Change-Id: Id6b466512f25765298714e76dde86d42e91defcc
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_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;
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;
NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
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;
auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
: VisualFactoryCache::NINE_PATCH_SHADER;
shader = mFactoryCache.GetShader( shaderType );
if( DALI_UNLIKELY( !shader ) )
{
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" ),
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() );
DevelShader::ShaderLanguage::SPIRV_1_0, Property::Map() );
- // Only cache vanilla 9 patch shaders
+ // Only cache vanilla 9 patch shaders
mFactoryCache.SaveShader( shaderType, shader );
}
}
mFactoryCache.SaveShader( shaderType, shader );
}
}
{
//const char* vertexShader = VERTEX_SHADER_3X3;
{
//const char* vertexShader = VERTEX_SHADER_3X3;
//if( !mImpl->mCustomShader->mVertexShader.empty() )
//{
// vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
//if( !mImpl->mCustomShader->mVertexShader.empty() )
//{
// vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
if( !shader )
{
//shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
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" ),
shader = DevelShader::New(
GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SHADER_VERT" ),
GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG" ),