-#ifndef __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
+#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H
+#define DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
namespace Internal
{
-class FrameBufferTexture;
namespace Render
{
/**
* Set the frame-buffer used as a render target.
- * @param[in] resourceId The resource ID of the frame-buffer, or zero if not rendering off-screen.
- * @param[in] isNativeFBO if this render task is targeting a native FBO
- */
- void SetFrameBufferId( unsigned int resourceId, bool isNativeFBO );
-
- /**
- * Retrieve the resource ID of the frame-buffer.
- * @return The resource ID, or zero if not rendering off-screen.
- */
- unsigned int GetFrameBufferId() const;
-
- /**
- * Set the frame-buffer used as a render target.
* @param[in] frameBuffer The framebuffer
*/
void SetFrameBuffer( Render::FrameBuffer* frameBuffer );
// Undefined
RenderTask& operator=(const RenderTask&);
-private: // PropertyOwner
-
- virtual void ResetDefaultProperties( BufferIndex currentBufferIndex );
public: // Animatable Properties
AnimatableProperty< Vector2 > mViewportPosition; ///< viewportPosition
bool mClearEnabled: 1; ///< Whether previous results are cleared.
bool mCullMode: 1; ///< Whether renderers should be frustum culled
- FrameBufferTexture* mRenderTarget;
-
State mState; ///< Render state.
unsigned int mRefreshRate; ///< REFRESH_ONCE, REFRESH_ALWAYS or render every N frames
unsigned int mFrameCounter; ///< counter for rendering every N frames
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H