Mark uniform map as not having changed when it's ready
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index af7d93e..f2ecb41 100644 (file)
@@ -142,8 +142,6 @@ Renderer::Renderer()
   mBlendMode( BlendMode::AUTO ),
   mDepthWriteMode( DepthWriteMode::AUTO ),
   mDepthTestMode( DepthTestMode::AUTO ),
-  mResourcesReady( false ),
-  mFinishedResourceAcquisition( false ),
   mPremultipledAlphaEnabled( false ),
   mDepthIndex( 0 )
 {
@@ -176,21 +174,12 @@ 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( mRegenerateUniformMap == UNIFORM_MAP_READY )
   {
-    mResourcesReady = true;
-    mFinishedResourceAcquisition = true;
+    mUniformMapChanged[updateBufferIndex] = false;
   }
-
-  if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+  else
   {
-    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 ];
@@ -227,7 +216,7 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
   {
     if( mResendFlag & RESEND_DATA_PROVIDER )
     {
-      RenderDataProvider* dataProvider = NewRenderDataProvider();
+      OwnerPointer<RenderDataProvider> dataProvider = NewRenderDataProvider();
 
       typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
       unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
@@ -238,7 +227,6 @@ 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 );
     }
 
@@ -546,7 +534,8 @@ void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferInde
   mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
                                          mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
 
-  mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+  OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
+  mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
 }
 
 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
@@ -602,12 +591,6 @@ const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) co
   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
 {
   Renderer::Opacity opacity = Renderer::OPAQUE;
@@ -656,6 +639,12 @@ 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
@@ -679,11 +668,7 @@ 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;
   }