Joogab Yun [Wed, 30 Jun 2021 07:06:18 +0000 (16:06 +0900)]
Add Timer at TapGestureRecognizer
Currently, when double tap operation is performed,
single tap and double tap are always transmitted together.
So, when single and double taps are required, then after one tap, we wait for the timeout,
if the timeout happens, then we emit the single-tap,
if we tap again during this time, then we emit a double-tap instead.
Change-Id: I4a5faecc8cf1cc50734b51ad1701e4823c44baab
Adeel Kazmi [Fri, 16 Jul 2021 09:33:31 +0000 (09:33 +0000)]
Merge "DALi Version 2.0.35" into devel/master
Adeel Kazmi [Fri, 16 Jul 2021 09:30:29 +0000 (09:30 +0000)]
Merge "Revert "Correctly aging renderer uniformMap"" into devel/master
David Steele [Fri, 16 Jul 2021 09:28:59 +0000 (10:28 +0100)]
DALi Version 2.0.35
Change-Id: I79e64f40c6c1051bf6f2fe05d57ca45f0cd860b2
Joogab Yun [Tue, 25 May 2021 06:15:50 +0000 (15:15 +0900)]
Gesture is interrupted if even one of several views is consumed.
This is a problem for backward-compatibility.
So, I remove the code that interrupts Gesture when the touch event is consumed
Change-Id: I01379cffb8edbfa1b82cdb585c08517752f64335
Adeel Kazmi [Mon, 12 Jul 2021 15:50:49 +0000 (15:50 +0000)]
Revert "Correctly aging renderer uniformMap"
This reverts commit
66d2e8abd97025440598b6cb7da0ba68e21348c8.
Change-Id: I9ffb1ad3a782854f45d27f0545cd8fa9536895ce
Adam Bialogonski [Fri, 9 Jul 2021 08:44:17 +0000 (09:44 +0100)]
DALi Version 2.0.34
Change-Id: I182c3bc2ae54579272df1e8a1f75f6f3304849e1
Adam Bialogonski [Tue, 6 Jul 2021 14:32:47 +0000 (15:32 +0100)]
Reflection GetSamplers() returns const ref
Change-Id: I41dfbc9269f375c193d5f9c1c6d56d74c64368ca
Adeel Kazmi [Fri, 2 Jul 2021 16:41:11 +0000 (17:41 +0100)]
DALi Version 2.0.33
Change-Id: Iee7b41cbf1ccda9639a1f9a1c1726acec41c9115
Adam Bialogonski [Fri, 25 Jun 2021 14:25:48 +0000 (15:25 +0100)]
Optimized program retrieval from the cache
Change-Id: I6dda5244b32a2cc5c21285673d7a125cd36caaee
Adam Bialogonski [Fri, 25 Jun 2021 14:11:14 +0000 (15:11 +0100)]
Added local pipeline cache on the dali-core side
Change-Id: I29865baefea49d9e8856663a43381ff2d16e6e13
Adam Bialogonski [Fri, 25 Jun 2021 14:18:57 +0000 (15:18 +0100)]
Simplified uniform write
Change-Id: I9e9871ccdc9a18c7624ce97ef9611cdf072bd58c
Adam Bialogonski [Mon, 21 Jun 2021 11:05:05 +0000 (12:05 +0100)]
Removed 'bindings' parameter from WriteUniform() functions
Change-Id: Id04fcbcf0822f062ed385b3d9dfa02286e1f63bf
Richard Huang [Fri, 25 Jun 2021 10:17:06 +0000 (11:17 +0100)]
DALi Version 2.0.32
Change-Id: I9e46086707ee0734b654bb87b5c5cf8823b20d8b
David Steele [Tue, 22 Jun 2021 11:09:21 +0000 (12:09 +0100)]
Correctly aging renderer uniformMap
Change-Id: Ie3378269d8f4c6b84b4a17b2c730806b7245c20f
Adeel Kazmi [Tue, 22 Jun 2021 10:42:51 +0000 (10:42 +0000)]
Merge "Removing GL usage from dali core" into devel/master
Adeel Kazmi [Fri, 18 Jun 2021 10:46:10 +0000 (10:46 +0000)]
Merge "DALi Version 2.0.31" into devel/master
David Steele [Fri, 18 Jun 2021 10:37:56 +0000 (11:37 +0100)]
DALi Version 2.0.31
Change-Id: I035176ecaccc7fbb8c0a1b6b0d1c1f95c7f14a94
Wonsik Jung [Fri, 4 Jun 2021 06:39:56 +0000 (15:39 +0900)]
Fix window/screen rotation issue.
