Apply some missing shader names 65/305765/1
authorEunki, Hong <eunkiki.hong@samsung.com>
Wed, 7 Feb 2024 11:15:16 +0000 (20:15 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Wed, 7 Feb 2024 11:17:35 +0000 (20:17 +0900)
Change-Id: Iafce95d1725bd05e9c64a249d3de9e565b5d761b
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
dali-scene3d/public-api/loader/shader-definition.cpp
dali-toolkit/internal/visuals/image-visual-shader-factory.cpp
dali-toolkit/internal/visuals/npatch/npatch-visual.cpp
dali-toolkit/internal/visuals/visual-factory-cache.cpp

index 44e71f2..da696a4 100644 (file)
@@ -187,16 +187,16 @@ Shader ShaderDefinition::Load(RawData&& raw) const
   }
 
   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]);
index ec4ab2c..e3e8115 100644 (file)
@@ -54,9 +54,9 @@ constexpr std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
   "",                                                                              // 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,
index e4ef2aa..2544899 100644 (file)
@@ -440,12 +440,15 @@ Shader NPatchVisual::CreateShader()
     }
     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
@@ -472,12 +475,15 @@ Shader NPatchVisual::CreateShader()
     }
     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());
     }
   }
 
index 8029a96..e8b5dbf 100644 (file)
@@ -336,11 +336,14 @@ Shader VisualFactoryCache::GetNPatchShader(int index)
   }
   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;
 }