2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali/internal/render/shaders/shader.h>
22 #include <dali/internal/render/queue/render-queue.h>
23 #include <dali/internal/render/common/render-debug.h>
24 #include <dali/internal/render/common/post-process-resource-dispatcher.h>
25 #include <dali/internal/render/gl-resources/texture.h>
26 #include <dali/internal/render/gl-resources/texture-cache.h>
27 #include <dali/internal/render/gl-resources/texture-units.h>
28 #include <dali/internal/render/shaders/program.h>
29 #include <dali/internal/render/shaders/uniform-meta.h>
30 #include <dali/internal/common/image-sampler.h>
33 #ifdef DALI_PRINT_RENDER_INFO
36 #define DALI_DEBUG_OSTREAM(streamName) std::stringstream streamName;
38 #define DALI_PRINT_UNIFORM(streamName,bufferIndex,name,value) \
40 streamName << " " << name << ": " << value; \
43 #define DALI_PRINT_CUSTOM_UNIFORM(streamName,bufferIndex,name,property) \
45 streamName << " " << name << ": "; \
46 property.DebugPrint( streamName, bufferIndex ); \
49 #define DALI_PRINT_SHADER_UNIFORMS(streamName) \
51 std::string debugString( streamName.str() ); \
52 DALI_LOG_RENDER_INFO( " %s\n", debugString.c_str() ); \
55 #else // DALI_PRINT_RENDER_INFO
57 #define DALI_DEBUG_OSTREAM(streamName)
58 #define DALI_PRINT_UNIFORM(streamName,bufferIndex,name,value)
59 #define DALI_PRINT_CUSTOM_UNIFORM(streamName,bufferIndex,name,property)
60 #define DALI_PRINT_SHADER_UNIFORMS(streamName)
62 #endif // DALI_PRINT_RENDER_INFO
73 namespace // unnamed namespace
76 // Convert Geometry type bitmask to an array index
77 inline unsigned int GetGeometryTypeIndex(GeometryType type)
79 unsigned int index = Log<GEOMETRY_TYPE_IMAGE>::value;
80 if ( type & GEOMETRY_TYPE_IMAGE )
82 index = Log<GEOMETRY_TYPE_IMAGE>::value;
84 else if ( type & GEOMETRY_TYPE_TEXT )
86 index = Log<GEOMETRY_TYPE_TEXT>::value;
88 else if ( type & GEOMETRY_TYPE_UNTEXTURED_MESH )
90 index = Log<GEOMETRY_TYPE_UNTEXTURED_MESH>::value;
92 else if ( type & GEOMETRY_TYPE_TEXTURED_MESH )
94 index = Log<GEOMETRY_TYPE_TEXTURED_MESH>::value;
99 } // unnamed namespace
104 Shader::Shader( Dali::ShaderEffect::GeometryHints& hints )
105 : mGeometryHints( hints ),
106 mGridDensity( Dali::ShaderEffect::DEFAULT_GRID_DENSITY ),
108 mRenderTextureId( 0 ),
109 mUpdateTextureId( 0 ),
111 mPostProcessDispatcher(NULL),
114 // Create enough size for all default types and sub-types
115 mPrograms.resize(Log<GEOMETRY_TYPE_LAST>::value);
116 for( unsigned int i = 0; i < Log<GEOMETRY_TYPE_LAST>::value; ++i)
118 mPrograms[ i ].Resize(SHADER_SUBTYPE_LAST);
126 void Shader::Initialize( PostProcessResourceDispatcher& postProcessDispatcher, RenderQueue& renderQueue, TextureCache& textureCache )
128 mPostProcessDispatcher = &postProcessDispatcher;
129 mRenderQueue = &renderQueue;
130 mTextureCache = &textureCache;
133 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
134 // The following methods are called during UpdateManager::Update()
135 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
137 void Shader::ForwardTextureId( BufferIndex updateBufferIndex, ResourceId textureId )
139 mUpdateTextureId = textureId;
141 typedef MessageValue1< Shader, Integration::ResourceId > DerivedType;
143 // Reserve some memory inside the render queue
144 unsigned int* slot = mRenderQueue->ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
146 // Construct message in the render queue memory; note that delete should not be called on the return value
147 new (slot) DerivedType( this, &Shader::SetTextureId, textureId );
150 Integration::ResourceId Shader::GetEffectTextureResourceId()
152 return mUpdateTextureId;
155 void Shader::ForwardUniformMeta( BufferIndex updateBufferIndex, UniformMeta* meta )
157 // Defer setting uniform metadata until the next Render
158 // (Maintains thread safety on std::vector)
160 typedef MessageValue1< Shader, UniformMeta* > DerivedType;
162 // Reserve some memory inside the render queue
163 unsigned int* slot = mRenderQueue->ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
165 // Construct message in the render queue memory; note that delete should not be called on the return value
