BindTextures(commandBuffer, boundTextures);
- int nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
+ std::size_t nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size, nodeIndex);
return drawn;
}
-int Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+std::size_t Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
{
// Check if the map has changed
DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
auto iter = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; });
- int renderItemMapIndex;
+ std::size_t renderItemMapIndex;
if(iter == mNodeIndexMap.end())
{
renderItemMapIndex = mUniformIndexMaps.size();
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
const Vector3& size,
- int nodeIndex)
+ std::size_t nodeIndex)
{
// Create the UBO
uint32_t uboOffset{0u};
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
BufferIndex updateBufferIndex,
- int nodeIndex)
+ std::size_t nodeIndex)
{
auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
auto uboCount = reflection.GetUniformBlockCount();
*
* @return the index of the node in change counters store / uniform maps store.
*/
- int BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program);
+ std::size_t BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program);
/**
* Bind the textures and setup the samplers
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
const Vector3& size,
- int nodeIndex);
+ std::size_t nodeIndex);
/**
* @brief Fill uniform buffer at index. Writes uniforms into given memory address
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
BufferIndex updateBufferIndex,
- int nodeIndex);
+ std::size_t nodeIndex);
private:
Graphics::Controller* mGraphicsController;