Revert "[Tizen] Change precompile shader list for performance"
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
index 2c98a4f..9af065d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * 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.
@@ -37,77 +37,46 @@ const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
 
 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)
@@ -118,55 +87,12 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory()
 {
 }
 
-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))
   {
@@ -174,100 +100,47 @@ Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, con
   }
 
   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;
 }
 
@@ -294,6 +167,26 @@ std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
   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