Fix window/screen rotation issue when scissor clipping is used.
Change-Id: I2a8e6dbfcc30e36551e6a8640499d98cf05b26c9
David Steele [Thu, 17 Jun 2021 09:48:28 +0000 (10:48 +0100)]
Removing GL usage from dali core
Removed texture dependency syncing from render manager
(Not used/useful, needs to be re-implemented in graphics impl
differently)
Removed usages of glconfighelper, removed references to GL, GL defines
and GL types.
Cleaned up includes.
Change-Id: I85b76d2c1714e7993ec13b558a3c971c7b5f2a68
Signed-off-by: David Steele <david.steele@samsung.com>
joogab yun [Tue, 15 Jun 2021 05:35:25 +0000 (05:35 +0000)]
Merge "Add TOUCH_FOCUSABLE property" into devel/master
joogab yun [Tue, 15 Jun 2021 05:34:55 +0000 (05:34 +0000)]
Merge "Add input source type to TapGesture. This is similar to MouseButton in TouchEvent." into devel/master
Adeel Kazmi [Fri, 11 Jun 2021 11:43:33 +0000 (11:43 +0000)]
Merge "Fixed depth/stencil renderbuffer attachments" into devel/master
David Steele [Fri, 11 Jun 2021 10:45:28 +0000 (10:45 +0000)]
Merge "DALi Version 2.0.30" into devel/master
Seungho BAEK [Fri, 11 Jun 2021 10:36:29 +0000 (10:36 +0000)]
Merge "Add SwitchParent api in actor-devel" into devel/master
Adeel Kazmi [Fri, 11 Jun 2021 10:35:23 +0000 (11:35 +0100)]
DALi Version 2.0.30
Change-Id: Ifbed5cc644dfecd305b23fe9ae60f1308717badb
Joogab Yun [Thu, 3 Jun 2021 06:43:05 +0000 (15:43 +0900)]
Add TOUCH_FOCUSABLE property
This is a property that allows you to have focus even when touched.
It works only when KEYBOARD_FOCUSABLE is set to true.
KEYBOARD_FOCUSABLE : whether the view can have focus or not
TOUCH_FOCUSABLE : Whether the user can focus by touch
Change-Id: Id991d7a0bd734718164b874f013e24235476e789
David Steele [Thu, 10 Jun 2021 17:15:09 +0000 (18:15 +0100)]
Fixed depth/stencil renderbuffer attachments
If no depth or depth/stencil texture was attached, but depth/stencil
attachment was requested on initialization, then the renderbuffer
attachments weren't being created.
Added usage flags to the Graphics::DepthStencilAttachment to indicate
when RenderBuffers are required.
Also, the load/clear ops were set incorrectly for depth/stencil,
so each renderpass wasn't working as intended.
Change-Id: I6a77bf67628a7225007ab40bef31ffa271023f1f
Signed-off-by: David Steele <david.steele@samsung.com>
Joogab Yun [Tue, 1 Jun 2021 02:00:53 +0000 (11:00 +0900)]
Add input source type to TapGesture.
This is similar to MouseButton in TouchEvent.
Now, you can see from which input the tap was made.
Change-Id: I80800ebd805e283581486d76d046b5e269cbb8ba
Heeyong Song [Mon, 7 Jun 2021 00:48:50 +0000 (09:48 +0900)]
Add ETC2_EAC compressed texture format
Change-Id: I70801783da355a28f17004cf507381774ecfb6be
Adam Bialogonski [Fri, 4 Jun 2021 08:56:32 +0000 (09:56 +0100)]
DALi Version 2.0.29
Change-Id: Ie234f7bb71d0341355f8d6a62257fba000e31313
Seungho Baek [Tue, 29 Dec 2020 10:16:31 +0000 (19:16 +0900)]
Add SwitchParent api in actor-devel
- SwitchParent changes parent of an actor without add/remove notification.
