{
public:
using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
+ using VectorProperty = Dali::VectorAnimationRenderer::VectorProperty;
/**
* @brief Constructor
virtual void InvalidateBuffer() = 0;
/**
+ * @brief Sets property value for the specified keyPath. This keyPath can resolve to multiple contents.
+ * In that case, the callback's value will apply to all of them.
+ *
+ * @param[in] keyPath The key path used to target a specific content or a set of contents that will be updated.
+ * @param[in] property The property to set.
+ * @param[in] callback The callback what gets called every time the animation is rendered.
+ * @param[in] id The Id to specify the callback. It should be unique and will be passed when the callback is called.
+ *
+ * @note A callback of the following type may be used:
+ * id The id to specify the callback.
+ * property The property that represent what you are trying to change.
+ * frameNumber The current frame number.
+ * It returns a Property::Value to set according to the property type.
+ *
+ * @code
+ * Property::Value MyFunction(int32_t id, VectorProperty property, uint32_t frameNumber);
+ * @endcode
+ *
+ * The keypath should conatin object names separated by (.) and can handle globe(**) or wildchar(*).
+ * Ownership of the callback is passed onto this class.
+ */
+ virtual void AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id) = 0;
+
+ /**
* @brief Connect to this signal to be notified when the texture upload is completed.
*
* @return The signal to connect to.
GetImplementation(*this).InvalidateBuffer();
}
+void VectorAnimationRenderer::AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id)
+{
+ GetImplementation(*this).AddPropertyValueCallback(keyPath, property, callback, id);
+}
+
VectorAnimationRenderer::UploadCompletedSignalType& VectorAnimationRenderer::UploadCompletedSignal()
{
return GetImplementation(*this).UploadCompletedSignal();
class DALI_ADAPTOR_API VectorAnimationRenderer : public BaseHandle
{
public:
+ enum class VectorProperty
+ {
+ FILL_COLOR, ///< Fill color of the object, Type Property::VECTOR3
+ FILL_OPACITY, ///< Fill opacity of the object, Type Property::FLOAT
+ STROKE_COLOR, ///< Stroke color of the object, Type Property::VECTOR3
+ STROKE_OPACTY, ///< Stroke opacity of the object, Type Property::FLOAT
+ STROKE_WIDTH, ///< Stroke width of the object, Type Property::FLOAT
+ TRANSFORM_ANCHOR, ///< Transform anchor of the Layer and Group object, Type Property::VECTOR2
+ TRANSFORM_POSITION, ///< Transform position of the Layer and Group object, Type Property::VECTOR2
+ TRANSFORM_SCALE, ///< Transform scale of the Layer and Group object, Type Property::VECTOR2 [0..100]
+ TRANSFORM_ROTATION, ///< Transform rotation of the Layer and Group object, Type Property::FLOAT [0..360] in degrees
+ TRANSFORM_OPACITY ///< Transform opacity of the Layer and Group object, Type Property::FLOAT
+ };
+
/// @brief UploadCompleted signal type.
using UploadCompletedSignalType = Signal<void()>;
*/
void InvalidateBuffer();
+ /**
+ * @brief Sets property value for the specified keyPath. This keyPath can resolve to multiple contents.
+ * In that case, the callback's value will apply to all of them.
+ *
+ * @param[in] keyPath The key path used to target a specific content or a set of contents that will be updated.
+ * @param[in] property The property to set.
+ * @param[in] callback The callback that gets called every time the animation is rendered.
+ * @param[in] id The Id to specify the callback. It should be unique and will be passed when the callback is called.
+ *
+ * @note A callback of the following type may be used:
+ * id The id to specify the callback.
+ * property The property that represent what you are trying to change.
+ * frameNumber The current frame number.
+ * It returns a Property::Value to set according to the property type.
+ *
+ * @code
+ * Property::Value MyFunction(int32_t id, VectorProperty property, uint32_t frameNumber);
+ * @endcode
+ *
+ * The keypath should contain object names separated by (.) and can handle globe(**) or wildchar(*).
