X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=01c03e391ed916570c567c788574e870ae490e42;hb=ad06250b0131a81ad28ae63c7e063f3d291d3060;hp=5477ec2c9f82cbb2c28a789368a78d1a5393fb5f;hpb=b5e8136ac4179b011e72830370c9cf2272117e22;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/renderers/render-renderer.cpp b/dali/internal/render/renderers/render-renderer.cpp index 5477ec2..01c03e3 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -12,148 +12,268 @@ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. + * */ -#include "render-renderer.h" +// CLASS HEADER +#include +// INTERNAL INCLUDES #include -#include -#include -#include -#include -#include +#include +#include +#include #include +#include +#include +#include +#include +#include namespace Dali { + namespace Internal { -namespace SceneGraph + +namespace { -NewRenderer* NewRenderer::New( NodeDataProvider& nodeDataProvider, - RenderDataProvider* dataProvider ) +static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead +static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead + +/** + * Helper to set view and projection matrices once per program + * @param program to set the matrices to + * @param modelMatrix to set + * @param viewMatrix to set + * @param projectionMatrix to set + * @param modelViewMatrix to set + * @param modelViewProjectionMatrix to set + */ +inline void SetMatrices( Program& program, + const Matrix& modelMatrix, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + const Matrix& modelViewMatrix ) { - return new NewRenderer(nodeDataProvider, dataProvider); -} + GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() ); + } + loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + if( program.GetViewMatrix() != &viewMatrix ) + { + program.SetViewMatrix( &viewMatrix ); + program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() ); + } + } + // set projection matrix if program has not yet received it this frame or if it is dirty + loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + if( program.GetProjectionMatrix() != &projectionMatrix ) + { + program.SetProjectionMatrix( &projectionMatrix ); + program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() ); + } + } + loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX); + if( Program::UNIFORM_UNKNOWN != loc ) + { + program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() ); + } + loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix ); + program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() ); + } -NewRenderer::NewRenderer( NodeDataProvider& nodeDataProvider, - RenderDataProvider* dataProvider ) -: Renderer( nodeDataProvider ), - mRenderDataProvider( dataProvider ) -{ + loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + gNormalMatrix = modelViewMatrix; + gNormalMatrix.Invert(); + gNormalMatrix.Transpose(); + program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() ); + } } -NewRenderer::~NewRenderer() -{ } -void NewRenderer::SetRenderDataProvider( RenderDataProvider* dataProvider ) +namespace Render { - mRenderDataProvider = dataProvider; - mRenderGeometry.GeometryUpdated(); -} -void NewRenderer::SetGeometryUpdated( ) +Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider, + Render::Geometry* geometry, + unsigned int blendingBitmask, + const Vector4* blendColor, + FaceCullingMode::Type faceCullingMode, + bool preMultipliedAlphaEnabled, + DepthWriteMode::Type depthWriteMode, + DepthTestMode::Type depthTestMode, + DepthFunction::Type depthFunction, + StencilParameters& stencilParameters, + bool writeToColorBuffer ) { - mRenderGeometry.GeometryUpdated(); + return new Renderer( dataProvider, geometry, blendingBitmask, blendColor, + faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, + depthFunction, stencilParameters, writeToColorBuffer ); } -// Note - this is currently called from UpdateThread, PrepareRenderInstructions, -// as an optimisation. -// @todo MESH_REWORK Should use Update thread objects only in PrepareRenderInstructions. -bool NewRenderer::RequiresDepthTest() const +Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider, + Render::Geometry* geometry, + unsigned int