2 * Copyright (c) 2024 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/public-api/rendering/shader.h> // Dali::Shader
22 #include <dali/internal/event/rendering/shader-impl.h> // Dali::Internal::Shader
26 Shader Shader::New(std::string_view vertexShader,
27 std::string_view fragmentShader,
29 std::string_view shaderName)
31 Internal::ShaderPtr shader = Internal::Shader::New(vertexShader, fragmentShader, hints, shaderName);
32 return Shader(shader.Get());
35 Shader Shader::New(Dali::Property::Value shaderMap)
37 Internal::ShaderPtr shader = Internal::Shader::New(shaderMap);
38 return Shader(shader.Get());
41 Shader::Shader() = default;
43 Shader::~Shader() = default;
45 Shader::Shader(const Shader& handle) = default;
47 Shader Shader::DownCast(BaseHandle handle)
49 return Shader(dynamic_cast<Dali::Internal::Shader*>(handle.GetObjectPtr()));
52 Shader& Shader::operator=(const Shader& handle) = default;
54 Shader::Shader(Shader&& rhs) noexcept = default;
56 Shader& Shader::operator=(Shader&& rhs) noexcept = default;
58 Shader::Shader(Internal::Shader* pointer)
63 uint32_t Shader::GetShaderLanguageVersion()
65 return Dali::Internal::Shader::GetShaderLanguageVersion();
68 std::string Shader::GetShaderVersionPrefix()
70 return Dali::Internal::Shader::GetShaderVersionPrefix();
73 std::string Shader::GetVertexShaderPrefix()
75 return Dali::Internal::Shader::GetVertexShaderPrefix();
78 std::string Shader::GetFragmentShaderPrefix()
80 return Dali::Internal::Shader::GetFragmentShaderPrefix();