[Tizen] Change precompile shader list for performance
[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 = 6u;
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   "",                                     //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,
51 };
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,
59 };
60
61 ImageVisualShaderFactory::ImageVisualShaderFactory()
62 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
63 {
64 }
65
66 ImageVisualShaderFactory::~ImageVisualShaderFactory()
67 {
68 }
69
70 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
71 {
72   Shader                         shader;
73   VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
74
75   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
76      (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
77       mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
78   {
79     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
80   }
81
82   shader = factoryCache.GetShader(shaderType);
83   if(shader)
84   {
85     return shader;
86   }
87
88   std::string vertexShaderPrefixList;
89   std::string fragmentShaderPrefixList;
90   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
91   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
92
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());
95
96   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
97   {
98     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
99     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
100     {
101       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
102     }
103     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
104     {
105       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
106
107       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
108       {
109         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
110         shader     = factoryCache.GetShader(shaderType);
111       }
112     }
113   }
114
115   if(shader)
116   {
117     return shader;
118   }
119
120   shader = Shader::New(vertexShader, fragmentShader);
121   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
122   factoryCache.SaveShader(shaderType, shader);
123
124   return shader;
125 }
126
127 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
128 {
129   // static string variable to cache complete vertex shader
130   static std::string gVertexShader;
131   if(gVertexShader.empty())
132   {
133     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
134   }
135
136   return gVertexShader;
137 }
138
139 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
140 {
141   // static string variable to cache complete fragment shader (no atlas)
142   static std::string gFragmentShaderNoAtlas;
143   if(gFragmentShaderNoAtlas.empty())
144   {
145     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
146   }
147   return gFragmentShaderNoAtlas;
148 }
149
150 void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
151 {
152   std::vector<std::string_view> vertexPrefix;
153   std::vector<std::string_view> fragmentPrefix;
154   shaders.shaderCount = 0;
155   int shaderCount     = 0;
156   for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
157   {
158     vertexPrefix.push_back(VertexPredefines[i]);
159     fragmentPrefix.push_back(FragmentPredefines[i]);
160     shaderCount++;
161   }
162
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;
168 }
169
170 } // namespace Internal
171
172 } // namespace Toolkit
173
174 } // namespace Dali