mImpl->RenderScene(status, scene, renderToFbo, clippingRect);
}
+void Core::PreCompileShader(const std::string& vertexShader, const std::string& fragmentShader)
+{
+ mImpl->PreCompileShader(vertexShader, fragmentShader);
+}
+
void Core::PostRender()
{
mImpl->PostRender();
void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect);
/**
+ * Precompile shaders for launching time
+ *
+ * @param[in] vertexShader vertexShader need to precompile
+ * @param[in] fragmentShader fragmentShader need to precompile
+ */
+ void PreCompileShader(const std::string& vertexShader, const std::string& fragmentShader);
+
+ /**
* This is called after rendering all the scenes in the next frame. This method should be
* followed by a call up RenderScene.
* Multi-threading note: this method should be called from a dedicated rendering thread.
${platform_abstraction_src_dir}/profiling.cpp
${platform_abstraction_src_dir}/render-task-list-integ.cpp
${platform_abstraction_src_dir}/scene.cpp
+ ${platform_abstraction_src_dir}/shader-precompiler.cpp
${platform_abstraction_src_dir}/texture-integ.cpp
- ${platform_abstraction_src_dir}/trace.cpp
+ ${platform_abstraction_src_dir}/trace.cpp
)
SET( platform_abstraction_events_src_files
${platform_abstraction_src_dir}/resource-policies.h
${platform_abstraction_src_dir}/resource-types.h
${platform_abstraction_src_dir}/scene.h
+ ${platform_abstraction_src_dir}/shader-precompiler.h
${platform_abstraction_src_dir}/texture-integ.h
${platform_abstraction_src_dir}/trace.h
)
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// CLASS HEADER
+#include <dali/integration-api/shader-precompiler.h>
+
+// INTERNAL HEADER
+#include <dali/integration-api/debug.h>
+
+namespace Dali
+{
+
+namespace Integration
+{
+
+std::unique_ptr<ShaderPrecompiler> ShaderPrecompiler::mInstance = nullptr;
+std::once_flag ShaderPrecompiler::mOnceFlag;
+
+ShaderPrecompiler::ShaderPrecompiler()
+: mRawShaderData(),
+ mPrecompiled(false),
+ mEnabled(false)
+{
+}
+
+ShaderPrecompiler& ShaderPrecompiler::Get()
+{
+ std::call_once(mOnceFlag, []()
+ { mInstance.reset(new ShaderPrecompiler); });
+
+ return *(mInstance.get());
+}
+
+void ShaderPrecompiler::GetPrecompileShaderList(RawShaderData& shaders)
+{
+ ConditionalWait::ScopedLock lock(mConditionalWait);
+ if(!IsReady())
+ {
+ DALI_LOG_RELEASE_INFO("Precompiled shader list is not ready yet, need to wait \n");
+ mConditionalWait.Wait(lock);
+ }
+
+ // move shader list
+ shaders = mRawShaderData;
+}
+
+void ShaderPrecompiler::SavePrecomipleShaderList(RawShaderData& shaders)
+{
+ ConditionalWait::ScopedLock lock(mConditionalWait);
+ mRawShaderData.vertexPrefix = shaders.vertexPrefix;
+ mRawShaderData.fragmentPrefix = shaders.fragmentPrefix;
+ mRawShaderData.vertexShader = shaders.vertexShader;
+ mRawShaderData.fragmentShader = shaders.fragmentShader;
+ mRawShaderData.shaderCount = shaders.shaderCount;
+
+ mPrecompiled = true;
+ mConditionalWait.Notify(lock);
+}
+
+bool ShaderPrecompiler::IsReady() const
+{
+ return mPrecompiled;
+}
+
+void ShaderPrecompiler::Enable()
+{
+ mEnabled = true;
+}
+
+bool ShaderPrecompiler::IsEnable()
+{
+ return mEnabled;
+}
+
+
+} // namespace Integration
+} // namespace Dali
--- /dev/null
+#ifndef DALI_INTEGRATION_SHADER_PRECOMPILER_H
+#define DALI_INTEGRATION_SHADER_PRECOMPILER_H
+
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// INTERNAL HEADER
+#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/object/base-handle.h>
+#include <dali/devel-api/threading/conditional-wait.h>
+#include <dali/devel-api/threading/mutex.h>
+
+// EXTERNAL HEDAER
+#include <string_view>
+#include <memory>
+#include <mutex>
+
+namespace Dali
+{
+namespace Internal DALI_INTERNAL
+{
+class ShaderPrecompiler;
+}
+
+struct RawShaderData
+{
+ int shaderCount;
+ std::vector<std::string_view> vertexPrefix;
+ std::vector<std::string_view> fragmentPrefix;
+ std::string_view vertexShader;
+ std::string_view fragmentShader;
+};
+
+namespace Integration
+{
+/**
+ * ShaderPrecompiler is used to precompile shaders.
+ * The precompiled shaders are stored in a file.
+ * @SINCE_2_2.45
+ */
+class DALI_CORE_API ShaderPrecompiler : public BaseHandle
+{
+public:
+ /**
+ * @brief Gets the singleton of ShaderPrecompiler object.
