/*
- * 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 int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
-// enum of required list when we select shader
-enum class ImageVisualRequireFlag : uint32_t
-{
- DEFAULT = 0,
- ROUNDED_CORNER = 1 << 0,
- BORDERLINE = 1 << 1,
- ALPHA_MASKING = 1 << 2,
- COLOR_CONVERSION = 1 << 3,
-};
-
-static constexpr auto SHADER_TYPE_COUNT = 12u;
-VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[SHADER_TYPE_COUNT] =
- {
- VisualFactoryCache::IMAGE_SHADER,
- VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
- VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
- VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
- VisualFactoryCache::IMAGE_SHADER_MASKING,
- VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
- VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
- VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
- 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};
} // unnamed namespace
-namespace ImageVisualShaderFeature
-{
-FeatureBuilder& FeatureBuilder::EnableTextureAtlas(bool enableAtlas)
-{
- mTextureAtlas = (enableAtlas ? TextureAtlas::ENABLED : TextureAtlas::DISABLED);
- return *this;
-}
-
-FeatureBuilder& FeatureBuilder::ApplyDefaultTextureWrapMode(bool applyDefaultTextureWrapMode)
-{
- mDefaultTextureWrapMode = (applyDefaultTextureWrapMode ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY);
- return *this;
-}
-
-FeatureBuilder& FeatureBuilder::EnableRoundedCorner(bool enableRoundedCorner)
-{
- mRoundedCorner = (enableRoundedCorner ? RoundedCorner::ENABLED : RoundedCorner::DISABLED);
- return *this;
-}
-
-FeatureBuilder& FeatureBuilder::EnableBorderline(bool enableBorderline)
-{
- mBorderline = (enableBorderline ? Borderline::ENABLED : Borderline::DISABLED);
- return *this;
-}
-
-FeatureBuilder& FeatureBuilder::SetTextureForFragmentShaderCheck(const Dali::Texture& texture)
-{
- mTexture = texture;
- return *this;
-}
-
-FeatureBuilder& FeatureBuilder::EnableAlphaMaskingOnRendering(bool enableAlphaMaskingOnRendering)
-{
- mAlphaMaskingOnRendering = (enableAlphaMaskingOnRendering ? AlphaMaskingOnRendering::ENABLED : AlphaMaskingOnRendering::DISABLED);
- return *this;
-}
-
-FeatureBuilder& FeatureBuilder::EnableYuvToRgb(bool enableYuvToRgb)
-{
- mColorConversion = (enableYuvToRgb ? ColorConversion::YUV_TO_RGB : ColorConversion::DONT_NEED);
- return *this;
-}
-} // namespace ImageVisualShaderFeature
+static constexpr auto SHADER_TYPE_COUNT = 16u;
+
+const std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
+ "", // VisualFactoryCache::IMAGE_SHADER,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+ "#define IS_REQUIRED_ALPHA_MASKING\n", // VisualFactoryCache::IMAGE_SHADER_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
+ "", //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
+ "", //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n" //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
+};
+const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
+ "", // VisualFactoryCache::IMAGE_SHADER,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+ "#define IS_REQUIRED_ALPHA_MASKING\n", // VisualFactoryCache::IMAGE_SHADER_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
+ "#define IS_REQUIRED_YUV_TO_RGB\n", //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+ "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n" //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
+};
ImageVisualShaderFactory::ImageVisualShaderFactory()
: mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
{
}
-Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, const ImageVisualShaderFeature::FeatureBuilder& featureBuilder)
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
{
Shader shader;
- VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER;
-
- const auto& atlasing = featureBuilder.mTextureAtlas;
- const auto& defaultTextureWrapping = featureBuilder.mDefaultTextureWrapMode;
- const auto& roundedCorner = featureBuilder.mRoundedCorner;
- const auto& borderline = featureBuilder.mBorderline;
- const auto& alphaMaskingOnRendering = featureBuilder.mAlphaMaskingOnRendering;
- const auto& colorConversion = featureBuilder.mColorConversion;
- const auto& changeFragmentShader = (featureBuilder.mTexture && DevelTexture::IsNative(featureBuilder.mTexture))
- ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE
- : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
-
- if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
- {
- if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
- {
- shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP;
- }
- else
- {
- shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP;
- }
- }
- else
- {
- uint32_t shaderTypeFlag = static_cast<uint32_t>(ImageVisualRequireFlag::DEFAULT);
- if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
- {
- shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::ROUNDED_CORNER);
- }
- if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
- {
- shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::BORDERLINE);
- }
- if(alphaMaskingOnRendering == ImageVisualShaderFeature::AlphaMaskingOnRendering::ENABLED)
- {
- shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::ALPHA_MASKING);
- }
