X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fupdate%2Fmanager%2Frender-instruction-processor.h;h=9cc7b54c980323d6c8053919e0c6e926723393ea;hb=79881246746f65474b24ea4fe14151ccef8df3f4;hp=3e2b524bfaf50e8183c356d49c15710b3138be5f;hpb=09a4ac29b536cd57fc8c25ae586021acfce69c08;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 3e2b524..9cc7b54 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) 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. @@ -21,7 +21,6 @@ // INTERNAL INCLUDES #include #include -#include #include namespace Dali @@ -30,6 +29,8 @@ namespace Dali namespace Internal { +class Context; + namespace Render { class Geometry; @@ -91,13 +92,14 @@ 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. * * @param[in] updateBufferIndex The current update buffer index. * @param[in] sortedLayers The layers containing lists of opaque/transparent renderables. + * @param[in] context The context holding the GL state of rendering for the rendering instructions. * @param[in] renderTask The rendering task information. * @param[in] cull Whether frustum culling is enabled or not * @param[in] hasClippingNodes Whether any clipping nodes exist within this layer, to optimize sorting if not @@ -105,6 +107,7 @@ public: */ void Prepare( BufferIndex updateBufferIndex, SortedLayerPointers& sortedLayers, + Context& context, RenderTask& renderTask, bool cull, bool hasClippingNodes,