#include <dali/internal/event/common/scene-impl.h>
#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
#include <dali/internal/update/render-tasks/scene-graph-camera.h>
#include <dali/internal/render/common/render-algorithms.h>
{
DALI_ASSERT_DEBUG(NULL != texture);
- // Find the texture, use reference to pointer so we can do the erase safely
- for(auto&& iter : mImpl->textureContainer)
+ // Find the texture, use std::find so we can do the erase safely
+ auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), texture);
+
+ if(iter != mImpl->textureContainer.end())
{
- if(iter == texture)
- {
- texture->Destroy();
- mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
- return;
- }
+ texture->Destroy();
+ mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
}
}
{
DALI_ASSERT_DEBUG(nullptr != frameBuffer);
- // Find the sampler, use reference so we can safely do the erase
- for(auto&& iter : mImpl->frameBufferContainer)
- {
- if(iter == frameBuffer)
- {
- frameBuffer->Destroy();
- mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
+ // Find the framebuffer, use std:find so we can safely do the erase
+ auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
- break;
- }
+ if(iter != mImpl->frameBufferContainer.end())
+ {
+ frameBuffer->Destroy();
+ mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
}
}
void RenderManager::RemoveGeometry(Render::Geometry* geometry)
{
- auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
- return geometry == item;
- });
+ auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
- if(it != mImpl->geometryContainer.end())
+ if(iter != mImpl->geometryContainer.end())
{
- mImpl->geometryContainer.Erase(it);
+ mImpl->geometryContainer.Erase(iter);
}
}
// Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
// so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
- std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
+ std::vector<DirtyRect>& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
for(DirtyRect& dirtyRect : itemsDirtyRects)
{
dirtyRect.visited = false;
for(RenderListContainer::SizeType index = 0u; index < count; ++index)
{
const RenderList* renderList = instruction.GetRenderList(index);
- if(renderList && !renderList->IsEmpty())
+ if(renderList)
{
- const std::size_t listCount = renderList->Count();
- for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
+ if(!renderList->IsEmpty())
{
- RenderItem& item = renderList->GetItem(listIndex);
- // If the item does 3D transformation, do early exit and clean the damaged rect array
- if(item.mUpdateSize == Vector3::ZERO)
+ const std::size_t listCount = renderList->Count();
+ for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
{
- return;
- }
+ RenderItem& item = renderList->GetItem(listIndex);
+ // If the item does 3D transformation, do early exit and clean the damaged rect array
+ if(item.mUpdateSize == Vector3::ZERO)
+ {
+ return;
+ }
- Rect<int> rect;
- DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
- // If the item refers to updated node or renderer.
- if(item.mIsUpdated ||
- (item.mNode &&
- (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
- {
- item.mIsUpdated = false;
- item.mNode->SetUpdatedTree(false);
+ Rect<int> rect;
+ DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
+ // If the item refers to updated node or renderer.
+ if(item.mIsUpdated ||
+ (item.mNode &&
+ (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
+ {
+ item.mIsUpdated = false;
+
+ rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
+ if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+ {
+ const int left = rect.x;
+ const int top = rect.y;
+ const int right = rect.x + rect.width;
+ const int bottom = rect.y + rect.height;
+ rect.x = (left / 16) * 16;
+ rect.y = (top / 16) * 16;
+ rect.width = ((right + 16) / 16) * 16 - rect.x;
+ rect.height = ((bottom + 16) / 16) * 16 - rect.y;
+
+ // Found valid dirty rect.
+ // 1. Insert it in the sorted array of the dirty rects.
+ // 2. Mark the related dirty rects as visited so they will not be removed below.
+ // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
+ dirtyRect.rect = rect;
+ auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+ dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+
+ int c = 1;
+ while(++dirtyRectPos != itemsDirtyRects.end())
+ {
+ if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+ {
+ break;
+ }
+
+ dirtyRectPos->visited = true;
+ Rect<int>& dirtRect = dirtyRectPos->rect;
+ rect.Merge(dirtRect);
+
+ c++;
+ if(c > 3) // no more then 3 previous rects
+ {
+ itemsDirtyRects.erase(dirtyRectPos);
+ break;
+ }
+ }
- rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
- if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+ damagedRects.push_back(rect);
+ }
+ }
+ else
{
- const int left = rect.x;
- const int top = rect.y;
- const int right = rect.x + rect.width;
- const int bottom = rect.y + rect.height;
- rect.x = (left / 16) * 16;
- rect.y = (top / 16) * 16;
- rect.width = ((right + 16) / 16) * 16 - rect.x;
- rect.height = ((bottom + 16) / 16) * 16 - rect.y;
-
- // Found valid dirty rect.
- // 1. Insert it in the sorted array of the dirty rects.
+ // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
// 2. Mark the related dirty rects as visited so they will not be removed below.
- // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
- dirtyRect.rect = rect;
auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
-
- int c = 1;
- while(++dirtyRectPos != itemsDirtyRects.end())
+ while(dirtyRectPos != itemsDirtyRects.end())
{
if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
}
dirtyRectPos->visited = true;
- Rect<int>& dirtRect = dirtyRectPos->rect;
- rect.Merge(dirtRect);
-
- c++;
- if(c > 3) // no more then 3 previous rects
- {
- itemsDirtyRects.erase(dirtyRectPos);
- break;
- }
+ dirtyRectPos++;
}
-
- damagedRects.push_back(rect);
}
}
- else
- {
- // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
- // 2. Mark the related dirty rects as visited so they will not be removed below.
- auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- while(dirtyRectPos != itemsDirtyRects.end())
- {
- if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
- {
- break;
- }
+ }
- dirtyRectPos->visited = true;
- dirtyRectPos++;
- }
- }
+ // Reset updated flag from the root
+ Layer* sourceLayer = renderList->GetSourceLayer();
+ if(sourceLayer)
+ {
+ sourceLayer->SetUpdatedTree(false);
}
}
}
void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
{
- Rect<int> clippingRect;
+ SceneGraph::Scene* sceneObject = GetImplementation(scene).GetSceneObject();
+ Rect<int> clippingRect = sceneObject->GetSurfaceRect();
+
RenderScene(status, scene, renderToFbo, clippingRect);
}