7bbe186f4ce566c4a6223a238c4483dee7afea1c
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
1 /*
2  * Copyright (c) 2023 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 // CLASS HEADER
18 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
19
20 // EXTERNAL INCLUDES
21 #include <dali/devel-api/rendering/texture-devel.h>
22
23 // INTERNAL INCLUDES
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>
27
28 namespace Dali
29 {
30 namespace Toolkit
31 {
32 namespace Internal
33 {
34 namespace
35 {
36 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
37
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
42
43 static constexpr auto          SHADER_TYPE_COUNT = 6u;
44
45 const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
46 {
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,
53 };
54 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
55 {
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,
62 };
63
64 ImageVisualShaderFactory::ImageVisualShaderFactory()
65 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
66 {
67 }
68
69 ImageVisualShaderFactory::~ImageVisualShaderFactory()
70 {
71 }
72
73 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
74 {
75   Shader                         shader;
76   VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
77
78   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
79      (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
80       mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
81   {
82     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
83   }
84
85   shader = factoryCache.GetShader(shaderType);
86   if(shader)
87   {
88     return shader;
89   }
90
91   std::string vertexShaderPrefixList;
92   std::string fragmentShaderPrefixList;
93   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
94   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
95
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());
98
99   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
100   {
101     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
102     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
103     {
104       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
105     }
106     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
107     {
108       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
109
110       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
111       {
112         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
113         shader     = factoryCache.GetShader(shaderType);
114       }
115     }
116   }
117
118   if(shader)
119   {
120     return shader;
121   }
122
123   shader = Shader::New(vertexShader, fragmentShader);
124   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
125   if(featureBuilder.IsEnabledAlphaMaskingOnRendering())
126   {
127     shader.RegisterProperty(Y_FLIP_MASK_TEXTURE, NOT_FLIP_MASK_TEXTURE);
128   }
129   factoryCache.SaveShader(shaderType, shader);
130
131   return shader;
132 }
133
134 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
135 {
136   // static string variable to cache complete vertex shader
137   static std::string gVertexShader;
138   if(gVertexShader.empty())
139   {
140     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
141   }
142
143   return gVertexShader;
144 }
145
146 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
147 {
148   // static string variable to cache complete fragment shader (no atlas)
149   static std::string gFragmentShaderNoAtlas;
150   if(gFragmentShaderNoAtlas.empty())
151   {
152     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
153   }
154   return gFragmentShaderNoAtlas;
155 }
156
157 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
158 {
159   std::vector<std::string_view> vertexPrefix;
160   std::vector<std::string_view> fragmentPrefix;
161   shaders.shaderCount = 0;
162   int shaderCount = 0;
163   for(uint32_t i=0; i< SHADER_TYPE_COUNT; ++i)
164   {
165     vertexPrefix.push_back(VertexPredefines[i]);
166     fragmentPrefix.push_back(FragmentPredefines[i]);
167     shaderCount++;
168   }
169
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;
175 }
176
177 } // namespace Internal
178
179 } // namespace Toolkit
180
181 } // namespace Dali