- else if(colorConversion == ImageVisualShaderFeature::ColorConversion::YUV_TO_RGB) // Not support gpu masking and color conversion at the same time now
- {
- shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::COLOR_CONVERSION);
- }
- shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
- }
+ VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
- if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
+ if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
{
}
shader = factoryCache.GetShader(shaderType);
- if(!shader)
+ if(shader)
{
- std::string vertexShaderPrefixList;
- std::string fragmentShaderPrefixList;
- if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
- {
- if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
- {
- fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP\n";
- }
- else
- {
- fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP\n";
- }
- }
- else
- {
- if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
- {
- vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
- }
- if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
- {
- vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
- }
- if(alphaMaskingOnRendering == ImageVisualShaderFeature::AlphaMaskingOnRendering::ENABLED)
- {
- vertexShaderPrefixList += "#define IS_REQUIRED_ALPHA_MASKING\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_ALPHA_MASKING\n";
- }
- else if(colorConversion == ImageVisualShaderFeature::ColorConversion::YUV_TO_RGB)
- {
- fragmentShaderPrefixList += "#define IS_REQUIRED_YUV_TO_RGB\n";
- }
- }
-
- std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
- std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
+ return shader;
+ }
- if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
- {
- if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
- {
- // NOTE : This routine will run exist one times.
- //
- // First, we will run ApplyNativeFragmentShader
- // - If fragment shader is modified, then current platform allow to change fragment shader.
- // We cache this result mFragmentShaderNeedChange = ChangeFragmentShader::NEED_CHANGE.
- // - If fragment shader is not modified, then current platform will always don't change fragment shader.
- // We cache this result mFragmentShaderNeedChange = ChangeFragmentShader::DONT_CHANGE.
- // And change current shaderType into normal image range.
- // After cached the result, shaderType never become NATIVE_IMAGE_SHADER anymore.
- // Second, save shader result.
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
+ featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
- // Try to apply fragmentShader
- bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.mTexture, fragmentShader);
- if(modified)
- {
- // Now we know that fragment shader need to change.
- mFragmentShaderNeedChange = ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE;
- }
- else
- {
- // Now we know that fragment shader even don't need to change.
- // We can skip ApplyNativeFragmentShader routine after now.
- mFragmentShaderNeedChange = ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
+ std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
+ std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
- // Now we need normal shader type
- // So decrease NATIVE_SHADER_TYPE_OFFSET.
- shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
+ if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+ {
+ bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
+ if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+ {
+ DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
+ }
+ else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
+ {
+ mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
- // If we already compiled this type already, just use that cached shader.
- // Else, just go forward.
- shader = factoryCache.GetShader(shaderType);
- if(shader)
- {
- return shader;
- }
- }
- }
- else if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+ if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
{
- // Always need to apply fragmentShader
- bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.mTexture, fragmentShader);
- DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
+ shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
+ shader = factoryCache.GetShader(shaderType);
}
}
- shader = Shader::New(vertexShader, fragmentShader);
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(shaderType, shader);
}
+ if(shader)
+ {
+ return shader;
+ }
+
+ shader = Shader::New(vertexShader, fragmentShader);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(shaderType, shader);
+
return shader;
}
return gFragmentShaderNoAtlas;
}
+void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
+{
+ std::vector<std::string_view> vertexPrefix;
+ std::vector<std::string_view> fragmentPrefix;
+ shaders.shaderCount = 0;
+ int shaderCount = 0;
+ for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
+ {
+ vertexPrefix.push_back(VertexPredefines[i]);
+ fragmentPrefix.push_back(FragmentPredefines[i]);
+ shaderCount++;
+ }
+
+ shaders.vertexPrefix = vertexPrefix;
+ shaders.fragmentPrefix = fragmentPrefix;
+ shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
+ shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
+ shaders.shaderCount += shaderCount;
+}
+
} // namespace Internal
} // namespace Toolkit