Fixup for core removal of GeometryType and ShaderSubTypes 41/40841/2
authorAndrew Cox <andrew.cox@partner.samsung.com>
Tue, 9 Jun 2015 13:45:58 +0000 (14:45 +0100)
committerAndrew Cox <andrew.cox@partner.samsung.com>
Tue, 9 Jun 2015 13:53:21 +0000 (14:53 +0100)
Fixes for this patch: https://review.tizen.org/gerrit/#/c/40425/3

Change-Id: Ibb585bb895ce6f426c2ecbfa9bf749ab136ed8f4
Signed-off-by: Andrew Cox <andrew.cox@partner.samsung.com>
27 files changed:
dali-toolkit/devel-api/shader-effects/bendy-effect.h
dali-toolkit/devel-api/shader-effects/blind-effect.h
dali-toolkit/devel-api/shader-effects/bouncing-effect.h
dali-toolkit/devel-api/shader-effects/carousel-effect.h
dali-toolkit/devel-api/shader-effects/dissolve-effect.h
dali-toolkit/devel-api/shader-effects/dissolve-local-effect.h
dali-toolkit/devel-api/shader-effects/distance-field-effect.h
dali-toolkit/devel-api/shader-effects/iris-effect.h
dali-toolkit/devel-api/shader-effects/mask-effect.h
dali-toolkit/devel-api/shader-effects/mirror-effect.h
dali-toolkit/devel-api/shader-effects/motion-blur-effect.h
dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h
dali-toolkit/devel-api/shader-effects/nine-patch-mask-effect.h
dali-toolkit/devel-api/shader-effects/overlay-effect.h
dali-toolkit/devel-api/shader-effects/quadratic-bezier.h
dali-toolkit/devel-api/shader-effects/ripple-effect.h
dali-toolkit/devel-api/shader-effects/ripple2d-effect.h
dali-toolkit/devel-api/shader-effects/shear-effect.h
dali-toolkit/devel-api/shader-effects/soft-button-effect.h
dali-toolkit/devel-api/shader-effects/spot-effect.h
dali-toolkit/devel-api/shader-effects/square-dissolve-effect.h
dali-toolkit/devel-api/shader-effects/swirl-effect.h
dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp
dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp
dali-toolkit/internal/text/rendering/shaders/text-basic-shader.cpp
dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.cpp
dali-toolkit/internal/text/rendering/shaders/text-bgra-shader.cpp

index 79edb16..71ed07c 100644 (file)
@@ -85,7 +85,6 @@ inline ShaderEffect CreateBendyEffect()
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       vertextShader,
       fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ));
 
   shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f), ShaderEffect::COORDINATE_TYPE_VIEWPORT_POSITION );
index a75180b..8b68860 100644 (file)
@@ -63,7 +63,6 @@ inline ShaderEffect CreateBlindEffect()
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       "",
       fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
 
   shaderEffect.SetUniform( "uStep", 0.0f );
index 6d74bb9..fc9d718 100644 (file)
@@ -93,7 +93,6 @@ inline ShaderEffect CreateBouncingEffect(const Vector4& color)
 
   ShaderEffect shaderEffect;
   shaderEffect = ShaderEffect::New( "", fragmentShader,
-                                    GeometryType( GEOMETRY_TYPE_IMAGE),
                                     ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
 
   shaderEffect.SetUniform( "uAssignedColor", color );
index d243a81..dfe7018 100644 (file)
@@ -76,7 +76,6 @@ inline ShaderEffect CreateCarouselEffect()
     ShaderEffect shaderEffect = ShaderEffect::New(
         vertexShader,
         "",
-        GeometryType( GEOMETRY_TYPE_IMAGE ),
         ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ));
 
 
index 154ad56..4aee8cc 100644 (file)
@@ -166,14 +166,12 @@ inline ShaderEffect CreateDissolveEffect(bool useHighPrecision = true)
     {
       shaderEffect =  Dali::ShaderEffect::New(
           prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader,
-          GeometryType( GEOMETRY_TYPE_IMAGE),
           ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
     }
     else
     {
       shaderEffect =  Dali::ShaderEffect::New(
           prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader,
-          GeometryType( GEOMETRY_TYPE_IMAGE),
           ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
     }
 
index a509795..3a244fc 100644 (file)
@@ -87,7 +87,6 @@ inline ShaderEffect CreateDissolveLocalEffect( unsigned int numberOfDimples )
 
