Richard Huang [Fri, 7 Jul 2023 13:42:37 +0000 (14:42 +0100)]
Add test case to eusure Core update status reflects the framecallback's rendering request
Change-Id: I9403f784532c882431941f31365daf7c907479c8
David Steele [Fri, 7 Jul 2023 11:13:48 +0000 (11:13 +0000)]
Merge "DALi Version 2.2.34" into devel/master
David Steele [Fri, 7 Jul 2023 11:00:49 +0000 (12:00 +0100)]
DALi Version 2.2.34
Change-Id: Ib6ffa4a2bd581fd64da525584da7379d6efda74b
Eunki Hong [Thu, 6 Jul 2023 21:53:30 +0000 (21:53 +0000)]
Merge "Age down PropertyResetter when animator destroyed" into devel/master
David Steele [Thu, 6 Jul 2023 16:18:58 +0000 (16:18 +0000)]
Merge "Updated FrameCallback to return value to specify whether we should keep rendering" into devel/master
Richard [Thu, 6 Jul 2023 09:39:37 +0000 (10:39 +0100)]
Updated FrameCallback to return value to specify whether we should keep rendering
Change-Id: If1e53ef0291074dcb53116cc05f2fd69dcc3da87
Eunki, Hong [Thu, 6 Jul 2023 02:31:11 +0000 (11:31 +0900)]
Age down PropertyResetter when animator destroyed
When PropertyOwner alive and Animator is destroyed,
(== AnimatorResetter::ObjectDestroyed called)
mRunning value become ACTIVE --> AGING.
In this case, IsFinished() value always return 'false', so
PropertyOwner hold the AnimatorResetter always.
This patch make we ensurely reduce the aging of AnimatorResetter and
ConstraintResetter.
Change-Id: I173f6780d73ab9e9ad104a20764f9fac6d9abcc9
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
seungho baek [Tue, 4 Jul 2023 05:17:20 +0000 (14:17 +0900)]
Fix ToolChain update issue
Change-Id: If1e6c7e549120703115c0577a17994592632b285
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Heeyong Song [Tue, 4 Jul 2023 23:55:50 +0000 (23:55 +0000)]
Merge "Fix build error for toolchain upgrade" into devel/master
joogab.yun [Tue, 4 Jul 2023 05:08:46 +0000 (14:08 +0900)]
Add InterceptWheelEvent
The Wheel event calls the WheelEvent callback by going back from the last child actor to the parent via hitTest.
InterceptWheelEvent checks the wheel event in the parent first.
Returning false from InterceptWheelEvent allows child actors to receive WheelEvents.
If it returns true, the actor will receive a WheelEvent.
for example
Actor parent = Actor::New();
Actor actor = Actor::New();
parent.Add(actor);
actor.WheelEventSignal().Connect(&application, functor);
parent.WheelEventSignal().Connect(&application, parentFunctor);
The callbacks are called in the order functor -> parentFunctor.
If you connect InterceptWheelSignal to parentActor.
Dali::DevelActor::InterceptWheelSignal(parent).Connect(&application, interceptFunctor);
When interceptFunctor returns false, it is called in the same order functor -> parentFunctor.
If it returns true, it means that the WheelEvent was intercepted.
So the child actor will not be able to receive wheel events.
Only the parentFunctor is called.
Change-Id: I8ec2c70ca148565e6e899cedb9a997b2f851b0b8
Heeyong Song [Mon, 3 Jul 2023 01:13:00 +0000 (10:13 +0900)]
Fix build error for toolchain upgrade
Change-Id: Ib9640d9c7dbdf6bfdac6baf722a050a6d9deb873
Adeel Kazmi [Fri, 30 Jun 2023 13:16:43 +0000 (14:16 +0100)]
DALi Version 2.2.33
Change-Id: Iad5f75fd13582a729204189ff782d328cca8948f
Heeyong Song [Tue, 27 Jun 2023 01:17:06 +0000 (10:17 +0900)]
Fix SVACE issue
Change-Id: I48683251f336e1f171c98296aaa03425f7ec227a
David Steele [Mon, 26 Jun 2023 11:17:17 +0000 (12:17 +0100)]
Removed repeated logic in UniformBufferManager
Change-Id: I7f05429ba5ad390319e88de6a508f18cc3515467
Heeyong Song [Thu, 22 Jun 2023 02:49:43 +0000 (11:49 +0900)]
Add SetPartialUpdateEnabled to Scene
Support enabling/disabling partial update at runtime
Change-Id: I7854d0f7ad0efb526da864456eb9b5672e1ef4d2
Adeel Kazmi [Sat, 24 Jun 2023 14:02:41 +0000 (14:02 +0000)]
Merge "Refactored Uniform Buffer support" into devel/master
David Steele [Wed, 21 Jun 2023 12:07:41 +0000 (13:07 +0100)]
Refactored Uniform Buffer support
Uniform blocks in GLES3 shaders are now supported by GPU buffer.
