[dali_2.3.22] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / visual-factory-impl.cpp
index 9bd6d25..91584eb 100644 (file)
@@ -76,15 +76,20 @@ DALI_TYPE_REGISTRATION_BEGIN_CREATE(Toolkit::VisualFactory, Dali::BaseHandle, Cr
 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]{
+static constexpr auto SHADER_TYPE_COUNT = 2u;
+
+constexpr 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]{
+constexpr std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
   "",                                     //VisualFactoryCache::COLOR_SHADER
   "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER
 };
+constexpr VisualFactoryCache::ShaderType ShaderTypePredefines[SHADER_TYPE_COUNT]{
+  VisualFactoryCache::ShaderType::COLOR_SHADER,
+  VisualFactoryCache::ShaderType::COLOR_SHADER_ROUNDED_CORNER,
+};
 
 } // namespace
 
@@ -464,17 +469,20 @@ void VisualFactory::GetPreCompiledShader(RawShaderData& shaders)
 {
   std::vector<std::string_view> vertexPrefix;
   std::vector<std::string_view> fragmentPrefix;
+  std::vector<std::string_view> shaderName;
   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]);
+    shaderName.push_back(Scripting::GetLinearEnumerationName<VisualFactoryCache::ShaderType>(ShaderTypePredefines[i], VISUAL_SHADER_TYPE_TABLE, VISUAL_SHADER_TYPE_TABLE_COUNT));
     shaderCount++;
   }
 
   shaders.vertexPrefix   = vertexPrefix;
   shaders.fragmentPrefix = fragmentPrefix;
+  shaders.shaderName     = shaderName;
   shaders.vertexShader   = SHADER_COLOR_VISUAL_SHADER_VERT;
   shaders.fragmentShader = SHADER_COLOR_VISUAL_SHADER_FRAG;
   shaders.shaderCount    = shaderCount;