[Tizen] Apply precompile shader
[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
40 } // unnamed namespace
41
42 static constexpr auto SHADER_TYPE_COUNT = 16u;
43
44 const std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
45   "",                                                                                                        // VisualFactoryCache::IMAGE_SHADER,
46   "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
47   "#define IS_REQUIRED_BORDERLINE\n",                                                                        //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
48   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
49   "#define IS_REQUIRED_ALPHA_MASKING\n",                                                                     // VisualFactoryCache::IMAGE_SHADER_MASKING,
50   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",                                 //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
51   "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",                                     //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
52   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
53   "",                                                                                                        //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
54   "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
55   "#define IS_REQUIRED_BORDERLINE\n",                                                                        //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
56   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
57   "",                                                                                                        //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
58   "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
59   "#define IS_REQUIRED_BORDERLINE\n",                                                                        //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
60   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n"                                     //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
61 };
62 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
63   "",                                                                                                             // VisualFactoryCache::IMAGE_SHADER,
64   "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
65   "#define IS_REQUIRED_BORDERLINE\n",                                                                             //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
66   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",                                         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
67   "#define IS_REQUIRED_ALPHA_MASKING\n",                                                                          // VisualFactoryCache::IMAGE_SHADER_MASKING,
68   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",                                      //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
69   "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",                                          //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
70   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",      //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
71   "#define IS_REQUIRED_YUV_TO_RGB\n",                                                                             //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
72   "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",                                         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
73   "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_BORDERLINE\n",                                             //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
74   "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
75   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
76   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",                                //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
77   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_BORDERLINE\n",                                    //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
78   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n" //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
79 };
80
81 ImageVisualShaderFactory::ImageVisualShaderFactory()
82 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
83 {
84 }
85
86 ImageVisualShaderFactory::~ImageVisualShaderFactory()
87 {
88 }
89
90 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
91 {
92   Shader                         shader;
93   VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
94
95   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
96      (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
97       mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
98   {
99     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
100   }
101
102   shader = factoryCache.GetShader(shaderType);
103   if(shader)
104   {
105     return shader;
106   }
107
108   std::string vertexShaderPrefixList;
109   std::string fragmentShaderPrefixList;
110   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
111   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
112
113   std::string vertexShader   = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
114   std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
115
116   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
117   {
118     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
119     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
120     {
121       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
122     }
123     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
124     {
125       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
126
127       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
128       {
129         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
130         shader     = factoryCache.GetShader(shaderType);
131       }
132     }
133   }
134
135   if(shader)
136   {
137     return shader;
138   }
139
140   shader = Shader::New(vertexShader, fragmentShader);
141   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
142   factoryCache.SaveShader(shaderType, shader);
143
144   return shader;
145 }
146
147 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
148 {
149   // static string variable to cache complete vertex shader
150   static std::string gVertexShader;
151   if(gVertexShader.empty())
152   {
153     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
154   }
155
156   return gVertexShader;
157 }
158
159 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
160 {
161   // static string variable to cache complete fragment shader (no atlas)
162   static std::string gFragmentShaderNoAtlas;
163   if(gFragmentShaderNoAtlas.empty())
164   {
165     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
166   }
167   return gFragmentShaderNoAtlas;
168 }
169
170 void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
171 {
172   std::vector<std::string_view> vertexPrefix;
173   std::vector<std::string_view> fragmentPrefix;
174   shaders.shaderCount = 0;
175   int shaderCount     = 0;
176   for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
177   {
178     vertexPrefix.push_back(VertexPredefines[i]);
179     fragmentPrefix.push_back(FragmentPredefines[i]);
180     shaderCount++;
181   }
182
183   shaders.vertexPrefix   = vertexPrefix;
184   shaders.fragmentPrefix = fragmentPrefix;
185   shaders.vertexShader   = SHADER_IMAGE_VISUAL_SHADER_VERT;
186   shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
187   shaders.shaderCount += shaderCount;
188 }
189
190 } // namespace Internal
191
192 } // namespace Toolkit
193
194 } // namespace Dali