/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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-instruction.h>
#include <dali/internal/render/data-providers/node-data-provider.h>
#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
#include <dali/internal/render/renderers/render-sampler.h>
#include <dali/internal/render/renderers/render-texture.h>
#include <dali/internal/render/renderers/render-vertex-buffer.h>
#include <dali/internal/render/shaders/program.h>
#include <dali/internal/render/shaders/render-shader.h>
#include <dali/internal/update/common/uniform-map.h>
-#include <dali/internal/render/renderers/pipeline-cache.h>
+#include <dali/public-api/signals/render-callback.h>
namespace Dali::Internal
{
namespace
{
// Helper to get the property value getter by type
-typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const;
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
{
switch(type)
* Helper function that returns size of uniform datatypes based
* on property type.
*/
-constexpr int GetPropertyValueSizeForUniform( Property::Type type )
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
{
switch(type)
{
- case Property::Type::BOOLEAN:{ return sizeof(bool);}
- case Property::Type::FLOAT:{ return sizeof(float);}
- case Property::Type::INTEGER:{ return sizeof(int);}
- case Property::Type::VECTOR2:{ return sizeof(Vector2);}
- case Property::Type::VECTOR3:{ return sizeof(Vector3);}
- case Property::Type::VECTOR4:{ return sizeof(Vector4);}
- case Property::Type::MATRIX3:{ return sizeof(Matrix3);}
- case Property::Type::MATRIX:{ return sizeof(Matrix);}
+ case Property::Type::BOOLEAN:
+ {
+ return sizeof(bool);
+ }
+ case Property::Type::FLOAT:
+ {
+ return sizeof(float);
+ }
+ case Property::Type::INTEGER:
+ {
+ return sizeof(int);
+ }
+ case Property::Type::VECTOR2:
+ {
+ return sizeof(Vector2);
+ }
+ case Property::Type::VECTOR3:
+ {
+ return sizeof(Vector3);
+ }
+ case Property::Type::VECTOR4:
+ {
+ return sizeof(Vector4);
+ }
+ case Property::Type::MATRIX3:
+ {
+ return sizeof(Matrix3);
+ }
+ case Property::Type::MATRIX:
+ {
+ return sizeof(Matrix);
+ }
default:
{
return 0;
mRenderDataProvider(dataProvider),
mGeometry(geometry),
mProgramCache(nullptr),
- mUniformIndexMap(),
- mUniformsHash(),
mStencilParameters(stencilParameters),
mBlendingOptions(),
mIndexedDrawFirstElement(0),
void Renderer::SetGeometry(Render::Geometry* geometry)
{
- mGeometry = geometry;
- mUpdated = true;
+ mGeometry = geometry;
+ mUpdated = true;
}
void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
{
{
uint32_t textureUnit = 0;
- std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
- std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
+ const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
std::vector<Graphics::TextureBinding> textureBindings;
- for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()); ++i) // not expecting more than uint32_t of textures
+
+ if(textures != nullptr)
{
- if(textures[i] && textures[i]->GetGraphicsObject())
+ const std::uint32_t texturesCount(static_cast<std::uint32_t>(textures->Count()));
+ textureBindings.reserve(texturesCount);
+
+ for(uint32_t i = 0; i < texturesCount; ++i) // not expecting more than uint32_t of textures
{
- // if the sampler exists,
- // if it's default, delete the graphics object
- // otherwise re-initialize it if dirty
+ if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
+ {
+ Graphics::Texture* graphicsTexture = (*textures)[i]->GetGraphicsObject();
+ // if the sampler exists,
+ // if it's default, delete the graphics object
+ // otherwise re-initialize it if dirty
- const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
- : nullptr);
+ const Graphics::Sampler* graphicsSampler = samplers ? ((*samplers)[i] ? (*samplers)[i]->GetGraphicsObject()
+ : nullptr)
+ : nullptr;
- boundTextures.PushBack(textures[i]->GetGraphicsObject());
- const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
- textureBindings.push_back(textureBinding);
+ boundTextures.PushBack(graphicsTexture);
+ const Graphics::TextureBinding textureBinding{graphicsTexture, graphicsSampler, textureUnit};
+ textureBindings.push_back(textureBinding);
- ++textureUnit;
+ ++textureUnit;
+ }
}
}
return false;
}
+ // Check if there is render callback
+ if(mRenderCallback)
+ {
+ Graphics::DrawNativeInfo info{};
+ info.api = Graphics::DrawNativeAPI::GLES;
+ info.callback = &static_cast<Dali::CallbackBase&>(*mRenderCallback);
+ info.userData = &mRenderCallbackInput;
+ info.reserved = nullptr;
+
+ // pass render callback input
+ mRenderCallbackInput.size = size;
+ mRenderCallbackInput.projection = projectionMatrix;
+ Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+
+ // submit draw
+ commandBuffer.DrawNative(&info);
+ return true;
+ }
+
// Prepare commands
std::vector<DevelRenderer::DrawCommand*> commands;
for(auto& cmd : mDrawCommands)
}
// Create Program
- ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
+ ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
- Program* program = Program::New(*mProgramCache,
+ Program* program = Program::New(*mProgramCache,
shaderData,
*mGraphicsController);
if(!program)
{
- DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+ DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const void*>(&mRenderDataProvider->GetShader()));
return false;
}
// If program doesn't have Gfx program object assigned yet, prepare it.
