#include <dali/internal/render/shaders/program.h>
#include <dali/internal/render/data-providers/node-data-provider.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/public-api/actors/blending.h>
#include <dali/internal/render/gl-resources/gl-texture.h>
namespace Dali
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters,
- bool writeToColorBuffer )
+ StencilParameters& stencilParameters )
{
return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
- depthFunction, stencilParameters, writeToColorBuffer );
+ depthFunction, stencilParameters );
}
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters,
- bool writeToColorBuffer )
+ StencilParameters& stencilParameters )
: mRenderDataProvider( dataProvider ),
mContext( NULL),
mTextureCache( NULL ),
mFaceCullingMode( faceCullingMode ),
mDepthWriteMode( depthWriteMode ),
mDepthTestMode( depthTestMode ),
- mWriteToColorBuffer( writeToColorBuffer ),
mUpdateAttributesLocation( true ),
mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
{
{
mRenderDataProvider = dataProvider;
mUpdateAttributesLocation = true;
+
+ //Check that the number of textures match the number of samplers in the shader
+ size_t textureCount = dataProvider->GetNewTextures().size();
+ Program* program = dataProvider->GetShader().GetProgram();
+ if( program && program->GetActiveSamplerCount() != textureCount )
+ {
+ DALI_LOG_WARNING("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
+ program->GetActiveSamplerCount(),
+ textureCount );
+ }
}
void Renderer::SetGeometry( Render::Geometry* geometry )
unsigned int textureUnit = 0;
bool result = true;
- std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
-
- std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
GLint uniformLocation(-1);
- for( size_t i(0); result && i<textures.size(); ++i )
- {
- ResourceId textureId = textures[i].GetTextureId();
- Internal::Texture* texture = textureCache.GetTexture( textureId );
- if( texture )
- {
- result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
-
- if( result )
- {
- GLint uniformLocation;
-
- //TODO : This is a bug, result variable is being shadowed. Fix it!
- bool result = program.GetSamplerUniformLocation( i, uniformLocation );
- if( result && Program::UNIFORM_UNKNOWN != uniformLocation )
- {
- program.SetUniform1i( uniformLocation, textureUnit );
-
- unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD);
- const Render::Sampler* sampler( samplers[i] );
- if( sampler )
- {
- samplerBitfield = sampler->mBitfield;
- }
-
- texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield );
-
- ++textureUnit;
- }
- }
- }
- }
-
+ std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
- for( size_t i(0); result && i<newTextures.size(); ++i )
+ for( size_t i(0); i<newTextures.size() && result; ++i )
{
if( newTextures[i] )
{
- result = program.GetSamplerUniformLocation( i, uniformLocation ) &&
- newTextures[i]->Bind(context, textureUnit, samplers[i] );
-
- if( result )
+ result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
+ if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
{
program.SetUniform1i( uniformLocation, textureUnit );
++textureUnit;
return mDepthFunction;
}
-void Renderer::SetStencilMode( StencilMode::Type stencilMode )
+void Renderer::SetRenderMode( RenderMode::Type renderMode )
{
- mStencilParameters.stencilMode = stencilMode;
+ mStencilParameters.renderMode = renderMode;
}
-StencilMode::Type Renderer::GetStencilMode() const
+RenderMode::Type Renderer::GetRenderMode() const
{
- return mStencilParameters.stencilMode;
+ return mStencilParameters.renderMode;
}
void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
return mStencilParameters.stencilOperationOnZPass;
}
-void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
-{
- mWriteToColorBuffer = writeToColorBuffer;
-}
-
-bool Renderer::GetWriteToColorBuffer() const
-{
- return mWriteToColorBuffer;
-}
-
void Renderer::Render( Context& context,
SceneGraph::TextureCache& textureCache,
BufferIndex bufferIndex,
mUpdateAttributesLocation = false;
}
- mGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+ mGeometry->UploadAndDraw( context,
+ bufferIndex,
+ mAttributesLocation,
+ mIndexedDrawFirstElement,
+ mIndexedDrawElementsCount );
}
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes( BufferIndex bufferIndex,
+ SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
{
sortAttributes.shader = &( mRenderDataProvider->GetShader() );
- const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
- if( !textures.empty() )
- {
- sortAttributes.textureResourceId = textures[0].GetTextureId();
- }
- else
- {
- sortAttributes.textureResourceId = Integration::InvalidResourceId;
- }
-
sortAttributes.geometry = mGeometry;
}