Adam Bialogonski [Fri, 19 Aug 2022 10:07:44 +0000 (11:07 +0100)]
DALi Version 2.1.36
Change-Id: I82376a7d0b8bd5ddc897535d94cc64212a375307
seungho [Mon, 8 Aug 2022 14:13:14 +0000 (23:13 +0900)]
Add ViewportGuideActor to RenderTask
Change-Id: Ie33b8b1c9587649e6f173c664cc781d76d281b1a
Signed-off-by: seungho <sbsh.baek@samsung.com>
Adeel Kazmi [Fri, 12 Aug 2022 11:36:13 +0000 (11:36 +0000)]
Merge "DALi Version 2.1.35" into devel/master
Adeel Kazmi [Fri, 12 Aug 2022 11:22:46 +0000 (12:22 +0100)]
DALi Version 2.1.35
Change-Id: I47794cf71c5826ed8a3da25b1c29555ae75df5d5
seungho [Fri, 5 Aug 2022 07:24:29 +0000 (16:24 +0900)]
Unify the way to handle on/off screen render task hit test
Change-Id: I72e3eedb85f4697b64e617a39e7371027517c1c2
Signed-off-by: seungho <sbsh.baek@samsung.com>
David Steele [Fri, 5 Aug 2022 11:50:59 +0000 (12:50 +0100)]
DALi Version 2.1.34
Change-Id: I2417f70f60cfcaa1e36c37b48ffd1991db18bf1f
Eunki, Hong [Tue, 26 Jul 2022 10:21:40 +0000 (19:21 +0900)]
Add operator for Matirx3 * Vector3
We might need to multiply for some non-transition matrix.
Change-Id: I5a8aa02ce8c1e68b623aea07d9e7540f7074368f
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Richard Huang [Fri, 29 Jul 2022 11:11:57 +0000 (12:11 +0100)]
DALi Version 2.1.33
Change-Id: Id601d3c3c857d1c0fab7a14ca8c0cc79716b012d
Eunki Hong [Thu, 28 Jul 2022 03:15:33 +0000 (03:15 +0000)]
Merge "Remove std::vector dependency for dali-signal.h" into devel/master
Heeyong Song [Tue, 26 Jul 2022 09:01:06 +0000 (18:01 +0900)]
Add new header files to dali-core.h
Change-Id: Ib2e30ca1d715265b9b6f6727f18901a3717a266a
Heeyong Song [Mon, 25 Jul 2022 03:07:45 +0000 (12:07 +0900)]
(Partial Update) Change UPDATE_SIZE_HINT to UPDATE_AREA_HINT
Change the property name and the type to Vector4 to support offset also
Change-Id: I589855950cf158d833506a782d0983da9d0e97cc
Eunki, Hong [Tue, 26 Jul 2022 03:12:34 +0000 (12:12 +0900)]
Remove std::vector dependency for dali-signal.h
Change-Id: Ie76bfbb60cfdc2039adc83c14877bb7dd99645ab
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Adeel Kazmi [Fri, 22 Jul 2022 17:59:51 +0000 (17:59 +0000)]
Merge "Reduced the cyclomatic complexity of several functions" into devel/master
Adeel Kazmi [Thu, 21 Jul 2022 14:40:32 +0000 (15:40 +0100)]
Reduced the cyclomatic complexity of several functions
Change-Id: Iafbf6a58d9b152ad2c0a69db3f51fffefb6bcd93
Adeel Kazmi [Fri, 22 Jul 2022 13:30:31 +0000 (13:30 +0000)]
Merge "DALi Version 2.1.32" into devel/master
Eunki, Hong [Tue, 12 Jul 2022 13:46:45 +0000 (22:46 +0900)]
Upload PixelData's sub image to Texture
Add API to upload subimage of inputed PixelData.
It will be useful when we want to make multiple tiling textures
with one single big PixelData.