   ShaderEffect shaderEffect = ShaderEffect::New(
       vertexShaderStringStream.str(), fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
 
   //Register uniform properties
index 3a4dba0..c3b2669 100644 (file)
@@ -158,7 +158,6 @@ inline ShaderEffect CreateDistanceFieldEffect()
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::NewWithPrefix(
       "", "",
       fragmentShaderPrefix, fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING));
 
   shaderEffect.SetUniform("uSmoothing",0.5f);
index 8e80322..2304748 100644 (file)
@@ -78,7 +78,6 @@ inline ShaderEffect CreateIrisEffect()
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       vertexShader,
       fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
 
   shaderEffect.SetUniform( "uRadius", 0.0f );
index fecc1b9..8da0c99 100644 (file)
@@ -56,7 +56,6 @@ inline ShaderEffect CreateMaskEffect(Image maskImage)
   ShaderEffect shaderEffect = ShaderEffect::New(
       "", // Use default
       ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
 
   shaderEffect.SetEffectImage( maskImage );
index 4e6b30f..06eb019 100644 (file)
@@ -77,7 +77,6 @@ inline ShaderEffect CreateMirrorEffect()
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       vertexShader,
       fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
 
   shaderEffect.SetUniform("uAlpha", 1.0f);
index b0681e5..a4aaa7f 100644 (file)
@@ -214,7 +214,6 @@ inline ShaderEffect CreateMotionBlurEffect( unsigned int numBlurSamples = 8 )
 
   // NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
   ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource,
-                                           GeometryType(GEOMETRY_TYPE_IMAGE),
                                            ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) );
 
   //////////////////////////////////////
index 22aa719..e16e2ef 100644 (file)
@@ -186,7 +186,7 @@ inline ShaderEffect CreateMotionStretchEffect()
 
   // NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
   ShaderEffect shaderEffect = ShaderEffect::New(
-      vertexSource, fragmentSource, GeometryType( GEOMETRY_TYPE_IMAGE ),
+      vertexSource, fragmentSource,
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ) );
 
 
index 496fa73..931e5cd 100644 (file)
@@ -93,7 +93,6 @@ inline void DoApply( ImageActor actor, const std::string& maskImage, const Vecto
   ShaderEffect maskEffect = ShaderEffect::New(
     ALPHA_MASK_VERTEX_SHADER_SOURCE,
     ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
-    GeometryType( GEOMETRY_TYPE_IMAGE ),
     ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
 
   maskEffect.SetEffectImage( ResourceImage::New( maskImage ) );
index ffc5928..f013b25 100644 (file)
@@ -64,7 +64,6 @@ inline ShaderEffect CreateOverlayEffect(Image overlayImage)
   ShaderEffect shaderEffect = ShaderEffect::New(
       "", // Use default
       OVERLAY_FRAGMENT_SHADER_SOURCE,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
 
   shaderEffect.SetEffectImage( overlayImage );
index e60f2d3..3848916 100644 (file)
@@ -110,8 +110,7 @@ inline ShaderEffect CreateQuadraticBezier(unsigned int pointCount, bool filled)
 
   Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix(
       vertexShaderPrefix.str(),vertexShader,
-      "#extension GL_OES_standard_derivatives:enable\n", fragmentShader,
-      GeometryType(GEOMETRY_TYPE_UNTEXTURED_MESH) );
+      "#extension GL_OES_standard_derivatives:enable\n", fragmentShader );
 
   //Set default uniform values
   shaderEffect.SetUniform( "uColor", Vector4(1.0f,1.0f,1.0f,1.0f) );
index b537501..39d0a13 100644 (file)
@@ -83,7 +83,7 @@ inline ShaderEffect CreateRippleEffect()
 
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       vertexShader, imageFragmentShader,
-      GeometryType(GEOMETRY_TYPE_IMAGE), ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
+      ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
 
 
   shaderEffect.SetUniform( "uAmplitude", 0.0f );
index 991a78e..cbef85b 100644 (file)
@@ -56,7 +56,6 @@ inline ShaderEffect CreateRipple2DEffect()
 
