[Tizen] Apply precompile shader
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
index ac7d7de..9af065d 100644 (file)
@@ -39,45 +39,43 @@ const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMA
 
 } // unnamed namespace
 
-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};
+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};
+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()
@@ -174,17 +172,17 @@ void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
   std::vector<std::string_view> vertexPrefix;
   std::vector<std::string_view> fragmentPrefix;
   shaders.shaderCount = 0;
-  int shaderCount = 0;
-  for(int i=0; i< SHADER_TYPE_COUNT; ++i)
+  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.vertexPrefix   = vertexPrefix;
   shaders.fragmentPrefix = fragmentPrefix;
-  shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
+  shaders.vertexShader   = SHADER_IMAGE_VISUAL_SHADER_VERT;
   shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
   shaders.shaderCount += shaderCount;
 }