[EvasGL] Optimize precompiling shader list 58/137958/4
authorWonsik, Jung <sidein@samsung.com>
Mon, 10 Jul 2017 11:31:52 +0000 (20:31 +0900)
committerGerrit Code Review <gerrit@review.ap-northeast-2.compute.internal>
Tue, 18 Jul 2017 01:07:24 +0000 (01:07 +0000)
commitb3201167a6853df3519b3e9a5e2ddc640ccad392
tree334dc813d302b0a5adaad42a3d7ac4d0088b8119
parent076b455a5361356bcd55f1c06cc79eb586304236
[EvasGL] Optimize precompiling shader list

When Evas GL shader file is created at fist,
Many shaders is create/compiled, then program is created/attached/linked with the shaders.
In case of some devices, the glProgramLink() time is spent too much.
To opimize, base shaders are only included to the list.

Change-Id: Ibe04ffd30f2ae6d0a3b9b61d3370a9f924dc9825
src/modules/evas/engines/gl_common/evas_gl_shader.c