#include <dali/integration-api/debug.h>
#include <dali/integration-api/events/event.h>
#include <dali/integration-api/gl-sync-abstraction.h>
+#include <dali/integration-api/gl-context-helper-abstraction.h>
#include <dali/integration-api/platform-abstraction.h>
#include <dali/integration-api/processor-interface.h>
#include <dali/integration-api/render-controller.h>
using Integration::PlatformAbstraction;
using Integration::GlSyncAbstraction;
using Integration::GlAbstraction;
+using Integration::GlContextHelperAbstraction;
using Integration::Event;
using Integration::UpdateStatus;
using Integration::RenderStatus;
PlatformAbstraction& platform,
GlAbstraction& glAbstraction,
GlSyncAbstraction& glSyncAbstraction,
+ GlContextHelperAbstraction& glContextHelperAbstraction,
ResourcePolicy::DataRetention dataRetentionPolicy,
Integration::RenderToFrameBuffer renderToFboEnabled,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable )
: mRenderController( renderController ),
mPlatform(platform),
mProcessingEvent(false),
mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
mRenderManager->ContextDestroyed();
}
-void Core::SurfaceResized( Integration::RenderSurface* surface )
+void Core::SurfaceDeleted( Integration::RenderSurface* surface )
{
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for( auto scene : mScenes )
{
- if( (*iter)->GetSurface() == surface )
+ if( scene->GetSurface() == surface )
{
- (*iter)->SurfaceResized();
+ scene->SurfaceDeleted();
+ break;
}
}
}