2 * Copyright (c) 2023 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.
18 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
21 #include <dali/devel-api/rendering/texture-devel.h>
24 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
25 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
26 #include <dali/integration-api/debug.h>
36 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
38 const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
39 static constexpr std::string_view Y_FLIP_MASK_TEXTURE = "uYFlipMaskTexture";
40 static constexpr float NOT_FLIP_MASK_TEXTURE = 0.0f;
41 } // unnamed namespace
43 static constexpr auto SHADER_TYPE_COUNT = 6u;
45 const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
47 "", // VisualFactoryCache::IMAGE_SHADER,
48 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
49 "",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
50 "#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
51 "",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
52 "#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
54 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
56 "", // VisualFactoryCache::IMAGE_SHADER,
57 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
58 "#define IS_REQUIRED_YUV_TO_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
59 "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
60 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
61 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
64 ImageVisualShaderFactory::ImageVisualShaderFactory()
65 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
69 ImageVisualShaderFactory::~ImageVisualShaderFactory()
73 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
76 VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
78 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
79 (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
80 mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
82 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
85 shader = factoryCache.GetShader(shaderType);
91 std::string vertexShaderPrefixList;
92 std::string fragmentShaderPrefixList;
93 featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
94 featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
96 std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
97 std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
99 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
101 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
102 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
104 DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
106 else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
108 mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
110 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
112 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
113 shader = factoryCache.GetShader(shaderType);
123 shader = Shader::New(vertexShader, fragmentShader);
124 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
125 if(featureBuilder.IsEnabledAlphaMaskingOnRendering())
127 shader.RegisterProperty(Y_FLIP_MASK_TEXTURE, NOT_FLIP_MASK_TEXTURE);
129 factoryCache.SaveShader(shaderType, shader);
134 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
136 // static string variable to cache complete vertex shader
137 static std::string gVertexShader;
138 if(gVertexShader.empty())
140 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
143 return gVertexShader;
146 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
148 // static string variable to cache complete fragment shader (no atlas)
149 static std::string gFragmentShaderNoAtlas;
150 if(gFragmentShaderNoAtlas.empty())
152 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
154 return gFragmentShaderNoAtlas;
157 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
159 std::vector<std::string_view> vertexPrefix;
160 std::vector<std::string_view> fragmentPrefix;
161 shaders.shaderCount = 0;
163 for(uint32_t i=0; i< SHADER_TYPE_COUNT; ++i)
165 vertexPrefix.push_back(VertexPredefines[i]);
166 fragmentPrefix.push_back(FragmentPredefines[i]);
170 shaders.vertexPrefix= vertexPrefix;
171 shaders.fragmentPrefix = fragmentPrefix;
172 shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
173 shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
174 shaders.shaderCount = shaderCount;
177 } // namespace Internal
179 } // namespace Toolkit