Remove dead logic handling renderer ready and completion
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index d293775..9718893 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
 // CLASS HEADER
 #include "scene-graph-renderer.h"
 
-// INTERNAL HEADERS
-#include <dali/internal/update/controllers/scene-controller.h>
-#include <dali/internal/render/renderers/render-geometry.h>
+// INTERNAL INCLUDES
+#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
 #include <dali/internal/update/controllers/render-message-dispatcher.h>
+#include <dali/internal/update/controllers/scene-controller.h>
+#include <dali/internal/update/nodes/node.h>
 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/update/nodes/node.h>
 #include <dali/internal/render/queue/render-queue.h>
-#include <dali/internal/common/internal-constants.h>
-#include <dali/internal/common/memory-pool-object-allocator.h>
-
+#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
 
 namespace // unnamed namespace
 {
@@ -86,21 +85,32 @@ void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, con
   }
 }
 
-// flags for resending data to renderer
+// Flags for re-sending data to renderer.
 enum Flags
 {
-  RESEND_DATA_PROVIDER = 1,
-  RESEND_GEOMETRY = 1 << 1,
-  RESEND_FACE_CULLING_MODE = 1 << 2,
-  RESEND_BLEND_COLOR = 1 << 3,
-  RESEND_BLEND_BIT_MASK = 1 << 4,
-  RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
-  RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
+  RESEND_DATA_PROVIDER               = 1 << 0,
+  RESEND_GEOMETRY                    = 1 << 1,
+  RESEND_FACE_CULLING_MODE           = 1 << 2,
+  RESEND_BLEND_COLOR                 = 1 << 3,
+  RESEND_BLEND_BIT_MASK              = 1 << 4,
+  RESEND_PREMULTIPLIED_ALPHA         = 1 << 5,
+  RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 6,
   RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
-  RESEND_DEPTH_WRITE_MODE = 1 << 8,
+  RESEND_DEPTH_WRITE_MODE            = 1 << 8,
+  RESEND_DEPTH_TEST_MODE             = 1 << 9,
+  RESEND_DEPTH_FUNCTION              = 1 << 10,
+  RESEND_RENDER_MODE                 = 1 << 11,
+  RESEND_STENCIL_FUNCTION            = 1 << 12,
+  RESEND_STENCIL_FUNCTION_MASK       = 1 << 13,
+  RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 14,
+  RESEND_STENCIL_MASK                = 1 << 15,
+  RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 16,
+  RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
+  RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
+  RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 19,
 };
 
-}
+} // Anonymous namespace
 
 namespace Dali
 {
@@ -115,25 +125,25 @@ Renderer* Renderer::New()
 }
 
 Renderer::Renderer()
-:mSceneController( 0 ),
- mRenderer( NULL ),
- mTextureSet( NULL ),
- mGeometry( NULL ),
- mShader( NULL ),
- mBlendColor( NULL ),
mBlendBitmask( 0u ),
mFaceCullingMode( FaceCullingMode::NONE ),
mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mIndexedDrawFirstElement( 0 ),
mIndexedDrawElementsCount( 0 ),
mReferenceCount( 0 ),
mRegenerateUniformMap( 0 ),
mResendFlag( 0 ),
mResourcesReady( false ),
mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled(false),
- mDepthIndex( 0 )
+: mSceneController( 0 ),
 mRenderer( NULL ),
 mTextureSet( NULL ),
 mGeometry( NULL ),
 mShader( NULL ),
 mBlendColor( NULL ),
 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
 mIndexedDrawFirstElement( 0u ),
 mIndexedDrawElementsCount( 0u ),
 mBlendBitmask( 0u ),
 mRegenerateUniformMap( 0u ),
 mResendFlag( 0u ),
 mDepthFunction( DepthFunction::LESS ),
 mFaceCullingMode( FaceCullingMode::NONE ),
 mBlendMode( BlendMode::AUTO ),
 mDepthWriteMode( DepthWriteMode::AUTO ),
 mDepthTestMode( DepthTestMode::AUTO ),
 mPremultipledAlphaEnabled( false ),
 mDepthIndex( 0 )
 {
   mUniformMapChanged[0] = false;
   mUniformMapChanged[1] = false;
@@ -144,17 +154,16 @@ Renderer::Renderer()
 
