OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
- OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
+ OwnerContainer< Render::VertexBuffer* > vertexBufferContainer; ///< List of owned vertex buffers
OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
}
RenderManager::RenderManager()
-: mImpl(NULL)
+: mImpl(nullptr)
{
}
frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
}
-void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
+void RenderManager::AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer )
{
- mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+ mImpl->vertexBufferContainer.PushBack( vertexBuffer.Release() );
}
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer )
{
- mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+ mImpl->vertexBufferContainer.EraseObject( vertexBuffer );
}
-void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+void RenderManager::SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
{
- propertyBuffer->SetFormat( format.Release() );
+ vertexBuffer->SetFormat( format.Release() );
}
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+void RenderManager::SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
{
- propertyBuffer->SetData( data.Release(), size );
+ vertexBuffer->SetData( data.Release(), size );
}
void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
mImpl->geometryContainer.EraseObject( geometry );
}
-void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
{
DALI_ASSERT_DEBUG( NULL != geometry );
{
if ( iter == geometry )
{
- iter->AddPropertyBuffer( propertyBuffer );
+ iter->AddVertexBuffer( vertexBuffer );
break;
}
}
}
-void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
{
DALI_ASSERT_DEBUG( NULL != geometry );
{
if ( iter == geometry )
{
- iter->RemovePropertyBuffer( propertyBuffer );
+ iter->RemoveVertexBuffer( vertexBuffer );
break;
}
}
return;
}
- // @TODO We need to do partial rendering rotation.
- if( mImpl->defaultSurfaceOrientation != 0 )
- {
- return;
- }
-
class DamagedRectsCleaner
{
public:
i++;
}
- if( j != itemsDirtyRects.begin() )
- {
- itemsDirtyRects.resize(j - itemsDirtyRects.begin());
- }
+ itemsDirtyRects.resize(j - itemsDirtyRects.begin());
damagedRectCleaner.SetCleanOnReturn(false);
}
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
{
// Offscreen buffer rendering
if ( instruction.mIsViewportSet )
}
bool clearFullFrameRect = true;
- if( instruction.mFrameBuffer != 0 )
+ if( instruction.mFrameBuffer != nullptr )
{
Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
clearFullFrameRect = ( frameRect == viewportRect );