}
Property::Map map[2];
- map[0]["vertex"] = raw.mVertexShaderSource;
- map[0]["fragment"] = raw.mFragmentShaderSource;
- map[0]["renderPassTag"] = 0;
- map[0]["hints"] = static_cast<Shader::Hint::Value>(hints);
- map[0]["renderPassName"] = "SCENE3D_PBR";
-
- map[1]["vertex"] = raw.mShadowVertexShaderSource;
- map[1]["fragment"] = raw.mShadowFragmentShaderSource;
- map[1]["renderPassTag"] = 10;
- map[1]["renderPassName"] = "SCENE3D_SHADOW_MAP";
+ map[0]["vertex"] = raw.mVertexShaderSource;
+ map[0]["fragment"] = raw.mFragmentShaderSource;
+ map[0]["renderPassTag"] = 0;
+ map[0]["hints"] = static_cast<Shader::Hint::Value>(hints);
+ map[0]["name"] = "SCENE3D_PBR";
+
+ map[1]["vertex"] = raw.mShadowVertexShaderSource;
+ map[1]["fragment"] = raw.mShadowFragmentShaderSource;
+ map[1]["renderPassTag"] = 10;
+ map[1]["name"] = "SCENE3D_SHADOW_MAP";
Property::Array array;
array.PushBack(map[0]);
"", // VisualFactoryCache::IMAGE_SHADER,
"#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
"#define IS_REQUIRED_YUV_TO_RGB\n", // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
- "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_YUV_TO_RGB\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
"#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
- "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
};
constexpr VisualFactoryCache::ShaderType ShaderTypePredefines[SHADER_TYPE_COUNT]{
VisualFactoryCache::ShaderType::IMAGE_SHADER,
}
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(), fragmentShader);
+ shader = Shader::New(vertexShader.str(), fragmentShader, Dali::Shader::Hint::NONE, shaderName.str());
}
}
else
}
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(), fragmentShader, hints);
+ shader = Shader::New(vertexShader.str(), fragmentShader, hints, shaderName.str());
}
}
}
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;
}