Revert "[3.0] Fix Svace issues"
[platform/core/uifw/dali-core.git] / dali / internal / event / rendering / shader-impl.cpp
1 /*
2  * Copyright (c) 2015 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/event/rendering/shader-impl.h> // Dali::Internal::Shader
20
21 // INTERNAL INCLUDES
22 #include <dali/public-api/object/type-registry.h>
23 #include <dali/public-api/shader-effects/shader-effect.h> // Dali::ShaderEffect::GeometryHints // TODO: MESH_REWORK REMOVE
24 #include <dali/devel-api/rendering/shader.h> // Dali::Shader
25 #include <dali/devel-api/scripting/scripting.h>
26
27 #include <dali/internal/event/common/object-impl-helper.h> // Dali::Internal::ObjectHelper
28 #include <dali/internal/event/common/property-helper.h> // DALI_PROPERTY_TABLE_BEGIN, DALI_PROPERTY, DALI_PROPERTY_TABLE_END
29 #include <dali/internal/event/common/thread-local-storage.h>
30 #include <dali/internal/event/effects/shader-factory.h>
31 #include <dali/internal/event/resources/resource-ticket.h>
32 #include <dali/internal/update/manager/update-manager.h>
33
34 namespace Dali
35 {
36 namespace Internal
37 {
38
39 namespace
40 {
41
42 /**
43  *            |name             |type    |writable|animatable|constraint-input|enum for index-checking|
44  */
45 DALI_PROPERTY_TABLE_BEGIN
46 DALI_PROPERTY( "program",       MAP,     true,     false,     false,  Dali::Shader::Property::PROGRAM )
47 DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
48
49 const ObjectImplHelper<DEFAULT_PROPERTY_COUNT> SHADER_IMPL = { DEFAULT_PROPERTY_DETAILS };
50
51 Dali::Scripting::StringEnum ShaderHintsTable[] =
52   { { "HINT_NONE",                     Dali::Shader::HINT_NONE},
53     { "HINT_OUTPUT_IS_TRANSPARENT",    Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT},
54     { "HINT_MODIFIES_GEOMETRY",        Dali::Shader::HINT_MODIFIES_GEOMETRY}
55   };
56
57 const unsigned int ShaderHintsTableSize = sizeof( ShaderHintsTable ) / sizeof( ShaderHintsTable[0] );
58
59 BaseHandle Create()
60 {
61   return Dali::BaseHandle();
62 }
63
64 TypeRegistration mType( typeid( Dali::Shader ), typeid( Dali::Handle ), Create );
65
66 #define TOKEN_STRING(x) (#x)
67
68 void AppendString(std::string& to, const std::string& append)
69 {
70   if(to.size())
71   {
72     to += ",";
73   }
74   to += append;
75 }
76
77 Property::Value HintString(const Dali::Shader::ShaderHints& hints)
78 {
79   std::string s;
80
81   if(hints == Dali::Shader::HINT_NONE)
82   {
83     s = "HINT_NONE";
84   }
85
86   if(hints & Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT)
87   {
88     AppendString(s, "HINT_OUTPUT_IS_TRANSPARENT");
89   }
90
91   if(hints & Dali::Shader::HINT_MODIFIES_GEOMETRY)
92   {
93     AppendString(s, "HINT_MODIFIES_GEOMETRY");
94   }
95
96   return Property::Value(s);
97 }
98
99
100 } // unnamed namespace
101
102 ShaderPtr Shader::New( const std::string& vertexShader,
103                        const std::string& fragmentShader,
104                        Dali::Shader::ShaderHints hints )
105 {
106   ShaderPtr shader( new Shader() );
107   shader->Initialize( vertexShader, fragmentShader, hints );
108   return shader;
109 }
110
111 const SceneGraph::Shader* Shader::GetShaderSceneObject() const
112 {
113   return mSceneObject;
114 }
115
116 SceneGraph::Shader* Shader::GetShaderSceneObject()
117 {
118   return mSceneObject;
119 }
120
121 unsigned int Shader::GetDefaultPropertyCount() const
122 {
123   return SHADER_IMPL.GetDefaultPropertyCount();
124 }
125
126 void Shader::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
127 {
128   SHADER_IMPL.GetDefaultPropertyIndices( indices );
129 }
130
131 const char* Shader::GetDefaultPropertyName(Property::Index index) const
132 {
133   return SHADER_IMPL.GetDefaultPropertyName( index );
134 }
135
136 Property::Index Shader::GetDefaultPropertyIndex( const std::string& name ) const
137 {
138   return SHADER_IMPL.GetDefaultPropertyIndex( name );
139 }
140
141 bool Shader::IsDefaultPropertyWritable( Property::Index index ) const
142 {
143   return SHADER_IMPL.IsDefaultPropertyWritable( index );
144 }
145
146 bool Shader::IsDefaultPropertyAnimatable( Property::Index index ) const
147 {
148   return SHADER_IMPL.IsDefaultPropertyAnimatable( index );
149 }
150
151 bool Shader::IsDefaultPropertyAConstraintInput( Property::Index index ) const
152 {
153   return SHADER_IMPL.IsDefaultPropertyAConstraintInput( index );
154 }
155
156 Property::Type Shader::GetDefaultPropertyType( Property::Index index ) const
157 {
158   return SHADER_IMPL.GetDefaultPropertyType( index );
159 }
160
161 void Shader::SetDefaultProperty( Property::Index index,
162                                  const Property::Value& propertyValue )
163 {
164   switch(index)
165   {
166     case Dali::Shader::Property::PROGRAM:
167     {
168       if( propertyValue.GetType() == Property::MAP )
169       {
170         Dali::Property::Map* map = propertyValue.GetMap();
171         std::string vertex;
172         std::string fragment;
173         Dali::Shader::ShaderHints hints(Dali::Shader::HINT_NONE);
