}
}
+void DiscardQueue::Add( BufferIndex updateBufferIndex, Geometry* geometry )
+{
+ DALI_ASSERT_DEBUG( NULL != geometry );
+
+ // The GL resources will now be freed in frame N
+ // The Update for frame N+1 may occur in parallel with the rendering of frame N
+ // Queue the node for destruction in frame N+2
+ if ( 0u == updateBufferIndex )
+ {
+ mGeometryQueue0.PushBack( geometry );
+ }
+ else
+ {
+ mGeometryQueue1.PushBack( geometry );
+ }
+}
+
+void DiscardQueue::Add( BufferIndex updateBufferIndex, Material* material )
+{
+ DALI_ASSERT_DEBUG( NULL != material );
+
+ // The GL resources will now be freed in frame N
+ // The Update for frame N+1 may occur in parallel with the rendering of frame N
+ // Queue the node for destruction in frame N+2
+ if ( 0u == updateBufferIndex )
+ {
+ mMaterialQueue0.PushBack( material );
+ }
+ else
+ {
+ mMaterialQueue1.PushBack( material );
+ }
+}
+
+
void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
{
DALI_ASSERT_DEBUG( NULL != shader );
mNodeQueue0.Clear();
mAttachmentQueue0.Clear();
mShaderQueue0.Clear();
+ mGeometryQueue0.Clear();
+ mMaterialQueue0.Clear();
}
else
{
mNodeQueue1.Clear();
mAttachmentQueue1.Clear();
mShaderQueue1.Clear();
+ mGeometryQueue1.Clear();
+ mMaterialQueue1.Clear();
}
}