hash ^= std::hash<uint32_t>{}(attr.location);
}
- auto& gl = *mController.GetGL();
- auto iter = mProgramVAOMap.find(program);
+ auto& gl = *mController.GetGL();
+
+ if(DALI_UNLIKELY(!mDiscardedVAOList.empty()))
+ {
+ gl.DeleteVertexArrays(static_cast<Dali::GLsizei>(mDiscardedVAOList.size()), mDiscardedVAOList.data());
+ mDiscardedVAOList.clear();
+ }
+
+ auto iter = mProgramVAOMap.find(program);
if(iter != mProgramVAOMap.end())
{
auto attributeIter = iter->second.find(hash);
std::unordered_map<const GLES::ProgramImpl*, std::map<std::size_t, uint32_t>> mProgramVAOMap; ///< GL program-VAO map
uint32_t mProgramVAOCurrentState{0u}; ///< Currently bound VAO
GLStateCache mGlStateCache{}; ///< GL status cache
+ std::vector<Dali::GLuint> mDiscardedVAOList{};
bool mGlContextCreated{false}; ///< True if the OpenGL context has been created
// elements. This avoids having to sort the bindings.
for(const auto& binding : mImpl->mCurrentTextureBindings)
{
+ if(currentSampler >= samplers.size())
+ {
+ // Don't bind more textures than there are active samplers.
+ break;
+ }
+
auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
// Texture may not have been initialized yet...(tbm_surface timing issue?)
++currentSampler;
currentElement = 0;
}
- if(currentSampler >= samplers.size())
- {
- // Don't bind more textures than there are active samplers.
- break;
- }
}
// for each attribute bind vertices
auto& gl = *mImpl->mController.GetGL();
gl.Flush();
+ if(framebuffer->CaptureRequested())
+ {
+ framebuffer->DrawRenderedBuffer();
+ }
+
/* @todo Full dependency checking would need to store textures in Begin, and create
* fence objects here; but we're going to draw all fbos on shared context in serial,
* so no real need (yet). Might want to consider ensuring order of render passes,
for(auto& attributeHashPair : iter->second)
{
auto vao = attributeHashPair.second;
- gl->DeleteVertexArrays(1, &vao);
+
+ // Do not delete vao now. (Since Context might not be current.)
+ mImpl->mDiscardedVAOList.emplace_back(vao);
if(mImpl->mProgramVAOCurrentState == vao)
{
mImpl->mProgramVAOCurrentState = 0u;
}
}
+
+ // Clear cached Vertex buffer.
+ mImpl->mCurrentVertexBufferBindings.clear();
+
mImpl->mProgramVAOMap.erase(iter);
}
}