/*
- * Copyright (c) 2021 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.
#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
// EXTERNAL INCLUDES
+#include <dali/devel-api/rendering/texture-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
{
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;
} // unnamed namespace
+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, bool atlasing, bool defaultTextureWrapping, bool roundedCorner)
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
{
- Shader shader;
- if(atlasing)
+ Shader shader;
+ VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
+
+ if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
+ (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
+ mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
{
- if(defaultTextureWrapping)
- {
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader);
- }
- }
- else
- {
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader);
- }
- }
+ shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
}
- else
+
+ shader = factoryCache.GetShader(shaderType);
+ if(shader)
{
- if(roundedCorner)
+ return shader;
+ }
+
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
+ featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
+
+ 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());
+
+ if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+ {
+ bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
+ if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader);
- }
+ DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
}
- else
+ else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER);
- if(!shader)
+ mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
+
+ if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER, shader);
+ shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
+ shader = factoryCache.GetShader(shaderType);
}
}
}
+ if(shader)
+ {
+ return shader;
+ }
+
+ shader = Shader::New(vertexShader, fragmentShader);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(shaderType, shader);
+
return shader;
}
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_NO_ATLAS_SHADER_FRAG.data();
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
}
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