Fixed up test harness to handle CPU buffers properly
Fixed up test cases with wrong buffer counts
Added method to get uniform block alignment from the
backend - this is slightly more complicated than it
needs to be, because of the Vulkan-like API we have.
Enhanced test harness to enable testing of UBOs.
Adding reflection & test cases for uniform blocks
Ensured that multi-pass of draw commands doesn't
generate multiple blocks.
Ensured GPU uniform buffers are double-buffered
Ensured size of CPU/GPU for offscreen vs onscreen
buffers is correct.
Added test cases to ensure that large enough buffers
are allocated, and that properties are written
into the relevant uniform block areas within the buffers.
Change-Id: Id551d56ecea228320af3896afef49790d5ceec6d
Adam Bialogonski [Fri, 23 Jun 2023 10:03:02 +0000 (11:03 +0100)]
DALi Version 2.2.32
Change-Id: I936fc05badce1f4c855a51b4f68b064cce94989f
Eunki Hong [Thu, 22 Jun 2023 10:18:13 +0000 (10:18 +0000)]
Merge "Fix some keyframes devel api crash issue" into devel/master
Heeyong Song [Thu, 22 Jun 2023 00:50:02 +0000 (00:50 +0000)]
Merge "(Partial Update) Fix animation delay issue" into devel/master
Adeel Kazmi [Wed, 21 Jun 2023 11:27:08 +0000 (11:27 +0000)]
Merge "Added lockless synchronization to VertexBufferUpdateCallback" into devel/master
Heeyong Song [Wed, 21 Jun 2023 08:49:07 +0000 (17:49 +0900)]
(Partial Update) Fix animation delay issue
Set updated flag when the animator is changed to the delayed state
Change-Id: I83bc23f19c7ca255f1c7e670c1afe306919b4e8c
Eunki, Hong [Wed, 21 Jun 2023 03:27:49 +0000 (12:27 +0900)]
Fix some keyframes devel api crash issue
There was some nullptr error for some DevelKeyFrames API.
1. Let we allow to call GetKeyFrameCount even we never call Add.
2. Let we only change value if keyframe type is same as SetKeyFrameValue type.
Change-Id: I6a53648df3e19556c8462fbd4fd39340dc593373
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki Hong [Wed, 21 Jun 2023 01:10:21 +0000 (01:10 +0000)]
Merge "Calculate ScreenExtents and ScreenPosition only with event side properties." into devel/master
Adam Bialogonski [Tue, 20 Jun 2023 11:23:55 +0000 (12:23 +0100)]
Added lockless synchronization to VertexBufferUpdateCallback
Change-Id: I3ae62318868840403b9619c02e5c98fbcd7c9766
David Steele [Fri, 16 Jun 2023 14:27:24 +0000 (14:27 +0000)]
Merge "DALi Version 2.2.31" into devel/master
Richard Huang [Fri, 16 Jun 2023 13:48:20 +0000 (14:48 +0100)]
DALi Version 2.2.31
Change-Id: Ief9367f95d5267dabea7a7a2ebcaf1933d53efd1
Seungho BAEK [Fri, 16 Jun 2023 11:21:40 +0000 (11:21 +0000)]
Merge "Change the naming of RenderPass to RenderPassTag for Shader and RenderTask" into devel/master
seungho baek [Fri, 16 Jun 2023 09:05:49 +0000 (18:05 +0900)]
Change the naming of RenderPass to RenderPassTag for Shader and RenderTask
Change-Id: I7c4f7f24fdb7d13f202be317899e915e73f979cd
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Heeyong Song [Fri, 16 Jun 2023 02:47:09 +0000 (11:47 +0900)]
Remove unsued member variable
Change-Id: If4125c2e39bd97890a470ea6b1a6056e70f835d2
seungho baek [Fri, 9 Jun 2023 13:00:09 +0000 (22:00 +0900)]
Support multi pass shading with different shaders
Change-Id: I34ac0d2dd0d63b316816bfa58954c739e7460e55
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Eunki Hong [Mon, 15 May 2023 14:38:54 +0000 (23:38 +0900)]
Calculate ScreenExtents and ScreenPosition only with event side properties.
