Remove RenderSurface from Core
[platform/core/uifw/dali-core.git] / dali / internal / update / manager / render-instruction-processor.cpp
index d1c332c..1e41c12 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2018 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.
@@ -397,6 +397,7 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
 
 void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
                                           SortedLayerPointers& sortedLayers,
+                                          Context& context,
                                           RenderTask& renderTask,
                                           bool cull,
                                           bool hasClippingNodes,
@@ -404,10 +405,10 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
 {
   // Retrieve the RenderInstruction buffer from the RenderInstructionContainer
   // then populate with instructions.
-  RenderInstruction& instruction = instructions.GetNextInstruction( updateBufferIndex );
-  renderTask.PrepareRenderInstruction( instruction, updateBufferIndex );
+  RenderInstruction& instruction = renderTask.PrepareRenderInstruction( updateBufferIndex );
   bool viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
   bool isRenderListAdded = false;
+  bool isRootLayerDirty = false;
 
   const Matrix& viewMatrix = renderTask.GetViewMatrix( updateBufferIndex );
   SceneGraph::Camera& camera = renderTask.GetCamera();
@@ -420,6 +421,12 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
     const bool isLayer3D = layer.GetBehavior() == Dali::Layer::LAYER_3D;
     RenderList* renderList = NULL;
 
+    if( layer.IsRoot() && ( layer.GetDirtyFlags() != NodePropertyFlags::NOTHING ) )
+    {
+      // If root-layer & dirty, i.e. a property has changed or a child has been deleted, then we need to ensure we render once more
+      isRootLayerDirty = true;
+    }
+
     if( !layer.colorRenderables.Empty() )
     {
       RenderableContainer& renderables = layer.colorRenderables;
@@ -468,9 +475,10 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
   // Inform the render instruction that all renderers have been added and this frame is complete.
   instruction.UpdateCompleted();
 
-  if( !isRenderListAdded && !instruction.mIsClearColorSet )
+  if( isRenderListAdded || instruction.mIsClearColorSet || isRootLayerDirty )
   {
-    instructions.DiscardCurrentInstruction( updateBufferIndex );
+    instruction.mContext = &context;
+    instructions.PushBack( updateBufferIndex, &instruction );
   }
 }