}
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, TextureSet* textureSet )
-{
- DALI_ASSERT_DEBUG( NULL != textureSet );
-
- // 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 )
- {
- mTextureSetQueue0.PushBack( textureSet );
- }
- else
- {
- mTextureSetQueue1.PushBack( textureSet );
- }
-}
-
-
void DiscardQueue::Add( BufferIndex updateBufferIndex, Shader* shader )
{
DALI_ASSERT_DEBUG( NULL != shader );
{
mNodeQueue0.Clear();
mShaderQueue0.Clear();
- mTextureSetQueue0.Clear();
mRendererQueue0.Clear();
}
else
{
mNodeQueue1.Clear();
mShaderQueue1.Clear();
- mTextureSetQueue1.Clear();
mRendererQueue1.Clear();
}
}