#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)
mSlotDelegate(this),
mIdleCallback(nullptr),
mDebugEnabled(debugEnabled),
- mPreMultiplyOnLoad(true)
+ mPreMultiplyOnLoad(true),
+ mPrecompiledShaderRequested(false)
{
}
RegisterDiscardCallback();
}
+void VisualFactory::UsePreCompiledShader()
+{
+ if(mPrecompiledShaderRequested)
+ {
+ return;
+ }
+ mPrecompiledShaderRequested = true;
+
+ ShaderPreCompiler::Get().Enable();
+
+ // 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
+ ShaderPreCompiler::Get().SavePreCompileShaderList(rawShaderList);
+}
+
Internal::TextureManager& VisualFactory::GetTextureManager()
{
return GetFactoryCache().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(uint32_t i=0u; 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)
}
SetBrokenImageUrl(styleManager);
}
+
return *mFactoryCache;
}