namespace SceneGraph
{
class Scene;
-
-struct DirtyRect
-{
- DirtyRect(Node* node, Render::Renderer* renderer, int frame, Rect<int>& rect)
- : node(node),
- renderer(renderer),
- frame(frame),
- rect(rect),
- visited(true)
- {
- }
-
- DirtyRect()
- : node(nullptr),
- renderer(nullptr),
- frame(0),
- rect(),
- visited(true)
- {
- }
-
- bool operator<(const DirtyRect& rhs) const
- {
- if (node == rhs.node)
- {
- if (renderer == rhs.renderer)
- {
- return frame > rhs.frame; // Most recent rects come first
- }
- else
- {
- return renderer < rhs.renderer;
- }
- }
- else
- {
- return node < rhs.node;
- }
- }
-
- Node* node;
- Render::Renderer* renderer;
- int frame;
-
- Rect<int> rect;
- bool visited;
-};
-
}
class EventProcessor;
*/
Integration::Scene::WheelEventSignalType& WheelEventSignal();
- /**
- * @brief Get ItemsDirtyRects
- *
- * @return the ItemsDirtyRects
- */
- std::vector<Dali::Internal::SceneGraph::DirtyRect>& GetItemsDirtyRects();
-
public:
/**
// The wheel event signal
Integration::Scene::WheelEventSignalType mWheelEventSignal;
-
- std::vector<Dali::Internal::SceneGraph::DirtyRect> mItemsDirtyRects;
};
} // Internal
} // unnamed namespace
#endif
+struct DirtyRect
+{
+ DirtyRect(Node* node, Render::Renderer* renderer, int frame, Rect<int>& rect)
+ : node(node),
+ renderer(renderer),
+ frame(frame),
+ rect(rect),
+ visited(true)
+ {
+ }
+
+ DirtyRect()
+ : node(nullptr),
+ renderer(nullptr),
+ frame(0),
+ rect(),
+ visited(true)
+ {
+ }
+
+ bool operator<(const DirtyRect& rhs) const
+ {
+ if (node == rhs.node)
+ {
+ if (renderer == rhs.renderer)
+ {
+ return frame > rhs.frame; // Most recent rects come first
+ }
+ else
+ {
+ return renderer < rhs.renderer;
+ }
+ }
+ else
+ {
+ return node < rhs.node;
+ }
+ }
+
+ Node* node;
+ Render::Renderer* renderer;
+ int frame;
+
+ Rect<int> rect;
+ bool visited;
+};
+
/**
* Structure to contain internal data
*/
depthBufferAvailable( depthBufferAvailableParam ),
stencilBufferAvailable( stencilBufferAvailableParam ),
partialUpdateAvailable( partialUpdateAvailableParam ),
+ itemsCheckSum(0),
defaultSurfaceOrientation( 0 )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<GLuint> boundTextures; ///< The textures bound for rendering
Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
+ std::size_t itemsCheckSum; ///< The damaged render items checksum from previous prerender phase.
+ std::vector<DirtyRect> itemsDirtyRects;
int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
};
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
DamagedRectsCleaner damagedRectCleaner(damagedRects);
-
-
- Internal::Scene& sceneInternal = GetImplementation(scene);
- SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
-
// Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
- // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
- std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
- for (DirtyRect& dirtyRect : itemsDirtyRects)
+ // so you don't need to sort: std::stable_sort(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end());
+ for (DirtyRect& dirtyRect : mImpl->itemsDirtyRects)
{
dirtyRect.visited = false;
}
+ Internal::Scene& sceneInternal = GetImplementation(scene);
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
for (uint32_t i = 0; i < count; ++i)
{
// 2. Mark the related dirty rects as visited so they will not be removed below.
// 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
dirtyRect.rect = rect;
- auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- dirtyRectPos = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+ auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
+ dirtyRectPos = mImpl->itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
int c = 1;
- while (++dirtyRectPos != itemsDirtyRects.end())
+ while (++dirtyRectPos != mImpl->itemsDirtyRects.end())
{
if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
c++;
if (c > 3) // no more then 3 previous rects
{
- itemsDirtyRects.erase(dirtyRectPos);
+ mImpl->itemsDirtyRects.erase(dirtyRectPos);
break;
}
}
{
// 1. The item is not dirty, the node and renderer referenced by the item are still exist.
// 2. Mark the related dirty rects as visited so they will not be removed below.
- auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
- while (dirtyRectPos != itemsDirtyRects.end())
+ auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
+ while (dirtyRectPos != mImpl->itemsDirtyRects.end())
{
if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
{
}
// Check removed nodes or removed renderers dirty rects
- auto i = itemsDirtyRects.begin();
- auto j = itemsDirtyRects.begin();
- while (i != itemsDirtyRects.end())
+ auto i = mImpl->itemsDirtyRects.begin();
+ auto j = mImpl->itemsDirtyRects.begin();
+ while (i != mImpl->itemsDirtyRects.end())
{
if (i->visited)
{
i++;
}
- if( j != itemsDirtyRects.begin() )
- {
- itemsDirtyRects.resize(j - itemsDirtyRects.begin());
- }
+ mImpl->itemsDirtyRects.resize(j - mImpl->itemsDirtyRects.begin());
damagedRectCleaner.SetCleanOnReturn(false);
}