{
namespace
{
-constexpr uint32_t DEFAULT_RENDER_PASS_TAG = 0u;
-
Dali::Internal::MemoryPoolObjectAllocator<Renderer>& GetRenderRendererMemoryPool()
{
static Dali::Internal::MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
}
-bool Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, uint32_t renderPassTag)
+bool Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer)
{
uint32_t textureUnit = 0;
{
if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
{
- // NOTE : Due to DDK bug, we should not render NativeTexture on shadowmap. Should be fixed in future! 2024-12-31. eunkiki.hong
- if(renderPassTag != DEFAULT_RENDER_PASS_TAG && (*textures)[i]->IsNativeImage())
- {
- return false;
- }
Graphics::Texture* graphicsTexture = (*textures)[i]->GetGraphicsObject();
// if the sampler exists,
// if it's default, delete the graphics object
bool drawn = false;
// Check all textures are prepared first.
- if(!BindTextures(commandBuffer, instruction.mRenderPassTag))
+ if(!BindTextures(commandBuffer))
{
return drawn;
}
*
* @return True if all textures are bounded successfully. False otherwise.
*/
- bool BindTextures(Graphics::CommandBuffer& commandBuffer, uint32_t renderPassTag);
+ bool BindTextures(Graphics::CommandBuffer& commandBuffer);
/**
* Prepare a pipeline for this renderer.