Change-Id: Ia07ddc96cdaf7006239a21a307dbb0995c755bb4
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Adam Bialogonski [Fri, 22 Jul 2022 09:27:05 +0000 (10:27 +0100)]
DALi Version 2.1.32
Change-Id: I4389984828fbe097cfa7ffcb9c7f10b1ca189c76
Heeyong Song [Fri, 22 Jul 2022 01:43:19 +0000 (10:43 +0900)]
(Partial Update) Fix renderer opacity issue
It was not detected when the renderer opacity is changed from the translucent value to another translucent value
Change-Id: If8448e03c0b106e5820c854e8878039ee93d9dc6
Adeel Kazmi [Wed, 20 Jul 2022 13:41:57 +0000 (14:41 +0100)]
Reduced the cyclomatic complexity of DecoratedVisualRenderer::SetDefaultProperty
Change-Id: I620c95d62b1f42a1ae50b19753fc11a3e8d000d2
Seungho BAEK [Mon, 18 Jul 2022 11:09:07 +0000 (11:09 +0000)]
Merge "Change dali-scene-loader to dali-scene3d" into devel/master
joogab yun [Mon, 18 Jul 2022 06:06:25 +0000 (06:06 +0000)]
Merge "Fix an issue where TapGesture Events are not being received." into devel/master
seungho [Thu, 14 Jul 2022 06:10:11 +0000 (15:10 +0900)]
Change dali-scene-loader to dali-scene3d
Change-Id: I9215482e82be1093c7cd838c5463b2b2e3ab9e09
Signed-off-by: seungho <sbsh.baek@samsung.com>
Richard Huang [Fri, 15 Jul 2022 12:16:22 +0000 (13:16 +0100)]
DALi Version 2.1.31
Change-Id: Ic09a53977da5c19a49ebc0be6b87e4262573a337
joogab.yun [Fri, 15 Jul 2022 05:01:19 +0000 (14:01 +0900)]
Fix an issue where TapGesture Events are not being received.
If MaximumTapsRequired is greater than 1, TapEvent may not be received when mMaximumAllowedTime is checked in touch-up.
So, move the mMaximumAllowedTime check code to Touchdown.
And in touch-up, the time between previous touch-down and touch-up is checked.
Change-Id: Iec05c9c902fda5c04a8ddde54bec1d887224d5fe
Eunki, Hong [Fri, 8 Jul 2022 09:05:35 +0000 (18:05 +0900)]
Property::Value operator== for the same type.
Implement equal operator for the Property::Value.
It can be compare only for the same type.
NOTE : Property::Array and Property::Map don't support equal operator.
We always return false in that case.
Change-Id: Id474dbf403355b2f5d2375004694cfc18d3c8614
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
joogab yun [Mon, 11 Jul 2022 05:23:28 +0000 (05:23 +0000)]
Merge "Fix an issue where TapGesture Events are not being received." into devel/master
joogab.yun [Wed, 22 Jun 2022 07:52:58 +0000 (16:52 +0900)]
Add ALLOW_ONLY_OWN_TOUCH property.
It only receive for touch events that started from itself.
So if it's not a touch started by myself, actor doesn't receive a touch event.
Change-Id: I58151d7072a4f1dbae1a015e6b3fc0b298745773
Adeel Kazmi [Fri, 8 Jul 2022 05:47:39 +0000 (06:47 +0100)]
DALi Version 2.1.30
Change-Id: I61ee6970d3b31b7c511b82a4497d4183e2fc86e2
joogab.yun [Tue, 5 Jul 2022 05:29:22 +0000 (14:29 +0900)]
Fix an issue where TapGesture Events are not being received.
If multiple Tap GestureDetectors are registered, you may not receive gesture events depending on the setting of MaximumTapsRequired.
example)
TapGestureDetector detector1 = TapGestureDetector::New();
detector1.SetMaximumTapsRequired(1u);
detector1.Attach(actor1);
TapGestureDetector detector2 = TapGestureDetector::New();
detector2.SetMaximumTapsRequired(2u);
detector2.Attach(actor2);
When actor1 is tapped multiple times, I expect to receive a gesture event on every tap because MaximumTapsRequired is 1u, but I don't get the event every tap.
It is because the MaximumTapsRequred of detector2 is set to 2u, the MaximumTaps of the tap-gesture-recognizer is set to 2u.
So, if there is a double tap, the tap event is not delivered to detector1 because it exceeds the MaximumTaps of detector1.
For this reason, the check of MaximumTapsRequired is modified to be checked by each detector.
