// Get the next free RenderItem.
RenderItem& item = renderList.GetNextFreeItem();
- item.mNode = node;
- item.mIsOpaque = isOpaque;
- item.mColor = node->GetColor(updateBufferIndex);
-
- item.mDepthIndex = 0;
- if(!isLayer3d)
- {
- item.mDepthIndex = node->GetDepthIndex();
- }
+ item.mNode = node;
+ item.mIsOpaque = isOpaque;
+ item.mDepthIndex = isLayer3d ? 0 : node->GetDepthIndex();
if(DALI_LIKELY(renderable.mRenderer))
{
PartialRenderingData partialRenderingData;
partialRenderingData.color = node->GetWorldColor(updateBufferIndex);
- partialRenderingData.depthIndex = node->GetDepthIndex();
partialRenderingData.matrix = item.mModelViewMatrix;
partialRenderingData.updatedPositionSize = item.mUpdateArea;
partialRenderingData.size = item.mSize;
Vector4 color{}; /// Color
Vector4 updatedPositionSize{}; /// Updated position/size (x, y, width, height)
Vector3 size{}; /// Size
- uint32_t depthIndex{0u}; /// Depth index
- uint32_t hash; /// Last frame's hash
+ uint32_t hash{0u}; /// Last frame's hash
bool mVisible{true}; /// Visible state (Not hashed)
bool mRendered{false}; /// Rendering state (Not hashed)
AddToHash(hash, &color, sizeof(decltype(color)));
AddToHash(hash, &updatedPositionSize, sizeof(decltype(updatedPositionSize)));
AddToHash(hash, &size, sizeof(decltype(size)));
- AddToHash(hash, &depthIndex, sizeof(decltype(depthIndex)));
}
/**
color != frameCache.color ||
updatedPositionSize != frameCache.updatedPositionSize ||
size != frameCache.size ||
- depthIndex != frameCache.depthIndex ||
!mRendered; // If everything is the same, check if we didn't render last frame.
}
color = frameCache.color;
updatedPositionSize = frameCache.updatedPositionSize;
size = frameCache.size;
- depthIndex = frameCache.depthIndex;
hash = frameCache.hash;
mRendered = true;