X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=ceb5848d7594c27b86f706b191e846b06d9989f1;hb=a6e73b84ce0442ad28197c3ef2ed1b48fa682508;hp=7fe979f64cdc340d2a9912bc780d6e9e7a529b4f;hpb=cf5d358319fa80cf28ec8f96ce8f25ab69a29314;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 7fe979f..ceb5848 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) 2018 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. @@ -18,164 +18,90 @@ #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 / 2.0 - 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 - \n - void main()\n - {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n - gl_FragColor.a *= smoothstep( 1.0, -1.0, dist );\n - }\n -); +// 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; + +// 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, +}; + +static constexpr auto SHADER_TYPE_COUNT = 8u; +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}; } // 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; +} +} // namespace ImageVisualShaderFeature + ImageVisualShaderFactory::ImageVisualShaderFactory() +: mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED) { } @@ -183,67 +109,167 @@ 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& 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( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - 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( 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 = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP; } } else { - if( roundedCorner ) + uint32_t shaderTypeFlag = static_cast(ImageVisualRequireFlag::DEFAULT); + if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED) + { + 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); + } + 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) { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER ); - if( !shader ) + if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY) + { + fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP\n"; + } + else { - 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 ); + 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"; + } + } + + 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( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS ); - 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; } -const char* ImageVisualShaderFactory::GetVertexShaderSource() +std::string_view ImageVisualShaderFactory::GetVertexShaderSource() { - return VERTEX_SHADER; + if(gVertexShader.empty()) + { + gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(); + } + + return gVertexShader; } -const char* ImageVisualShaderFactory::GetFragmentShaderSource() +std::string_view ImageVisualShaderFactory::GetFragmentShaderSource() { - return FRAGMENT_SHADER_NO_ATLAS; + if(gFragmentShaderNoAtlas.empty()) + { + gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data(); + } + return gFragmentShaderNoAtlas; } } // namespace Internal