166 new (slot) DerivedType( this, &Shader::InstallUniformMetaInRender, meta );
169 void Shader::ForwardGridDensity( BufferIndex updateBufferIndex, float density )
171 typedef MessageValue1< Shader, float > DerivedType;
173 // Reserve some memory inside the render queue
174 unsigned int* slot = mRenderQueue->ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
176 // Construct message in the render queue memory; note that delete should not be called on the return value
177 new (slot) DerivedType( this, &Shader::SetGridDensity, density );
180 void Shader::ForwardHints( BufferIndex updateBufferIndex, Dali::ShaderEffect::GeometryHints hint )
182 typedef MessageValue1< Shader, Dali::ShaderEffect::GeometryHints > DerivedType;
184 // Reserve some memory inside the render queue
185 unsigned int* slot = mRenderQueue->ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
187 // Construct message in the render queue memory; note that delete should not be called on the return value
188 new (slot) DerivedType( this, &Shader::SetGeometryHints, hint );
191 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
192 // The following methods are called during RenderManager::Render()
193 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
195 void Shader::SetTextureId( Integration::ResourceId textureId )
197 if ( mRenderTextureId != textureId )
199 mRenderTextureId = textureId;
204 Integration::ResourceId Shader::GetTextureIdToRender()
206 return mRenderTextureId;
209 void Shader::SetGridDensity( float density )
211 mGridDensity = density;
214 float Shader::GetGridDensity()
219 void Shader::InstallUniformMetaInRender( UniformMeta* meta )
221 mUniformMetadata.PushBack( meta );
224 void Shader::SetProgram( GeometryType geometryType,
225 ShaderSubTypes subType,
226 Integration::ResourceId resourceId,
227 Integration::ShaderDataPtr shaderData,
229 bool modifiesGeometry )
231 DALI_LOG_TRACE_METHOD_FMT(Debug::Filter::gShader, "%d %d\n", (int)geometryType, resourceId);
233 bool precompiledBinary = shaderData->HasBinary();
235 Program* program = Program::New( resourceId, shaderData, *context, modifiesGeometry );
237 ShaderSubTypes theSubType = subType;
238 if( subType == SHADER_SUBTYPE_ALL )
240 theSubType = SHADER_DEFAULT;
243 const unsigned int geometryIndex = GetGeometryTypeIndex( geometryType );
244 if(geometryType != GEOMETRY_TYPE_TEXT && subType == SHADER_SUBTYPE_ALL)
246 mPrograms[geometryIndex].Resize(1);
247 mPrograms[geometryIndex][theSubType] = program;
248 mPrograms[geometryIndex].mUseDefaultForAllSubtypes = true;
252 mPrograms[geometryIndex][theSubType] = program;
253 mPrograms[geometryIndex].mUseDefaultForAllSubtypes = false;
256 // if platform supports program binaries and we haven't yet saved a binary
257 if( context->CachedNumberOfProgramBinaryFormats() > 0 && !precompiledBinary )
259 // this is the first time this shader is being used so force compilation
262 // The binary should now have been compiled/linked, so save it
263 if( shaderData->HasBinary() )
265 DALI_ASSERT_DEBUG( mPostProcessDispatcher != NULL );
266 ResourcePostProcessRequest request( resourceId, ResourcePostProcessRequest::SAVE );
267 mPostProcessDispatcher->DispatchPostProcessRequest( request );
272 bool Shader::AreSubtypesRequired(GeometryType geometryType)
274 DALI_ASSERT_DEBUG(geometryType < GEOMETRY_TYPE_LAST);
275 unsigned int programType = GetGeometryTypeIndex( geometryType );
277 return ! mPrograms[ programType ].mUseDefaultForAllSubtypes;
280 Program* Shader::GetProgram( Context& context,
282 ShaderSubTypes subType,
283 unsigned int& programIndex )
285 DALI_ASSERT_DEBUG(type < GEOMETRY_TYPE_LAST);
286 DALI_DEBUG_OSTREAM(debugStream);
288 programIndex = GetGeometryTypeIndex( type );
290 DALI_ASSERT_DEBUG((unsigned int)subType < mPrograms[ programIndex ].Count());
292 return mPrograms[ programIndex ][ subType ];
296 void Shader::SetUniforms( Context& context,
298 BufferIndex bufferIndex,
299 unsigned int programIndex,
300 ShaderSubTypes subType )
302 DALI_ASSERT_DEBUG( programIndex < Log<GEOMETRY_TYPE_LAST>::value );
303 DALI_DEBUG_OSTREAM(debugStream);