+ *
+ * @SINCE_2_2.45
+ * @return A handle to the ShaderPrecompiler
+ */
+ static ShaderPrecompiler& Get();
+
+ /**
+ * @brief Get the precompile shader list.
+ *
+ * @SINCE_2_2.45
+ * @param[in] shaders shader data for precompile
+ */
+ void GetPrecompileShaderList(RawShaderData& shaders);
+
+ /**
+ * @brief Save the precompile shader list.
+ *
+ * @SINCE_2_2.45
+ * @param[in] shaders shader data for precompile
+ */
+ void SavePrecomipleShaderList(RawShaderData& shaders);
+
+ /**
+ * @brief Check precompile list is ready or not
+ *
+ * @SINCE_2_2.45
+ * @return true if precompile list is ready
+ */
+ bool IsReady() const;
+
+ /**
+ * @brief Enable the feature of precompile
+ *
+ * @SINCE_2_2.45
+ */
+ void Enable();
+
+ /**
+ * @brief Check the feature of precompile is enabled or not
+ *
+ * @SINCE_2_2.45
+ * @return true if the feature of precompile is enabled
+ */
+ bool IsEnable();
+
+ /**
+ * Construct a new ShaderPrecompiler.
+ */
+ ShaderPrecompiler();
+
+ // Undefined
+ ShaderPrecompiler(const ShaderPrecompiler&) = delete;
+
+ // Undefined
+ ShaderPrecompiler& operator=(const ShaderPrecompiler& rhs) = delete;
+
+private:
+ static std::unique_ptr<ShaderPrecompiler> mInstance;
+ static std::once_flag mOnceFlag;
+ RawShaderData mRawShaderData;
+ ConditionalWait mConditionalWait;
+ bool mPrecompiled;
+ bool mEnabled;
+};
+
+} // namespace Integration
+
+} // namespace Dali
+
+#endif // DALI_INTEGRATION_SHADER_PRECOMPILER_H
mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
}
+void Core::PreCompileShader(const std::string& vertexShader, const std::string& fragmentShader)
+{
+ mRenderManager->PreCompileShader(vertexShader, fragmentShader);
+}
+
void Core::PostRender()
{
mUpdateManager->PostRender();
void RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect);
/**
+ * @copydoc Dali::Integration::Core::PreCompileShader()
+ */
+ void PreCompileShader(const std::string& vertexShader, const std::string& fragmentShader);
+
+ /**
* @copydoc Dali::Integration::Core::Render()
*/
void PostRender();
}
}
+void RenderManager::PreCompileShader(const std::string& vertexShader, const std::string& fragmentShader)
+{
+ uint32_t renderPassTag{0u};
+ Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
+ auto shaderHash = CalculateHash(vertexShader.data(), fragmentShader.data());
+ auto shaderData = new ShaderData(std::string(vertexShader.data()), std::string(fragmentShader.data()), hints, renderPassTag);
+ shaderData->SetHashValue(shaderHash);
+ auto program = Program::New(mImpl->programController, shaderData, mImpl->graphicsController);
+ if(!program)
+ {
+ DALI_LOG_RELEASE_INFO("Fail to create program \n");
+ }
+ else
+ {
+ // If program doesn't have Gfx program object assigned yet, prepare it.
+ if(!program->GetGraphicsProgramPtr())
+ {
+ const std::vector<char>& vertShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
+ const std::vector<char>& fragShader = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
+ Dali::Graphics::Shader& vertexShader = mImpl->shaderCache.GetShader(
+ vertShader,
+ Graphics::PipelineStage::VERTEX_SHADER,
+ shaderData->GetSourceMode());
+
+ Dali::Graphics::Shader& fragmentShader = mImpl->shaderCache.GetShader(
+ fragShader,
+ Graphics::PipelineStage::FRAGMENT_SHADER,
+ shaderData->GetSourceMode());
+
+ std::vector<Graphics::ShaderState> shaderStates{
+ Graphics::ShaderState()
+ .SetShader(vertexShader)
+ .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
+ Graphics::ShaderState()
+ .SetShader(fragmentShader)
+ .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)};
+
+ auto createInfo = Graphics::ProgramCreateInfo();
+ createInfo.SetShaderState(shaderStates);
+ auto graphicsProgram = mImpl->graphicsController.CreateProgram(createInfo, nullptr);
+ program->SetGraphicsProgram(std::move(graphicsProgram), *(mImpl->uniformBufferManager.get())); // generates reflection
+ }
+ }
+}
+
void RenderManager::PostRender()
{
if(!mImpl->commandBufferSubmitted)
*/
void RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect);
+ /**
+ * Precompile shaders for launching time
+ *
+ * @param[in] vertexShader vertexShader need to precompile
+ * @param[in] fragmentShader fragmentShader need to precompile
+ */
+ void PreCompileShader(const std::string& vertexShader, const std::string& fragmentShader);
+
// This method should be called from Core::PostRender()
/**