#define DALI_INTERNAL_RENDER_RENDERER_H
/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
StencilOperation::Type GetStencilOperationOnZPass() const;
/**
+ * Called to upload during RenderManager::Render().
+ * @param[in] context The context used for uploading
+ */
+ void Upload( Context& context );
+
+ /**
* Called to render during RenderManager::Render().
* @param[in] context The context used for rendering
* @param[in] bufferIndex The index of the previous update buffer.
* @param[in] projectionMatrix The projection matrix.
* @param[in] size Size of the render item
* @param[in] blend If true, blending is enabled
+ * @param[in] boundTextures The textures bound for rendering
*/
void Render( Context& context,
BufferIndex bufferIndex,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
const Vector3& size,
- bool blend );
+ bool blend,
+ Vector<GLuint>& boundTextures );
/**
* Write the renderer's sort attributes to the passed in reference
*/
void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const;
+ /**
+ * Sets the flag indicating whether shader changed.
+ *
+ * @param[in] value True if shader changed
+ */
+ void SetShaderChanged( bool value );
+
private:
struct UniformIndexMap;
* Bind the textures and setup the samplers
* @param[in] context The GL context
* @param[in] program The shader program
+ * @param[in] boundTextures The textures bound for rendering
* @return False if create or bind failed, true if success.
*/
- bool BindTextures( Context& context, Program& program );
+ bool BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures );
private:
DepthTestMode::Type mDepthTestMode:3; ///< The depth test mode
bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ bool mShaderChanged:1; ///< Flag indicating the shader changed and uniform maps have to be updated
+
};