Change-Id: I297debdf7ff680affafc763d4af3db323f80a095
Adam Bialogonski [Wed, 6 Jul 2022 10:40:40 +0000 (11:40 +0100)]
DirectRendering with DrawableView support and list of used resources
- Added GLESNativeInfo inner struct (in NativeDrawInfo) to extract shared context
- The native draw can use list of textures and buffers that the callback will use
- The used resources are being passed into the callback so it can access DALi objects
Change-Id: I6b162c0741d95ab3698185d05e2a78f4b0ab02f7
David Steele [Fri, 1 Jul 2022 11:12:12 +0000 (11:12 +0000)]
Merge "DALi Version 2.1.29" into devel/master
David Steele [Fri, 1 Jul 2022 11:06:54 +0000 (12:06 +0100)]
DALi Version 2.1.29
Change-Id: Icb5bea910e30730302e73906f873469afb3146f4
joogab.yun [Mon, 27 Jun 2022 09:18:20 +0000 (18:18 +0900)]
Add InterceptKeyEvent
Intercepts KeyEvents in the window before dispatching KeyEvents to the control.
If a KeyEvent is consumed, no KeyEvent is delivered to the control.
Change-Id: If6ee2b2fb03d936a7840b4c984129a31bb8b948d
Heeyong Song [Mon, 27 Jun 2022 09:32:09 +0000 (18:32 +0900)]
Add GetPixelFormat to Texture
Change-Id: Ib9cf0b03f409c909e7c7187d8ea19661296d36d5
David Steele [Fri, 24 Jun 2022 13:26:05 +0000 (13:26 +0000)]
Merge "DALi Version 2.1.28" into devel/master
Adeel Kazmi [Fri, 24 Jun 2022 13:08:24 +0000 (14:08 +0100)]
DALi Version 2.1.28
Change-Id: I7cea4233901b6d16f8edba3eb3be48317ae49e23
Heeyong Song [Fri, 17 Jun 2022 07:11:11 +0000 (16:11 +0900)]
Add default logs in key event processor
Change-Id: I3b8352cb57afe5b6de381f6285d7020786df0578
Heeyong Song [Fri, 17 Jun 2022 06:22:36 +0000 (15:22 +0900)]
Enable ENABLE_BACKTRACE
Change-Id: Ib992346a029132000b2558b41a934c2b6115b647
Adeel Kazmi [Mon, 20 Jun 2022 09:58:06 +0000 (10:58 +0100)]
Fixed SVACE error in pan-gesture-processor.cpp
Change-Id: Ia4b8d58e4dcffd1f4da85a0a5a4c8fd077693532
Eunki, Hong [Mon, 20 Jun 2022 01:23:51 +0000 (10:23 +0900)]
Fix logical bug on Pan MotionEventAge
Fix incorrect operation direction of age check-up.
Change-Id: Ia76f9cdda639c0417da1002906e63a02f97d1b67
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Fri, 17 Jun 2022 10:40:03 +0000 (10:40 +0000)]
Merge "DALi Version 2.1.27" into devel/master
David Steele [Fri, 17 Jun 2022 10:27:55 +0000 (11:27 +0100)]
DALi Version 2.1.27
Change-Id: I079653c71810ddbf0469601c0e2f594c23fb630a
Eunki, Hong [Wed, 15 Jun 2022 12:57:34 +0000 (21:57 +0900)]
Discard some motion during pan gesture
When event spend so long time, a lot of events are queued.
Ecore cannot skip these event, so we make some heuristic
threshold of discard motion events on pan gesture.
We can setup this value by PanGestuerDetector's member vaule.
The name is "MaximumMotionEventAge".
the time scale is millisecond.
Default age is UINT_MAX ms (~= 49 days)
That mean, we will not discard every motion events.
(Ecore event callback also use uint32_t type in ms.)
Change-Id: Ib721e81d690327dcbc6c6c58383b33c7d5560922
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Heeyong Song [Mon, 13 Jun 2022 09:27:58 +0000 (18:27 +0900)]
Make mScene nullptr when the Actor is disconnected from Scene recursively
Change-Id: I2ef30d3ba471d87baae32d082e91426990d46463
Adam Bialogonski [Fri, 10 Jun 2022 08:53:22 +0000 (09:53 +0100)]
DALi Version 2.1.26
Change-Id: Ie428ca744a9fbb266251cb3cdc36eafa3022214b
Eunki, Hong [Fri, 3 Jun 2022 12:30:57 +0000 (21:30 +0900)]
Minor optimize during iterate of uniform map
Dali::Vector.End() operation is heavy.
We don't need to calculate this value every iteration. So just precalculate
the end-of-iterate. It will increase performance.