 Renderer::~Renderer()
 {
-  if (mTextureSet)
+  if( mTextureSet )
   {
-    mTextureSet->RemoveObserver(this);
-    mTextureSet=NULL;
+    mTextureSet->RemoveObserver( this );
+    mTextureSet = NULL;
   }
   if( mShader )
   {
-    mShader->RemoveConnectionObserver(*this);
-    mShader=NULL;
+    mShader->RemoveConnectionObserver( *this );
+    mShader = NULL;
   }
-
 }
 
 void Renderer::operator delete( void* ptr )
@@ -165,28 +174,8 @@ void Renderer::operator delete( void* ptr )
 
 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
 {
-  mResourcesReady = false;
-  mFinishedResourceAcquisition = false;
-
-  // Can only be considered ready when all the scene graph objects are connected to the renderer
-  if( mGeometry && mShader )
-  {
-    if( mTextureSet )
-    {
-      mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
-    }
-    else
-    {
-      mResourcesReady = true;
-      mFinishedResourceAcquisition = true;
-    }
-  }
-
   if( mRegenerateUniformMap > UNIFORM_MAP_READY )
   {
-    DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
-    DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
-
     if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
     {
       CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
@@ -194,7 +183,11 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
 
       const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
       AddMappings( localMap, rendererUniformMap );
-      AddMappings( localMap, mShader->GetUniformMap() );
+
+      if( mShader )
+      {
+        AddMappings( localMap, mShader->GetUniformMap() );
+      }
     }
     else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
     {
@@ -230,7 +223,6 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
     {
       typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
       unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
     }
 
@@ -250,9 +242,9 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
 
     if( mResendFlag & RESEND_BLEND_COLOR )
     {
-      typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
+      typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
       unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-      new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
     }
 
     if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA  )
@@ -283,6 +275,76 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
       new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
     }
 
+    if( mResendFlag & RESEND_DEPTH_TEST_MODE )
+    {
+      typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
+    }
+
+    if( mResendFlag & RESEND_DEPTH_FUNCTION )
+    {
+      typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
+    }
+
+    if( mResendFlag & RESEND_RENDER_MODE )
+    {
+      typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION )
+    {
+      typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+    {
+      typedef MessageValue1< Render::Renderer, int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+    {
+      typedef MessageValue1< Render::Renderer, int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_MASK )
+    {
+      typedef MessageValue1< Render::Renderer, int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+    {
+      typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+    {
+      typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
+    {
+      typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+    }
+
     mResendFlag = 0;
   }
 }
@@ -333,15 +395,15 @@ void Renderer::SetDepthIndex( int depthIndex )
   mDepthIndex = depthIndex;
 }
 
-void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
 {
-  mFaceCullingMode = static_cast< FaceCullingMode::Type >( faceCullingMode );
+  mFaceCullingMode = faceCullingMode;
   mResendFlag |= RESEND_FACE_CULLING_MODE;
 }
 
-void Renderer::SetBlendMode( unsigned int blendingMode )
+void Renderer::SetBlendMode( BlendMode::Type blendingMode )
 {
-  mBlendMode = static_cast< BlendMode::Type >( blendingMode );
+  mBlendMode = blendingMode;
 }
 
 void Renderer::SetBlendingOptions( unsigned int options )
@@ -355,13 +417,20 @@ void Renderer::SetBlendingOptions( unsigned int options )
 
 void Renderer::SetBlendColor( const Vector4& blendColor )
 {
-  if( !mBlendColor )
+  if( blendColor == Color::TRANSPARENT )
   {
-    mBlendColor = new Vector4( blendColor );
+    mBlendColor = NULL;
   }
   else
   {
-    *mBlendColor = blendColor;
+    if( !mBlendColor )
+    {
+      mBlendColor = new Vector4( blendColor );
+    }
+    else
+    {
+      *mBlendColor = blendColor;
+    }
   }
 
   mResendFlag |= RESEND_BLEND_COLOR;
@@ -385,40 +454,70 @@ void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
 }
 
