#include <dali/internal/render/renderers/uniform-buffer-manager.h>
#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
#include <dali/internal/render/shaders/program-controller.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
-#include <dali/internal/render/renderers/uniform-buffer-manager.h>
+#include <memory>
namespace Dali
{
} // unnamed namespace
#endif
+namespace
+{
+inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
+{
+ Graphics::Rect2D newScissorArea;
+
+ if(orientation == 90)
+ {
+ newScissorArea.x = viewportRect.height - (scissorArea.y + scissorArea.height);
+ newScissorArea.y = scissorArea.x;
+ newScissorArea.width = scissorArea.height;
+ newScissorArea.height = scissorArea.width;
+ }
+ else if(orientation == 180)
+ {
+ newScissorArea.x = viewportRect.width - (scissorArea.x + scissorArea.width);
+ newScissorArea.y = viewportRect.height - (scissorArea.y + scissorArea.height);
+ newScissorArea.width = scissorArea.width;
+ newScissorArea.height = scissorArea.height;
+ }
+ else if(orientation == 270)
+ {
+ newScissorArea.x = scissorArea.y;
+ newScissorArea.y = viewportRect.width - (scissorArea.x + scissorArea.width);
+ newScissorArea.width = scissorArea.height;
+ newScissorArea.height = scissorArea.width;
+ }
+ else
+ {
+ newScissorArea.x = scissorArea.x;
+ newScissorArea.y = scissorArea.y;
+ newScissorArea.width = scissorArea.width;
+ newScissorArea.height = scissorArea.height;
+ }
+ return newScissorArea;
+}
+} // namespace
/**
* Structure to contain internal data
*/
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());
+ threadPool = std::make_unique<Dali::ThreadPool>();
threadPool->Initialize(1u);
- uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
+ uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
+ pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
}
~Impl()
Render::ShaderCache shaderCache; ///< The cache for the graphics shaders
std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
+ std::unique_ptr<Render::PipelineCache> pipelineCache;
Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
{
// Initialize the renderer as we are now in render thread
- renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
+ renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()),
+ *(mImpl->pipelineCache.get()));
mImpl->rendererContainer.PushBack(renderer.Release());
}
}
}
+ // Scissor's value should be set based on the default system coordinates.
+ // When the surface is rotated, the input values already were set with the rotated angle.
+ // So, re-calculation is needed.
+ scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
+
// Begin render pass
mainCommandBuffer->BeginRenderPass(
currentRenderPass,