// INTERNAL INCLUDES
#include <dali/integration-api/gl-defines.h>
-#include <dali/internal/update/resources/resource-manager-declarations.h>
-#include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/common/post-process-resource-dispatcher.h>
+#include <dali/internal/common/shader-saver.h>
#include <dali/internal/render/gl-resources/gl-call-debug.h>
+#include <dali/internal/render/shaders/program.h>
namespace Dali
{
namespace Internal
{
-ProgramController::ProgramController( SceneGraph::PostProcessResourceDispatcher& postProcessDispatcher, Integration::GlAbstraction& glAbstraction )
-: mPostProcessDispatcher( postProcessDispatcher ),
+ProgramController::ProgramController( Integration::GlAbstraction& glAbstraction )
+: mShaderSaver( 0 ),
mGlAbstraction( glAbstraction ),
mCurrentProgram( NULL ),
mProgramBinaryFormat( 0 ),
return mProgramBinaryFormat;
}
-void ProgramController::StoreBinary( Integration::ShaderDataPtr programData )
+void ProgramController::StoreBinary( Internal::ShaderDataPtr programData )
+{
+ DALI_ASSERT_DEBUG( programData->GetBufferSize() > 0 );
+ DALI_ASSERT_DEBUG( mShaderSaver && "SetShaderSaver() should have been called during startup." );
+
+ if( mShaderSaver != NULL )
+ {
+ mShaderSaver->SaveBinary( programData );
+ }
+}
+
+void ProgramController::SetShaderSaver( ShaderSaver& shaderSaver )
{
- ResourcePostProcessRequest request( programData->GetResourceId(), ResourcePostProcessRequest::SAVE );
- mPostProcessDispatcher.DispatchPostProcessRequest( request );
+ mShaderSaver = &shaderSaver;
}
} // namespace Internal