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       "", fragmentShader,
-      Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
 
 
index 6a07449..edea72e 100644 (file)
@@ -63,7 +63,6 @@ inline ShaderEffect CreateShearEffect()
   ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       vertexShader,
       "",
-      Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID ));
 
 
index 21ff3a4..710537e 100644 (file)
@@ -343,16 +343,16 @@ inline ShaderEffect CreateSoftButtonEffect(SoftButtonEffectType type)
   switch(type)
   {
     case SOFT_BUTTON_RECTANGULAR:
-      shader = ShaderEffect::New( vertexSource, fragmentSourceRectangular, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
+      shader = ShaderEffect::New( vertexSource, fragmentSourceRectangular, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
       break;
 
     case SOFT_BUTTON_ELLIPTICAL:
-      shader = ShaderEffect::New( vertexSource, fragmentSourceElliptical, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
+      shader = ShaderEffect::New( vertexSource, fragmentSourceElliptical, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
       break;
 
     case SOFT_BUTTON_FIXED:
     default:
-      shader = ShaderEffect::New( vertexSource, fragmentSourceFixed, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
+      shader = ShaderEffect::New( vertexSource, fragmentSourceFixed, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
       break;
   }
 
index c41e0f4..7880421 100644 (file)
@@ -70,7 +70,6 @@ inline ShaderEffect CreateSpotEffect()
 
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       vertexShader, fragmentShader,
-      Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID ));
 
   shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f) );
index 6760f4c..6d93f86 100644 (file)
@@ -66,7 +66,6 @@ inline ShaderEffect CreateSquareDissolveEffect()
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       "",
       fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
 
   shaderEffect.SetUniform( "uTextureSize", Vector2(1.0f, 1.0f) );//COORDINATE_TYPE_DEFAULT
index af90eea..020b320 100644 (file)
@@ -80,7 +80,6 @@ inline ShaderEffect CreateSwirlEffect( bool warp )
   Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::New(
       "",
       fragmentShader,
-      Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
 
   shaderEffect.SetUniform( "uAngle", 0.0f );
index 0169210..5266caa 100644 (file)
@@ -332,14 +332,14 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect(bool enableBlending)
   {
     vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd;
     fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo;
-    shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
+    shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(),
                                                   ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) );
   }
   else
   {
     vertexShaderStringStream<< vertexShader << vertexShaderEnd;
     fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo;
-    shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
+    shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(),
                                                   ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) );
   }
 
index f2fe0b9..31174a2 100644 (file)
@@ -240,7 +240,6 @@ void ShadowView::OnInitialize()
   mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
 
   mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
-                                           Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
                                            ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
 
   // Create render targets needed for rendering from light's point of view
index 3ea7154..447783f 100644 (file)
@@ -51,7 +51,6 @@ Dali::ShaderEffect New()
   );
 
   Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, fragmentShader,
-                                                             Dali::GeometryType( Dali::GEOMETRY_TYPE_TEXTURED_MESH ),
                                                              Dali::ShaderEffect::GeometryHints( Dali::ShaderEffect::HINT_NONE ) );
   return shaderEffect;
 }
index 89e7a8b..5ff9ece 100644 (file)
@@ -49,7 +49,6 @@ Dali::ShaderEffect New()
   );
 
   Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, fragmentShader,
-                                                             Dali::GeometryType( Dali::GEOMETRY_TYPE_TEXTURED_MESH ),
                                                              Dali::ShaderEffect::GeometryHints( Dali::ShaderEffect::HINT_NONE ) );
   return shaderEffect;
 }
index ac4c0d6..5bf3707 100644 (file)
@@ -50,7 +50,6 @@ Dali::ShaderEffect New()
   );
 
   Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, fragmentShader,
-                                                             Dali::GeometryType( Dali::GEOMETRY_TYPE_TEXTURED_MESH ),
                                                              Dali::ShaderEffect::GeometryHints( Dali::ShaderEffect::HINT_NONE ) );
   return shaderEffect;
 }