Let we seperate CalculateCurrentScreenExtents and CalculateScreenExtents.
Since ScreenPosition was used by update-side values, we cannot use
this values during Relayout.
Now, let we make devel api so user can get values only by event-thread
side properties.
Change-Id: I52ee19be1bea172743f97cfef7c03b57de8b5778
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
joogab yun [Wed, 14 Jun 2023 01:52:28 +0000 (01:52 +0000)]
Merge "Modify so that unnecessary hover events do not occur when the device is touch." into devel/master
joogab.yun [Tue, 13 Jun 2023 07:56:37 +0000 (16:56 +0900)]
Modify so that unnecessary hover events do not occur when the device is touch.
On touch down the MOTION -> STARTED event received at the same time.
In this case, unnecessary hoverEvent may be triggered by the MOTION event.
So, in case of touch device, it is ignored.
Change-Id: Idad7ba7e890c85180772f244b6ca42da2591ba85
Heeyong Song [Fri, 26 May 2023 09:31:44 +0000 (18:31 +0900)]
Add DevelActor::Property::USE_TEXTURE_UPDATE_AREA
Change-Id: I34a465ee79663c8a3a037639dfd24a566f8465d0
Eunki, Hong [Fri, 9 Jun 2023 02:19:29 +0000 (11:19 +0900)]
Use Dali::KeyFrames during AnimateBetween
Since KeyFrames is already BaseHandle, we don't need to use
reference of BaseHandle. So let we make BaseHandle instead of
Internal::KeyFrames.
Change-Id: I32d79aa382dde45af07bb3ded376c37fcdbfe629
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Fri, 9 Jun 2023 09:50:06 +0000 (10:50 +0100)]
DALi Version 2.2.30
Change-Id: I1f5e65ef4a9291a8ec05f1a9a8550641f9663094
Eunki Hong [Mon, 20 Mar 2023 16:19:21 +0000 (01:19 +0900)]
Reduce overhead of notification (like AnimationFinished, PropertyNotify)
Previously, we check existed all animations are finished, and send signal.
We can reduce this kind of iteration.
Now, send specific scenegraph notify id, and send signal for this.
It will reduce NotificationManager::ProcessMessage running time on event side.
And, refactorize notifier-interface.
Previously, we use scene-graph object's pointer to check whether this object
is valid or not. But it has some logical problem when we destroy and create
continously.
Now we define NotifyId to specify the notify required item.
So we can expect SceneGraph items to excute notify process.
TODO : Make RenderTaskList also keep hashing... or just ignore this case
Change-Id: Ied35d018d1da854ef0e61343710230461d76c67a
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
Heeyong Song [Mon, 5 Jun 2023 07:49:51 +0000 (07:49 +0000)]
Merge "Check whether the scene-graph RenderTask object is valid" into devel/master
David Steele [Fri, 2 Jun 2023 17:18:18 +0000 (17:18 +0000)]
Merge changes I8d35c74c,I4785021d into devel/master
* changes:
Test sync with adaptor
Adding instance count and vertex range to Renderer
Richard Huang [Fri, 2 Jun 2023 10:36:46 +0000 (11:36 +0100)]
DALi Version 2.2.29
Change-Id: Icf79fcf84c805f8574cfd9a7e86007051bb815a3
Heeyong Song [Fri, 2 Jun 2023 02:25:30 +0000 (11:25 +0900)]
Check whether the scene-graph RenderTask object is valid
Change-Id: I444479a472c76ca96c36db39f7e3b1eab4be84c3
Eunki, Hong [Wed, 31 May 2023 23:52:05 +0000 (08:52 +0900)]
Make Ubuntu use MSAA level 4 as default
Change-Id: I116b05deac366c47533d4e232d42ad3a1c06c785
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Mon, 22 May 2023 16:28:25 +0000 (17:28 +0100)]
Test sync with adaptor
Change-Id: I8d35c74c95c83f7b4f155fdfd02a4d1bc5df44c4
David Steele [Wed, 26 Apr 2023 18:18:47 +0000 (19:18 +0100)]
Adding instance count and vertex range to Renderer
VertexRange devel properties map onto the index range properties,
we just use the same storage internally, and figure it out in
the render side.
