X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=728c21959826986204e78d8632aa65f4f7b11ee0;hb=2bba756a645043d8c1c4023a75966401d531827c;hp=f8f7e5e6b64cabd26b6072f9be74036c16c2182c;hpb=c052b6678e2c6d8a65545dbbe4531ea7057c1999;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp index f8f7e5e..728c219 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2021 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 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. @@ -18,6 +18,7 @@ #include // EXTERNAL INCLUDES +#include // INTERNAL INCLUDES #include @@ -40,9 +41,82 @@ 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 +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 + ImageVisualShaderFactory::ImageVisualShaderFactory() +: mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED) { } @@ -50,58 +124,154 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner) +Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, const ImageVisualShaderFeature::FeatureBuilder& featureBuilder) { - Shader shader; - if(atlasing) + 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) + if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY) { - 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); - } + shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP; } 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 = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP; } } else { - if(roundedCorner) + uint32_t shaderTypeFlag = static_cast(ImageVisualRequireFlag::DEFAULT); + if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED) { - shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER); - if(!shader) + shaderTypeFlag |= static_cast(ImageVisualRequireFlag::ROUNDED_CORNER); + } + if(borderline == ImageVisualShaderFeature::Borderline::ENABLED) + { + shaderTypeFlag |= static_cast(ImageVisualRequireFlag::BORDERLINE); + } + if(alphaMaskingOnRendering == ImageVisualShaderFeature::AlphaMaskingOnRendering::ENABLED) + { + shaderTypeFlag |= static_cast(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(ImageVisualRequireFlag::COLOR_CONVERSION); + } + shaderType = SHADER_TYPE_TABLE[shaderTypeFlag]; + } + + if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE && + (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED || + mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)) + { + shaderType = static_cast(static_cast(shaderType) + NATIVE_SHADER_TYPE_OFFSET); + } + + shader = factoryCache.GetShader(shaderType); + 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 { - 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); + fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP\n"; } } else { - shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER); - if(!shader) + 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()); + + 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. + + // 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; + + // Now we need normal shader type + // So decrease NATIVE_SHADER_TYPE_OFFSET. + shaderType = static_cast(static_cast(shaderType) - NATIVE_SHADER_TYPE_OFFSET); + + // 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) { - 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); + // 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!"); } } + shader = Shader::New(vertexShader, fragmentShader); + shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); + factoryCache.SaveShader(shaderType, shader); } return shader; @@ -121,7 +291,7 @@ std::string_view ImageVisualShaderFactory::GetFragmentShaderSource() { 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; }