* @param[in] depthTestEnabled True if depth test is enabled for the layer
* @param[in] isLayer3D True if the layer is a 3D layer
*/
-inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled, bool isLayer3D )
+inline void SetRenderFlags( const RenderList& renderList, Context& context, bool depthTestEnabled )
{
const unsigned int renderFlags = renderList.GetFlags();
GLbitfield clearMask = 0u;
}
// Enable and Clear the depth buffer if required.
- // DepthTest must be enabled for the layer, else testing is turned off.
- if( !depthTestEnabled )
+ if( depthTestEnabled )
{
- context.EnableDepthBuffer( false );
- }
- else if( renderList.HasColorRenderItems() || isLayer3D ) // Also, within the context of this if(), depth test is enabled.
- {
-
clearMask |= GL_DEPTH_BUFFER_BIT;
+
// We need to enable the depth buffer to clear it.
// Subsequently it is enabled and disabled on a per-RenderItem basis.
- // If we do not have color renderers, this is only done for 3D layers.
context.EnableDepthBuffer( true );
}
+ else
+ {
+ context.EnableDepthBuffer( false );
+ }
// Clear Depth and/or stencil buffers as required.
// Note: The buffers will only be cleared if written to since a previous clear.
// Setup the color buffer based on the renderers properties.
Renderer *renderer = item.mRenderer;
- context.ColorMask( renderer->GetWriteToColorBuffer() );
+ RenderMode::Type renderMode = renderer->GetRenderMode();
+ const bool writeToColorBuffer = ( renderMode == RenderMode::AUTO ) || ( renderMode == RenderMode::COLOR ) || ( renderMode == RenderMode::COLOR_STENCIL );
+ context.ColorMask( writeToColorBuffer );
// If the stencil buffer is disabled for this renderer, exit now to save unnecessary value setting.
- if( renderer->GetStencilMode() != StencilMode::ON )
+ if( ( renderMode != RenderMode::STENCIL ) && ( renderMode != RenderMode::COLOR_STENCIL ) )
{
// No per-renderer stencil setup, exit.
context.EnableStencilBuffer( false );
* If AUTO is selected for writing, the decision will be based on the items opacity.
* @param item The RenderItem to set up the depth buffer for
* @param context The context used to execute GL commands.
- * @param isLayer3D True if the layer behavior is set to LAYER_3D
+ * @param depthTestEnabled True if depth testing has been enabled.
*/
-inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool isLayer3D )
+inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool depthTestEnabled )
{
// Set up whether or not to write to the depth buffer.
const DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
// Most common mode (AUTO) is tested first.
- bool enableDepthWrite = ( ( depthWriteMode == DepthWriteMode::AUTO ) && item.mIsOpaque ) ||
+ bool enableDepthWrite = ( ( depthWriteMode == DepthWriteMode::AUTO ) && depthTestEnabled && item.mIsOpaque ) ||
( depthWriteMode == DepthWriteMode::ON );
context.DepthMask( enableDepthWrite );
// Set up whether or not to read from (test) the depth buffer.
const DepthTestMode::Type depthTestMode = item.mRenderer->GetDepthTestMode();
// Most common mode (AUTO) is tested first.
- bool enableDepthTest = ( ( depthTestMode == DepthTestMode::AUTO ) && isLayer3D ) ||
+ bool enableDepthTest = ( ( depthTestMode == DepthTestMode::AUTO ) && depthTestEnabled ) ||
( depthTestMode == DepthTestMode::ON );
// Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
{
DALI_PRINT_RENDER_LIST( renderList );
- bool depthTestEnabled = !( renderList.GetSourceLayer()->IsDepthTestDisabled() );
- bool isLayer3D = renderList.GetSourceLayer()->GetBehavior() == Dali::Layer::LAYER_3D;
+ bool autoDepthTestMode = !( renderList.GetSourceLayer()->IsDepthTestDisabled() ) && renderList.HasColorRenderItems();
bool usedStencilBuffer = false;
bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
SetScissorTest( renderList, context );
- SetRenderFlags( renderList, context, depthTestEnabled, isLayer3D );
+ SetRenderFlags( renderList, context, autoDepthTestMode );
- // The Layers depth enabled flag overrides the per-renderer depth flags.
- // So if depth test is disabled at the layer level, we ignore per-render flags.
- // Note: Overlay renderers will not read or write from the depth buffer.
- if( DALI_LIKELY( !renderList.HasColorRenderItems() || !depthTestEnabled ) )
+ const size_t count = renderList.Count();
+ for ( size_t index = 0; index < count; ++index )
{
- size_t count = renderList.Count();
- for ( size_t index = 0; index < count; ++index )
- {
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
-
- SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
- }
- }
- else
- {
- size_t count = renderList.Count();
- for ( size_t index = 0; index < count; ++index )
- {
- const RenderItem& item = renderList.GetItem( index );
- DALI_PRINT_RENDER_ITEM( item );
-
- // Set up the depth buffer based on per-renderer flags.
- SetupDepthBuffer( item, context, isLayer3D );
- SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
-
- item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
- item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
- }
+ const RenderItem& item = renderList.GetItem( index );
+ DALI_PRINT_RENDER_ITEM( item );
+
+ // Set up the depth buffer based on per-renderer flags.
+ // If the per renderer flags are set to "ON" or "OFF", they will always override any Layer depth mode or
+ // draw-mode state, such as Overlays.
+ // If the flags are set to "AUTO", the behaviour then depends on the type of renderer. Overlay Renderers will always
+ // disable depth testing and writing. Color Renderers will enable them if the Layer does.
+ SetupDepthBuffer( item, context, autoDepthTestMode );
+ SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
+
+ item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
+ item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
}
}