-#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
-#define DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
+#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
+#define DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
* limitations under the License.
*/
-
-#include <dali/devel-api/rendering/geometry.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h> // Dali::Renderer
+#include <dali/internal/common/blending-options.h>
+#include <dali/internal/common/type-abstraction-enums.h>
#include <dali/internal/event/common/event-thread-services.h>
-#include <dali/internal/update/common/animatable-property.h>
-#include <dali/internal/update/common/double-buffered.h>
-#include <dali/internal/update/common/double-buffered-property.h>
#include <dali/internal/update/common/property-owner.h>
-#include <dali/internal/update/common/property-boolean.h>
#include <dali/internal/update/common/uniform-map.h>
#include <dali/internal/update/common/scene-graph-connection-change-propagator.h>
-#include <dali/internal/render/data-providers/geometry-data-provider.h>
#include <dali/internal/render/data-providers/render-data-provider.h>
-#include <dali/internal/render/renderers/render-new-renderer.h>
-#include <dali/internal/update/resources/resource-manager.h>
+#include <dali/internal/render/renderers/render-renderer.h>
namespace Dali
{
namespace Render
{
-class NewRenderer;
+class Renderer;
+class Geometry;
}
namespace SceneGraph
{
+class SceneController;
class Renderer;
typedef Dali::Vector< Renderer* > RendererContainer;
typedef RendererContainer::Iterator RendererIter;
typedef RendererContainer::ConstIterator RendererConstIter;
-class Material;
+class TextureSet;
class Geometry;
class Renderer : public PropertyOwner,
{
public:
+ enum Opacity
+ {
+ OPAQUE,
+ TRANSPARENT,
+ TRANSLUCENT
+ };
+
/**
- * Default constructor
+ * Construct a new Renderer
*/
- Renderer();
+ static Renderer* New();
/**
* Destructor
virtual ~Renderer();
/**
- * Set the material for the renderer
- * @param[in] bufferIndex The current frame's buffer index
- * @param[in] material The material this renderer will use
+ * Overriden delete operator
+ * Deletes the renderer from its global memory pool
*/
- void SetMaterial( BufferIndex bufferIndex, Material* material);
+ void operator delete( void* ptr );
/**
- * Get the material of this renderer
- * @return the material this renderer uses
+ * Set the texture set for the renderer
+ * @param[in] textureSet The texture set this renderer will use
*/
- Material& GetMaterial()
- {
- return *mMaterial;
- }
+ void SetTextures( TextureSet* textureSet );
+
/**
- * Set the geometry for the renderer
- * @param[in] bufferIndex The current frame's buffer index
- * @param[in] geometry The geometry this renderer will use
+ * Set the shader for the renderer
+ * @param[in] shader The shader this renderer will use
*/
- void SetGeometry( BufferIndex bufferIndex, Geometry* material);
+ void SetShader( Shader* shader );
/**
- * Get the geometry of this renderer
- * @return the geometry this renderer uses
+ * Get the shader used by this renderer
+ * @return the shader this renderer uses
*/
- Geometry& GetGeometry()
+ Shader& GetShader()
{
- return *mGeometry;
+ return *mShader;
}
/**
+ * Set the geometry for the renderer
+ * @param[in] geometry The geometry this renderer will use
+ */
+ void SetGeometry( Render::Geometry* geometry );
+
+ /**
* Set the depth index
* @param[in] depthIndex the new depth index to use
*/
}
/**
- * Called when an actor with this renderer is added to the stage
+ * Set the face culling mode
+ * @param[in] faceCullingMode to use
*/
- void OnStageConnect();
+ void SetFaceCullingMode( FaceCullingMode::Type faceCullingMode );
- /*
- * Called when an actor with this renderer is removed from the stage
+ /**
+ * Set the blending mode
+ * @param[in] blendingMode to use
+ */
+ void SetBlendMode( BlendMode::Type blendingMode );
+
+ /**
+ * Set the blending options. This should only be called from the update thread.
+ * @param[in] options A bitmask of blending options.