+ * Ownership of the callback is passed onto this class.
+ */
+ void AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id);
+
public: // Signals
/**
* @brief Connect to this signal to be notified when the texture upload is completed.
info.srcExtent2D.height != (createInfo.size.height / (1 << info.level)));
auto* sourceBuffer = reinterpret_cast<uint8_t*>(source.memorySource.memory);
+ auto sourceStride = info.srcStride;
std::vector<uint8_t> tempBuffer;
+
if(mGlAbstraction->TextureRequiresConverting(srcFormat, destFormat, isSubImage))
{
// Convert RGB to RGBA if necessary.
- texture->TryConvertPixelData(source.memorySource.memory, info.srcFormat, createInfo.format, info.srcSize, info.srcExtent2D.width, info.srcExtent2D.height, tempBuffer);
- sourceBuffer = &tempBuffer[0];
- srcFormat = destFormat;
- srcType = GLES::GLTextureFormatType(createInfo.format).type;
+ if(texture->TryConvertPixelData(source.memorySource.memory, info.srcFormat, createInfo.format, info.srcSize, info.srcStride, info.srcExtent2D.width, info.srcExtent2D.height, tempBuffer))
+ {
+ sourceBuffer = &tempBuffer[0];
+ sourceStride = 0u; // Converted buffer compacted. make stride as 0.
+ srcFormat = destFormat;
+ srcType = GLES::GLTextureFormatType(createInfo.format).type;
+ }
}
// Calculate the maximum mipmap level for the texture
}
mGlAbstraction->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
- mGlAbstraction->PixelStorei(GL_UNPACK_ROW_LENGTH, info.srcStride);
+ mGlAbstraction->PixelStorei(GL_UNPACK_ROW_LENGTH, sourceStride);
mCurrentContext->BindTexture(bindTarget, texture->GetTextureTypeId(), texture->GetGLTexture());
// TODO: using PBO with GLES3, this is just naive
// oldschool way
- char* stagingBuffer = reinterpret_cast<char*>(malloc(info.srcSize));
- std::copy(&reinterpret_cast<char*>(source.memorySource.memory)[info.srcOffset],
- reinterpret_cast<char*>(source.memorySource.memory) + info.srcSize,
- stagingBuffer);
+ uint8_t* stagingBuffer = reinterpret_cast<uint8_t*>(malloc(info.srcSize));
+
+ uint8_t* srcMemory = &reinterpret_cast<uint8_t*>(source.memorySource.memory)[info.srcOffset];
+
+ std::copy(srcMemory, srcMemory + info.srcSize, stagingBuffer);
mTextureUploadTotalCPUMemoryUsed += info.srcSize;
/*
- * 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.
void (*pConversionWriteFunc)(const void*, uint32_t, uint32_t, uint32_t, uint32_t, void*);
};
-inline void WriteRGB32ToRGBA32(const void* pData, uint32_t sizeInBytes, uint32_t width, uint32_t height, uint32_t rowStride, void* pOutput)
+inline void WriteRGB32ToRGBA32(const void* __restrict__ pData, uint32_t sizeInBytes, uint32_t width, uint32_t height, uint32_t rowStride, void* __restrict__ pOutput)
{
- auto inData = reinterpret_cast<const uint8_t*>(pData);
- auto outData = reinterpret_cast<uint8_t*>(pOutput);
- auto outIdx = 0u;
- for(auto i = 0u; i < sizeInBytes; i += 3)
+ const uint8_t* __restrict__ inData = reinterpret_cast<const uint8_t*>(pData);
+ uint8_t* __restrict__ outData = reinterpret_cast<uint8_t*>(pOutput);
+ if(rowStride == 0u)
{
- outData[outIdx] = inData[i];
- outData[outIdx + 1] = inData[i + 1];
- outData[outIdx + 2] = inData[i + 2];
- outData[outIdx + 3] = 0xff;
- outIdx += 4;
+ rowStride = width;
+ }
+ for(auto y = 0u; y < height; ++y)
+ {
+ auto inIdx = 0u;
+ auto outIdx = 0u;
+ for(auto x = 0u; x < width; ++x)
+ {
+ outData[outIdx] = inData[inIdx];
+ outData[outIdx + 1] = inData[inIdx + 1];
+ outData[outIdx + 2] = inData[inIdx + 2];
+ outData[outIdx + 3] = 0xff;
+ outIdx += 4;
+ inIdx += 3;
+ }
+ inData += rowStride * 3u;
+ outData += width * 4u;
}
}
* This function tests whether format is supported by the driver. If possible it applies
* format conversion to suitable supported pixel format.