InstanceCount is used to trigger instanced drawing (it no longer
happens automatically if divisor is set).
Change-Id: I4785021dee97ce9587f6e39bff2a2af8c41a3f16
Heeyong Song [Thu, 25 May 2023 09:04:50 +0000 (18:04 +0900)]
Add KeepRendering method to Scene
Change-Id: I71e79a9a54e589f269f066cd93b13c57637b239c
Heeyong Song [Tue, 30 May 2023 01:08:01 +0000 (01:08 +0000)]
Merge "(Partial Update) Set updated when rendering behavior is continously" into devel/master
Adeel Kazmi [Fri, 26 May 2023 11:39:34 +0000 (12:39 +0100)]
DALi Version 2.2.28
Change-Id: Ic78e04c08b7f42c7c42aeff2c61c9becd74615bb
Heeyong Song [Wed, 24 May 2023 01:08:49 +0000 (10:08 +0900)]
(Partial Update) Set updated when rendering behavior is continously
Change-Id: I3e7f8dc68b1eb27498662f0898dba31b4cf29dda
Eunki, Hong [Wed, 24 May 2023 00:32:05 +0000 (09:32 +0900)]
Appendix log for ttrace + Print keycode and timestamp
Since we need to know the state of key event and timestamp, let we print it
only if performance check state enabled
And also, we need to print the additional informations in same line.
(Since third-party performance profile tools requirements)
Change-Id: I9b1b176fcba76e5997b09136b2d634ad493dcf5f
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Heeyong Song [Mon, 22 May 2023 08:54:26 +0000 (08:54 +0000)]
Merge "Fix a clipping mode bug" into devel/master
Eunki Hong [Mon, 22 May 2023 06:06:42 +0000 (06:06 +0000)]
Merge "Fix error when RenderTask is not matched with consumed layer" into devel/master
Heeyong Song [Fri, 19 May 2023 10:02:59 +0000 (19:02 +0900)]
Fix a clipping mode bug
Clipping had a bug when it is used with the DrawMode::OVERLAY_2D.
The node should be added to the overlayRenderables.
Change-Id: I2464ec54551927249cdf8d23ed4e6ebf2a79615f
Heeyong Song [Thu, 18 May 2023 08:30:03 +0000 (17:30 +0900)]
Remove forceProcess and forceUpdate flag
We don't need them now because we change to process events regardless of state
Change-Id: I0416a79c4fdbb8aa12b2be5cabeb3da525216a6c
Heeyong Song [Mon, 22 May 2023 00:06:38 +0000 (00:06 +0000)]
Merge "Add more description to VisibilityChangedSignal" into devel/master
Adeel Kazmi [Fri, 19 May 2023 14:32:22 +0000 (14:32 +0000)]
Merge "DALi Version 2.2.27" into devel/master
David Steele [Fri, 19 May 2023 14:26:28 +0000 (15:26 +0100)]
DALi Version 2.2.27
Change-Id: Ie9269813ce00abe0880fbbbcc17c3f338d614af0
Eunki, Hong [Fri, 19 May 2023 06:35:09 +0000 (15:35 +0900)]
Fix error when RenderTask is not matched with consumed layer
Change-Id: I6f3dfefdbf04025c1dfd87f5a9945ba392663fe7
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki Hong [Thu, 18 May 2023 15:59:33 +0000 (00:59 +0900)]
Decrease Render::Renderer index map if detached
Render::Renderer keep all nodes uniform index map per each nodes.
