/*
- * 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.
#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>
Impl( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
LockedResourceQueue& textureUploadedQ,
- TextureUploadedDispatcher& postProcessDispatcher,
- GeometryBatcher& geometryBatcher )
+ TextureUploadedDispatcher& postProcessDispatcher )
: context( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
renderersAdded( false ),
firstRenderCompleted( false ),
defaultShader( NULL ),
- programController( glAbstraction ),
- geometryBatcher( geometryBatcher )
+ programController( glAbstraction )
{
}
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()
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;
}
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 );
mImpl->context,
mImpl->textureCache,
defaultShader,
- mImpl->geometryBatcher,
mImpl->renderBufferIndex );
if(instruction.mOffscreenTextureId != 0)