-#ifndef __DALI_INTERNAL_CONTEXT_H__
-#define __DALI_INTERNAL_CONTEXT_H__
+#ifndef DALI_INTERNAL_CONTEXT_H
+#define DALI_INTERNAL_CONTEXT_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/public-api/math/rect.h>
#include <dali/public-api/math/vector4.h>
#include <dali/public-api/rendering/renderer.h>
+#include <dali/devel-api/common/owner-container.h>
#include <dali/integration-api/debug.h>
#include <dali/integration-api/gl-abstraction.h>
#include <dali/integration-api/gl-defines.h>
static const unsigned int MAX_TEXTURE_UNITS = 8; // for GLES 2.0 8 is guaranteed, which is more than DALi uses anyways
/**
- * Creates the Dali Context object.
+ * Creates the Dali Context object for surface rendering only.
* This method does not create an OpenGL context i.e. that is done from outside dali-core.
* @pre Context has not been created.
* @exception Context already created.
Context( Integration::GlAbstraction& glAbstraction );
/**
+ * Creates the Dali Context object for texture (and surface rendering if required).
+ * This method does not create an OpenGL context i.e. that is done from outside dali-core.
+ * @pre Context has not been created.
+ * @exception Context already created.
+ * @param glAbstraction the gl abstraction.
+ * @param contexts The list of scene contexts (for surface rendering)
+ */
+ Context( Integration::GlAbstraction& glAbstraction, std::vector< Context* >* contexts );
+
+ /**
* Destructor
*/
~Context();
DALI_LOG_INFO(Debug::Filter::gRender, Debug::General, "GL %s = %s\n", stringName, reinterpret_cast< const char * >( GetString( stringId ) ) );
}
+ void ResetBufferCache()
+ {
+ // reset the cached buffer id's
+ // fixes problem where some drivers will a generate a buffer with the
+ // same id, as the last deleted buffer id.
+ mBoundArrayBufferId = 0;
+ mBoundElementArrayBufferId = 0;
+ mBoundTransformFeedbackBufferId = 0;
+ }
+
+ void ResetTextureCache()
+ {
+ // reset the cached texture id's in case the driver re-uses them
+ // when creating new textures
+ for( unsigned int i=0; i < MAX_TEXTURE_UNITS; ++i )
+ {
+ mBoundTextureId[ i ] = 0;
+ }
+ }
+
/****************************************************************************************
* The following methods are forwarded to Dali::Integration::GlAbstraction.
* In some cases the GL state is recorded, to avoid duplicate calls with the same state.
*/
void DeleteBuffers(GLsizei n, const GLuint* buffers)
{
- // @todo: this is to prevent mesh destructor from doing GL calls when DALi core is being deleted
- // can be taken out once render manages either knows about meshes or gpubuffers and can tell them directly that context is lost
if( this->IsGlContextCreated() )
{
LOG_GL("DeleteBuffers %d %p\n", n, buffers);
CHECK_GL( mGlAbstraction, mGlAbstraction.DeleteBuffers(n, buffers) );
}
- // reset the cached buffer id's
- // fixes problem where some drivers will a generate a buffer with the
- // same id, as the last deleted buffer id.
- mBoundArrayBufferId = 0;
- mBoundElementArrayBufferId = 0;
- mBoundTransformFeedbackBufferId = 0;
+
+ ResetBufferCache();
+
+ // Need to reset the buffer cache in the surface contexts
+ // This will only be executed by the surfaceless context when there are contexts for surface rendering
+ if ( mSceneContexts )
+ {
+ for ( auto&& context : *mSceneContexts )
+ {
+ if ( context )
+ {
+ context->ResetBufferCache();
+ }
+ }
+ }
}
/**
LOG_GL("DeleteTextures %d %p\n", n, textures);
CHECK_GL( mGlAbstraction, mGlAbstraction.DeleteTextures(n, textures) );
- // reset the cached texture id's incase the driver re-uses them
- // when creating new textures
- for( unsigned int i=0; i < MAX_TEXTURE_UNITS; ++i )
+ ResetTextureCache();
+
+ // Need to reset the texture cache in the scene contexts
+ // This will only be executed by the surfaceless context when there are contexts for surface rendering
+ if ( mSceneContexts )
{
- mBoundTextureId[ i ] = 0;
+ for ( auto&& context : *mSceneContexts )
+ {
+ if ( context )
+ {
+ context->ResetTextureCache();
+ }
+ }
}
}
bool mVertexAttributeCurrentState[ MAX_ATTRIBUTE_CACHE_SIZE ]; ///< Current state on the driver for Enable Vertex Attribute
FrameBufferStateCache mFrameBufferStateCache; ///< frame buffer state cache
+
+ std::vector< Context* >* mSceneContexts; ///< The pointer of the container of contexts for surface rendering
};
} // namespace Internal
} // namespace Dali
-#endif // __DALI_INTERNAL_CONTEXT_H__
+#endif // DALI_INTERNAL_CONTEXT_H