[3.0] remove Uniform name cache as its no longer used
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 497b0e5..96ab1ff 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -31,7 +31,6 @@
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/common/render-instruction-container.h>
 #include <dali/internal/render/common/render-instruction.h>
-#include <dali/internal/render/data-providers/uniform-name-cache.h>
 #include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/gl-resources/frame-buffer-texture.h>
 #include <dali/internal/render/gl-resources/texture-cache.h>
@@ -81,8 +80,7 @@ struct RenderManager::Impl
   Impl( Integration::GlAbstraction& glAbstraction,
         Integration::GlSyncAbstraction& glSyncAbstraction,
         LockedResourceQueue& textureUploadedQ,
-        TextureUploadedDispatcher& postProcessDispatcher,
-        GeometryBatcher& geometryBatcher )
+        TextureUploadedDispatcher& postProcessDispatcher )
   : context( glAbstraction ),
     glSyncAbstraction( glSyncAbstraction ),
     renderQueue(),
@@ -100,8 +98,7 @@ struct RenderManager::Impl
     renderersAdded( false ),
     firstRenderCompleted( false ),
     defaultShader( NULL ),
-    programController( glAbstraction ),
-    geometryBatcher( geometryBatcher )
+    programController( glAbstraction )
   {
   }
 
@@ -142,7 +139,6 @@ struct RenderManager::Impl
   Integration::GlSyncAbstraction& glSyncAbstraction;      ///< GL sync abstraction
   RenderQueue                   renderQueue;              ///< A message queue for receiving messages from the update-thread.
   TextureCache                  textureCache;             ///< Cache for all GL textures
-  Render::UniformNameCache      uniformNameCache;         ///< Cache to provide unique indices for uniforms
   LockedResourceQueue&          textureUploadedQueue;     ///< A queue for requesting resource post processing in update thread
 
   // Render instructions describe what should be rendered during RenderManager::Render()
@@ -170,17 +166,14 @@ struct RenderManager::Impl
   bool                          firstRenderCompleted;     ///< False until the first render is done
   Shader*                       defaultShader;            ///< Default shader to use
   ProgramController             programController;        ///< Owner of the GL programs
-
-  SceneGraph::GeometryBatcher&  geometryBatcher;          ///< Instance of geometry batcher
 };
 
 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
                                    Integration::GlSyncAbstraction& glSyncAbstraction,
-                                   SceneGraph::GeometryBatcher& geometryBatcher,
                                    LockedResourceQueue& textureUploadedQ )
 {
   RenderManager* manager = new RenderManager;
-  manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager, geometryBatcher );
+  manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
   return manager;
 }
 
@@ -269,7 +262,7 @@ void RenderManager::SetDefaultSurfaceRect(const Rect<int>& rect)
 void RenderManager::AddRenderer( Render::Renderer* renderer )
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize( mImpl->context, mImpl->textureCache, mImpl->uniformNameCache );
+  renderer->Initialize( mImpl->context, mImpl->textureCache );
 
   mImpl->rendererContainer.PushBack( renderer );
 
@@ -690,7 +683,6 @@ void RenderManager::DoRender( RenderInstruction& instruction, Shader& defaultSha
                                     mImpl->context,
                                     mImpl->textureCache,
                                     defaultShader,
-                                    mImpl->geometryBatcher,
                                     mImpl->renderBufferIndex );
 
   if(instruction.mOffscreenTextureId != 0)