#include <dali/integration-api/core-enumerations.h>
#include <dali/internal/common/shader-saver.h>
#include <dali/internal/event/rendering/texture-impl.h>
-#include <dali/internal/render/gl-resources/gpu-buffer.h>
#include <dali/internal/render/renderers/render-vertex-buffer.h>
#include <dali/public-api/math/rect.h>
{
namespace Integration
{
-class GlAbstraction;
-class GlSyncAbstraction;
-class GlContextHelperAbstraction;
class RenderStatus;
class Scene;
} // namespace Integration
namespace Internal
{
-class Context;
class ProgramCache;
class ShaderSaver;
RenderQueue& GetRenderQueue();
/**
- * @copydoc Dali::Integration::Core::ContextCreated()
- */
- void ContextCreated();
-
- /**
- * @copydoc Dali::Integration::Core::ContextToBeDestroyed()
- */
- void ContextDestroyed();
-
- /**
* Set the upstream interface for compiled shader binaries to be sent back to for eventual
* caching and saving.
* @param[in] upstream The abstract interface to send any received ShaderDatas onwards to..
void SetFrameDeltaTime(float deltaTime);
/**
- * Returns the rectangle for the default surface (probably the application window).
- * @return Rectangle for the surface.
- */
- void SetDefaultSurfaceRect(const Rect<int>& rect);
-
- /**
- * Returns the orintation for the default surface (probably the application window).
- * @param[in] orientation the surface's orientation.
- */
- void SetDefaultSurfaceOrientation(int orientation);
-
- /**
* Add a Renderer to the render manager.
* @param[in] renderer The renderer to add.
* @post renderer is owned by RenderManager
*/
void RemoveRenderTracker(Render::RenderTracker* renderTracker);
- /**
- * returns the Program controller for sending program messages
- * @return the ProgramController
- */
- ProgramCache* GetProgramCache();
-
// This method should be called from Core::PreRender()
/**
* This is called before rendering any scene in the next frame. This method should be preceded
* by a call up Update.
* Multi-threading note: this method should be called from a dedicated rendering thread.
- * @pre The GL context must have been created, and made current.
+ * @pre The graphics implementation must be initialized
* @param[out] status showing whether update is required to run.
* @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
* @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
* This is called before rendering any scene in the next frame. This method should be preceded
* by a call up Update.
* Multi-threading note: this method should be called from a dedicated rendering thread.
- * @pre The GL context must have been created, and made current.
+ * @pre The graphics implementation must be initialized
* @param[in] scene The scene to be rendered.
* @param[out] damagedRects The list of damaged rects for the current render pass.
*/
- void PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
+ void PreRender(Integration::RenderStatus& status, Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
// This method should be called from Core::RenderScene()
* This method should be called twice. The first pass to render off-screen frame buffers if any,
* and the second pass to render the surface.
* Multi-threading note: this method should be called from a dedicated rendering thread.
- * @pre The GL context must have been created, and made current.
+ * @pre The graphics implementation must be initialized
* @param[out] status contains the rendering flags.
* @param[in] scene The scene to be rendered.
* @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
* This method should be called twice. The first pass to render off-screen frame buffers if any,
* and the second pass to render the surface.
* Multi-threading note: this method should be called from a dedicated rendering thread.
- * @pre The GL context must have been created, and made current.
+ * @pre The graphics implementation must be initialized
* @param[out] status contains the rendering flags.
* @param[in] scene The scene to be rendered.
* @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
* This is called after rendering all the scenes in the next frame. This method should be
* followed by a call up RenderScene.
* Multi-threading note: this method should be called from a dedicated rendering thread.
- * @pre The GL context must have been created, and made current.
+ * @pre The graphics implementation must be initialized
* @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
void PostRender(bool uploadOnly);
private:
-private:
/**
* Construct a new RenderManager.
*/