From a88249257940379dcb385a917cfa9bde9bc89c17 Mon Sep 17 00:00:00 2001 From: "dongsug.song" Date: Mon, 6 Nov 2023 19:08:36 +0900 Subject: [PATCH] [Tizen] Using shader list for precompile This reverts commit 900c18361eec163b6ed14ac8d946be84c449c708. Change-Id: Iab74336704164356f514cbc1ba1fce3c0d6750cf --- .../common/combined-update-render-controller.cpp | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) 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 { -- 2.7.4