- SwitchParent make an actor keep on Scene during changing parent.
- To use SwitchParent, both the actor and new parent must be on scene
Change-Id: Ieb2114227b69cfd1fcbbe97930f21bf902e3b2d8
Signed-off-by: Seungho Baek <sbsh.baek@samsung.com>
joogab yun [Tue, 1 Jun 2021 03:09:02 +0000 (03:09 +0000)]
Merge "Add Gesture Propagation" into devel/master
Joogab Yun [Tue, 11 May 2021 07:13:35 +0000 (16:13 +0900)]
Add Gesture Propagation
This is used when the parent actor wants to listen to gesture events.
example)
The child is overlapped on the parent.
So, if you tap a child, the parent cannot listen to the tap event.
Now, If set to SetNeedGesturePropagation(true), the parent can receive gesture events.
{
Actor parent = Actor::New();
Actor child = Actor::New();
parent.Add(child);
pTapDetector = TapGestureDetector::New();
cTapDetector = TapGestureDetector::New();
pTapDetector.Attach(parent);
cTapDetector.Attach(child);
pTapDetector.DetectedSignal().Connect(this, &OnParentTap);
cTapDetector.DetectedSignal().Connect(this, &OnChildTap);
}
void OnChildTap(Dali::Actor actor, const Dali::TapGesture& tap)
{
// If you set SetNeedGesturePropagation to true here, the parent actor can also listen to events
Dali::DevelActor::SetNeedGesturePropagation(Self(), true);
}
Change-Id: I0e6c16c2b2dec1dfa873caa453302cc746c3f258
joogab yun [Mon, 31 May 2021 05:44:08 +0000 (05:44 +0000)]
Merge "Fixed an issue the triple tap did not work." into devel/master
Heeyong Song [Fri, 28 May 2021 09:37:22 +0000 (18:37 +0900)]
Fix scissor clipping in case of a transparent Renderer
Change-Id: I40f61a5b9079de256c4421e15f638e2c18cbb81a
Richard Huang [Fri, 28 May 2021 09:50:51 +0000 (10:50 +0100)]
DALi Version 2.0.28
Change-Id: I4de94ec35f1a600a404b232e65fa1b42f47a7743
Adeel Kazmi [Thu, 27 May 2021 09:40:10 +0000 (10:40 +0100)]
Fixed SVACE errors in Test Graphics
Change-Id: Ia0f62b58be5a3b533f373cef5230fe415507ee9a
Heeyong Song [Tue, 25 May 2021 05:23:36 +0000 (14:23 +0900)]
Fix node tree logging
Change-Id: I7d01d54fee9dae84f2e2ae9364b4e0a8066104ac
David Steele [Tue, 25 May 2021 23:25:37 +0000 (00:25 +0100)]
Merge branch 'devel/master' into devel/graphics
Change-Id: Ia4b90e49af7ce16a94a245c83677522cfb728aa5
Joogab Yun [Tue, 18 May 2021 10:04:13 +0000 (19:04 +0900)]
Fixed an issue the triple tap did not work.
The mState value is wrong.
So, only single and double taps are possible,
and no more taps are called.
And it removes unreachable code.
uint32_t deltaBetweenTouchDownTouchUp = event.time - mTouchTime;
if(deltaBetweenTouchDownTouchUp < MAXIMUM_TIME_ALLOWED)
{
// mLastTapTime is equal to or greater than mTouchTime;
// so If deltaBetweenTouchDownTouchUp is less than MAXIMUM_TIME_ALLOWED
// then timeDelta is never it cannot be greater than MAXIMUM_TIME_ALLOWED.
uint32_t timeDelta = event.time - mLastTapTime;
if(timeDelta > MAXIMUM_TIME_ALLOWED)
{
// unreachable block
}
}
Change-Id: Icd719bda146a82f0b25cb123e36395c9b5aa8f5f
Adam Bialogonski [Mon, 17 May 2021 09:50:59 +0000 (10:50 +0100)]
Managed uniform buffer support.
