X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=9af065dac39488c611ac6e5375a05b2576af9447;hb=82442f05b91524bdc363c0768407b811b9a794fa;hp=d9f273c8dcd72226752f06c8c09c847de2eaf045;hpb=db55bbae40d7e8ca111060417ca9d3ccd1151018;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 d9f273c..9af065d 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) 2020 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. @@ -18,167 +18,68 @@ #include // EXTERNAL INCLUDES +#include // INTERNAL INCLUDES +#include #include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { - const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 pixelArea; - varying mediump vec2 vTexCoord;\n - \n - //Visual size and offset - uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n - uniform mediump vec4 offsetSizeMode;\n - uniform mediump vec2 origin;\n - uniform mediump vec2 anchorPoint;\n - uniform mediump vec2 extraSize;\n -\n - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n - }\n -\n - void main()\n - {\n - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - }\n -); - -const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT; - uniform lowp vec2 wrapMode;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n - {\n - mediump float coord;\n - if( wrap > 1.5 )\n // REFLECT - coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n - else \n// warp == 0 or 1 - coord = mix(coordinate, fract( coordinate ), wrap);\n - return clamp( mix(range.x, range.y, coord), range.x, range.y ); - }\n - \n - void main()\n - {\n - mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ), - wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n - gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 pixelArea; - varying mediump vec2 vTexCoord;\n - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - \n - //Visual size and offset - uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n - uniform mediump vec4 offsetSizeMode;\n - uniform mediump vec2 origin;\n - uniform mediump vec2 anchorPoint;\n - uniform mediump float cornerRadius;\n - uniform mediump vec2 extraSize;\n - \n - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - vRectSize = visualSize * 0.5 - cornerRadius;\n - vPosition = aPosition* visualSize;\n - return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n - }\n -\n - void main()\n - {\n - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - }\n -); - -//float distance = length( max( abs( position - center ), size ) - size ) - radius; -const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n - mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n - gl_FragColor.a *= opacity;\n - gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n - }\n -); +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) { } @@ -186,67 +87,104 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -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( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - 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( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader ); - } - } + shaderType = static_cast(static_cast(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( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER ); - 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( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader ); + shaderType = static_cast(static_cast(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; } -const char* ImageVisualShaderFactory::GetVertexShaderSource() +std::string_view ImageVisualShaderFactory::GetVertexShaderSource() { - return VERTEX_SHADER; + // 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(); + } + + return gVertexShader; +} + +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(); + } + return gFragmentShaderNoAtlas; } -const char* ImageVisualShaderFactory::GetFragmentShaderSource() +void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders) { - return FRAGMENT_SHADER_NO_ATLAS; + std::vector vertexPrefix; + std::vector 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