Change-Id: I475d01367348943f0f4b12a6aeb870c413db0dfc
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Richard Huang [Wed, 1 Jun 2022 10:14:51 +0000 (11:14 +0100)]
DALi Version 2.1.25
Change-Id: Ia40d6c528558b1c2b7223acf67240ef63e43a91a
Adeel Kazmi [Fri, 27 May 2022 12:19:14 +0000 (12:19 +0000)]
Merge "DALi Version 2.1.24" into devel/master
Adeel Kazmi [Fri, 27 May 2022 12:00:48 +0000 (13:00 +0100)]
DALi Version 2.1.24
Change-Id: I8fe305f73b9987fd87366d06cb3c9225d3375231
Eunki, Hong [Thu, 26 May 2022 16:46:38 +0000 (01:46 +0900)]
Revrert "Enable assert alwayd in Dali::Vector"
Due to the DALI_ASSERT_ALWAYS, Dali::Vector try to check
the range of index every times.
It might make some performance reducing.
Change-Id: I2fdcf435bda147f9ea102c3106cb44f0772a4899
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Adeel Kazmi [Fri, 20 May 2022 12:26:26 +0000 (12:26 +0000)]
Merge "DALi Version 2.1.23" into devel/master
Adam Bialogonski [Fri, 20 May 2022 10:16:21 +0000 (11:16 +0100)]
DALi Version 2.1.23
Change-Id: Ie34538906bedaf4a85e012130fe9c11a0ca78fb0
Eunki, Hong [Tue, 17 May 2022 11:52:00 +0000 (20:52 +0900)]
Fix when shader changeness not applied issue
If RenderList was reused, SG::Renderer::UpdateUniformMap didn't called.
So Render::Renderer will render with not-updated uniform-map
(But uniform map change counter is updated.)
This patch make sure that renderer's uniformMap changeness in Prepare time.
So it will be applied well before render call.
Change-Id: I06618e99f38fecd19d263afd7eaff2c30f241cc3
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki Hong [Wed, 18 May 2022 09:09:12 +0000 (09:09 +0000)]
Merge "base-signal connect and disconnect in O(1)" into devel/master
Eunki, Hong [Mon, 16 May 2022 09:43:39 +0000 (18:43 +0900)]
Minor optimize during build uniform index maps
If node don't have any uniform properies,
we don't need to create about that node's index map.
Because that mean, this node will use only for renderItem's uniform.
Change-Id: Ife3bd0fc35293945786e52755ddaed49d31ae177
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki, Hong [Mon, 16 May 2022 17:00:41 +0000 (02:00 +0900)]
Keyframe->GetValue works on O(log n)
Previous code iterate whole key-frame to get interpolated progress value.
This patch make this job in O(log n).
So we can run animation faster even it have near 500 key-frames.
Change-Id: I14ee07db7aa75142aaaf323af7cfde9522d3851d
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki, Hong [Tue, 3 May 2022 14:24:22 +0000 (23:24 +0900)]
base-signal connect and disconnect in O(1)
Make base-signal control the connection in O(1)
by std::unordered_map and std::list<>::iterator.
and make connection-tracker control the connection in O(1)
by std::unordered_map
std::unordered_map can found duplicated value fast
and std::list<>::iterator can access & remove value fast.
And also, std::list can keep ordered by inputed time.
TODO : Remove the dependency of std::vector header in dali-signal.h
is quite big process. Will be done in other patch
Change-Id: I940d33c46b1470973219c7a9fb10ac89dd70f1ff
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Fri, 13 May 2022 15:10:41 +0000 (15:10 +0000)]
Merge "Apply Visual's transform + borderline properties for partial update" into devel/master
Richard Huang [Fri, 13 May 2022 11:01:03 +0000 (12:01 +0100)]
DALi Version 2.1.22
Change-Id: I4f1ac3a9a654f2b1469d6d8a1f189e646df30ebc
Eunki, Hong [Fri, 22 Apr 2022 10:02:47 +0000 (19:02 +0900)]
Apply Visual's transform + borderline properties for partial update
Previously, PartialUpdate cannot know the vertex positions
after transform the visual.
But now, we can use VisualRender's animatable properties.
This patch re-calculate the partial update size
so we can consider Visual Transform.