+ */
+ void SetBlendingOptions( unsigned int options );
+
+ /**
+ * Set the blend color for blending operation
+ * @param blendColor to pass to GL
+ */
+ void SetBlendColor( const Vector4& blendColor );
+
+ /**
+ * Set the index of first element for indexed draw
+ * @param[in] firstElement index of first element to draw
+ */
+ void SetIndexedDrawFirstElement( size_t firstElement );
+
+ /**
+ * Set the number of elements to draw by indexed draw
+ * @param[in] elementsCount number of elements to draw
+ */
+ void SetIndexedDrawElementsCount( size_t elementsCount );
+
+ /**
+ * @brief Set whether the Pre-multiplied Alpha Blending is required
+ * @param[in] preMultipled whether alpha is pre-multiplied.
+ */
+ void EnablePreMultipliedAlpha( bool preMultipled );
+
+ /**
+ * Sets the depth buffer write mode
+ * @param[in] depthWriteMode The depth buffer write mode
+ */
+ void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
+
+ /**
+ * Sets the depth buffer test mode
+ * @param[in] depthTestMode The depth buffer test mode
+ */
+ void SetDepthTestMode( DepthTestMode::Type depthTestMode );
+
+ /**
+ * Sets the depth function
+ * @param[in] depthFunction The depth function
+ */
+ void SetDepthFunction( DepthFunction::Type depthFunction );
+
+ /**
+ * Sets the render mode
+ * @param[in] mode The render mode
+ */
+ void SetRenderMode( RenderMode::Type mode );
+
+ /**
+ * Sets the stencil function
+ * @param[in] stencilFunction The stencil function
+ */
+ void SetStencilFunction( StencilFunction::Type stencilFunction );
+
+ /**
+ * Sets the stencil function mask
+ * @param[in] stencilFunctionMask The stencil function mask
*/
- void OnStageDisconnect();
+ void SetStencilFunctionMask( int stencilFunctionMask );
+
+ /**
+ * Sets the stencil function reference
+ * @param[in] stencilFunctionReference The stencil function reference
+ */
+ void SetStencilFunctionReference( int stencilFunctionReference );
+
+ /**
+ * Sets the stencil mask
+ * @param[in] stencilMask The stencil mask
+ */
+ void SetStencilMask( int stencilMask );
+
+ /**
+ * Sets the stencil operation for when the stencil test fails
+ * @param[in] stencilOperationOnFail The stencil operation
+ */
+ void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail );
+
+ /**
+ * Sets the stencil operation for when the depth test fails
+ * @param[in] stencilOperationOnZFail The stencil operation
+ */
+ void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail );
+
+ /**
+ * Sets the stencil operation for when the depth test passes
+ * @param[in] stencilOperationOnZPass The stencil operation
+ */
+ void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
/**
* Prepare the object for rendering.
Render::Renderer& GetRenderer();
/**
- * Prepare the object resources.
- * This must be called by the UpdateManager before calling PrepareRender, for each frame.
- * @param[in] updateBufferIndex The current update buffer index.
- * @param[in] resourceManager The resource manager.
- */
- void PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager );
-
- /**
* Check whether the renderer has been marked as ready to render
+ * ready means that renderer has all resources and should produce correct result
+ * complete means all resources have finished loading
+ * It's possible that renderer is complete but not ready,
+ * for example in case of resource load failed
* @param[out] ready TRUE if the renderer has resources to render
* @param[out] complete TRUE if the renderer resources are complete
- * (e.g. image has finished loading, framebuffer is ready to render, native image
- * framebuffer has been rendered)
*/
- void GetReadyAndComplete(bool& ready, bool& complete) const;
+ void GetReadyAndComplete( bool& ready, bool& complete ) const;
/**
- * Query whether the renderer is fully opaque.
+ * Query whether the renderer is fully opaque, fully transparent or transparent.
* @param[in] updateBufferIndex The current update buffer index.
- * @return True if fully opaque.
