Updates for latest vulkan shaders for visuals
authorDavid Steele <david.steele@samsung.com>
Thu, 31 May 2018 16:16:02 +0000 (17:16 +0100)
committerDavid Steele <david.steele@samsung.com>
Thu, 31 May 2018 16:16:02 +0000 (17:16 +0100)
Change-Id: Id6b466512f25765298714e76dde86d42e91defcc

dali-toolkit/devel-api/graphics/builtin-shader-extern-gen.h
dali-toolkit/internal/visuals/npatch/npatch-visual.cpp
dali-toolkit/internal/visuals/text/text-visual.cpp

index aebf328..f412111 100644 (file)
@@ -26,6 +26,7 @@ extern std::vector<uint32_t> SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG;
 extern std::vector<uint32_t> SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT;
 extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_3X3_SHADER_VERT;
 extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG;
 extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_SHADER_VERT;
 extern std::vector<uint32_t> SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_SHADER_FRAG;
 extern std::vector<uint32_t> SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_WITH_STYLE_SHADER_FRAG;
index c3c8f66..0980614 100755 (executable)
@@ -480,8 +480,10 @@ Shader NPatchVisual::CreateShader()
   NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
   NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
 
-  auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
-                                              : FRAGMENT_SHADER;
+  auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER : FRAGMENT_SHADER;
+  auto fragmentShaderTag = mAuxiliaryPixelBuffer ? "SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG"
+                                                 : "SHADER_NPATCH_VISUAL_SHADER_FRAG";
+
   auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
                                           : VisualFactoryCache::NINE_PATCH_SHADER;
 
@@ -500,14 +502,12 @@ Shader NPatchVisual::CreateShader()
       shader = mFactoryCache.GetShader( shaderType );
       if( DALI_UNLIKELY( !shader ) )
       {
-        //shader = Shader::New( VERTEX_SHADER_3X3, fragment_shader );
-               //@todo Need new shader for FRAGMENT_MASK_SHADER
         shader = DevelShader::New<uint32_t>(
           GraphicsGetBuiltinShader( "SHADER_NPATCH_VISUAL_3X3_SHADER_VERT" ),
-          GraphicsGetBuiltinShader( "SHADER_NPATCH_VISUAL_SHADER_FRAG" ),
+          GraphicsGetBuiltinShader( fragmentShaderTag ),
           DevelShader::ShaderLanguage::SPIRV_1_0, Property::Map() );
 
-               // Only cache vanilla 9 patch shaders  
+        // Only cache vanilla 9 patch shaders
         mFactoryCache.SaveShader( shaderType, shader );
       }
     }
@@ -537,8 +537,6 @@ Shader NPatchVisual::CreateShader()
     {
       //const char* vertexShader = VERTEX_SHADER_3X3;
 
-
-
       //if( !mImpl->mCustomShader->mVertexShader.empty() )
       //{
       //  vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
index 0b2fbf2..21c16d2 100755 (executable)
@@ -882,8 +882,6 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult
     if( !shader )
     {
       //shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
-
-
       shader = DevelShader::New(
         GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SHADER_VERT" ),
         GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG" ),