305 if( mRenderTextureId && ( mTexture == NULL ) )
307 mTexture = mTextureCache->GetTexture( mRenderTextureId );
309 DALI_ASSERT_DEBUG( mTexture != NULL );
312 GLint loc = Program::UNIFORM_UNKNOWN;
316 // got effect texture, bind it to texture unit 1
317 mTextureCache->BindTexture( mTexture, mRenderTextureId, GL_TEXTURE_2D, TEXTURE_UNIT_SHADER);
319 // Just apply the default sampling options for now
320 mTexture->ApplySampler( TEXTURE_UNIT_SHADER, ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) );
322 // get effect sampler uniform
323 const GLint loc = program.GetUniformLocation( Program::UNIFORM_EFFECT_SAMPLER );
324 if( Program::UNIFORM_UNKNOWN != loc )
326 DALI_PRINT_UNIFORM( debugStream, bufferIndex, "sEffect", TEXTURE_UNIT_SHADER );
328 program.SetUniform1i( loc, TEXTURE_UNIT_SHADER );
332 // We should have one UniformMeta per uniform property
333 for ( unsigned int i = 0u; i < mUniformMetadata.Count(); ++i )
335 UniformMeta& metadata = *mUniformMetadata[i];
336 const PropertyBase& property = metadata.property;
338 // send the updated uniform to the program
339 if ( metadata.name.length() > 0 )
341 // 0 means program has not got a cache index for this uniform
342 if( 0 == metadata.cacheIndeces[ programIndex ][ subType ] )
344 // register cacheindex for this program
345 metadata.cacheIndeces[ programIndex ][ subType ] = program.RegisterUniform( metadata.name );
347 loc = program.GetUniformLocation( metadata.cacheIndeces[ programIndex ][ subType ] );
349 // if we find uniform with location
350 if ( Program::UNIFORM_UNKNOWN != loc )
352 DALI_PRINT_CUSTOM_UNIFORM( debugStream, bufferIndex, metadata.name, property );
354 // switch based on property type to use correct GL uniform setter
355 switch ( property.GetType() )
357 case Property::FLOAT :
359 program.SetUniform1f( loc, property.GetFloat( bufferIndex ) );
362 case Property::INTEGER :
364 program.SetUniform1i( loc, property.GetInteger( bufferIndex ) );
367 case Property::VECTOR2 :
369 Vector2 value( property.GetVector2( bufferIndex ) );
371 switch ( metadata.coordinateType )
373 case Dali::ShaderEffect::COORDINATE_TYPE_VIEWPORT_POSITION :
376 * Convert coordinates from viewport to GL view space
378 * Viewport coordinate
386 * GL view space coordinates
387 * (width/2,-height/2)
392 * (-width/2,height/2)
394 const Rect< int >& viewport = context.GetViewport();
395 value.x = viewport.width * 0.5f - value.x;
396 value.y = value.y - viewport.height * 0.5f;
400 case Dali::ShaderEffect::COORDINATE_TYPE_VIEWPORT_DIRECTION :
402 // Check diagram in COORDINATE_TYPE_VIEWPORT_POSITION
406 case Dali::ShaderEffect::COORDINATE_TYPE_TEXTURE_POSITION :
411 mTexture->GetTextureCoordinates( textureArea );
413 //TODO: this only works for textures that are mapped as a axis aligned rectangle
414 float width = textureArea.u2 - textureArea.u0;
415 float height = textureArea.v2 - textureArea.v0;
416 value.x = textureArea.u0 + value.x * width;
417 value.y = textureArea.v0 + value.y * height;
421 case Dali::ShaderEffect::COORDINATE_TYPE_DEFAULT :
423 // nothing to do in this case
426 // no default so compiler will warn if a case is not handled
429 program.SetUniform2f( loc, value.x, value.y );
433 case Property::VECTOR3 :
435 Vector3 value( property.GetVector3( bufferIndex ) );
436 if( Dali::ShaderEffect::COORDINATE_TYPE_VIEWPORT_DIRECTION == metadata.coordinateType)
441 program.SetUniform3f( loc, value.x, value.y, value.z );
445 case Property::VECTOR4 :
447 Vector4 value( property.GetVector4( bufferIndex ) );
448 if( Dali::ShaderEffect::COORDINATE_TYPE_VIEWPORT_DIRECTION == metadata.coordinateType)
453 program.SetUniform4f( loc, value.x, value.y, value.z, value.w );
457 case Property::MATRIX:
459 const Matrix& value = property.GetMatrix(bufferIndex);
460 program.SetUniformMatrix4fv(loc, 1, value.AsFloat() );
464 case Property::MATRIX3:
466 const Matrix3& value = property.GetMatrix3(bufferIndex);
467 program.SetUniformMatrix3fv(loc, 1, value.AsFloat() );
473 // Only float and Vector properties are passed as uniforms; other types are ignored.
481 DALI_PRINT_SHADER_UNIFORMS(debugStream);
484 } // namespace SceneGraph
486 } // namespace Internal