*/
-bool Texture::TryConvertPixelData(const void* pData, Graphics::Format srcFormat, Graphics::Format destFormat, uint32_t sizeInBytes, uint32_t width, uint32_t height, std::vector<uint8_t>& outputBuffer)
+bool Texture::TryConvertPixelData(const void* pData, Graphics::Format srcFormat, Graphics::Format destFormat, uint32_t sizeInBytes, uint32_t inStride, uint32_t width, uint32_t height, std::vector<uint8_t>& outputBuffer)
{
// No need to convert
if(srcFormat == destFormat)
}
auto begin = reinterpret_cast<const uint8_t*>(pData);
- outputBuffer = std::move(it->pConversionFunc(begin, sizeInBytes, width, height, 0u));
+ outputBuffer = std::move(it->pConversionFunc(begin, sizeInBytes, width, height, inStride));
return !outputBuffer.empty();
}
#define DALI_GRAPHICS_GLES_TEXTURE_H
/*
- * 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.
/**
* @param pData Input data
* @param sizeInBytes Size of the input data in bytes
- * @param width Width of the output buffer
- * @param height height of the output buffer
+ * @param inStride Stride of the input data.
+ * @param width Width of the input/output buffer
+ * @param height Height of the intput/output buffer
* @param outputBuffer The buffer to write to
+ * @note output Buffer will be packed without stride.
* @return true if converted, or false otherwise
*/
- bool TryConvertPixelData(const void* pData, Graphics::Format srcFormat, Graphics::Format destFormat, uint32_t sizeInBytes, uint32_t width, uint32_t height, std::vector<uint8_t>& outputBuffer);
+ bool TryConvertPixelData(const void* pData, Graphics::Format srcFormat, Graphics::Format destFormat, uint32_t sizeInBytes, uint32_t inStride, uint32_t width, uint32_t height, std::vector<uint8_t>& outputBuffer);
bool InitializeNativeImage();
mPlugin.InvalidateBuffer();
}
+void VectorAnimationRenderer::AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id)
+{
+ mPlugin.AddPropertyValueCallback(keyPath, property, callback, id);
+}
+
Dali::VectorAnimationRenderer::UploadCompletedSignalType& VectorAnimationRenderer::UploadCompletedSignal()
{
return mPlugin.UploadCompletedSignal();
void InvalidateBuffer();
/**
+ * @copydoc Dali::VectorAnimationRenderer::AddPropertyValueCallback()
+ */
+ void AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id);
+
+ /**
* @copydoc Dali::VectorAnimationRenderer::UploadCompletedSignal()
*/
Dali::VectorAnimationRenderer::UploadCompletedSignalType& UploadCompletedSignal();
}
}
+void VectorAnimationRendererPluginProxy::AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id)
+{
+ if(mPlugin)
+ {
+ mPlugin->AddPropertyValueCallback(keyPath, property, callback, id);
+ }
+}
+
VectorAnimationRendererPlugin::UploadCompletedSignalType& VectorAnimationRendererPluginProxy::UploadCompletedSignal()
{
if(mPlugin)
void InvalidateBuffer();
/**
+ * @copydoc Dali::VectorAnimationRendererPlugin::AddPropertyValueCallback()
+ */
+ void AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id);
+
+ /**
* @copydoc Dali::VectorAnimationRendererPlugin::UploadCompletedSignal()
*/
VectorAnimationRendererPlugin::UploadCompletedSignalType& UploadCompletedSignal();