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
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
Richard Huang [Thu, 1 Apr 2021 11:15:23 +0000 (12:15 +0100)]
DALi Version 2.0.20
Change-Id: I285b98591ee052570798c4ec5e226814ff5fa098
Heeyong Song [Thu, 1 Apr 2021 01:37:51 +0000 (10:37 +0900)]
Fix Coverity issue
Change-Id: I21a9bab7dce1ab8b97d4b1260a9aaf0350eb96e2
Adeel Kazmi [Mon, 29 Mar 2021 16:38:21 +0000 (17:38 +0100)]
Fix some SVACE issues
Change-Id: Ib885010b8c9a4ab3dfa0254167f19bca9fa3c4a6
Adeel Kazmi [Fri, 26 Mar 2021 20:15:36 +0000 (20:15 +0000)]
Merge branch 'devel/graphics' into devel/master
Change-Id: I46eea117a4473066239d1c82de013eb49a45689a
Adeel Kazmi [Fri, 26 Mar 2021 20:14:15 +0000 (20:14 +0000)]
(Automated Tests) Tests Sync
Change-Id: I01f0f418aaa065a7061dfe3e1a04b8d1432dae52
Adeel Kazmi [Fri, 26 Mar 2021 16:22:23 +0000 (16:22 +0000)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I573e8a3631457f1a5604cb88e616fe5dd7035c43
Adeel Kazmi [Fri, 26 Mar 2021 11:00:27 +0000 (11:00 +0000)]
DALi Version 2.0.19
Change-Id: Ie36bb70019773c892715aeeae9267a2a57147aa2
Heeyong Song [Mon, 22 Mar 2021 09:56:09 +0000 (18:56 +0900)]
Fix partial update issue
Node should set the updated flag when its visibility is changed or it is added to the Scene.
Change-Id: I5a1617c4a59c3426a9ed5bc63411b6e28af66ddc
David Steele [Thu, 11 Mar 2021 16:59:00 +0000 (16:59 +0000)]
Add scissor/viewport handling
Moved scissor/viewport handling for Layers to use graphics API
Not yet moved clearing of framebuffer for partial renderering.
Change-Id: I34a9c752415793d0cb9379c05a3c6f4bc9142650
David Steele [Tue, 9 Mar 2021 12:25:38 +0000 (12:25 +0000)]
Restructure Render::Renderer
Change-Id: Ia6039dbc4c15761b6b2e861e3548661ce94af25a
David Steele [Fri, 19 Mar 2021 10:33:56 +0000 (10:33 +0000)]
DALi Version 2.0.18
Change-Id: I648455938e1b2645d841c8001d36d3d30a7afdfa
David Steele [Tue, 16 Mar 2021 17:26:53 +0000 (17:26 +0000)]
Merge "Command union has been named" into devel/graphics
Joogab Yun [Fri, 12 Mar 2021 02:51:25 +0000 (11:51 +0900)]
It should be touched as much as the area set by the TOUCH_AREA property in the View.
There was no consideration for TouchArea in SphereTest().
For information 'TouchArea' sets the touch area of the View.
Change-Id: Iad3431fc4b6fdb4d971dd0a1e8e158ad42241dbb
David Steele [Fri, 12 Mar 2021 13:05:16 +0000 (13:05 +0000)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I75929a1bc44cf444b7504e91557290d6e01ccf7d
Adam Bialogonski [Fri, 12 Mar 2021 10:50:52 +0000 (10:50 +0000)]
DALi Version 2.0.17
Change-Id: Id5915da56563f2b0eabe2bc405bbdbfb6f3b2ec9
Adam Bialogonski [Thu, 11 Mar 2021 17:49:29 +0000 (17:49 +0000)]
Command union has been named
Change-Id: Ic8afdfeac79c74b7ec70abccf9f3d450501e32f8
David Steele [Thu, 11 Mar 2021 13:54:12 +0000 (13:54 +0000)]
Fix build error for implicitly constructing templated arrays of unique ptrs with deleters
Change-Id: Icf5994e4f99d0a4f9d72dcb1d143b60d9ef5799e
David Steele [Thu, 11 Mar 2021 11:17:00 +0000 (11:17 +0000)]
Harden shader cache against memory corruption
Valgrind reports that the vectors used in creating shaders are deleted
before being used in graphics implementation.
