X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fintegration-api%2Fcore.h;h=f2a9f7a3a823abcde6f9d348bccf8a8487d07b7a;hb=d353bae63798f48237dc24c078c2e8cb2aa0bc62;hp=493d684142bafe13537124bc3f95b93c2bf6ea61;hpb=df900c39d55e86098dc87945e269634f351fa0e5;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/integration-api/core.h b/dali/integration-api/core.h old mode 100755 new mode 100644 index 493d684..f2a9f7a --- a/dali/integration-api/core.h +++ b/dali/integration-api/core.h @@ -2,7 +2,7 @@ #define DALI_INTEGRATION_CORE_H /* - * Copyright (c) 2019 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. @@ -25,7 +25,6 @@ #include #include #include -#include namespace Dali { @@ -47,7 +46,7 @@ class GlContextHelperAbstraction; class PlatformAbstraction; class Processor; class RenderController; -class RenderSurface; +class Scene; struct Event; struct TouchData; @@ -226,13 +225,9 @@ public: * @param[in] glAbstraction The interface providing OpenGL services. * @param[in] glSyncAbstraction The interface providing OpenGL sync objects. * @param[in] glContextHelperAbstraction The interface providing OpenGL context helper objects. - * @param[in] policy The data retention policy. This depends on application setting - * and platform support. Dali should honour this policy when deciding to discard - * intermediate resource data. * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled. * @param[in] depthBufferAvailable Whether the depth buffer is available * @param[in] stencilBufferAvailable Whether the stencil buffer is available - * @param[in] partialUpdateAvailble whether the partial update is available * @return A newly allocated Core. */ static Core* New( RenderController& renderController, @@ -240,11 +235,9 @@ public: GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction, GlContextHelperAbstraction& glContextHelperAbstraction, - ResourcePolicy::DataRetention policy, RenderToFrameBuffer renderToFboEnabled, DepthBufferAvailable depthBufferAvailable, - StencilBufferAvailable stencilBufferAvailable, - PartialUpdateAvailable partialUpdateAvailable ); + StencilBufferAvailable stencilBufferAvailable ); /** * Non-virtual destructor. Core is not intended as a base class. @@ -290,13 +283,6 @@ public: */ void RecoverFromContextLoss(); - /** - * Notify the Core that the GL surface has been deleted. - * Multi-threading note: this method should be called from the main thread - * @param[in] surface The deleted surface - */ - void SurfaceDeleted( Integration::RenderSurface* surface ); - // Core Lifecycle /** @@ -352,14 +338,36 @@ public: bool isRenderingToFbo ); /** - * Render the next frame. This method should be preceded by a call up Update. + * This is called before rendering any scene in the next frame. This method should be preceded + * by a call up Update. * Multi-threading note: this method should be called from a dedicated rendering thread. * @pre The GL context must have been created, and made current. * @param[out] status showing whether update is required to run. * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered. * @param[in] uploadOnly uploadOnly Upload the resource only without rendering. */ - void Render( RenderStatus& status, bool forceClear, bool uploadOnly ); + void PreRender( RenderStatus& status, bool forceClear, bool uploadOnly ); + + /** + * Render a scene in the next frame. This method should be preceded by a call up PreRender. + * This method should be called twice. The first pass to render off-screen frame buffers if any, + * and the second pass to render the surface. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[in] scene The scene to be rendered. + * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only. + */ + void RenderScene( Integration::Scene& scene, bool renderToFbo ); + + + /** + * This is called after rendering all the scenes in the next frame. This method should be + * followed by a call up RenderScene. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[in] uploadOnly uploadOnly Upload the resource only without rendering. + */ + void PostRender( bool uploadOnly ); /** * @brief Register a processor