Single uniform buffer is created in order to store uniform data for all rendered items.
- UniformBuffer is made of one or many Graphics::Buffer objects
- Memory of UniformBuffer is continuous
- UniformBuffer may resize if needed
- UniformBufferView is now used to access uniform data for individual items
- UniformBUfferPoolView manages memory allocation using stack/pool allocation strategy
- UniformBufferPoolView lives only through a single frame and then rolls back all memory
Change-Id: I2f1d2a007a132a7745b6927912353f57a96be791
David Steele [Fri, 21 May 2021 09:17:40 +0000 (10:17 +0100)]
DALi Version 2.0.27
Change-Id: If43baea1f5bc5e258f864ccfc409fa603980fbfb
Heeyong Song [Thu, 20 May 2021 01:21:41 +0000 (01:21 +0000)]
Merge "Add methods to get current size and orientation to Scene" into devel/master
David Steele [Wed, 19 May 2021 14:46:26 +0000 (15:46 +0100)]
Adding graphics sync object
Capture requires a pollable sync object so that we can
know when a texture has been written to on the GPU.
Added Graphics::SyncObject, which can be added to
CommandBuffer::END_RENDER_PASS. This is a pollable object
that will test positive when the render pass has been
flushed.
This is owned by RenderTracker; a container of which
is owned by RenderManager separately to the RenderInstruction
which communicates when a sync object is needed.
Renamed Integration::GlSyncAbstraction to Integration::GraphicsSyncAbstraction
Change-Id: I4b5aa27755f1261532a188a9235d088c8bd4ec57
Signed-off-by: David Steele <david.steele@samsung.com>
Adeel Kazmi [Fri, 14 May 2021 16:42:25 +0000 (16:42 +0000)]
Merge "Adding packed small float pixel format." into devel/graphics
Adam Bialogonski [Fri, 14 May 2021 10:20:46 +0000 (11:20 +0100)]
DALi Version 2.0.26
Change-Id: I8144c54fa5f146f3f857c4e70b25c95b5f6aebcb
Heeyong Song [Wed, 28 Apr 2021 07:09:53 +0000 (16:09 +0900)]
Add methods to get current size and orientation to Scene
Change-Id: I91922312b720d31c1cb05650c094534ded2470ac
Adeel Kazmi [Thu, 13 May 2021 11:40:27 +0000 (12:40 +0100)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I53e6732c9c6b37a457cf27697fa3ccea37714915
adam.b [Tue, 11 May 2021 16:38:41 +0000 (17:38 +0100)]
UBO page reduced to 64 bytes for individual UBOs
Change-Id: I583244a8d8a7c00bddf84d5f53313345477781e9
David Steele [Wed, 12 May 2021 10:15:46 +0000 (11:15 +0100)]
Adding packed small float pixel format.
KTX format supports GL_R11F_G11F_B10F format, we don't have a pixel
format definition for it.
