} // unnamed namespace
-static constexpr auto SHADER_TYPE_COUNT = 6u;
+static constexpr auto SHADER_TYPE_COUNT = 16u;
const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
{
"", // VisualFactoryCache::IMAGE_SHADER,
"#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+ "#define IS_REQUIRED_ALPHA_MASKING\n", // VisualFactoryCache::IMAGE_SHADER_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
"",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
"#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
"",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
"#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ "#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n"//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
};
const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
{
"", // VisualFactoryCache::IMAGE_SHADER,
"#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+ "#define IS_REQUIRED_ALPHA_MASKING\n", // VisualFactoryCache::IMAGE_SHADER_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
"#define IS_REQUIRED_YUV_TO_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
"#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
"#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
"#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n"//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
};
ImageVisualShaderFactory::ImageVisualShaderFactory()
shaders.fragmentPrefix = fragmentPrefix;
shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
- shaders.shaderCount = shaderCount;
+ shaders.shaderCount += shaderCount;
}
} // namespace Internal
VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
};
-static constexpr auto SHADER_TYPE_COUNT = 1u;
-const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
-{
- "", // VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT
-};
-const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
-{
- "", // VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT
-};
-
} // unnamed namespace
namespace TextVisualShaderFeature
return shader;
}
-void TextVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
-{
- std::vector<std::string_view> vertexPrefix;
- std::vector<std::string_view> fragmentPrefix;
- int 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_TEXT_VISUAL_SHADER_VERT;
- shaders.fragmentShader = SHADER_TEXT_VISUAL_SHADER_FRAG;
- shaders.shaderCount = shaderCount;
-}
-
} // namespace Internal
} // namespace Toolkit
*/
Shader GetShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder);
- /**
- * @brief Get the default shader source.
- * @param[in] shaders shaderList for precompile
- */
- void GetPrecompiledShader(RawShaderData& shaders);
-
protected:
/**
* Undefined copy constructor.
#include <dali-toolkit/internal/visuals/npatch/npatch-visual.h>
#include <dali-toolkit/internal/visuals/primitive/primitive-visual.h>
#include <dali-toolkit/internal/visuals/svg/svg-visual.h>
-#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/text-visual-shader-factory.h>
#include <dali-toolkit/internal/visuals/text/text-visual.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
-
namespace Dali
{
namespace Toolkit
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)
void SetBrokenImageUrl(Toolkit::StyleManager& styleManager);
/**
- * @brief Get the default shader source.
- * @param[in] shaders shaderList for precompile
- */
- void GetPrecompiledShader(RawShaderData& shaders);
-
- /**
* Get the factory cache, creating it if necessary.
*/
Internal::VisualFactoryCache& GetFactoryCache();