[Tizen] Add log if destroyed visual get some signal
[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 } // unnamed namespace
40
41 ImageVisualShaderFactory::ImageVisualShaderFactory()
42 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
43 {
44 }
45
46 ImageVisualShaderFactory::~ImageVisualShaderFactory()
47 {
48 }
49
50 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
51 {
52   Shader                         shader;
53   VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
54
55   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
56      (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
57       mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
58   {
59     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
60   }
61
62   shader = factoryCache.GetShader(shaderType);
63   if(shader)
64   {
65     return shader;
66   }
67
68   std::string vertexShaderPrefixList;
69   std::string fragmentShaderPrefixList;
70   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
71   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
72
73   std::string vertexShader   = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
74   std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
75
76   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
77   {
78     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
79     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
80     {
81       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
82     }
83     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
84     {
85       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
86
87       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
88       {
89         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
90         shader     = factoryCache.GetShader(shaderType);
91       }
92     }
93   }
94
95   if(shader)
96   {
97     return shader;
98   }
99
100   shader = Shader::New(vertexShader, fragmentShader);
101   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
102   factoryCache.SaveShader(shaderType, shader);
103
104   return shader;
105 }
106
107 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
108 {
109   // static string variable to cache complete vertex shader
110   static std::string gVertexShader;
111   if(gVertexShader.empty())
112   {
113     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
114   }
115
116   return gVertexShader;
117 }
118
119 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
120 {
121   // static string variable to cache complete fragment shader (no atlas)
122   static std::string gFragmentShaderNoAtlas;
123   if(gFragmentShaderNoAtlas.empty())
124   {
125     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
126   }
127   return gFragmentShaderNoAtlas;
128 }
129
130 } // namespace Internal
131
132 } // namespace Toolkit
133
134 } // namespace Dali