Fixed pixel sizes for RGB16F and RGB32F
Change-Id: I7ca550bb61a7ced476970de38e721cac36ef4e1c
Signed-off-by: David Steele <david.steele@samsung.com>
Adeel Kazmi [Fri, 7 May 2021 11:23:20 +0000 (11:23 +0000)]
Merge "DALi Version 2.0.25" into devel/master
Adeel Kazmi [Fri, 7 May 2021 10:34:02 +0000 (11:34 +0100)]
DALi Version 2.0.25
Change-Id: Ieb9b7a5ac47b29d817f9f7d2b8845b559b3a28ed
Adeel Kazmi [Thu, 6 May 2021 11:49:20 +0000 (12:49 +0100)]
Fixed Signal crash on Ubuntu 20.04
Change-Id: I785ed3bf0142ba6adb4bbc3484a0e0a36a2b7f53
Richard Huang [Thu, 6 May 2021 10:32:26 +0000 (11:32 +0100)]
Texture mipmap support
Change-Id: Ib4976689df8f51a15f6bc3899c9064970bd6baf2
David Steele [Fri, 30 Apr 2021 13:49:28 +0000 (14:49 +0100)]
Adding source format to texture upload
Change-Id: I8f057c041435a9e05bd450a98b0988c577d48d19
Richard Huang [Fri, 30 Apr 2021 10:02:00 +0000 (11:02 +0100)]
DALi Version 2.0.24
Change-Id: I392ecc1230a05138024d6cfb955133915ee00a92
David Steele [Thu, 29 Apr 2021 15:26:51 +0000 (16:26 +0100)]
Clean up in Aisle #3
Change-Id: I0807cee43c041a6f0ace5a0a2784580b12c4e489
David Steele [Thu, 29 Apr 2021 13:25:56 +0000 (14:25 +0100)]
Cleanup in Aisle #2
Change-Id: I994feedef465bf5427009d0cfc0659816c7d1000
David Steele [Thu, 29 Apr 2021 09:18:48 +0000 (10:18 +0100)]
Cleanup in Aisle #1
Change-Id: I7f344f89b05240ac215ca5add36600245e36a9e5
David Steele [Wed, 28 Apr 2021 16:41:25 +0000 (16:41 +0000)]
Merge "Adding more comments to Graphics API." into devel/graphics
David Steele [Wed, 28 Apr 2021 15:43:51 +0000 (16:43 +0100)]
Adding more comments to Graphics API.
Change-Id: Ic71a39871b6497c69ac7791164f2d7590d6fcc74
David Steele [Wed, 28 Apr 2021 15:28:03 +0000 (15:28 +0000)]
Merge "Adding Depth/Stencil code" into devel/graphics
Adeel Kazmi [Wed, 28 Apr 2021 11:56:06 +0000 (12:56 +0100)]
Fix TOUCH_AREA_OFFSET doxygen output
Change-Id: I14261714e1e886f6722f5941dbbafef704eb935e
David Steele [Fri, 23 Apr 2021 09:36:27 +0000 (10:36 +0100)]
Adding Depth/Stencil code
Updating command buffer to add new commands to manage depth/stencil
mode.
Re-instated the test cases that were previously commented output
Change-Id: I111cc425488452afe8fa081ae8efb90540cfbc90
Eunki, Hong [Tue, 27 Apr 2021 06:13:13 +0000 (15:13 +0900)]
Fix Color Constant Value error
Fix incorrected constant value of colors.
Ex)
static constexpr Vector4 YELLOW_GREEN(154.0f / 255.0f, 205.0f / 255.0f, 50.0f, 1.0f); //#9ACD32
-->
static constexpr Vector4 YELLOW_GREEN(154.0f / 255.0f, 205.0f / 255.0f, 50.0f / 255.0f, 1.0f); //#9ACD32
(past version, blue arguments was not fitting on [0.0f ~ 1.0f])
All values will be in [0.0f ~ 1.0f] now
Change-Id: Icc9dae617929620d3c5624a0214bc93168dda9c9
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Mon, 26 Apr 2021 10:52:17 +0000 (11:52 +0100)]
Restored Devel::Renderer::AddDrawCommand test cases
Change-Id: Ifa7ac6aa788b485d69117f48dbcf1a51c4f938a1
joogab yun [Mon, 26 Apr 2021 06:00:50 +0000 (06:00 +0000)]
Merge "Change TOUCH_AREA to TOUCH_AREA_OFFSET" into devel/master
Seungho BAEK [Mon, 26 Apr 2021 05:22:00 +0000 (05:22 +0000)]
Merge "Add post processor" into devel/master
Adeel Kazmi [Fri, 23 Apr 2021 08:28:54 +0000 (09:28 +0100)]
DALi Version 2.0.23
Change-Id: I761e938a840cbfc962c514efbb29ef7350618088
David Steele [Wed, 21 Apr 2021 15:59:38 +0000 (16:59 +0100)]
Moving owner of secondary command buffers
Current owner is renderer, but this is problematic because a single
renderer can be rendered more than once per frame, e.g. because it's
in more than one RenderTask, or referenced by more than one node, or
it has both opaque and transparent external draw commands.
Changed owner to RenderList.
