if(Integration::ShaderPrecompiler::Get().IsEnable())
{
- RawShaderData precompiledShader;
- Integration::ShaderPrecompiler::Get().GetPrecompileShaderList(precompiledShader);
- auto numberOfPrecomipledShader = precompiledShader.shaderCount;
- for(int i= 0; i<numberOfPrecomipledShader; ++i)
+ std::vector<RawShaderData> precompiledShaderList;
+ Integration::ShaderPrecompiler::Get().GetPrecompileShaderList(precompiledShaderList);
+ DALI_LOG_RELEASE_INFO("ShaderPrecompiler[ENABLE], list size:%d \n",precompiledShaderList.size());
+ for(auto precompiledShader = precompiledShaderList.begin(); precompiledShader != precompiledShaderList.end(); ++precompiledShader)
{
- auto vertexShader = std::string(graphics.GetController().GetGlAbstraction().GetVertexShaderPrefix() + precompiledShader.vertexPrefix[i].data() + precompiledShader.vertexShader.data());
- auto fragmentShader = std::string(graphics.GetController().GetGlAbstraction().GetFragmentShaderPrefix() + precompiledShader.fragmentPrefix[i].data() + precompiledShader.fragmentShader.data());
- mCore.PreCompileShader(vertexShader.data(), fragmentShader.data());
+ auto numberOfPrecomipledShader = precompiledShader->shaderCount;
+ for(int i= 0; i<numberOfPrecomipledShader; ++i)
+ {
+ auto vertexShader = std::string(graphics.GetController().GetGlAbstraction().GetVertexShaderPrefix() + precompiledShader->vertexPrefix[i].data() + precompiledShader->vertexShader.data());
+ auto fragmentShader = std::string(graphics.GetController().GetGlAbstraction().GetFragmentShaderPrefix() + precompiledShader->fragmentPrefix[i].data() + precompiledShader->fragmentShader.data());
+ mCore.PreCompileShader(vertexShader.data(), fragmentShader.data());
+ }
+ DALI_LOG_RELEASE_INFO("ShaderPrecompiler[ENABLE], shader count :%d \n",numberOfPrecomipledShader);
}
- DALI_LOG_RELEASE_INFO("ShaderPrecompiler[ENABLE], shader :%d \n",numberOfPrecomipledShader);
}
else
{