From: Eunki, Hong Date: Wed, 25 Oct 2023 07:41:55 +0000 (+0900) Subject: [Tizen] Using shader list for precompile X-Git-Tag: accepted/tizen/unified/20231031.163528~15 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=491cac48c25566ded288868c4716f98f3930341d;p=platform%2Fcore%2Fuifw%2Fdali-adaptor.git [Tizen] Using shader list for precompile This reverts commit 640ae969e9a161dd4a6e687ca6efae3ff7a2b6f9. Change-Id: I214eb5f19d087c96416262710a25bb90e56a4045 --- diff --git a/dali/internal/adaptor/common/combined-update-render-controller.cpp b/dali/internal/adaptor/common/combined-update-render-controller.cpp index e164e85..e2961d1 100644 --- a/dali/internal/adaptor/common/combined-update-render-controller.cpp +++ b/dali/internal/adaptor/common/combined-update-render-controller.cpp @@ -572,16 +572,20 @@ void CombinedUpdateRenderController::UpdateRenderThread() if(Integration::ShaderPrecompiler::Get().IsEnable()) { - RawShaderData precompiledShader; - Integration::ShaderPrecompiler::Get().GetPrecompileShaderList(precompiledShader); - auto numberOfPrecomipledShader = precompiledShader.shaderCount; - for(int i= 0; i 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; ivertexPrefix[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 {