And more, We make DecoratedVisualRenderer so we can use
CornerRadius + etc as default property
and also can re-calculate update size consider with BorderlineWidth or BlurRadius
Change-Id: I99962f7cda3fb51defc439cf5f1517278aa0daa4
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Heeyong Song [Thu, 12 May 2022 07:16:07 +0000 (16:16 +0900)]
Delete Renderers before Shaders
Change-Id: Ib7744acb7f4bed8032c50f7a388f74027afb55b2
Heeyong Song [Thu, 12 May 2022 07:13:59 +0000 (16:13 +0900)]
Remove duplicated scene object deletion from VisualRenderer
Change-Id: I50ef48dd8d5253360f2bc0b564ad6e84395f329a
Heeyong Song [Mon, 9 May 2022 00:59:19 +0000 (00:59 +0000)]
Merge "Add API to UpdateProxy" into devel/master
David Steele [Fri, 6 May 2022 11:37:06 +0000 (12:37 +0100)]
DALi Version 2.1.21
Change-Id: I87bb688c0b7635d23bc6f0d85237ba14549dfb34
Heeyong Song [Mon, 25 Apr 2022 09:39:06 +0000 (18:39 +0900)]
Add API to UpdateProxy
Change-Id: Icd9ef2011a6381ccad62a9f3edea750e392500ae
Adeel Kazmi [Fri, 29 Apr 2022 12:23:01 +0000 (12:23 +0000)]
Merge "DALi Version 2.1.20" into devel/master
David Steele [Fri, 29 Apr 2022 11:13:33 +0000 (11:13 +0000)]
Merge "Simplifying UniformMap updating" into devel/master
Adam Bialogonski [Fri, 29 Apr 2022 09:52:34 +0000 (10:52 +0100)]
DALi Version 2.1.20
Change-Id: I1c92a82a41be6d385c7ab307b24edc04b25b730e
Eunki, Hong [Thu, 28 Apr 2022 01:54:47 +0000 (10:54 +0900)]
Fix memory leak of visual renderer
SceneGraph::Renderer didn't remove the memory of
ANimatableVisualProperties.
This patch make AnimatableVIsualProperties as OwnerPointer
so SceneGraph::Renderer will delete it's memory well.
Change-Id: I85f0c40af0fc594b86bd0b9f93f13c24e93b9f8e
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Mon, 12 Jul 2021 18:18:25 +0000 (19:18 +0100)]
Simplifying UniformMap updating
Removed scene-graph ConnectionChangePropagator - now only need to know
if shader is attached to renderer, and that is already done through a
different mechanism.
Changed CollectedUniformMap into it's own struct. Now has a change
counter that increments any time the map is altered.
Instead of having lots of flags indicating if uniform maps have
changed, UniformMap now updates it's change counter whenever a
property is registered with the PropertyOwner (e.g. Node, Renderer or
Shader).
During Update, SceneGraph::Renderer collects the uniform maps into one
only if the renderer is added to a RenderList, i.e. if it's going to
be rendered. At this point, the change counter is updated.
Nothing is done if the renderer is not visible.
During Render, the Render::Renderer checks if the node uniform map
change counter or the renderer data provider's uniform map change
counter are different, if so, then it knows it needs to update the
uniform locations for newly registered properties.
Change-Id: I0ff861a7e97736dae059d94f54618195d0471343
Eunki, Hong [Mon, 25 Apr 2022 03:36:10 +0000 (12:36 +0900)]
Calculate hash by Dali::Vector<std::uint8_t>
Change-Id: Ic5b640856c8e1f5710d3c0eb961612428e893990
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Fri, 22 Apr 2022 13:10:21 +0000 (13:10 +0000)]
Merge "DALi Version 2.1.19" into devel/master
Adeel Kazmi [Fri, 22 Apr 2022 12:54:08 +0000 (13:54 +0100)]
DALi Version 2.1.19
Change-Id: I9be4ce8eef03b28d4e208cd648e1210446967801
Heeyong Song [Fri, 22 Apr 2022 00:30:20 +0000 (00:30 +0000)]
Merge "Relayout only if the actor is on Scene" into devel/master
Eunki, Hong [Tue, 29 Mar 2022 06:09:08 +0000 (15:09 +0900)]
Lock uniform buffer only 1 times per each render + minor fixup of uniforms
1. Don't lock-unlock Graphics::Memory for each properties.
This patch lock stand-alone uniform buffer map and unlock only few times during rendering.