Since there was no signal to remove that renderer detached from node,
that uniform index map might increase long times.
To avoid that kind of memory leak, let we send messages
whenever renderer is detached from node.
Change-Id: I0fcbeb34fe90e8d4b502e06dce645e37360b66ad
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
Heeyong Song [Wed, 17 May 2023 08:53:11 +0000 (17:53 +0900)]
Add more description to VisibilityChangedSignal
Change-Id: I8b767955abefa26723c97be1fbaf1caecf31ada5
Eunki Hong [Thu, 18 May 2023 05:07:27 +0000 (05:07 +0000)]
Merge "Add extra padding for decorated visual renderer" into devel/master
joogab.yun [Thu, 18 May 2023 02:23:04 +0000 (11:23 +0900)]
bug fixed mMinimumTouchEventsAfterStart to mMinimumTouchEvents
Change-Id: I62e4d181e8bf847e57b84757f2ec3083c4c4061d
Eunki, Hong [Thu, 18 May 2023 01:37:47 +0000 (10:37 +0900)]
Add extra padding for decorated visual renderer
Since we did some anti-alias in shader area,
we need to extent update area for that anti-alias rendering
Change-Id: I8bb61b64d9f06e02ddef6d8f4809bbd53819444a
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki Hong [Sat, 13 May 2023 02:33:42 +0000 (02:33 +0000)]
Merge "Fix pipeline hash" into devel/master
Adam Bialogonski [Tue, 28 Mar 2023 20:52:18 +0000 (21:52 +0100)]
Added VertexBufferUpdateCallback
Added the callback invoked when the vertex buffer needs to be updated.
The callback passes pointer and maximum size that should be written.
The callback returns number of valid elements to draw.
In case there are more than 1 vertex buffers attached, the render geometry iterates and looks for lowest number of elements to render (so we won't go out of boundaries of any of attached buffers).
The update of VertexBuffer through the callback takes place on the update/render thread and it's up to the user to ensure explicit synchronization. Event side DALi objects must not be accessed (most likely, that will fail) so alternative way of
passing data should be added by developers.
Change-Id: I4db7812cf6d6579c8cd05bcc5c25d966f6ae1aad
Adam Bialogonski [Thu, 20 Apr 2023 10:31:36 +0000 (11:31 +0100)]
Added GpuBuffer::WritePolicy
The write policy tells the GpuBuffer what to do with the Graphics::Buffer object
during updating buffer content. It's possible to:
- RETAIN the content
- DISCARD the content
Both options have performance implications. Retaining the content may cause blocking the access to the buffer by the GPU driver in case the buffer is currently in use by the GPU. Frequent buffer updates may cause a massive performance hit. This policy allows writing a partial updates into the buffer.
Discarding the content means orphaning an underlying memory and allocating new buffer storage so it can be accessed immediately while GPU may be finishing work with the old content. The downside of it is no partial updates are possible. Area of buffer which isn't updated stays undefined. This policy is made for frequent updates (every frame).
Change-Id: Ic0e80d7b23208a455129c16fb3e23a4020791b50
Eunki Hong [Fri, 12 May 2023 10:50:46 +0000 (10:50 +0000)]
Merge "Fix invalidated PipelineCacheL2 pointer problem" into devel/master
Richard Huang [Fri, 12 May 2023 09:47:33 +0000 (10:47 +0100)]
DALi Version 2.2.26
Change-Id: Ic6839a0e903864c58cc8a9489f8533304a997652
Heeyong Song [Tue, 9 May 2023 01:03:33 +0000 (10:03 +0900)]
Fix pipeline hash
The hash of L0 cache needs to check information that L0 cache has
Change-Id: I17f3cb44b35965e547a3bfc09435afec705e543b
Eunki, Hong [Fri, 12 May 2023 04:15:13 +0000 (13:15 +0900)]
Fix invalidated PipelineCacheL2 pointer problem
Let we keep std::list<PipelineCacheL2>::iterator instead of PipelineCacheL2*.
So, the pointer of pipeline what render-renderer has should be valid even
if cache container size changed.