if(!program->GetGraphicsProgramPtr())
{
- const std::vector<char> &vertShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
- const std::vector<char> &fragShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
- Dali::Graphics::Shader &vertexShader = mShaderCache->GetShader(
+ const std::vector<char>& vertShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
+ const std::vector<char>& fragShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
+ Dali::Graphics::Shader& vertexShader = mShaderCache->GetShader(
vertShader,
Graphics::PipelineStage::VERTEX_SHADER,
shaderData->GetSourceMode());
- Dali::Graphics::Shader &fragmentShader = mShaderCache->GetShader(
+ Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
fragShader,
Graphics::PipelineStage::FRAGMENT_SHADER,
shaderData->GetSourceMode());
BindTextures(commandBuffer, boundTextures);
- BuildUniformIndexMap(bufferIndex, node, size, *program);
+ int nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
- WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
+ WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size, nodeIndex);
bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
// @todo We should detect this case much earlier to prevent unnecessary work
return drawn;
}
-void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+int Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
{
// Check if the map has changed
DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetCollectedUniformMap();
+ const SceneGraph::UniformMap& uniformMapNode = node.GetNodeUniformMap();
+
+ bool updateMaps;
+
+ // Usual case is to only have 1 node, however we do allow multiple nodes to reuse the same
+ // renderer, so we have to cache uniform map per render item (node / renderer pair).
+
+ const void* nodePtr = static_cast<const void*>(&node);
+ auto iter = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; });
+
+ int renderItemMapIndex;
+ if(iter == mNodeIndexMap.end())
+ {
+ renderItemMapIndex = mUniformIndexMaps.size();
+ RenderItemLookup renderItemLookup;
+ renderItemLookup.node = &node;
+ renderItemLookup.index = renderItemMapIndex;
+ renderItemLookup.nodeChangeCounter = uniformMapNode.GetChangeCounter();
+ renderItemLookup.renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+ mNodeIndexMap.emplace_back(renderItemLookup);
+
+ updateMaps = true;
+ mUniformIndexMaps.resize(mUniformIndexMaps.size() + 1);
+ }
+ else
+ {
+ renderItemMapIndex = iter->index;
+
+ updateMaps = (uniformMapNode.GetChangeCounter() != iter->nodeChangeCounter) ||
+ (uniformMap.GetChangeCounter() != iter->renderItemMapChangeCounter) ||
+ (mUniformIndexMaps[renderItemMapIndex].size() == 0);
+
+ iter->nodeChangeCounter = uniformMapNode.GetChangeCounter();
+ iter->renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+ }
- if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
- node.GetUniformMapChanged(bufferIndex) ||
- mUniformIndexMap.Count() == 0 ||
- mShaderChanged)
+ if(updateMaps || mShaderChanged)
{
// Reset shader pointer
mShaderChanged = false;
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
- const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
+ const uint32_t mapCount = uniformMap.Count();
+ const uint32_t mapNodeCount = uniformMapNode.Count();
- auto maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
- mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
- mUniformIndexMap.Resize(maxMaps);
+ mUniformIndexMaps[renderItemMapIndex].clear(); // Clear contents, but keep memory if we don't change size
+ mUniformIndexMaps[renderItemMapIndex].resize(mapCount + mapNodeCount);
// Copy uniform map into mUniformIndexMap
uint32_t mapIndex = 0;
- for(; mapIndex < uniformMap.Count(); ++mapIndex)
+ for(; mapIndex < mapCount; ++mapIndex)
{
- mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformName = uniformMap[mapIndex].uniformName;
- mUniformIndexMap[mapIndex].uniformNameHash = uniformMap[mapIndex].uniformNameHash;
- mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
- mUniformIndexMap[mapIndex].arrayIndex = uniformMap[mapIndex].arrayIndex;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue = uniformMap.mUniformMap[mapIndex].propertyPtr;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName = uniformMap.mUniformMap[mapIndex].uniformName;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash = uniformMap.mUniformMap[mapIndex].uniformNameHash;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMap.mUniformMap[mapIndex].uniformNameHashNoArray;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex = uniformMap.mUniformMap[mapIndex].arrayIndex;
}
- for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
+ for(uint32_t nodeMapIndex = 0; nodeMapIndex < mapNodeCount; ++nodeMapIndex)
{
auto hash = uniformMapNode[nodeMapIndex].uniformNameHash;
auto& name = uniformMapNode[nodeMapIndex].uniformName;
bool found(false);
- for(uint32_t i = 0; i < uniformMap.Count(); ++i)
+ for(uint32_t i = 0; i < mapCount; ++i)
{
- if(mUniformIndexMap[i].uniformNameHash == hash &&
- mUniformIndexMap[i].uniformName == name)
+ if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash &&
+ mUniformIndexMaps[renderItemMapIndex][i].uniformName == name)
{
- mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- found = true;
+ mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ found = true;
break;
}
}
if(!found)
{
- mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
- mUniformIndexMap[mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName;
- mUniformIndexMap[mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash;
- mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
- mUniformIndexMap[mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName = uniformMapNode[nodeMapIndex].uniformName;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash = uniformMapNode[nodeMapIndex].uniformNameHash;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
+ mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex = uniformMapNode[nodeMapIndex].arrayIndex;
++mapIndex;
}
}
- mUniformIndexMap.Resize(mapIndex);
+ mUniformIndexMaps[renderItemMapIndex].resize(mapIndex);
}
+ return renderItemMapIndex;
}
void Renderer::WriteUniformBuffer(
const Matrix& modelViewMatrix,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
- const Vector3& size)
+ const Vector3& size,
+ int nodeIndex)
{
// Create the UBO
uint32_t uboOffset{0u};
- auto &reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+ auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
if(uniformBlockAllocationBytes)
{
auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
-
- uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
+ uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
}
// update the uniform buffer
WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
}
- Vector4 finalColor;
- const Vector4& color = node.GetRenderColor(bufferIndex);
+ Vector4 finalColor; ///< Applied renderer's opacity color
+ const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
if(mPremultipliedAlphaEnabled)
{
- float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
- finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+ const float& alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+ finalColor = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
}
else
{
finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
}
WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor);
+ WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color);
// Write uniforms from the uniform map
- FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex);
+ FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex, nodeIndex);
// Write uSize in the end, as it shouldn't be overridable by dynamic properties.
WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, size);
Render::UniformBufferView& ubo,
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
- BufferIndex updateBufferIndex)
+ BufferIndex updateBufferIndex,
+ int nodeIndex)
{
auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
auto uboCount = reflection.GetUniformBlockCount();
dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
- for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
- end = mUniformIndexMap.End();
+ for(auto iter = mUniformIndexMaps[nodeIndex].begin(),
+ end = mUniformIndexMaps[nodeIndex].end();
iter != end;
++iter)
{
- auto& uniform = *iter;
- int arrayIndex = uniform.arrayIndex;
+ auto& uniform = *iter;
+ int arrayIndex = uniform.arrayIndex;
if(!uniform.uniformFunc)
{
auto uniformInfo = Graphics::UniformInfo{};
- auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(),
- uniform.uniformNameHashNoArray ? uniform.uniformNameHashNoArray
- : uniform.uniformNameHash,
+ auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
+ uniform.uniformNameHash,
+ uniform.uniformNameHashNoArray,
uniformInfo);
uniform.uniformOffset = uniformInfo.offset;
uniform.uniformLocation = uniformInfo.location;
- if (uniformFound)
+ if(uniformFound)
{
auto dst = ubo.GetOffset() + uniformInfo.offset;
const auto typeSize = GetPropertyValueSizeForUniform((*iter).propertyValue->GetType());
const auto dest = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
const auto func = uniform.uniformFunc;
-
ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
typeSize,
dest);
return true;
}
- if(mShaderChanged || mGeometry->AttributesChanged())
+ if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged())
{
return true;
}
- for(const auto& texture : mRenderDataProvider->GetTextures())
+ auto* textures = mRenderDataProvider->GetTextures();
+ if(textures)
{
- if(texture && texture->IsNativeImage())
+ for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
{
- return true;
+ auto texture = *iter;
+ if(texture && texture->IsNativeImage())
+ {
+ return true;
+ }
}
}
- uint64_t hash = 0xc70f6907UL;
- const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
- for(const auto& uniformProperty : uniformMapNode)
+ // Hash the property values. If the values are different, then rendering is required.
+ uint64_t hash = 0xc70f6907UL;
+ const SceneGraph::UniformMap& uniformMapNode = node->GetNodeUniformMap();
+ for(uint32_t i = 0u, count = uniformMapNode.Count(); i < count; ++i)
{
- hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ hash = uniformMapNode[i].propertyPtr->Hash(bufferIndex, hash);
}
- const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
- const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap(bufferIndex);
- for(const auto& uniformProperty : uniformMap)
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
+ const SceneGraph::CollectedUniformMap& collectedUniformMap = uniformMapDataProvider.GetCollectedUniformMap();
+ for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
{
- hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+ hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(bufferIndex, hash);
}
if(mUniformsHash != hash)
// Prepare query info
PipelineCacheQueryInfo queryInfo{};
- queryInfo.program = &program;
- queryInfo.renderer = this;
- queryInfo.geometry = mGeometry;
- queryInfo.blendingEnabled = blend;
- queryInfo.blendingOptions = &mBlendingOptions;
- queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
+ queryInfo.program = &program;
+ queryInfo.renderer = this;
+ queryInfo.geometry = mGeometry;
+ queryInfo.blendingEnabled = blend;
+ queryInfo.blendingOptions = &mBlendingOptions;
+ queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
- auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true );
+ auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
// should be never null?
return *pipelineResult.pipeline;
}
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+ mRenderCallback = callback;
+}
+
} // namespace Render
} // namespace Dali::Internal