#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
#include <dali-toolkit/devel-api/styling/style-manager-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
-#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/animated-gradient/animated-gradient-visual.h>
#include <dali-toolkit/internal/visuals/animated-image/animated-image-visual.h>
#include <dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.h>
DALI_TYPE_REGISTRATION_END()
const char* const BROKEN_IMAGE_FILE_NAME = "broken.png"; ///< The file name of the broken image.
-static constexpr auto SHADER_TYPE_COUNT = 2u;
-const std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
- "", //VisualFactoryCache::COLOR_SHADER
- "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER
-};
-const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
- "", //VisualFactoryCache::COLOR_SHADER
- "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER
-};
-
} // namespace
VisualFactory::VisualFactory(bool debugEnabled)
}
mPrecompiledShaderRequested = true;
+ RawShaderData rawShaderData;
Integration::ShaderPrecompiler::Get().Enable();
-
- // Get image shader
- std::vector<RawShaderData> rawShaderList;
- RawShaderData imageShaderData;
- GetImageVisualShaderFactory().GetPrecompiledShader(imageShaderData);
- rawShaderList.push_back(imageShaderData);
-
- // Get text shader
- RawShaderData textShaderData;
- GetTextVisualShaderFactory().GetPrecompiledShader(textShaderData);
- rawShaderList.push_back(textShaderData);
-
- // Get color shader
- RawShaderData colorShaderData;
- GetPrecompiledShader(colorShaderData);
- rawShaderList.push_back(colorShaderData);
-
- // Save all shader
- Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderList);
+ GetImageVisualShaderFactory().GetPrecompiledShader(rawShaderData);
+ Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderData);
}
Internal::TextureManager& VisualFactory::GetTextureManager()
mFactoryCache->SetBrokenImageUrl(brokenImageUrl, customBrokenImageUrlList);
}
-void VisualFactory::GetPrecompiledShader(RawShaderData& shaders)
-{
- std::vector<std::string_view> vertexPrefix;
- std::vector<std::string_view> fragmentPrefix;
- int shaderCount = 0;
- shaders.shaderCount = 0;
- for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
- {
- vertexPrefix.push_back(VertexPredefines[i]);
- fragmentPrefix.push_back(FragmentPredefines[i]);
- shaderCount++;
- }
-
- shaders.vertexPrefix = vertexPrefix;
- shaders.fragmentPrefix = fragmentPrefix;
- shaders.vertexShader = SHADER_COLOR_VISUAL_SHADER_VERT;
- shaders.fragmentShader = SHADER_COLOR_VISUAL_SHADER_FRAG;
- shaders.shaderCount = shaderCount;
-}
-
Internal::VisualFactoryCache& VisualFactory::GetFactoryCache()
{
if(!mFactoryCache)