-void Renderer::SetDepthWriteMode( unsigned int depthWriteMode )
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
 {
-  mDepthWriteMode = static_cast< DepthWriteMode::Type >( depthWriteMode );
+  mDepthWriteMode = depthWriteMode;
   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
 }
 
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
 {
-  ++mReferenceCount;
-  if( !mRenderer)
-  {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
+  mDepthTestMode = depthTestMode;
+  mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
 
-    mRenderer = Render::Renderer::New( dataProvider, mGeometry,
-                                       mBlendBitmask, mBlendColor,
-                                       static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
-                                       mPremultipledAlphaEnabled,
-                                       mDepthWriteMode );
+void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+{
+  mDepthFunction = depthFunction;
+  mResendFlag |= RESEND_DEPTH_FUNCTION;
+}
 
-    mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
-    mResendFlag = 0;
-  }
+void Renderer::SetRenderMode( RenderMode::Type mode )
+{
+  mStencilParameters.renderMode = mode;
+  mResendFlag |= RESEND_RENDER_MODE;
 }
 
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
 {
-  --mReferenceCount;
-  if( mReferenceCount == 0 )
-  {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    mRenderer = NULL;
-  }
+  mStencilParameters.stencilFunction = stencilFunction;
+  mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
+
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+  mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
+}
+
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+  mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+  mStencilParameters.stencilMask = stencilMask;
+  mResendFlag |= RESEND_STENCIL_MASK;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+  mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+  mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+  mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
 }
 
 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
@@ -426,8 +525,13 @@ void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferInde
 {
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
   mSceneController = &sceneController;
-}
+  RenderDataProvider* dataProvider = NewRenderDataProvider();
+
+  mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+                                         mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
 
+  mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+}
 
 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
@@ -437,8 +541,8 @@ void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, Buffe
   {
     mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
     mRenderer = NULL;
-    mSceneController = NULL;
   }
+  mSceneController = NULL;
 }
 
 RenderDataProvider* Renderer::NewRenderDataProvider()
@@ -450,18 +554,28 @@ RenderDataProvider* Renderer::NewRenderDataProvider()
 
   if( mTextureSet )
   {
-    size_t textureCount( mTextureSet->GetTextureCount() );
+    size_t textureCount = mTextureSet->GetTextureCount();
     dataProvider->mTextures.resize( textureCount );
+    dataProvider->mSamplers.resize( textureCount );
     for( unsigned int i(0); i<textureCount; ++i )
     {
-      dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
-                                                    mTextureSet->GetTextureSampler(i));
+      dataProvider->mTextures[i] = mTextureSet->GetTexture(i);
+      dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
     }
   }
 
   return dataProvider;
 }
 
+const Vector4& Renderer::GetBlendColor() const
+{
+  if( mBlendColor )
+  {
+    return *mBlendColor;
+  }
+  return Color::TRANSPARENT;
+}
+
 Render::Renderer& Renderer::GetRenderer()
 {
   return *mRenderer;
@@ -470,12 +584,6 @@ Render::Renderer& Renderer::GetRenderer()
 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
 {
   return mCollectedUniformMap[bufferIndex];
-};
-
-void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
-{
-  ready = mResourcesReady;
-  complete = mFinishedResourceAcquisition;
 }
 
 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
@@ -491,7 +599,7 @@ Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Nod
     }
     case BlendMode::AUTO:
     {
-      bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+      bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
       if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
       {
         opacity = Renderer::TRANSLUCENT;
@@ -518,7 +626,6 @@ Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Nod
     }
   }
 
-
   return opacity;
 }
 
@@ -527,6 +634,12 @@ void Renderer::TextureSetChanged()
   mResendFlag |= RESEND_DATA_PROVIDER;
 }
 
+void Renderer::TextureSetDeleted()
+{
+  mTextureSet = NULL;
+
+  mResendFlag |= RESEND_DATA_PROVIDER;
+}
 void Renderer::ConnectionsChanged( PropertyOwner& object )
 {
   // One of our child objects has changed it's connections. Ensure the uniform
@@ -550,11 +663,7 @@ void Renderer::UniformMappingsChanged( const UniformMap& mappings )
 
 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
 {
-  if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
-  {
-    mTextureSet = NULL;
-  }
-  else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
+  if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
   {
     mShader = NULL;
   }