And also, for safe issue, let we keep the pipeline container as std::list.
Change-Id: I5a0572f040ff3304876bdb2483af85ff26fbccbb
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Seungho BAEK [Thu, 11 May 2023 06:29:59 +0000 (06:29 +0000)]
Merge "Fix culling issue with scale" into devel/master
seungho baek [Thu, 11 May 2023 01:07:41 +0000 (10:07 +0900)]
Fix culling issue with scale
Change-Id: Ibd07450e6fdd39d15cd5e90b8c8c0994cde3d589
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
seungho baek [Wed, 26 Apr 2023 13:01:15 +0000 (22:01 +0900)]
Support Animation Blend for AnimateBetween
Change-Id: Ifa53a54742239d8c2913499de2e29757bf8e9f72
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Eunki Hong [Wed, 10 May 2023 02:51:12 +0000 (02:51 +0000)]
Merge "Reduce Bezier Curve AlphaFunction's tolerance" into devel/master
Heeyong Song [Wed, 10 May 2023 01:15:56 +0000 (01:15 +0000)]
Merge "Remove old pipeline caches" into devel/master
Eunki, Hong [Wed, 10 May 2023 00:07:31 +0000 (09:07 +0900)]
Reduce Bezier Curve AlphaFunction's tolerance
Previously, we use the tolerance of T value as 0.001f.
That mean, In 4K system, the error range of result can be ~2 pixels.
Let we squeeze the tolerance so reduce the numeric error.
Change-Id: I7d08de0bce8f2bac3441cb8a0bd4e5b55a31b989
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
joogab.yun [Tue, 9 May 2023 06:37:02 +0000 (15:37 +0900)]
Add Touch source type for gesture
Change-Id: Ib3782eb3e7125e045b469b314641de4cec7901c6
Heeyong Song [Mon, 8 May 2023 05:59:15 +0000 (14:59 +0900)]
Remove old pipeline caches
Change-Id: I17290e72f05cecedfce82dc665217c38a99a8470
Adam Bialogonski [Fri, 5 May 2023 10:20:25 +0000 (11:20 +0100)]
DALi Version 2.2.25
Change-Id: I7eba404c528d7f70ee2ddc6e4107320bad6f334b
Eunki Hong [Tue, 2 May 2023 08:03:38 +0000 (08:03 +0000)]
Merge "Set KeyFrame's frame value" into devel/master
Richard Huang [Fri, 28 Apr 2023 10:07:55 +0000 (11:07 +0100)]
DALi Version 2.2.24
Change-Id: Id9259813c74a3d5654b2cf34cb37710f9739f150
Eunki, Hong [Thu, 27 Apr 2023 02:37:18 +0000 (11:37 +0900)]
Set KeyFrame's frame value
Let we make the API to change the value of specific KeyFrame data
Change-Id: Iecd9cb3b9118083dfa6d4ab812bf31dac4e1d38a
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
joogab.yun [Mon, 24 Apr 2023 09:13:38 +0000 (18:13 +0900)]
Add SetTapRecognizerTime
This is the time from touch down to touch up to recognize a tap gesture.
If set to 300ms, a touch up after a touch down must occur within 300ms to be recognized as a tap gesture.
Change-Id: I1b7be723938a32f4009232553671bda17503c782
David Steele [Fri, 21 Apr 2023 09:18:23 +0000 (09:18 +0000)]
Merge "Added element_count for sampler uniform arrays." into devel/master
Adeel Kazmi [Thu, 20 Apr 2023 13:08:00 +0000 (14:08 +0100)]
DALi Version 2.2.23
Change-Id: I59908a09c58024c9869a183e25deb3f7b59c44df
David Steele [Wed, 19 Apr 2023 16:22:19 +0000 (17:22 +0100)]
Added element_count for sampler uniform arrays.
Graphics interface didn't differentiate between non-array uniforms
and uniform array elements. Added element_count to show that.
(Used mainly in graphics backend implementation).
