2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
33 namespace // unnamed namespace
36 const unsigned int UNIFORM_MAP_READY = 0;
37 const unsigned int COPY_UNIFORM_MAP = 1;
38 const unsigned int REGENERATE_UNIFORM_MAP = 2;
40 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
41 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
43 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
45 // Iterate thru uniformMap.
46 // Any maps that aren't in localMap should be added in a single step
47 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
49 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
51 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
54 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
56 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
57 if( map->uniformNameHash == nameHash )
59 if( map->uniformName == uniformMap[i].uniformName )
68 // it's a new mapping. Add raw ptr to temporary list
69 newUniformMappings.PushBack( &uniformMap[i] );
73 if( newUniformMappings.Count() > 0 )
75 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
77 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
78 end = newUniformMappings.End() ;
82 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
83 localMap.PushBack( map );
88 // Flags for re-sending data to renderer.
91 RESEND_DATA_PROVIDER = 1 << 0,
92 RESEND_GEOMETRY = 1 << 1,
93 RESEND_FACE_CULLING_MODE = 1 << 2,
94 RESEND_BLEND_COLOR = 1 << 3,
95 RESEND_BLEND_BIT_MASK = 1 << 4,
96 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
97 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
98 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
99 RESEND_DEPTH_WRITE_MODE = 1 << 8,
100 RESEND_DEPTH_TEST_MODE = 1 << 9,
101 RESEND_DEPTH_FUNCTION = 1 << 10,
102 RESEND_RENDER_MODE = 1 << 11,
103 RESEND_STENCIL_FUNCTION = 1 << 12,
104 RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
105 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
106 RESEND_STENCIL_MASK = 1 << 15,
107 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
108 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
109 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
110 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
113 } // Anonymous namespace
122 Renderer* Renderer::New()
124 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
128 : mSceneController( 0 ),
134 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
135 mIndexedDrawFirstElement( 0u ),
136 mIndexedDrawElementsCount( 0u ),
138 mRegenerateUniformMap( 0u ),
140 mDepthFunction( DepthFunction::LESS ),
141 mFaceCullingMode( FaceCullingMode::NONE ),
142 mBlendMode( BlendMode::AUTO ),
143 mDepthWriteMode( DepthWriteMode::AUTO ),
144 mDepthTestMode( DepthTestMode::AUTO ),
145 mPremultipledAlphaEnabled( false ),
148 mUniformMapChanged[0] = false;
149 mUniformMapChanged[1] = false;
151 // Observe our own PropertyOwner's uniform map
152 AddUniformMapObserver( *this );
155 Renderer::~Renderer()
159 mTextureSet->RemoveObserver( this );
164 mShader->RemoveConnectionObserver( *this );
169 void Renderer::operator delete( void* ptr )
171 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
175 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
177 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
179 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
181 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
184 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
185 AddMappings( localMap, rendererUniformMap );
189 AddMappings( localMap, mShader->GetUniformMap() );
192 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
194 // Copy old map into current map
195 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
196 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
198 localMap.Resize( oldMap.Count() );
200 unsigned int index=0;
201 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
203 localMap[index] = *iter;
207 mUniformMapChanged[updateBufferIndex] = true;
208 mRegenerateUniformMap--;
211 if( mResendFlag != 0 )
213 if( mResendFlag & RESEND_DATA_PROVIDER )
215 OwnerPointer<RenderDataProvider> dataProvider = NewRenderDataProvider();
217 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
218 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
219 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
222 if( mResendFlag & RESEND_GEOMETRY )
224 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
225 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
226 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
229 if( mResendFlag & RESEND_FACE_CULLING_MODE )
231 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
232 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
233 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
236 if( mResendFlag & RESEND_BLEND_BIT_MASK )
238 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
239 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
240 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
243 if( mResendFlag & RESEND_BLEND_COLOR )
245 typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
246 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
247 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
250 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
252 typedef MessageValue1< Render::Renderer, bool > DerivedType;
253 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
254 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
257 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
259 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
260 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
261 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
264 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
266 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
267 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
268 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
271 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
273 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
274 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
275 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
278 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
280 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
281 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
282 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
285 if( mResendFlag & RESEND_DEPTH_FUNCTION )
287 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
288 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
289 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
292 if( mResendFlag & RESEND_RENDER_MODE )
294 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
295 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
296 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
299 if( mResendFlag & RESEND_STENCIL_FUNCTION )
301 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
302 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
303 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
306 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
308 typedef MessageValue1< Render::Renderer, int > DerivedType;
309 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
310 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
313 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
315 typedef MessageValue1< Render::Renderer, int > DerivedType;
316 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
317 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
320 if( mResendFlag & RESEND_STENCIL_MASK )
322 typedef MessageValue1< Render::Renderer, int > DerivedType;
323 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
324 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