(We called this API as ReadyToLockUniformBuffer and UnlockUniformBuffer)
It will reduce Renderer::Render time near 6%
2. Don't convert from std::string_vew to std::string
when we get uniform map info from shader
3. Make BufferPropertiesFlags as input of UniformBuffer Constructor
Change-Id: I50055a24c1aad59e2a29b8c50485254b71ea5b73
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Seungho BAEK [Thu, 21 Apr 2022 05:13:54 +0000 (05:13 +0000)]
Merge "Fix to do not update state of render task in case of uploadOnly" into devel/master
seungho [Mon, 18 Apr 2022 07:06:21 +0000 (16:06 +0900)]
Fix to do not update state of render task in case of uploadOnly
- And removed unused uploadOnly parameter in the render-manager
Change-Id: I18e1e403cedf58d6e7c5c510bda123ef8b4fe149
Signed-off-by: seungho <sbsh.baek@samsung.com>
Heeyong Song [Tue, 19 Apr 2022 05:17:54 +0000 (14:17 +0900)]
Relayout only if the actor is on Scene
We're already checking whether the actor is on scene in RelayoutController::Relayout() before it is added to the mRelayoutStack.
But there is a case that the actor is removed from the scene in the previous OnRelayout.
So check whether the actor is on scene again.
Change-Id: Ia2b64e7f39f24d67b65b9689c720a7ef359d54fd
Heeyong Song [Tue, 19 Apr 2022 03:15:59 +0000 (03:15 +0000)]
Merge "Add CHROMINANCE pixel format" into devel/master
Richard Huang [Thu, 14 Apr 2022 10:34:49 +0000 (11:34 +0100)]
DALi Version 2.1.18
Change-Id: I044099ba626788b31036834921d153a2fa0fa6eb
Heeyong Song [Thu, 14 Apr 2022 09:24:14 +0000 (18:24 +0900)]
Add CHROMINANCE pixel format
Change-Id: I6c66da9db49874c7273e2580964423dc23c36e90
David Steele [Mon, 11 Apr 2022 14:20:06 +0000 (14:20 +0000)]
Merge "Changed handling of uniforms of arrays of structs" into devel/master
David Steele [Fri, 8 Apr 2022 16:02:56 +0000 (17:02 +0100)]
Changed handling of uniforms of arrays of structs
A) For uniforms of the form "basename[index].element", the array index handling
didn't work.
In GL (on Ubuntu) the shader reflection for such uniforms provides
individual locations for each element of the array/struct;
B) For uniforms of the form "basename[index]", where basename is a basic
type (float/vecN, etc), the GL shader reflection produces only 1 location
for the basename, and provides the element count.
Mapping properties to such uniforms is done by having a Property per
element. For the first case, no index/array handling is needed.
For the second case, each property needs to match to the basename without
the array subscript, and also store it's array index.
Modified property setup to remove array index for properties of the first type.
Modified uniform lookup to handle the different hashes appropriately.
Modified test graphics to ensure the uniform reflection can be set up in the
same way as GL provides.
Change-Id: I4be92f3e6933ff1b9b4a7d48e97f5629930c0b4c
Signed-off-by: David Steele <david.steele@samsung.com>
Adeel Kazmi [Fri, 8 Apr 2022 14:00:42 +0000 (14:00 +0000)]
Merge "Added New() function creating Renderer with RenderCallback" into devel/master
David Steele [Fri, 8 Apr 2022 11:54:36 +0000 (12:54 +0100)]
DALi Version 2.1.17
Change-Id: I30ecdbddcd58603a6b1a4c2adf13b7311cbd3b0f
Adam Bialogonski [Tue, 22 Mar 2022 15:05:49 +0000 (15:05 +0000)]
Added New() function creating Renderer with RenderCallback
Change-Id: I6f82838ed654342723cf043e43e8d7caba4125f7
Eunki Hong [Tue, 5 Apr 2022 16:34:13 +0000 (16:34 +0000)]
Merge "Level up Dali::Internal::FreeList as Dali::FreeList" into devel/master
Heeyong Song [Tue, 5 Apr 2022 11:19:43 +0000 (11:19 +0000)]
Merge "Use update object size in CalculateActorScreenPosition" into devel/master
Adeel Kazmi [Tue, 5 Apr 2022 06:58:07 +0000 (06:58 +0000)]
Merge "Hit-test can hit more than 32 depth clipping actor." into devel/master
Eunki, Hong [Tue, 15 Feb 2022 06:48:17 +0000 (15:48 +0900)]
Level up Dali::Internal::FreeList as Dali::FreeList
Open devel Dali::Internal::FreeList as Dali::FreeList
so we can use this container in another packages i.e. dali-toolkit's texture-manager
Change-Id: I719e960ce1ecf8b61a980e49cba976fe1ab57200
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Adeel Kazmi [Mon, 4 Apr 2022 17:31:36 +0000 (17:31 +0000)]
Merge "Fixing culling for magnifier use case" into devel/master
David Steele [Mon, 14 Mar 2022 17:17:52 +0000 (17:17 +0000)]
Fixing culling for magnifier use case
Should use the camera's canvas size, not the viewport.