Change-Id: I7f3d9eead85dc029e93337c88bb38de1ce3e2fa5
David Steele [Wed, 19 Apr 2023 13:00:39 +0000 (13:00 +0000)]
Merge "Add Post Constraint that works after transform" into devel/master
seungho baek [Tue, 18 Apr 2023 11:05:14 +0000 (20:05 +0900)]
Add Post Constraint that works after transform
Change-Id: I90a7b2d731623691915ed5c01500ac6928d25112
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
David Steele [Thu, 13 Apr 2023 19:02:27 +0000 (20:02 +0100)]
VertexBuffer instancing
Added a SetDivisor() API to Vertex buffer.
This will enable instancing on that buffer - when this is
drawn, it will use DrawArraysInstanced or DrawElementsInstanced,
with all the attributes in this vertex buffer having the same
input rate.
Currently, only an input rate of 1 is supported - this will be changed
in a future patch.
Requires an update to dali-adaptor too.
Change-Id: I5c7461cc3e2cb72c6257d3093afa95116a6dc6c1
David Steele [Wed, 5 Apr 2023 11:00:21 +0000 (12:00 +0100)]
VertexBuffer can now be created from Property::Map by initializer list
VertexBuffer constructor takes a vertex format as it's argument, which
is a PropertyMap of key value pairs. Previously, it assumes that the
value is a property type enumeration cast to an INTEGER type.
However, if the Property::Map is instantiated using initializer lists,
e.g.
Property::Map format { {"aPosition", Property::VECTOR2},
{"aColor", Property::VECTOR4}};
VertexBuffer vertexBuffer(format);
then the enum is promoted to a Property::Value of that type, so the
vertex buffer doesn't see INTEGER type and asserts.
Modified the VertexBuffer constructor to utilize the value type
if it's not an INTEGER.
Change-Id: I85bc1d08603c31726eb06d786f44f0ca27a62ce9
Signed-off-by: David Steele <david.steele@samsung.com>
Adam Bialogonski [Fri, 14 Apr 2023 09:25:04 +0000 (10:25 +0100)]
DALi Version 2.2.22
Change-Id: I88d096d7ebf9c28448f670ed869b1eab5e484e72
Heeyong Song [Wed, 12 Apr 2023 05:18:50 +0000 (14:18 +0900)]
Add some performace trace logs
Change-Id: Ib99c88e4420d0c6bc200de4c65f75e2294f30a36
Eunki, Hong [Tue, 11 Apr 2023 06:06:53 +0000 (15:06 +0900)]
Check validation of texture when we send Updated
Change-Id: I743ea27f57e5c3c524171b8379293cb0dde3cb49
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
David Steele [Thu, 6 Apr 2023 13:47:40 +0000 (14:47 +0100)]
DALi Version 2.2.21
Change-Id: I0926ca205247155a1d87f72e3d5fadc501618311
Eunki Hong [Wed, 5 Apr 2023 05:50:17 +0000 (05:50 +0000)]
Merge "LookAt API for actor" into devel/master
joogab.yun [Wed, 5 Apr 2023 02:20:53 +0000 (11:20 +0900)]
Add trace log for touch, wheel and gesture
Change-Id: Iaf3a78103d123d4c81a9668497663cc14947ed44
Eunki, Hong [Tue, 28 Mar 2023 08:04:39 +0000 (17:04 +0900)]
LookAt API for actor
Make LookAt API for common Actor.
Note, this isn't follow target position. Just calculate Quaternion
and apply instancely.
Change-Id: I0fb107f954034fb5aa410cc607122b4e61988e9b
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Eunki Hong [Thu, 30 Mar 2023 16:59:07 +0000 (01:59 +0900)]
Minor code cleans for render task
1. Ensure the overlayTask removal
2. Now SceneGraph::Camera is node. We can reduce useless duplicated codes.
3. mActive false if object destroyed when scene on
Change-Id: I392acf79a22b5a1b68f382126e751575914529e8
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
Adeel Kazmi [Fri, 31 Mar 2023 13:02:42 +0000 (13:02 +0000)]
Merge "DALi Version 2.2.20" into devel/master
Adam Bialogonski [Fri, 31 Mar 2023 09:19:25 +0000 (10:19 +0100)]
DALi Version 2.2.20
Change-Id: I80512f4cd985e2724d13f6728a2f4550f076d4ab