/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
{
const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-// global string variable to caching complate vertex shader
-static std::string gVertexShader;
-
-// global string variable to caching complate fragment shader (no atlas)
-static std::string gFragmentShaderNoAtlas;
-
const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
// enum of required list when we select shader
BORDERLINE = 1 << 1,
ALPHA_MASKING = 1 << 2,
COLOR_CONVERSION = 1 << 3,
+
+ UNIFIED_YUV_AND_RGB = 1 << 2, // Special enum to trick unified YUV and RGB.
};
-static constexpr auto SHADER_TYPE_COUNT = 12u;
+static constexpr auto SHADER_TYPE_COUNT = 16u;
VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[SHADER_TYPE_COUNT] =
{
VisualFactoryCache::IMAGE_SHADER,
VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
- VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB,
+ VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
} // unnamed namespace
namespace ImageVisualShaderFeature
return *this;
}
-FeatureBuilder& FeatureBuilder::EnableYuvToRgb(bool enableYuvToRgb)
+FeatureBuilder& FeatureBuilder::EnableYuvToRgb(bool enableYuvToRgb, bool enableUnifiedYuvAndRgb)
{
- mColorConversion = (enableYuvToRgb ? ColorConversion::YUV_TO_RGB : ColorConversion::DONT_NEED);
+ mColorConversion = (enableUnifiedYuvAndRgb ? ColorConversion::UNIFIED_YUV_AND_RGB : (enableYuvToRgb ? ColorConversion::YUV_TO_RGB : ColorConversion::DONT_NEED));
return *this;
}
} // namespace ImageVisualShaderFeature
{
shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::COLOR_CONVERSION);
}
+ else if(colorConversion == ImageVisualShaderFeature::ColorConversion::UNIFIED_YUV_AND_RGB)
+ {
+ shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::COLOR_CONVERSION);
+ shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::UNIFIED_YUV_AND_RGB);
+ }
shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
}
{
fragmentShaderPrefixList += "#define IS_REQUIRED_YUV_TO_RGB\n";
}
+ else if(colorConversion == ImageVisualShaderFeature::ColorConversion::UNIFIED_YUV_AND_RGB)
+ {
+ fragmentShaderPrefixList += "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n";
+ }
}
std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
{
+ // static string variable to cache complete vertex shader
+ static std::string gVertexShader;
if(gVertexShader.empty())
{
gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
{
+ // static string variable to cache complete fragment shader (no atlas)
+ static std::string gFragmentShaderNoAtlas;
if(gFragmentShaderNoAtlas.empty())
{
gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();