Change-Id: Ife99c84530ebe1b373407bdf909c4da6a5489c94
Richard Huang [Tue, 9 Mar 2021 15:40:23 +0000 (15:40 +0000)]
Fix potential memory scribbling issue in Render::UniformBuffer
Change-Id: If9bc93b3ab46919432844b9f8a33fef01968edf8
Richard Huang [Tue, 9 Mar 2021 11:44:06 +0000 (11:44 +0000)]
Remove unused code in Program
Change-Id: I57fe7fd4609edeff7483b975ee30597ead7c3bbb
Richard Huang [Tue, 9 Mar 2021 10:37:18 +0000 (10:37 +0000)]
Write default uniforms in UBO before the properties in the uniform map
Change-Id: I331991bd521ade1f8daad4c690e98a20cc56e18b
Richard Huang [Mon, 8 Mar 2021 14:50:55 +0000 (14:50 +0000)]
Test harness for custom uniform support in uniform block
Change-Id: Ic323a50da0251d9880d5934950af1308df42d4c2
Adam Bialogonski [Fri, 5 Mar 2021 16:50:26 +0000 (16:50 +0000)]
Test harness for UBO
- Added test command buffer implementation
- Added UBO support
Change-Id: I783671f0392d151ed3910d839701ddb5d8d63647
Adam Bialogonski [Fri, 5 Mar 2021 16:50:05 +0000 (16:50 +0000)]
UBO support on the Core side using CPU-based Buffer memory
Change-Id: I376b6f831d28342e1ecc5313eff6f56aa9f92ef3
Richard Huang [Thu, 25 Feb 2021 16:42:13 +0000 (16:42 +0000)]
Create UBO for uniform buffer bindings
Change-Id: Ie863070d46b92b4ce135e5eba87172641e13bd8b
David Steele [Fri, 5 Mar 2021 13:50:24 +0000 (13:50 +0000)]
Test harness sync with Sampler update
Change-Id: I84e312cfcbf1a1d8e332ca1e66d727a7988a1036
Richard Huang [Fri, 5 Mar 2021 11:51:47 +0000 (11:51 +0000)]
DALi Version 2.0.16
Change-Id: I2e328f06084520fbad2471a250e9d53b5fc80167
David Steele [Wed, 3 Mar 2021 15:00:29 +0000 (15:00 +0000)]
Syncing test harness changes
Change-Id: I8db7f8b561b5a739bef3a3a8d49739281fe600d8
David Steele [Tue, 2 Mar 2021 12:25:54 +0000 (12:25 +0000)]
Updating Program to remove shader compilation
New Graphics API manages it's own shader compilation.
Change-Id: I86b08673e64e2cd3b2c70a082c9c0823337a90ec
Adeel Kazmi [Mon, 1 Mar 2021 19:10:36 +0000 (19:10 +0000)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I4a5b22ad8eebe88d8eae1f8f5412898d1ec53958
David Steele [Mon, 1 Mar 2021 15:49:53 +0000 (15:49 +0000)]
Allow actor without loaded textures to continue rendering.
If an actor has a texture that hasn't yet had data set on
it, allow the actor to continue rendering.
(Previously, only stopped rendering if the glBind failed,
e.g. for NativeImage, but that is not done in Renderer any more).
Change-Id: I0d9084ab1eb0fcf396679774ae2982df48f9ae10
Adam Bialogonski [Mon, 1 Mar 2021 14:06:05 +0000 (14:06 +0000)]
Bugfix: Gfx program discarded while DALi ProgramCache still holds to the GL resource
Fix:
DALi Program takes now ownership over Gfx Program and keep's it alive as long as necessary.
