[global::System.Runtime.InteropServices.DllImport(NDalicPINVOKE.Lib, EntryPoint = "CSharp_Dali_VisualFactory_CreateVisual__SWIG_2")]
public static extern global::System.IntPtr CreateVisual(global::System.Runtime.InteropServices.HandleRef jarg1, string jarg2, global::System.Runtime.InteropServices.HandleRef jarg3);
+
+ [global::System.Runtime.InteropServices.DllImport(NDalicPINVOKE.Lib, EntryPoint = "CSharp_Dali_VisualFactory_UsePreCompiledShader")]
+ public static extern void UsePreCompiledShader(global::System.Runtime.InteropServices.HandleRef jarg1);
}
}
}
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
+
+ /// <summary>
+ /// Compile the visual shader in advance. Afterwards,
+ /// when a visual using a new shader is requested, the pre-compiled shader is used.
+ /// </summary>
+ /// <remarks> It is recommended that this method be called at the top of the application code.</remarks>
+ /// <remarks>
+ /// 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.
+ /// </remarks>
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public void UsePreCompiledShader()
+ {
+ Interop.VisualFactory.UsePreCompiledShader(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
}
}