} // unnamed namespace
-static constexpr auto SHADER_TYPE_COUNT = 16u;
+static constexpr auto SHADER_TYPE_COUNT = 6u;
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();
- GetImageVisualShaderFactory().GetPrecompiledShader(rawShaderData);
- Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderData);
+
+ // 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);
}
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();