#define DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// INTERNAL INCLUDES
#include <dali/internal/common/buffer-index.h>
#include <dali/internal/update/manager/sorted-layers.h>
-#include <dali/integration-api/resource-declarations.h>
#include <dali/public-api/common/dali-vector.h>
namespace Dali
* Whilst iterating through each layer, update the RenderItems ModelView matrices
*
* The opaque and transparent render lists are sorted first by depth
- * index, then by Z (for transparent only), then by shader, texture
+ * index, then by Z (for transparent only), then by shader
* and geometry. The render algorithm should then work through both
* lists simultaneously, working through opaque then transparent
* items at each depth index, resetting the flags appropriately.
inline void SortRenderItems( BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder );
/// Sort comparitor function pointer type.
- typedef bool ( *ComparitorPointer )( const SortAttributes& lhs, const SortAttributes& rhs );
- typedef std::vector< SortAttributes > SortingHelper;
+ using ComparitorPointer = bool ( * )( const SortAttributes&, const SortAttributes& );
+
+ using SortingHelper = std::vector<SortAttributes>;
Dali::Vector< ComparitorPointer > mSortComparitors; ///< Contains all sort comparitors, used for quick look-up
RenderInstructionProcessor::SortingHelper mSortingHelper; ///< Helper used to sort Renderers