bool Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node);
template<class T>
- bool WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo,
- Render::UniformBufferView& ubo,
- const T& data);
+ bool WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo,
+ Render::UniformBufferView& ubo,
+ const T& data);
template<class T>
- void WriteUniform(Render::UniformBufferView& ubo,
- const Graphics::UniformInfo& uniformInfo,
- const T& data);
+ void WriteUniform(Render::UniformBufferView& ubo,
+ const Graphics::UniformInfo& uniformInfo,
+ const T& data);
- void WriteUniform(Render::UniformBufferView& ubo,
- const Graphics::UniformInfo& uniformInfo,
- const void* data,
- uint32_t size);
+ void WriteUniform(Render::UniformBufferView& ubo,
+ const Graphics::UniformInfo& uniformInfo,
+ const void* data,
+ uint32_t size);
[[nodiscard]] FaceCullingMode::Type GetFaceCullMode() const
{
BufferIndex updateBufferIndex);
private:
- Graphics::Controller* mGraphicsController;
- OwnerPointer<SceneGraph::RenderDataProvider> mRenderDataProvider;
+ Graphics::Controller* mGraphicsController;
+ SceneGraph::RenderDataProvider* mRenderDataProvider;
Render::Geometry* mGeometry;
using Hash = unsigned long;
- typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const;
+ typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
struct UniformIndexMap
{
Hash uniformNameHashNoArray{0u};
int32_t arrayIndex{-1}; ///< The array index
- int16_t uniformLocation{0u};
- uint16_t uniformOffset{0u};
- uint16_t uniformSize{0u};
- FuncGetter uniformFunc{0};
+ int16_t uniformLocation{0u};
+ uint16_t uniformOffset{0u};
+ uint16_t uniformSize{0u};
+ FuncGetter uniformFunc{0};
};
using UniformIndexMappings = Dali::Vector<UniformIndexMap>;