programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
stencilBufferAvailable( stencilBufferAvailableParam ),
- partialUpdateAvailable( partialUpdateAvailableParam ),
- defaultSurfaceOrientation( 0 )
+ partialUpdateAvailable( partialUpdateAvailableParam )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<GLuint> boundTextures; ///< The textures bound for rendering
Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
- int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::SetDefaultSurfaceOrientation( int orientation )
-{
- mImpl->defaultSurfaceOrientation = orientation;
-}
-
void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
{
// Initialize the renderer as we are now in render thread
return;
}
- // @TODO We need to do partial rendering rotation.
- if( mImpl->defaultSurfaceOrientation != 0 )
- {
- return;
- }
-
class DamagedRectsCleaner
{
public:
DamagedRectsCleaner damagedRectCleaner(damagedRects);
-
Internal::Scene& sceneInternal = GetImplementation(scene);
SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
- int surfaceOrientation = mImpl->defaultSurfaceOrientation;
+ int surfaceOrientation = sceneObject->GetSurfaceOrientation();
if ( instruction.mFrameBuffer )
{