Added canvas size to left/right/top/bottom clipping distance
in camera for perspective projection
Fixed bug that would always force using perspective projection
Fixed bug with modifying scene object directly in event thread.
Top and Bottom clipping plane values for perspective have been
made consistent with values for Ortho projection; however, this
currently forces top to be +ve and bottom to be -ve when set
using just size. Test cases are inconsistent in this regard; when
set via l/r/t/b/n/f API, top and bottom are -ve and +ve respectively.
Have used fabsf when re-calculating bounding box dimensions to
allow for this inconsistency.
Change-Id: I95e80e4c09f17a3240cccf16df23f09e8d9ad9cf
Heeyong Song [Thu, 24 Mar 2022 06:56:08 +0000 (15:56 +0900)]
Use update object size in CalculateActorScreenPosition
Change-Id: I475166706a0eb4defd1761ce56d185da7fe753a1
Eunki, Hong [Tue, 29 Mar 2022 02:54:24 +0000 (11:54 +0900)]
Hit-test can hit more than 32 depth clipping actor.
When clipping mode is CLIP_TO_BOUNDING_BOX, the limitation of
clipping depth doesn't exist. We can clipping near 2^15-depth.
But current clipping algorithm only allow 31-depth of clipping.
This patch make that we don't use depthmask in hit-test algorithm
When clipping mode is enabled, and current actor hit test failed,
just skip all children's hit test.
Note : CLIP_CHILDREN is kind of rendering method, So when clipping mode is
CLIP_CHILDREN, we can't detect how it "really" clipped.
This is physically limitation, so just ignore it.
Change-Id: I83524d6f96ccbb59d7b2802f1630c7e338b251a0
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Adam Bialogonski [Fri, 1 Apr 2022 11:51:18 +0000 (12:51 +0100)]
DALi Version 2.1.16
Change-Id: If043023658a6a6f59d220166a67cd5363d866faf
joogab.yun [Wed, 30 Mar 2022 09:28:12 +0000 (18:28 +0900)]
Revert "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown."
This reverts commit
3b0fba86dfcad3ae5841679e1c1790db563d7301.
Change-Id: I91350d5f72b826bc7b6fad4920b89079e4fc7d53
Eunki, Hong [Mon, 28 Mar 2022 10:44:34 +0000 (19:44 +0900)]
Fix hit-test bug when overlay2D child is not overlayed
Let's image some case like below scene tree.
root --- A (overlay2D) --- A1 (normal)
|- B (normal)
When A1 and B is overlaped, B will be drawn under the A1. (Because A is overlay)
But, in hit-test-algorithm, overlay2D information doesn't propagated.
This patch make hit-test can propagate overlay2D property,
so the hit test result return reasonable as what we can see.
Change-Id: I123d3bbc2c6ba27df3f10829ebaf16b80eb0f987
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki Hong [Mon, 28 Mar 2022 10:35:16 +0000 (10:35 +0000)]
Merge "TTrace enable always in tizen" into devel/master
joogab yun [Mon, 28 Mar 2022 05:45:12 +0000 (05:45 +0000)]
Merge "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown. So, If the touch moves after another actor has been touched so that the current actor is hit, it should behave as if it didn't hit." into devel/master
Eunki, Hong [Wed, 23 Mar 2022 13:32:49 +0000 (22:32 +0900)]
TTrace enable always in tizen
Make ttrace enable always in tizen. Other platform keep current policy
Change-Id: I500fe9b95f7d8bf079f89975bf2346f1f7472ae8
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>