/*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
// CLASS HEADER
-#include "visual-factory-cache.h"
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
// EXTERNAL INCLUDES
#include <dali/devel-api/adaptor-framework/environment-variable.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/common/hash.h>
+#include <dali/devel-api/scripting/enum-helper.h>
+#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/math/math-utils.h>
bool loadYuvPlanes = loadYuvPlanesString ? std::atoi(loadYuvPlanesString) : false;
return loadYuvPlanes;
}
+
} // namespace
VisualFactoryCache::VisualFactoryCache(bool preMultiplyOnLoad)
return mShader[type];
}
-void VisualFactoryCache::SaveShader(ShaderType type, Shader shader)
+Shader VisualFactoryCache::GenerateAndSaveShader(ShaderType type, std::string_view vertexShader, std::string_view fragmentShader)
{
+ Shader shader = Shader::New(vertexShader, fragmentShader, Shader::Hint::NONE, Scripting::GetLinearEnumerationName<ShaderType>(type, VISUAL_SHADER_TYPE_TABLE, VISUAL_SHADER_TYPE_TABLE_COUNT));
mShader[type] = shader;
+ return shader;
}
Geometry VisualFactoryCache::CreateQuadGeometry()
shader = GetShader(VisualFactoryCache::NINE_PATCH_SHADER);
if(DALI_UNLIKELY(!shader))
{
- shader = Shader::New(SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, SHADER_NPATCH_VISUAL_SHADER_FRAG);
-
// Only cache vanilla 9 patch shaders
- SaveShader(VisualFactoryCache::NINE_PATCH_SHADER, shader);
+ shader = GenerateAndSaveShader(VisualFactoryCache::NINE_PATCH_SHADER, SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, SHADER_NPATCH_VISUAL_SHADER_FRAG);
}
}
else if(xStretchCount > 0 || yStretchCount > 0)
{
+ std::stringstream shaderName;
+ shaderName << "N_PATCH_" << xStretchCount << "x" << yStretchCount;
+
std::stringstream vertexShader;
vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
<< "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
<< SHADER_NPATCH_VISUAL_SHADER_VERT;
- shader = Shader::New(vertexShader.str(), SHADER_NPATCH_VISUAL_SHADER_FRAG);
+ shader = Shader::New(vertexShader.str(), SHADER_NPATCH_VISUAL_SHADER_FRAG, Dali::Shader::Hint::NONE, shaderName.str());
}
return shader;
}
Shader shader = GetShader(IMAGE_SHADER);
if(!shader)
{
- std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
- std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
- shader = Shader::New(vertexShader, fragmentShader);
+ shader = GenerateAndSaveShader(IMAGE_SHADER, Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- SaveShader(IMAGE_SHADER, shader);
}
renderer.SetGeometry(geometry);
renderer.SetShader(shader);