*/
// INTERNAL INCLUDES
+#include <dali/public-api/math/matrix.h>
+#include <dali/public-api/math/vector4.h>
+#include <dali/public-api/rendering/texture-set.h>
+
+#include <dali/graphics-api/graphics-controller.h>
#include <dali/integration-api/debug.h>
#include <dali/internal/common/blending-options.h>
#include <dali/internal/common/message.h>
#include <dali/internal/render/gl-resources/gl-resource-owner.h>
#include <dali/internal/render/renderers/render-geometry.h>
#include <dali/internal/update/manager/render-instruction-processor.h>
-#include <dali/public-api/math/matrix.h>
-#include <dali/public-api/math/vector4.h>
-#include <dali/public-api/rendering/texture-set.h>
namespace Dali
{
/**
* Second-phase construction.
* This is called when the renderer is inside render thread
- * @param[in] context Context used by the renderer
+ * @param[in] context Context used by the renderer (To be removed)
+ * @param[in] graphicsController The graphics controller to use
*/
- void Initialize(Context& context);
+ void Initialize(Context& context, Graphics::Controller& graphicsController);
/**
* Destructor
const Matrix& projectionMatrix,
const Vector3& size,
bool blend,
- Vector<GLuint>& boundTextures,
+ Vector<Graphics::Texture*>& boundTextures,
const Dali::Internal::SceneGraph::RenderInstruction& instruction,
uint32_t queueIndex);
* @param[in] boundTextures The textures bound for rendering
* @return False if create or bind failed, true if success.
*/
- bool BindTextures(Context& context, Program& program, Vector<GLuint>& boundTextures);
+ bool BindTextures(Context& context, Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures);
private:
+ Graphics::Controller* mGraphicsController;
OwnerPointer<SceneGraph::RenderDataProvider> mRenderDataProvider;
Context* mContext;