blendingBitmask, + const Vector4* blendColor, + FaceCullingMode::Type faceCullingMode, + bool preMultipliedAlphaEnabled, + DepthWriteMode::Type depthWriteMode, + DepthTestMode::Type depthTestMode, + DepthFunction::Type depthFunction, + StencilParameters& stencilParameters, + bool writeToColorBuffer ) +: mRenderDataProvider( dataProvider ), + mContext( NULL), + mTextureCache( NULL ), + mUniformNameCache( NULL ), + mGeometry( geometry ), + mUniformIndexMap(), + mAttributesLocation(), + mStencilParameters( stencilParameters ), + mBlendingOptions(), + mIndexedDrawFirstElement( 0 ), + mIndexedDrawElementsCount( 0 ), + mDepthFunction( depthFunction ), + mFaceCullingMode( faceCullingMode ), + mDepthWriteMode( depthWriteMode ), + mDepthTestMode( depthTestMode ), + mWriteToColorBuffer( writeToColorBuffer ), + mUpdateAttributesLocation( true ), + mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ) { - return true; + if( blendingBitmask != 0u ) + { + mBlendingOptions.SetBitmask( blendingBitmask ); + } + + if( blendColor ) + { + mBlendingOptions.SetBlendColor( *blendColor ); + } } -bool NewRenderer::CheckResources() +void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache ) { - // Query material to check it has texture pointers & image has size - // Query geometry to check it has vertex buffers - - // General point though - why would we have a render item in RenderThread with no ready - // resources in UpdateThread? - return true; + mContext = &context; + mTextureCache = &textureCache; + mUniformNameCache = &uniformNameCache; } -bool NewRenderer::IsOutsideClipSpace( Context& context, const Matrix& modelMatrix, const Matrix& modelViewProjectionMatrix ) +Renderer::~Renderer() { - // @todo MESH_REWORK Add clipping - return false; } -void NewRenderer::DoSetUniforms( Context& context, BufferIndex bufferIndex, Shader* shader, Program* program, unsigned int programIndex ) +void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider ) { - // Do nothing, we're going to set up the uniforms with our own code instead + mRenderDataProvider = dataProvider; + mUpdateAttributesLocation = true; } -void NewRenderer::DoSetCullFaceMode( Context& context, BufferIndex bufferIndex ) +void Renderer::SetGeometry( Render::Geometry* geometry ) { + mGeometry = geometry; + mUpdateAttributesLocation = true; } -void NewRenderer::DoSetBlending( Context& context, BufferIndex bufferIndex ) +void Renderer::SetBlending( Context& context, bool blend ) { - context.SetBlend(mUseBlend); // @todo MESH_REWORK Should use a RendererDataProvider - - if( mUseBlend ) + context.SetBlend( blend ); + if( blend ) { - const MaterialDataProvider& material = mRenderDataProvider->GetMaterial(); - - context.SetCustomBlendColor( material.GetBlendColor( bufferIndex ) ); + // Blend color is optional and rarely used + const Vector4* blendColor = mBlendingOptions.GetBlendColor(); + if( blendColor ) + { + context.SetCustomBlendColor( *blendColor ); + } + else + { + context.SetDefaultBlendColor(); + } // Set blend source & destination factors - context.BlendFuncSeparate( material.GetBlendSrcFactorRgb( bufferIndex ), - material.GetBlendDestFactorRgb( bufferIndex ), - material.GetBlendSrcFactorAlpha( bufferIndex ), - material.GetBlendDestFactorAlpha( bufferIndex ) ); + context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(), + mBlendingOptions.GetBlendDestFactorRgb(), + mBlendingOptions.GetBlendSrcFactorAlpha(), + mBlendingOptions.GetBlendDestFactorAlpha() ); // Set blend equations - context.BlendEquationSeparate( material.GetBlendEquationRgb( bufferIndex ), - material.GetBlendEquationAlpha( bufferIndex ) ); + context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(), + mBlendingOptions.GetBlendEquationAlpha() ); } } -void NewRenderer::DoRender( Context& context, TextureCache& textureCache, BufferIndex bufferIndex, Program& program, const Matrix& modelViewMatrix, const Matrix& viewMatrix ) -{ - BindTextures( textureCache, bufferIndex, program, mRenderDataProvider->GetSamplers() ); - - SetUniforms( bufferIndex, program ); - - mRenderGeometry.UploadAndDraw( context, program, bufferIndex, mRenderDataProvider.Get() ); -} - -void