#include <memory.h>
// INTERNAL INCLUDES
-#include <dali/devel-api/threading/thread-pool.h>
#include <dali/integration-api/core.h>
#include <dali/integration-api/trace.h>
#include <dali/internal/common/ordered-set.h>
stencilBufferAvailable(stencilBufferAvailableParam),
partialUpdateAvailable(partialUpdateAvailableParam)
{
- // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
- threadPool = std::make_unique<Dali::ThreadPool>();
- threadPool->Initialize(1u);
-
uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
}
~Impl()
{
- threadPool.reset(nullptr); // reset now to maintain correct destruction order
rendererContainer.Clear(); // clear now before the pipeline cache is deleted
}
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
- std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
- Vector<Render::TextureKey> updatedTextures{}; ///< The updated texture list
+ Vector<Render::TextureKey> updatedTextures{}; ///< The updated texture list
uint32_t frameCount{0u}; ///< The current frame count
BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from;