Change-Id: If8563d5474510d460c712188702e0ab64541a311
David Steele [Fri, 26 Feb 2021 17:27:10 +0000 (17:27 +0000)]
Test harness updates
Change-Id: I70deadb6518fc66077b2a5d2517479d1b1566c32
Adam Bialogonski [Thu, 25 Feb 2021 17:03:53 +0000 (17:03 +0000)]
Gfx Shader support
Change-Id: Iad029d20494b801eccd20eb7148b52234e7a3d2f
David Steele [Fri, 26 Feb 2021 12:43:23 +0000 (12:43 +0000)]
DALi Version 2.0.15
Change-Id: Icc4ba99412aafd78ea4c51437c1fdb53da229870
David Steele [Mon, 15 Feb 2021 13:02:14 +0000 (13:02 +0000)]
Attribute reflection
Added graphics-program.h to allow shader reflection to work
without pipeline.
Updated attribute setting to use basic reflection through
the graphics API.
Change-Id: I02681571bb04c4bdd8b0b75c611287a31be76be5
Richard Huang [Fri, 12 Feb 2021 09:19:03 +0000 (09:19 +0000)]
Shader Reflection
Change-Id: I46180e218c853c13ef02f32b911241a267d09207
Adam Bialogonski [Fri, 19 Feb 2021 08:45:53 +0000 (08:45 +0000)]
DALi Version 2.0.14
Change-Id: I1a2f26ed703a551edfc5c6f3fd7821b145aa29f2
David Steele [Tue, 9 Feb 2021 15:36:07 +0000 (15:36 +0000)]
Moving CullFace mode and Blending modes to Pipeline
Change-Id: Ieffad68a3db9276a14c7b69427a47d8dc544bd13
Signed-off-by: David Steele <david.steele@samsung.com>
Adeel Kazmi [Mon, 15 Feb 2021 13:19:02 +0000 (13:19 +0000)]
Merge branch 'devel/master' into devel/graphics
Change-Id: I9830e8fe51829e833e04e152cdfc5c661e09a924
David Steele [Fri, 12 Feb 2021 14:50:26 +0000 (14:50 +0000)]
Fixing vertex buffer upload issues.
At present, we get into the rendering calls even if a vertex buffer
hasn't yet been uploaded. Fixed null pointer traversal, and
prevented draw call if not ready.
Ensured that if the vertex buffer upload exceeds the allocated
capacity that the buffer is reallocated first.
Change-Id: Iad6271dc510e09be9afbb1f89a1c4767bb1ae5de
Signed-off-by: David Steele <david.steele@samsung.com>
Adeel Kazmi [Fri, 12 Feb 2021 09:54:24 +0000 (09:54 +0000)]
DALi Version 2.0.13
Change-Id: I2d3b998ed4026165956ab0d443197163364e204d
David Steele [Fri, 29 Jan 2021 12:13:28 +0000 (12:13 +0000)]
Implemented Draw and basic pipeline for vertex format and topology
This sets up a pipeline with just enough information so
that the Draw command can be executed.
Submission of command buffer moved after draw.
Change-Id: Ia2708f9c70ed3c122a5215091a34807afad8d9f9
David Steele [Thu, 11 Feb 2021 12:41:51 +0000 (12:41 +0000)]
Only call cmd::BindTextures if there are valid textures
Added test case to check the command buffer
Change-Id: I7ec40ae45dec4a2a4ca8f5d809ddf822d4c2c842
Adeel Kazmi [Wed, 10 Feb 2021 11:21:50 +0000 (11:21 +0000)]
Merge "Move shader program creation from update side to render side" into devel/master
David Steele [Wed, 27 Jan 2021 23:29:45 +0000 (23:29 +0000)]
Converted GPU buffers for geometry to new API
Added test code and traces to ensure gl behaviour can be followed.
Existing buffer test cases pass.
Change-Id: I53ebd874c708fc44b9d1d4484f0cea29b9e60a27