeline*> mDiscardPipelineQueue; ///< Discard queue of pipelines
+ std::queue<GLES::RenderPass*> mDiscardRenderPassQueue; ///< Discard queue for renderpass resource
+ std::queue<GLES::RenderTarget*> mDiscardRenderTargetQueue; ///< Discard queue for rendertarget resource
std::queue<GLES::Shader*> mDiscardShaderQueue; ///< Discard queue of shaders
std::queue<GLES::Sampler*> mDiscardSamplerQueue; ///< Discard queue of samplers
std::queue<const GLES::CommandBuffer*> mDiscardCommandBufferQueue; ///< Discard queue of command buffers
bool mIsShuttingDown{false}; ///< Indicates whether the controller is shutting down
- // todo: to be removed after renderpass
- const Graphics::Framebuffer* currentFramebuffer{nullptr};
+ std::queue<const GLES::CommandBuffer*> mPresentationCommandBuffers{}; ///< Queue of reusable command buffers used by presentation engine
};
} // namespace Graphics