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;
40 } // unnamed namespace
42 static constexpr auto SHADER_TYPE_COUNT = 6u;
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 "", //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
48 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
49 "", //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
50 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
52 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
53 "", // VisualFactoryCache::IMAGE_SHADER,
54 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
55 "#define IS_REQUIRED_YUV_TO_RGB\n", //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
56 "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
57 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
58 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
61 ImageVisualShaderFactory::ImageVisualShaderFactory()
62 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
66 ImageVisualShaderFactory::~ImageVisualShaderFactory()
70 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
73 VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
75 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
76 (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
77 mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
79 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
82 shader = factoryCache.GetShader(shaderType);
88 std::string vertexShaderPrefixList;
89 std::string fragmentShaderPrefixList;
90 featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
91 featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
93 std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
94 std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
96 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
98 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
99 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
101 DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
103 else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
105 mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
107 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
109 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
110 shader = factoryCache.GetShader(shaderType);
120 shader = Shader::New(vertexShader, fragmentShader);
121 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
122 factoryCache.SaveShader(shaderType, shader);
127 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
129 // static string variable to cache complete vertex shader
130 static std::string gVertexShader;
131 if(gVertexShader.empty())
133 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
136 return gVertexShader;
139 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
141 // static string variable to cache complete fragment shader (no atlas)
142 static std::string gFragmentShaderNoAtlas;
143 if(gFragmentShaderNoAtlas.empty())
145 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
147 return gFragmentShaderNoAtlas;
150 void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
152 std::vector<std::string_view> vertexPrefix;
153 std::vector<std::string_view> fragmentPrefix;
154 shaders.shaderCount = 0;
156 for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
158 vertexPrefix.push_back(VertexPredefines[i]);
159 fragmentPrefix.push_back(FragmentPredefines[i]);
163 shaders.vertexPrefix = vertexPrefix;
164 shaders.fragmentPrefix = fragmentPrefix;
165 shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
166 shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
167 shaders.shaderCount = shaderCount;
170 } // namespace Internal
172 } // namespace Toolkit