Changed management of Pipeline to have one handler per renderer per node per instruction per blend
to ensure that owner is unique per render (as ptr to Pipeline is shallow copied in BindPipeline).
Change-Id: I39cf2e991ba3179fb6ea6c9b80ff26d8bf7b0a95
Signed-off-by: David Steele <david.steele@samsung.com>
Joogab Yun [Thu, 22 Apr 2021 02:09:26 +0000 (11:09 +0900)]
Change TOUCH_AREA to TOUCH_AREA_OFFSET
You can set offset the touch area.
for example)
Actor actor = Actor::New();
actor.SetProperty(Actor::Property::SIZE, Vector2(10.0f, 10.0f));
actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(-100, 100, 100, -100));
actor.TouchedSignal().Connect(OnTouchCallback);
then touch area is 210x210.
this is actor.width + touchAreaOffset.right - touchAreaOffset.left
and actor.height + touchAreaOffset.bottom -touchAreaOffset.top
This reverts commit
611aa0a439969daefa33e9428d294ce4f9c03f1b.
Change-Id: Ifaafb243f18ec24cfd0089e009a62505e54f60ec
seungho [Thu, 22 Apr 2021 01:42:03 +0000 (10:42 +0900)]
Add post processor
- This patch adds post processor that works after relayout.
Change-Id: I194763b5f512517c6a385c27f0b0728f6fcddfc4
Signed-off-by: seungho <sbsh.baek@samsung.com>
David Steele [Thu, 15 Apr 2021 11:38:25 +0000 (12:38 +0100)]
Removing old Program code
Render still had a Program::Use call, this has now been removed.
Cleaned up Program and Render::Renderer to remove much unused code.
Moved sampler uniform initialization to implementation in adaptor.
Change-Id: I831c4adb7dbac071f6b95edc77723b74e063e2b6
Joogab Yun [Mon, 19 Apr 2021 08:23:23 +0000 (17:23 +0900)]
Revert "Change TOUCH_AREA to TOUCH_AREA_OFFSET"
Change-Id: Ib036e525002837901293a1b190f4005c62b490f0
joogab yun [Mon, 19 Apr 2021 04:12:17 +0000 (04:12 +0000)]
Merge "Change TOUCH_AREA to TOUCH_AREA_OFFSET" into devel/master
David Steele [Fri, 16 Apr 2021 13:02:48 +0000 (14:02 +0100)]
DALi Version 2.0.22
Change-Id: Ie73e61e60224ab4b85124f151ffd8ec1dbf27772
Joogab Yun [Thu, 8 Apr 2021 06:37:41 +0000 (15:37 +0900)]
Change TOUCH_AREA to TOUCH_AREA_OFFSET
You can set offset the touch area.
for example)
Actor actor = Actor::New();
actor.SetProperty(Actor::Property::SIZE, Vector2(10.0f, 10.0f));
actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(-100, 100, 100, -100));
actor.TouchedSignal().Connect(OnTouchCallback);
then touch area is 210x210.