327 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
329 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
330 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
331 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
334 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
336 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
337 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
338 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
341 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
343 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
344 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
345 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
352 void Renderer::SetTextures( TextureSet* textureSet )
354 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
358 mTextureSet->RemoveObserver(this);
361 mTextureSet = textureSet;
362 mTextureSet->AddObserver( this );
363 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
364 mResendFlag |= RESEND_DATA_PROVIDER;
367 void Renderer::SetShader( Shader* shader )
369 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
373 mShader->RemoveConnectionObserver(*this);
377 mShader->AddConnectionObserver( *this );
378 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
379 mResendFlag |= RESEND_DATA_PROVIDER;
382 void Renderer::SetGeometry( Render::Geometry* geometry )
384 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
385 mGeometry = geometry;
389 mResendFlag |= RESEND_GEOMETRY;
393 void Renderer::SetDepthIndex( int depthIndex )
395 mDepthIndex = depthIndex;
398 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
400 mFaceCullingMode = faceCullingMode;
401 mResendFlag |= RESEND_FACE_CULLING_MODE;
404 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
406 mBlendMode = blendingMode;
409 void Renderer::SetBlendingOptions( unsigned int options )
411 if( mBlendBitmask != options)
413 mBlendBitmask = options;
414 mResendFlag |= RESEND_BLEND_BIT_MASK;
418 void Renderer::SetBlendColor( const Vector4& blendColor )
420 if( blendColor == Color::TRANSPARENT )
428 mBlendColor = new Vector4( blendColor );
432 *mBlendColor = blendColor;
436 mResendFlag |= RESEND_BLEND_COLOR;
439 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
441 mIndexedDrawFirstElement = firstElement;
442 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
445 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
447 mIndexedDrawElementsCount = elementsCount;
448 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
451 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
453 mPremultipledAlphaEnabled = preMultipled;
454 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
457 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
459 mDepthWriteMode = depthWriteMode;
460 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
463 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
465 mDepthTestMode = depthTestMode;
466 mResendFlag |= RESEND_DEPTH_TEST_MODE;
469 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
471 mDepthFunction = depthFunction;
472 mResendFlag |= RESEND_DEPTH_FUNCTION;
475 void Renderer::SetRenderMode( RenderMode::Type mode )
477 mStencilParameters.renderMode = mode;
478 mResendFlag |= RESEND_RENDER_MODE;
481 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
483 mStencilParameters.stencilFunction = stencilFunction;
484 mResendFlag |= RESEND_STENCIL_FUNCTION;
487 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
489 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
490 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
493 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
495 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
496 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
499 void Renderer::SetStencilMask( int stencilMask )
501 mStencilParameters.stencilMask = stencilMask;
502 mResendFlag |= RESEND_STENCIL_MASK;
505 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
507 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
508 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
511 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
513 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
514 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
517 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
519 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
520 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
523 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
524 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
526 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
527 mSceneController = &sceneController;
528 RenderDataProvider* dataProvider = NewRenderDataProvider();
530 mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
531 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
533 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
534 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
537 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
538 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
540 //Remove renderer from RenderManager
543 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
546 mSceneController = NULL;
549 RenderDataProvider* Renderer::NewRenderDataProvider()
551 RenderDataProvider* dataProvider = new RenderDataProvider();
553 dataProvider->mUniformMapDataProvider = this;
554 dataProvider->mShader = mShader;
558 size_t textureCount = mTextureSet->GetTextureCount();
559 dataProvider->mTextures.resize( textureCount );
560 dataProvider->mSamplers.resize( textureCount );
561 for( unsigned int i(0); i<textureCount; ++i )
563 dataProvider->mTextures[i] = mTextureSet->GetTexture(i);
564 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
571 const Vector4& Renderer::GetBlendColor() const
577 return Color::TRANSPARENT;
580 Render::Renderer& Renderer::GetRenderer()
585 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
587 return mCollectedUniformMap[bufferIndex];
590 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
592 Renderer::Opacity opacity = Renderer::OPAQUE;
596 case BlendMode::ON: // If the renderer should always be use blending
598 opacity = Renderer::TRANSLUCENT;
601 case BlendMode::AUTO:
603 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
604 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
606 opacity = Renderer::TRANSLUCENT;
608 else // renderer should determine opacity using the actor color
610 float alpha = node.GetWorldColor( updateBufferIndex ).a;
611 if( alpha <= FULLY_TRANSPARENT )
613 opacity = TRANSPARENT;
615 else if( alpha <= FULLY_OPAQUE )
617 opacity = TRANSLUCENT;
622 case BlendMode::OFF: // the renderer should never use blending
625 opacity = Renderer::OPAQUE;
633 void Renderer::TextureSetChanged()
635 mResendFlag |= RESEND_DATA_PROVIDER;
638 void Renderer::TextureSetDeleted()
642 mResendFlag |= RESEND_DATA_PROVIDER;
644 void Renderer::ConnectionsChanged( PropertyOwner& object )
646 // One of our child objects has changed it's connections. Ensure the uniform
647 // map gets regenerated during PrepareRender
648 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
650 // Ensure the child object pointers get re-sent to the renderer
651 mResendFlag |= RESEND_DATA_PROVIDER;
654 void Renderer::ConnectedUniformMapChanged()
656 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
659 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
661 // The mappings are either from PropertyOwner base class, or the Actor
662 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
665 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
667 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
673 } // namespace SceneGraph
674 } // namespace Internal