+ * @return OPAQUE if fully opaque, TRANSPARENT if fully transparent and TRANSLUCENT if in between
*/
- bool IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const;
+ Opacity GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const;
/**
- * Query whether the renderer is currently in use by an actor on the stage
+ * Called by the TextureSet to notify to the renderer that it has changed
*/
- bool IsReferenced() const
- {
- return mReferenceCount > 0;
- }
-
+ void TextureSetChanged();
public: // Implementation of ObjectOwnerContainer template methods
/**
private:
/**
+ * Protected constructor; See also Renderer::New()
+ */
+ Renderer();
+
+ /**
* Helper function to create a new render data provider
* @return the new (initialized) data provider
*/
RenderDataProvider* NewRenderDataProvider();
- SceneController* mSceneController; ///< Used for initializing renderers whilst attached
- Render::NewRenderer* mRenderer; ///< Raw pointer to the new renderer (that's owned by RenderManager)
- Material* mMaterial; ///< The material this renderer uses. (Not owned)
- Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
-
- Dali::Vector< Integration::ResourceId > mTrackedResources; ///< Filled during PrepareResources if there are uncomplete, tracked resources.
+private:
- CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
- unsigned int mReferenceCount; ///< Number of nodes currently using this renderer
- unsigned int mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
- bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
- bool mResendDataProviders : 1; ///< True if the data providers should be resent to the renderer
- bool mResendGeometry : 1; ///< True if geometry should be resent to the renderer
- bool mHasUntrackedResources : 1; ///< Set during PrepareResources, true if have tried to follow untracked resources
- bool mFinishedResourceAcquisition : 1; ///< Set during DoPrepareResources; true if ready & all resource acquisition has finished (successfully or otherwise)
- bool mResourcesReady : 1; ///< Set during the Update algorithm; true if the attachment has resources ready for the current frame.
+ CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
+ SceneController* mSceneController; ///< Used for initializing renderers
+ Render::Renderer* mRenderer; ///< Raw pointer to the renderer (that's owned by RenderManager)
+ TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
+ Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
+ Shader* mShader; ///< The shader this renderer uses. (Not owned)
+ Vector4* mBlendColor; ///< The blend color for blending operation
+
+ Render::Renderer::StencilParameters mStencilParameters; ///< Struct containing all stencil related options
+
+ size_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
+ size_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
+ unsigned int mBlendBitmask; ///< The bitmask of blending options
+ unsigned int mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
+ unsigned int mResendFlag; ///< Indicate whether data should be resent to the renderer
+
+ DepthFunction::Type mDepthFunction:3; ///< Local copy of the depth function
+ FaceCullingMode::Type mFaceCullingMode:2; ///< Local copy of the mode of face culling
+ BlendMode::Type mBlendMode:2; ///< Local copy of the mode of blending
+ DepthWriteMode::Type mDepthWriteMode:2; ///< Local copy of the depth write mode
+ DepthTestMode::Type mDepthTestMode:2; ///< Local copy of the depth test mode
+
+ bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
+ bool mResourcesReady; ///< Set during the Update algorithm; true if the renderer has resources ready for the current frame.
+ bool mFinishedResourceAcquisition; ///< Set during DoPrepareResources; true if ready & all resource acquisition has finished (successfully or otherwise)
+ bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
public:
- int mDepthIndex; ///< Used only in PrepareRenderInstructions
+
+ int mDepthIndex; ///< Used only in PrepareRenderInstructions
};
/// Messages
-inline void SetMaterialMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Material& material )
+inline void SetTexturesMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const TextureSet& textureSet )
{
- typedef MessageDoubleBuffered1< Renderer, Material* > LocalType;
+ typedef MessageValue1< Renderer, TextureSet* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetMaterial, const_cast<Material*>(&material) );
+ new (slot) LocalType( &renderer, &Renderer::SetTextures, const_cast<TextureSet*>(&textureSet) );
}
-inline void SetGeometryMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Geometry& geometry )
+inline void SetGeometryMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Render::Geometry& geometry )
{
- typedef MessageDoubleBuffered1< Renderer, Geometry* > LocalType;
+ typedef MessageValue1< Renderer, Render::Geometry* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetGeometry, const_cast<Geometry*>(&geometry) );
+ new (slot) LocalType( &renderer, &Renderer::SetGeometry, const_cast<Render::Geometry*>(&geometry) );
}
-inline void SetDepthIndexMessage( EventThreadServices& eventThreadServices, const Renderer& attachment, int depthIndex )
+inline void SetShaderMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, Shader& shader )
{
- typedef MessageValue1< Renderer, int > LocalType;
