struct RenderManager::Impl
{
Impl( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction )
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailableParam,
+ Integration::StencilBufferAvailable stencilBufferAvailableParam )
: context( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
textureContainer(),
frameBufferContainer(),
lastFrameWasRendered( false ),
- programController( glAbstraction )
+ programController( glAbstraction ),
+ depthBufferAvailable( depthBufferAvailableParam ),
+ stencilBufferAvailable( stencilBufferAvailableParam )
{
}
ProgramController programController; ///< Owner of the GL programs
+ Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
+ Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
- Integration::GlSyncAbstraction& glSyncAbstraction )
+ Integration::GlSyncAbstraction& glSyncAbstraction,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderManager* manager = new RenderManager;
manager->mImpl = new Impl( glAbstraction,
- glSyncAbstraction );
+ glSyncAbstraction,
+ depthBufferAvailable,
+ stencilBufferAvailable );
return manager;
}
mImpl->backgroundColor.b,
mImpl->backgroundColor.a );
- mImpl->context.ClearStencil( 0 );
-
- // Clear the entire color, depth and stencil buffers for the default framebuffer.
- // It is important to clear all 3 buffers, for performance on deferred renderers like Mali
+ // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
+ // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
// e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
// and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
+
mImpl->context.SetScissorTest( false );
+
+ GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+
mImpl->context.ColorMask( true );
- mImpl->context.DepthMask( true );
- mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
- mImpl->context.Clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, Context::FORCE_CLEAR );
+
+ if( mImpl->depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ {
+ mImpl->context.DepthMask( true );
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if( mImpl->stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+ {
+ mImpl->context.ClearStencil( 0 );
+ mImpl->context.StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ mImpl->context.Clear( clearMask, Context::FORCE_CLEAR );
// reset the program matrices for all programs once per frame
// this ensures we will set view and projection matrix once per program per camera
mImpl->context.SetScissorTest( false );
}
- mImpl->renderAlgorithms.ProcessRenderInstruction( instruction, mImpl->context, mImpl->renderBufferIndex );
+ mImpl->renderAlgorithms.ProcessRenderInstruction(
+ instruction,
+ mImpl->context,
+ mImpl->renderBufferIndex,
+ mImpl->depthBufferAvailable,
+ mImpl->stencilBufferAvailable );
if( instruction.mRenderTracker && ( instruction.mFrameBuffer != NULL ) )
{