174
175         if( Property::Value* value = map->Find("vertex") )
176         {
177           vertex = value->Get<std::string>();
178         }
179
180         if( Property::Value* value = map->Find("fragment") )
181         {
182           fragment = value->Get<std::string>();
183         }
184
185         if( Property::Value* value = map->Find("hints") )
186         {
187           static_cast<void>( // ignore return
188             Scripting::GetEnumeration< Dali::Shader::ShaderHints >(value->Get<std::string>().c_str(),
189                                                                    ShaderHintsTable, ShaderHintsTableSize, hints)
190             );
191         }
192
193         Initialize(vertex, fragment, hints );
194       }
195       else
196       {
197         DALI_LOG_WARNING( "Shader program property should be a map\n" );
198       }
199       break;
200     }
201   }
202 }
203
204 void Shader::SetSceneGraphProperty( Property::Index index,
205                                     const PropertyMetadata& entry,
206                                     const Property::Value& value )
207 {
208   SHADER_IMPL.SetSceneGraphProperty( GetEventThreadServices(), this, index, entry, value );
209   OnPropertySet(index, value);
210 }
211
212 Property::Value Shader::GetDefaultProperty( Property::Index index ) const
213 {
214   Property::Value value;
215
216   switch(index)
217   {
218     case Dali::Shader::Property::PROGRAM:
219     {
220       Dali::Property::Map map;
221       if( mShaderData )
222       {
223         map["vertex"] = Property::Value(mShaderData->GetVertexShader());
224         map["fragment"] = Property::Value(mShaderData->GetFragmentShader());
225         map["hints"] = HintString(mShaderData->GetHints());
226       }
227       value = map;
228       break;
229     }
230   }
231
232   return value;
233 }
234
235 const SceneGraph::PropertyOwner* Shader::GetPropertyOwner() const
236 {
237   return mSceneObject;
238 }
239
240 const SceneGraph::PropertyOwner* Shader::GetSceneObject() const
241 {
242   return mSceneObject;
243 }
244
245 const SceneGraph::PropertyBase* Shader::GetSceneObjectAnimatableProperty( Property::Index index ) const
246 {
247   DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
248   const SceneGraph::PropertyBase* property = NULL;
249
250   property = SHADER_IMPL.GetRegisteredSceneGraphProperty( this,
251                                                           &Shader::FindAnimatableProperty,
252                                                           &Shader::FindCustomProperty,
253                                                           index );
254
255   if( property == NULL && index < DEFAULT_PROPERTY_MAX_COUNT )
256   {
257     DALI_ASSERT_ALWAYS( 0 && "Property is not animatable" );
258   }
259
260   return property;
261 }
262
263 const PropertyInputImpl* Shader::GetSceneObjectInputProperty( Property::Index index ) const
264 {
265   PropertyMetadata* property = NULL;
266
267   if(index >= PROPERTY_CUSTOM_START_INDEX )
268   {
269     property = FindCustomProperty( index );
270   }
271   else
272   {
273     property = FindAnimatableProperty( index );
274   }
275
276   DALI_ASSERT_ALWAYS( property && "property index is invalid" );
277   return property->GetSceneGraphProperty();
278 }
279
280 int Shader::GetPropertyComponentIndex( Property::Index index ) const
281 {
282   return Property::INVALID_COMPONENT_INDEX;
283 }
284
285 Shader::Shader()
286   : mSceneObject( NULL ),
287     mShaderData( NULL )
288 {
289 }
290
291 void Shader::Initialize(
292   const std::string& vertexSource,
293   const std::string& fragmentSource,
294   Dali::Shader::ShaderHints hints )
295 {
296   EventThreadServices& eventThreadServices = GetEventThreadServices();
297   SceneGraph::UpdateManager& updateManager = eventThreadServices.GetUpdateManager();
298   mSceneObject = new SceneGraph::Shader( hints );
299
300   // Add to update manager
301   AddShaderMessage( updateManager, *mSceneObject );
302
303   // Try to load a precompiled shader binary for the source pair:
304   ThreadLocalStorage& tls = ThreadLocalStorage::Get();
305   ShaderFactory& shaderFactory = tls.GetShaderFactory();
306   size_t shaderHash;
307   mShaderData = shaderFactory.Load( vertexSource, fragmentSource, hints, shaderHash );
308
309   // Add shader program to scene-object using a message to the UpdateManager
310   SetShaderProgramMessage( updateManager, *mSceneObject, mShaderData, (hints & Dali::Shader::HINT_MODIFIES_GEOMETRY) != 0x0 );
311   eventThreadServices.RegisterObject( this );
312 }
313
314 Shader::~Shader()
315 {
316   if( EventThreadServices::IsCoreRunning() )
317   {
318     EventThreadServices& eventThreadServices = GetEventThreadServices();
319     SceneGraph::UpdateManager& updateManager = eventThreadServices.GetUpdateManager();
320     RemoveShaderMessage( updateManager, *mSceneObject);
321
322     eventThreadServices.UnregisterObject( this );
323   }
324 }
325
326
327 } // namespace Internal
328 } // namespace Dali