NewRenderer::GlContextDestroyed() +void Renderer::GlContextDestroyed() { - mRenderGeometry.GlContextDestroyed(); + mGeometry->GlContextDestroyed(); } -void NewRenderer::GlCleanup() +void Renderer::GlCleanup() { } -void NewRenderer::SetUniforms( BufferIndex bufferIndex, Program& program ) +void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program ) { // Check if the map has changed DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" ); - const UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap(); + const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap(); - if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ) + if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) || + node.GetUniformMapChanged(bufferIndex)) { - const CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex ); + const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex ); + const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex ); - unsigned int numberOfMaps = uniformMap.Count(); + unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count(); mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size - mUniformIndexMap.Resize( numberOfMaps ); + mUniformIndexMap.Resize( maxMaps ); - // Remap uniform indexes to property value addresses - for( unsigned int mapIndex = 0 ; mapIndex < numberOfMaps ; ++mapIndex ) + unsigned int mapIndex(0); + for(; mapIndex < uniformMap.Count() ; ++mapIndex ) { mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr; mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName ); } + + for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex ) + { + unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName ); + bool found(false); + for( unsigned int i(0); ipropertyPtr; + found = true; + break; + } + } + + if( !found ) + { + mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr; + mUniformIndexMap[mapIndex].uniformIndex = uniformIndex; + ++mapIndex; + } + } + + mUniformIndexMap.Resize( mapIndex ); } // Set uniforms in local map @@ -165,17 +285,14 @@ void NewRenderer::SetUniforms( BufferIndex bufferIndex, Program& program ) SetUniformFromProperty( bufferIndex, program, *iter ); } - // @todo MESH_REWORK On merge, copy code from renderer to setup standard matrices and color - GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE ); if( -1 != sizeLoc ) { - Vector3 size = mDataProvider.GetRenderSize( bufferIndex ); - program.SetUniform3f( sizeLoc, size.x, size.y, size.z ); + program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z ); } } -void NewRenderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map ) +void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map ) { GLint location = program.GetUniformLocation(map.uniformIndex); if( Program::UNIFORM_UNKNOWN != location ) @@ -244,105 +361,304 @@ void NewRenderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& prog } } -void NewRenderer::BindTextures( - TextureCache& textureCache, - BufferIndex bufferIndex, - Program& program, - const RenderDataProvider::Samplers& samplers ) +bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program ) { - // @todo MESH_REWORK Write a cache of texture units to commonly used sampler textures unsigned int textureUnit = 0; + bool result = true; - for( RenderDataProvider::Samplers::Iterator iter = samplers.Begin(); - iter != samplers.End(); - ++iter ) + std::vector& samplers( mRenderDataProvider->GetSamplers() ); + + std::vector& textures( mRenderDataProvider->GetTextures() ); + GLint uniformLocation(-1); + for( size_t i(0); result && iGetTextureId(bufferIndex); - Texture* texture = textureCache.GetTexture( textureId ); - if( texture != NULL ) + ResourceId textureId = textures[i].GetTextureId(); + Internal::Texture* texture = textureCache.GetTexture( textureId ); + if( texture ) { - unsigned int textureUnitUniformIndex = GetTextureUnitUniformIndex( program, *sampler ); - TextureUnit theTextureUnit = static_cast(textureUnit); - BindTexture( textureCache, program, textureId, texture, theTextureUnit, textureUnitUniformIndex ); - ApplySampler( bufferIndex, texture, theTextureUnit, *sampler ); - } + result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit ); + + if( result ) + { + GLint uniformLocation; + + //TODO : This is a bug, result variable is being shadowed. Fix it! + bool result = program.GetSamplerUniformLocation( i, uniformLocation ); + if( result && Program::UNIFORM_UNKNOWN != uniformLocation ) + { + program.SetUniform1i( uniformLocation, textureUnit ); + + unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD); + const Render::Sampler* sampler( samplers[i] ); + if( sampler ) + { + samplerBitfield = sampler->mBitfield; + } + + texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield ); - ++textureUnit; + ++textureUnit; + } + } + } } -} -void NewRenderer::BindTexture( - TextureCache& textureCache, - Program& program, - ResourceId id, - Texture* texture, - TextureUnit textureUnit, - unsigned int textureUnitUniformIndex ) -{ - if( texture != NULL ) + std::vector& newTextures( mRenderDataProvider->GetNewTextures() ); + for( size_t i(0); result && iBind(context, textureUnit, samplers[i] ); + + if( result ) + { + program.SetUniform1i( uniformLocation, textureUnit ); + ++textureUnit; + } } } + + return result; +} + +void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode ) +{ + mFaceCullingMode = mode; +} + +void Renderer::SetBlendingBitMask( unsigned int bitmask ) +{ + mBlendingOptions.SetBitmask( bitmask ); +} + +void Renderer::SetBlendColor( const Vector4* color ) +{ + mBlendingOptions.SetBlendColor( *color ); } -void NewRenderer::ApplySampler( - BufferIndex bufferIndex, - Texture* texture, - TextureUnit textureUnit, - const SamplerDataProvider& sampler ) +void Renderer::SetIndexedDrawFirstElement( size_t firstElement ) { - unsigned int samplerBitfield = ImageSampler::PackBitfield( - static_cast< FilterMode::Type >(sampler.GetMinifyFilterMode(bufferIndex)), - static_cast< FilterMode::Type >(sampler.GetMagnifyFilterMode(bufferIndex)) ); + mIndexedDrawFirstElement = firstElement; +} - texture->ApplySampler( textureUnit, samplerBitfield ); +void Renderer::SetIndexedDrawElementsCount( size_t elementsCount ) +{ + mIndexedDrawElementsCount = elementsCount; +} - // @todo MESH_REWORK add support for wrap modes +void Renderer::EnablePreMultipliedAlpha( bool enable ) +{ + mPremultipledAlphaEnabled = enable; } -unsigned int NewRenderer::GetTextureUnitUniformIndex( - Program& program, - const SamplerDataProvider& sampler ) +void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode ) { - // Find sampler in mSamplerNameCache - // If it doesn't exist, - // get the index by calling program.RegisterUniform and store it - // If it exists, it's index should be set. - // @todo Cache should be reset on scene change + mDepthWriteMode = depthWriteMode; +} - unsigned int uniformIndex = 0; - bool found = false; +void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode ) +{ + mDepthTestMode = depthTestMode; +} - for( unsigned int i=0; i< mTextureUnitUniforms.Count(); ++i ) +DepthWriteMode::Type Renderer::GetDepthWriteMode() const +{ + return mDepthWriteMode; +} + +DepthTestMode::Type Renderer::GetDepthTestMode() const +{ + return mDepthTestMode; +} + +void Renderer::SetDepthFunction( DepthFunction::Type depthFunction ) +{ + mDepthFunction = depthFunction; +} + +DepthFunction::Type Renderer::GetDepthFunction() const +{ + return mDepthFunction; +} + +void Renderer::SetStencilMode( StencilMode::Type stencilMode ) +{ + mStencilParameters.stencilMode = stencilMode; +} + +StencilMode::Type Renderer::GetStencilMode() const +{ + return mStencilParameters.stencilMode; +} + +void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction ) +{ + mStencilParameters.stencilFunction = stencilFunction; +} + +StencilFunction::Type Renderer::GetStencilFunction() const +{ + return mStencilParameters.stencilFunction; +} + +void Renderer::SetStencilFunctionMask( int stencilFunctionMask ) +{ + mStencilParameters.stencilFunctionMask = stencilFunctionMask; +} + +int Renderer::GetStencilFunctionMask() const +{ + return mStencilParameters.stencilFunctionMask; +} + +void Renderer::SetStencilFunctionReference( int stencilFunctionReference ) +{ + mStencilParameters.stencilFunctionReference = stencilFunctionReference; +} + +int Renderer::GetStencilFunctionReference() const +{ + return mStencilParameters.stencilFunctionReference; +} + +void Renderer::SetStencilMask( int stencilMask ) +{ + mStencilParameters.stencilMask = stencilMask; +} + +int Renderer::GetStencilMask() const +{ + return mStencilParameters.stencilMask; +} + +void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail ) +{ + mStencilParameters.stencilOperationOnFail = stencilOperationOnFail; +} + +StencilOperation::Type Renderer::GetStencilOperationOnFail() const +{ + return mStencilParameters.stencilOperationOnFail; +} + +void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail ) +{ + mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail; +} + +StencilOperation::Type Renderer::GetStencilOperationOnZFail() const +{ + return mStencilParameters.stencilOperationOnZFail; +} + +void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass ) +{ + mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass; +} + +StencilOperation::Type Renderer::GetStencilOperationOnZPass() const +{ + return mStencilParameters.stencilOperationOnZPass; +} + +void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer ) +{ + mWriteToColorBuffer = writeToColorBuffer; +} + +bool Renderer::GetWriteToColorBuffer() const +{ + return mWriteToColorBuffer; +} + +void Renderer::Render( Context& context, + SceneGraph::TextureCache& textureCache, + BufferIndex bufferIndex, + const SceneGraph::NodeDataProvider& node, + SceneGraph::Shader& defaultShader, + const Matrix& modelMatrix, + const Matrix& modelViewMatrix, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + const Vector3& size, + bool blend ) +{ + // Get the program to use: + Program* program = mRenderDataProvider->GetShader().GetProgram(); + if( !program ) + { + // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program + program = defaultShader.GetProgram(); + DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." ); + if( !program ) + { + DALI_LOG_ERROR( "Failed to get program for shader at address %p.", (void*)&mRenderDataProvider->GetShader() ); + return; + } + } + + //Set cull face mode + context.CullFace( mFaceCullingMode ); + + //Set blending mode + SetBlending( context, blend ); + + // Take the program into use so we can send uniforms to it + program->Use(); + + if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) ) { - if( mTextureUnitUniforms[i].sampler == &sampler ) + // Only set up and draw if we have textures and they are all valid + + // set projection and view matrix if program has not yet received them yet this frame + SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix ); + + // set color uniform + GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + const Vector4& color = node.GetRenderColor( bufferIndex ); + if( mPremultipledAlphaEnabled ) + { + program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a ); + } + else + { + program->SetUniform4f( loc, color.r, color.g, color.b, color.a ); + } + } + + SetUniforms( bufferIndex, node, size, *program ); + + if( mUpdateAttributesLocation || mGeometry->AttributesChanged() ) { - uniformIndex = mTextureUnitUniforms[i].index; - found = true; + mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex ); + mUpdateAttributesLocation = false; } + + mGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount ); } +} - if( ! found ) +void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const +{ + sortAttributes.shader = &( mRenderDataProvider->GetShader() ); + const std::vector& textures( mRenderDataProvider->GetTextures() ); + if( !textures.empty() ) { - TextureUnitUniformIndex textureUnitUniformIndex; - textureUnitUniformIndex.sampler = &sampler; - textureUnitUniformIndex.index = program.RegisterUniform( sampler.GetTextureUnitUniformName() ); - mTextureUnitUniforms.PushBack( textureUnitUniformIndex ); - uniformIndex = textureUnitUniformIndex.index; + sortAttributes.textureResourceId = textures[0].GetTextureId(); + } + else + { + sortAttributes.textureResourceId = Integration::InvalidResourceId; } - return uniformIndex; + sortAttributes.geometry = mGeometry; } +} // namespace SceneGraph + +} // namespace Internal -} // SceneGraph -} // Internal -} // Dali +} // namespace Dali