1 #ifndef __DALI_INTERNAL_SHADER_FACTORY_H__
2 #define __DALI_INTERNAL_SHADER_FACTORY_H__
5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/common/dali-vector.h>
23 #include <dali/internal/common/message.h>
24 #include <dali/internal/common/shader-data.h>
25 #include <dali/internal/common/shader-saver.h>
34 typedef IntrusivePtr<ShaderData> ShaderDataPtr;
37 * @brief ShaderFactory loads and saves shader binaries synchronously.
39 * Binaries loaded or saved are also cached by the ShaderFactory.
41 class ShaderFactory : public ShaderSaver
53 virtual ~ShaderFactory();
56 * @brief Looks for precompiled binary version of shader program in memory and file caches.
58 * Tries to load a binary version of a shader program identified by a hash over the two source
59 * files, checking an in-memory cache first.
60 * If the cache hits or the load succeeds, the buffer member of the returned ShaderData will
61 * contain a precompiled shader binary program which can be uploaded directly to GLES.
63 * @param [in] vertexSource The vertex shader source code
64 * @param [in] fragmentSource The fragment shader source code
65 * @param [out] shaderHash Hash key created from vertex and fragment shader code
66 * @return ShaderData containing the source and hash value, and additionally,
67 * a compiled shader program binary if one could be found, else an
68 * empty binary buffer cleared to size zero.
70 Internal::ShaderDataPtr Load( const std::string& vertexSource, const std::string& fragmentSource, const Dali::Shader::Hint::Value hints, size_t& shaderHash );
73 * @brief Saves shader to memory cache and filesystem.
75 * This is called when a shader binary is ready to be saved to the memory cache file system.
76 * Shaders that pass through here become available to subsequent invocations of Load.
77 * @param[in] shader The data to be saved.
80 virtual void SaveBinary( Internal::ShaderDataPtr shader );
84 void MemoryCacheInsert( Internal::ShaderData& shaderData );
87 ShaderFactory( const ShaderFactory& );
90 ShaderFactory& operator=( const ShaderFactory& rhs );
93 Dali::Vector< Internal::ShaderData* > mShaderBinaryCache; ///< Cache of pre-compiled shaders.
95 }; // class ShaderFactory
97 inline MessageBase* ShaderCompiledMessage( ShaderSaver& factory, Internal::ShaderDataPtr shaderData )
99 return new MessageValue1< ShaderSaver, Internal::ShaderDataPtr >( &factory,
100 &ShaderSaver::SaveBinary,
104 } // namespace Internal
108 #endif // __DALI_INTERNAL_SHADER_FACTORY_H__