+ typedef MessageValue1< Renderer, Shader* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &attachment, &Renderer::SetDepthIndex, depthIndex );
+ new (slot) LocalType( &renderer, &Renderer::SetShader, &shader );
}
-inline void OnStageConnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
+inline void SetDepthIndexMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int depthIndex )
{
- typedef Message< Renderer > LocalType;
+ typedef MessageValue1< Renderer, int > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::OnStageConnect );
+ new (slot) LocalType( &renderer, &Renderer::SetDepthIndex, depthIndex );
}
-inline void OnStageDisconnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
+inline void SetFaceCullingModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, FaceCullingMode::Type faceCullingMode )
{
- typedef Message< Renderer > LocalType;
+ typedef MessageValue1< Renderer, FaceCullingMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::OnStageDisconnect );
+ new (slot) LocalType( &renderer, &Renderer::SetFaceCullingMode, faceCullingMode );
+}
+
+inline void SetBlendModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, BlendMode::Type blendingMode )
+{
+ typedef MessageValue1< Renderer, BlendMode::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetBlendMode, blendingMode );
+}
+
+inline void SetBlendingOptionsMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, unsigned int options )
+{
+ typedef MessageValue1< Renderer, unsigned int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetBlendingOptions, options );
+}
+
+inline void SetBlendColorMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Vector4& blendColor )
+{
+ typedef MessageValue1< Renderer, Vector4 > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetBlendColor, blendColor );
}
+inline void SetIndexedDrawFirstElementMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, size_t firstElement )
+{
+ typedef MessageValue1< Renderer, size_t > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawFirstElement, firstElement );
+}
+
+inline void SetIndexedDrawElementsCountMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, size_t elementsCount )
+{
+ typedef MessageValue1< Renderer, size_t > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawElementsCount, elementsCount );
+}
+
+inline void SetEnablePreMultipliedAlphaMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, bool preMultiplied )
+{
+ typedef MessageValue1< Renderer, bool > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::EnablePreMultipliedAlpha, preMultiplied );
+}
+
+inline void SetDepthWriteModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthWriteMode::Type depthWriteMode )
+{
+ typedef MessageValue1< Renderer, DepthWriteMode::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetDepthWriteMode, depthWriteMode );
+}
+
+inline void SetDepthTestModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthTestMode::Type depthTestMode )
+{
+ typedef MessageValue1< Renderer, DepthTestMode::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetDepthTestMode, depthTestMode );
+}
+
+inline void SetDepthFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthFunction::Type depthFunction )
+{
+ typedef MessageValue1< Renderer, DepthFunction::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetDepthFunction, depthFunction );
+}
+
+inline void SetRenderModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, RenderMode::Type mode )
+{
+ typedef MessageValue1< Renderer, RenderMode::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetRenderMode, mode );
+}
+
+inline void SetStencilFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilFunction::Type stencilFunction )
+{
+ typedef MessageValue1< Renderer, StencilFunction::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilFunction, stencilFunction );
+}
+
+inline void SetStencilFunctionMaskMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int mask )
+{
+ typedef MessageValue1< Renderer, int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilFunctionMask, mask );
+}
+
+inline void SetStencilFunctionReferenceMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilFunctionReference )
+{
+ typedef MessageValue1< Renderer, int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilFunctionReference, stencilFunctionReference );
+}
+
+inline void SetStencilMaskMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilMask )
+{
+ typedef MessageValue1< Renderer, int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilMask, stencilMask );
+}
+
+inline void SetStencilOperationOnFailMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
+{
+ typedef MessageValue1< Renderer, StencilOperation::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnFail, stencilOperation );
+}
+
+inline void SetStencilOperationOnZFailMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
+{
+ typedef MessageValue1< Renderer, StencilOperation::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZFail, stencilOperation );
+}
+
+inline void SetStencilOperationOnZPassMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
+{
+ typedef MessageValue1< Renderer, StencilOperation::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZPass, stencilOperation );
+}
+
+
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali