/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/internal/event/rendering/shader-impl.h> // Dali::Internal::Shader
// INTERNAL INCLUDES
-#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/scripting/scripting.h>
-#include <dali/internal/event/common/object-impl-helper.h> // Dali::Internal::ObjectHelper
#include <dali/internal/event/common/property-helper.h> // DALI_PROPERTY_TABLE_BEGIN, DALI_PROPERTY, DALI_PROPERTY_TABLE_END
#include <dali/internal/event/common/thread-local-storage.h>
#include <dali/internal/event/effects/shader-factory.h>
-#include <dali/internal/event/resources/resource-ticket.h>
#include <dali/internal/update/manager/update-manager.h>
+#include <dali/public-api/object/type-registry.h>
namespace Dali
{
namespace Internal
{
-
namespace
{
-
/**
* |name |type |writable|animatable|constraint-input|enum for index-checking|
*/
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "program", MAP, true, false, false, Dali::Shader::Property::PROGRAM )
-DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
-
-const ObjectImplHelper<DEFAULT_PROPERTY_COUNT> SHADER_IMPL = { DEFAULT_PROPERTY_DETAILS };
+DALI_PROPERTY("program", MAP, true, false, false, Dali::Shader::Property::PROGRAM)
+DALI_PROPERTY_TABLE_END(DEFAULT_ACTOR_PROPERTY_START_INDEX, ShaderDefaultProperties)
Dali::Scripting::StringEnum ShaderHintsTable[] =
- { { "NONE", Dali::Shader::Hint::NONE},
- { "OUTPUT_IS_TRANSPARENT", Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT},
- { "MODIFIES_GEOMETRY", Dali::Shader::Hint::MODIFIES_GEOMETRY}
- };
+ {{"NONE", Dali::Shader::Hint::NONE},
+ {"OUTPUT_IS_TRANSPARENT", Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT},
+ {"MODIFIES_GEOMETRY", Dali::Shader::Hint::MODIFIES_GEOMETRY}};
-const unsigned int ShaderHintsTableSize = sizeof( ShaderHintsTable ) / sizeof( ShaderHintsTable[0] );
+const uint32_t ShaderHintsTableSize = static_cast<uint32_t>(sizeof(ShaderHintsTable) / sizeof(ShaderHintsTable[0]));
BaseHandle Create()
{
return Dali::BaseHandle();
}
-TypeRegistration mType( typeid( Dali::Shader ), typeid( Dali::Handle ), Create );
+TypeRegistration mType(typeid(Dali::Shader), typeid(Dali::Handle), Create, ShaderDefaultProperties);
#define TOKEN_STRING(x) (#x)
return Property::Value(s);
}
-
} // unnamed namespace
-ShaderPtr Shader::New( const std::string& vertexShader,
- const std::string& fragmentShader,
- Dali::Shader::Hint::Value hints )
-{
- ShaderPtr shader( new Shader() );
- shader->Initialize( vertexShader, fragmentShader, hints );
- return shader;
-}
-
-const SceneGraph::Shader* Shader::GetShaderSceneObject() const
+ShaderPtr Shader::New(std::string_view vertexShader,
+ std::string_view fragmentShader,
+ Dali::Shader::Hint::Value hints)
{
- return mSceneObject;
-}
+ // create scene object first so it's guaranteed to exist for the event side
+ auto sceneObject = new SceneGraph::Shader(hints);
+ OwnerPointer<SceneGraph::Shader> transferOwnership(sceneObject);
+ // pass the pointer to base for message passing
+ ShaderPtr shader(new Shader(sceneObject));
+ // transfer scene object ownership to update manager
+ auto&& services = shader->GetEventThreadServices();
+ SceneGraph::UpdateManager& updateManager = services.GetUpdateManager();
+ AddShaderMessage(updateManager, transferOwnership);
-SceneGraph::Shader* Shader::GetShaderSceneObject()
-{
- return mSceneObject;
-}
+ services.RegisterObject(shader.Get());
+ shader->SetShader(vertexShader, fragmentShader, hints);
-unsigned int Shader::GetDefaultPropertyCount() const
-{
- return SHADER_IMPL.GetDefaultPropertyCount();
-}
-
-void Shader::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
-{
- SHADER_IMPL.GetDefaultPropertyIndices( indices );
-}
-
-const char* Shader::GetDefaultPropertyName(Property::Index index) const
-{
- return SHADER_IMPL.GetDefaultPropertyName( index );
-}
-
-Property::Index Shader::GetDefaultPropertyIndex( const std::string& name ) const
-{
- return SHADER_IMPL.GetDefaultPropertyIndex( name );
-}
-
-bool Shader::IsDefaultPropertyWritable( Property::Index index ) const
-{
- return SHADER_IMPL.IsDefaultPropertyWritable( index );
-}
-
-bool Shader::IsDefaultPropertyAnimatable( Property::Index index ) const
-{
- return SHADER_IMPL.IsDefaultPropertyAnimatable( index );
-}
-
-bool Shader::IsDefaultPropertyAConstraintInput( Property::Index index ) const
-{
- return SHADER_IMPL.IsDefaultPropertyAConstraintInput( index );
+ return shader;
}
-Property::Type Shader::GetDefaultPropertyType( Property::Index index ) const
+const SceneGraph::Shader& Shader::GetShaderSceneObject() const
{
- return SHADER_IMPL.GetDefaultPropertyType( index );
+ return static_cast<const SceneGraph::Shader&>(GetSceneObject());
}
-void Shader::SetDefaultProperty( Property::Index index,
- const Property::Value& propertyValue )
+void Shader::SetDefaultProperty(Property::Index index, const Property::Value& propertyValue)
{
switch(index)
{
case Dali::Shader::Property::PROGRAM:
{
- if( propertyValue.GetType() == Property::MAP )
+ if(propertyValue.GetType() == Property::MAP)
{
- Dali::Property::Map* map = propertyValue.GetMap();
- if( map )
+ const Dali::Property::Map* map = propertyValue.GetMap();
+ if(map)
{
- std::string vertex;
- std::string fragment;
+ std::string vertex;
+ std::string fragment;
Dali::Shader::Hint::Value hints(Dali::Shader::Hint::NONE);
- if( Property::Value* value = map->Find("vertex") )
+ if(Property::Value* value = map->Find("vertex"))
{
vertex = value->Get<std::string>();
}
- if( Property::Value* value = map->Find("fragment") )
+ if(Property::Value* value = map->Find("fragment"))
{
fragment = value->Get<std::string>();
}
- if( Property::Value* value = map->Find("hints") )
+ if(Property::Value* value = map->Find("hints"))
{
static_cast<void>( // ignore return
- Scripting::GetEnumeration< Dali::Shader::Hint::Value >(value->Get<std::string>().c_str(),
- ShaderHintsTable, ShaderHintsTableSize, hints)
- );
+ Scripting::GetEnumeration<Dali::Shader::Hint::Value>(value->Get<std::string>().c_str(),
+ ShaderHintsTable,
+ ShaderHintsTableSize,
+ hints));
}
- Initialize(vertex, fragment, hints );
+ SetShader(vertex, fragment, hints);
}
}
else
{
- DALI_LOG_WARNING( "Shader program property should be a map\n" );
+ DALI_LOG_WARNING("Shader program property should be a map\n");
}
break;
}
}
}
-void Shader::SetSceneGraphProperty( Property::Index index,
- const PropertyMetadata& entry,
- const Property::Value& value )
-{
- SHADER_IMPL.SetSceneGraphProperty( GetEventThreadServices(), this, index, entry, value );
- OnPropertySet(index, value);
-}
-
-Property::Value Shader::GetDefaultProperty( Property::Index index ) const
+Property::Value Shader::GetDefaultProperty(Property::Index index) const
{
Property::Value value;
case Dali::Shader::Property::PROGRAM:
{
Dali::Property::Map map;
- if( mShaderData )
+ if(mShaderData)
{
- map["vertex"] = Property::Value(mShaderData->GetVertexShader());
+ map["vertex"] = Property::Value(mShaderData->GetVertexShader());
map["fragment"] = Property::Value(mShaderData->GetFragmentShader());
- map["hints"] = HintString(mShaderData->GetHints());
+ map["hints"] = HintString(mShaderData->GetHints());
}
value = map;
break;
return value;
}
-const SceneGraph::PropertyOwner* Shader::GetPropertyOwner() const
+Property::Value Shader::GetDefaultPropertyCurrentValue(Property::Index index) const
{
- return mSceneObject;
+ return GetDefaultProperty(index); // Event-side only properties
}
-const SceneGraph::PropertyOwner* Shader::GetSceneObject() const
+Shader::Shader(const SceneGraph::Shader* sceneObject)
+: Object(sceneObject),
+ mShaderData(nullptr)
{
- return mSceneObject;
}
-const SceneGraph::PropertyBase* Shader::GetSceneObjectAnimatableProperty( Property::Index index ) const
+void Shader::SetShader(std::string_view vertexSource,
+ std::string_view fragmentSource,
+ Dali::Shader::Hint::Value hints)
{
- DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
- const SceneGraph::PropertyBase* property = NULL;
-
- property = SHADER_IMPL.GetRegisteredSceneGraphProperty( this,
- &Shader::FindAnimatableProperty,
- &Shader::FindCustomProperty,
- index );
+ // Try to load a pre-compiled shader binary for the source pair:
+ ThreadLocalStorage& tls = ThreadLocalStorage::Get();
+ ShaderFactory& shaderFactory = tls.GetShaderFactory();
+ size_t shaderHash;
+ mShaderData = shaderFactory.Load(vertexSource, fragmentSource, hints, shaderHash);
- if( property == NULL && index < DEFAULT_PROPERTY_MAX_COUNT )
- {
- DALI_ASSERT_ALWAYS( 0 && "Property is not animatable" );
- }
+ // Add shader data to scene-object
- return property;
+ SceneGraph::SetShaderDataMessage(GetEventThreadServices(), GetShaderSceneObject(), mShaderData);
}
-const PropertyInputImpl* Shader::GetSceneObjectInputProperty( Property::Index index ) const
+Shader::~Shader()
{
- PropertyMetadata* property = NULL;
-
- if( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
- ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
- {
- property = FindCustomProperty( index );
- }
- else if( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
+ if(EventThreadServices::IsCoreRunning())
{
- property = FindAnimatableProperty( index );
- }
+ EventThreadServices& eventThreadServices = GetEventThreadServices();
+ SceneGraph::UpdateManager& updateManager = eventThreadServices.GetUpdateManager();
+ RemoveShaderMessage(updateManager, &GetShaderSceneObject());
- DALI_ASSERT_ALWAYS( property && "property index is invalid" );
- return property->GetSceneGraphProperty();
-}
-
-int Shader::GetPropertyComponentIndex( Property::Index index ) const
-{
- return Property::INVALID_COMPONENT_INDEX;
+ eventThreadServices.UnregisterObject(this);
+ }
}
-Shader::Shader()
- : mSceneObject( NULL ),
- mShaderData( NULL )
+std::string Shader::GetShaderVersionPrefix()
{
+ Dali::Internal::ThreadLocalStorage& tls = Dali::Internal::ThreadLocalStorage::Get();
+ return tls.GetShaderVersionPrefix();
}
-void Shader::Initialize(
- const std::string& vertexSource,
- const std::string& fragmentSource,
- Dali::Shader::Hint::Value hints )
+std::string Shader::GetVertexShaderPrefix()
{
- EventThreadServices& eventThreadServices = GetEventThreadServices();
- SceneGraph::UpdateManager& updateManager = eventThreadServices.GetUpdateManager();
- mSceneObject = new SceneGraph::Shader( hints );
-
- // Add to update manager
- AddShaderMessage( updateManager, *mSceneObject );
-
- // Try to load a precompiled shader binary for the source pair:
- ThreadLocalStorage& tls = ThreadLocalStorage::Get();
- ShaderFactory& shaderFactory = tls.GetShaderFactory();
- size_t shaderHash;
- mShaderData = shaderFactory.Load( vertexSource, fragmentSource, hints, shaderHash );
-
- // Add shader program to scene-object using a message to the UpdateManager
- SetShaderProgramMessage( updateManager, *mSceneObject, mShaderData, (hints & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0 );
- eventThreadServices.RegisterObject( this );
+ Dali::Internal::ThreadLocalStorage& tls = Dali::Internal::ThreadLocalStorage::Get();
+ return tls.GetVertexShaderPrefix();
}
-Shader::~Shader()
+std::string Shader::GetFragmentShaderPrefix()
{
- if( EventThreadServices::IsCoreRunning() )
- {
- EventThreadServices& eventThreadServices = GetEventThreadServices();
- SceneGraph::UpdateManager& updateManager = eventThreadServices.GetUpdateManager();
- RemoveShaderMessage( updateManager, *mSceneObject);
-
- eventThreadServices.UnregisterObject( this );
- }
+ Dali::Internal::ThreadLocalStorage& tls = Dali::Internal::ThreadLocalStorage::Get();
+ return tls.GetFragmentShaderPrefix();
}
-
} // namespace Internal
} // namespace Dali