X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Frender-instruction-processor.h;h=95cc8180d15ad9fe49f94c7a037aa7fa5e00865f;hb=0adda602532f61db5b44eb2796f9a74d7a37b519;hp=2127d3b1ed99c499385a547b91d9a1bae830fae7;hpb=8e11ca6446b03f89bcc59bd1d023e71944b06bf9;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/update/manager/render-instruction-processor.h b/dali/internal/update/manager/render-instruction-processor.h index 2127d3b..95cc818 100644 --- a/dali/internal/update/manager/render-instruction-processor.h +++ b/dali/internal/update/manager/render-instruction-processor.h @@ -2,7 +2,7 @@ #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. @@ -21,7 +21,6 @@ // INTERNAL INCLUDES #include #include -#include #include namespace Dali @@ -41,7 +40,6 @@ namespace SceneGraph class RenderTracker; struct RenderItem; class Shader; -class GeometryBatcher; struct RenderList; class RenderTask; class RenderInstructionContainer; @@ -92,7 +90,7 @@ public: * 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. @@ -101,7 +99,6 @@ public: * @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. */ @@ -109,7 +106,6 @@ public: SortedLayerPointers& sortedLayers, RenderTask& renderTask, bool cull, - GeometryBatcher& geometryBatcher, bool hasClippingNodes, RenderInstructionContainer& instructions );