this is actor.width + touchAreaOffset.right - touchAreaOffset.left
and actor.height + touchAreaOffset.bottom -touchAreaOffset.top
Change-Id: I558ecb7d4166144326ecb2915f13f1e3ec3c8a3c
David Steele [Wed, 14 Apr 2021 10:45:32 +0000 (11:45 +0100)]
Removing some uses of gl Context object
Change-Id: I556fe872264bfbc90ee0ccac074da17b8401502a
Adam Bialogonski [Wed, 14 Apr 2021 14:18:01 +0000 (15:18 +0100)]
Fixed test cases and other minor fixes (like doxy)
Change-Id: Iacebc1160968b4ba92898a9ce0adfa5d028eb294
Adeel Kazmi [Wed, 14 Apr 2021 11:26:41 +0000 (12:26 +0100)]
Added a comment to explain FrameCallback behaviour
Change-Id: I713da28a82794c23af3b83deeb84d762855fecaf
adam.b [Wed, 7 Apr 2021 11:42:13 +0000 (12:42 +0100)]
RenderPass and presentation
Change-Id: I5630cb63e25b86a065001d8879b88537489ff2b8
David Steele [Tue, 6 Apr 2021 17:09:59 +0000 (18:09 +0100)]
Fixing up test cases following render pass changes
Change-Id: I899839a1b007efbcae4f24ab9c6cfdff7bd394d4
David Steele [Tue, 6 Apr 2021 13:32:42 +0000 (14:32 +0100)]
Disabling Stencil test cases temporarily
Change-Id: I691d5925c2fd9ca3df7d8287ee37edf3390296fe
David Steele [Mon, 29 Mar 2021 16:10:08 +0000 (17:10 +0100)]
Initialize framebuffer before render pass used
Change-Id: I5eed0a0311cf4eec22b8b629db273d25f455e4a8
Adam Bialogonski [Tue, 30 Mar 2021 17:19:01 +0000 (18:19 +0100)]
Create render pass for surface rendering
Change-Id: I09069aab42d4e7af67aee7700e2a4e4c2ec27db4
adam.b [Thu, 1 Apr 2021 12:44:13 +0000 (13:44 +0100)]
Added RenderPass and RenderTarget support
Change-Id: I324b4f47c389fbef6c6b18f91acee2948cd5fa48
David Steele [Thu, 11 Feb 2021 15:59:16 +0000 (15:59 +0000)]
Implementing Framebuffer object
Added framebuffer object, and setup pipeline to use it when rendering
offscreens.
Change-Id: Id11981cc6e75fff19b84756380ab8007c5d61652
Adam Bialogonski [Tue, 13 Apr 2021 09:04:39 +0000 (10:04 +0100)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I0347ae3fa47740fafc1ddd077a67a2cc15e582b2
Heeyong Song [Tue, 13 Apr 2021 02:44:35 +0000 (11:44 +0900)]
Fix heap-use-after-free in FrameCallback
Change-Id: I7716726947779b934d690a2b9ee45d28e2725c89
Heeyong Song [Mon, 12 Apr 2021 09:08:47 +0000 (18:08 +0900)]
Fix Property::Value memory leak
Change-Id: I6d5130298b886d870ddc87d3196da7170f13c9ff
Heeyong Song [Mon, 12 Apr 2021 07:33:49 +0000 (16:33 +0900)]
Skip rendering before the first renderer is added to node
Change-Id: Id48c2fe92790ddbdcf926d754b60a6f6e5d8fd7a
Adam Bialogonski [Fri, 9 Apr 2021 08:43:15 +0000 (09:43 +0100)]
DALi Version 2.0.21
Change-Id: Ic6e6427c4afc28e6acd55041ba4e6cab91736412
Adam Bialogonski [Thu, 8 Apr 2021 16:02:15 +0000 (17:02 +0100)]
Fixed memory leaks
Change-Id: Idd16d26c91495cc84f98ccc182a0b8cea360e177
Adeel Kazmi [Thu, 8 Apr 2021 09:54:36 +0000 (10:54 +0100)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I64efe224f8dd1cce0af9b01a5c6a1a1e9ea8ac89
Wonsik Jung [Wed, 7 Apr 2021 00:31:59 +0000 (00:31 +0000)]
Merge "Fix incorrect rotation angle." into devel/master
Heeyong Song [Fri, 2 Apr 2021 04:50:04 +0000 (04:50 +0000)]
Merge "Fix Coverity issue" into devel/master
Wonsik Jung [Thu, 1 Apr 2021 12:59:16 +0000 (21:59 +0900)]
Fix incorrect rotation angle.
Fix incorrect rotation angle for setting glViewport.
Change-Id: I4eac8e1d67936bc599731bc3281ffcda70a1b023
David Steele [Thu, 1 Apr 2021 13:44:05 +0000 (13:44 +0000)]
Merge "(Automated Tests) Delete unused TestGraphicsProgram constructor" into devel/master
Adeel Kazmi [Thu, 1 Apr 2021 09:54:59 +0000 (10:54 +0100)]
(Automated Tests) Delete unused TestGraphicsProgram constructor
Change-Id: Ia914a433ebef3f7fe27a5daa44d5ee73f5e6cd34