2 * Copyright (c) 2021 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 // global string variable to caching complate vertex shader
39 static std::string gVertexShader;
41 // global string variable to caching complate fragment shader (no atlas)
42 static std::string gFragmentShaderNoAtlas;
44 const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
46 } // unnamed namespace
48 namespace ImageVisualShaderFeature
50 FeatureBuilder& FeatureBuilder::EnableTextureAtlas(bool enableAtlas)
52 mTextureAtlas = (enableAtlas ? TextureAtlas::ENABLED : TextureAtlas::DISABLED);
55 FeatureBuilder& FeatureBuilder::ApplyDefaultTextureWrapMode(bool applyDefaultTextureWrapMode)
57 mDefaultTextureWrapMode = (applyDefaultTextureWrapMode ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY);
60 FeatureBuilder& FeatureBuilder::EnableRoundedCorner(bool enableRoundedCorner)
62 mRoundedCorner = (enableRoundedCorner ? RoundedCorner::ENABLED : RoundedCorner::DISABLED);
65 FeatureBuilder& FeatureBuilder::EnableBorderline(bool enableBorderline)
67 mBorderline = (enableBorderline ? Borderline::ENABLED : Borderline::DISABLED);
70 FeatureBuilder& FeatureBuilder::SetTextureForFragmentShaderCheck(const Dali::Texture& texture)
75 } // namespace ImageVisualShaderFeature
77 ImageVisualShaderFactory::ImageVisualShaderFactory()
78 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
82 ImageVisualShaderFactory::~ImageVisualShaderFactory()
86 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, const ImageVisualShaderFeature::FeatureBuilder& featureBuilder)
89 VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER;
91 const auto& atlasing = featureBuilder.mTextureAtlas;
92 const auto& defaultTextureWrapping = featureBuilder.mDefaultTextureWrapMode;
93 const auto& roundedCorner = featureBuilder.mRoundedCorner;
94 const auto& borderline = featureBuilder.mBorderline;
95 const auto& changeFragmentShader = (featureBuilder.mTexture && DevelTexture::IsNative(featureBuilder.mTexture))
96 ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE
97 : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
99 if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
101 if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
103 shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP;
107 shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP;
112 if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
114 if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
116 shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE;
120 shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER;
125 if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
127 shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE;
132 if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
133 (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
134 mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
136 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
139 shader = factoryCache.GetShader(shaderType);
142 std::string vertexShaderPrefixList;
143 std::string fragmentShaderPrefixList;
144 if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
146 if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
148 fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n";
152 fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP 1\n";
157 if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
159 vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
160 fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
162 if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
164 vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
165 fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
169 std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
170 std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
172 if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
174 if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
176 // NOTE : This routine will run exist one times.
178 // First, we will run ApplyNativeFragmentShader
179 // - If fragment shader is modified, then current platform allow to change fragment shader.
180 // We cache this result mFragmentShaderNeedChange = ChangeFragmentShader::NEED_CHANGE.
181 // - If fragment shader is not modified, then current platform will always don't change fragment shader.
182 // We cache this result mFragmentShaderNeedChange = ChangeFragmentShader::DONT_CHANGE.
183 // And change current shaderType into normal image range.
184 // After cached the result, shaderType never become NATIVE_IMAGE_SHADER anymore.
185 // Second, save shader result.
187 // Try to apply fragmentShader
188 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.mTexture, fragmentShader);
191 // Now we know that fragment shader need to change.
192 mFragmentShaderNeedChange = ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE;
196 // Now we know that fragment shader even don't need to change.
197 // We can skip ApplyNativeFragmentShader routine after now.
198 mFragmentShaderNeedChange = ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
200 // Now we need normal shader type
201 // So decrease NATIVE_SHADER_TYPE_OFFSET.
202 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
204 // If we already compiled this type already, just use that cached shader.
205 // Else, just go forward.
206 shader = factoryCache.GetShader(shaderType);
213 else if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
215 // Always need to apply fragmentShader
216 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.mTexture, fragmentShader);
217 DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
220 shader = Shader::New(vertexShader, fragmentShader);
221 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
222 factoryCache.SaveShader(shaderType, shader);
228 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
230 if(gVertexShader.empty())
232 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
235 return gVertexShader;
238 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
240 if(gFragmentShaderNoAtlas.empty())
242 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
244 return gFragmentShaderNoAtlas;
247 } // namespace Internal
249 } // namespace Toolkit