X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fvisual-factory%2Fvisual-factory.h;h=bf861f7460d4a6bb4c1ff6447296a70445b7a88e;hb=8aa5ae787e14584ef1d338d1b3be9b2ee0b6097b;hp=1d6be157cb1c4e46ec96b14f1fef2fafd6533b44;hpb=e5491903fd1acafa3854c5dcacc1c44964f1b6b4;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/visual-factory/visual-factory.h b/dali-toolkit/devel-api/visual-factory/visual-factory.h index 1d6be15..bf861f7 100644 --- a/dali-toolkit/devel-api/visual-factory/visual-factory.h +++ b/dali-toolkit/devel-api/visual-factory/visual-factory.h @@ -126,6 +126,17 @@ public: */ bool GetPreMultiplyOnLoad() const; + /** + * @brief Compile the visual shader in advance. Afterwards, + * when a visual using a new shader is requested, the pre-compiled shader is used. + * + * @note It is recommended that this method be called at the top of the application code. + * @note Using precompiled shaders is helpful when the application is complex and uses + * many different styles of visual options. On the other hand,if most visuals are the same + * and the application is simple, it may use memory unnecessarily or slow down the application launching speed. + */ + void UsePreCompiledShader(); + private: explicit DALI_INTERNAL VisualFactory(Internal::VisualFactory* impl); };