#define DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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
class RenderTracker;
struct RenderItem;
class Shader;
-class GeometryBatcher;
struct RenderList;
class RenderTask;
class RenderInstructionContainer;
SortAttributes()
: renderItem( NULL ),
shader( NULL ),
- textureResourceId( Integration::InvalidResourceId ),
+ textureSet( NULL ),
geometry( NULL ),
zValue( 0.0f )
{
RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
const Shader* shader; ///< The shader instance
- Integration::ResourceId textureResourceId; ///< The first texture resource ID of the texture set instance, is InvalidResourceId if the texture set doesn't have any textures
+ const void* textureSet; ///< The textureSet instance
const Render::Geometry* geometry; ///< The geometry instance
float zValue; ///< The Z value of the given renderer (either distance from camera, or a custom calculated value)
};
* 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.
* @param[in] sortedLayers The layers containing lists of opaque/transparent renderables.
* @param[in] renderTask The rendering task information.
* @param[in] cull Whether frustum culling is enabled or not
- * @param[in] geometryBatcher The instance of the geometry batcher
* @param[in] hasClippingNodes Whether any clipping nodes exist within this layer, to optimize sorting if not
* @param[out] instructions The rendering instructions for the next frame.
*/
SortedLayerPointers& sortedLayers,
RenderTask& renderTask,
bool cull,
- GeometryBatcher& geometryBatcher,
bool hasClippingNodes,
RenderInstructionContainer& instructions );