2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
21 #include <dali/devel-api/rendering/texture-devel.h>
24 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
25 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
26 #include <dali/integration-api/debug.h>
36 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
38 const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
40 } // unnamed namespace
42 static constexpr auto SHADER_TYPE_COUNT = 16u;
44 const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
46 "", // VisualFactoryCache::IMAGE_SHADER,
47 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
48 "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
49 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
50 "#define IS_REQUIRED_ALPHA_MASKING\n", // VisualFactoryCache::IMAGE_SHADER_MASKING,
51 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
52 "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
53 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
54 "",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
55 "#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
56 "#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
57 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
58 "",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
59 "#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
60 "#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
61 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n"//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
63 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
65 "", // VisualFactoryCache::IMAGE_SHADER,
66 "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
67 "#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
68 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
69 "#define IS_REQUIRED_ALPHA_MASKING\n", // VisualFactoryCache::IMAGE_SHADER_MASKING,
70 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
71 "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
72 "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
73 "#define IS_REQUIRED_YUV_TO_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
74 "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
75 "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
76 "#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};
77 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
78 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
79 "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_BORDERLINE\n",//VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
80 "#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};
83 ImageVisualShaderFactory::ImageVisualShaderFactory()
84 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
88 ImageVisualShaderFactory::~ImageVisualShaderFactory()
92 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
95 VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
97 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
98 (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
99 mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
101 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
104 shader = factoryCache.GetShader(shaderType);
110 std::string vertexShaderPrefixList;
111 std::string fragmentShaderPrefixList;
112 featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
113 featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
115 std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
116 std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
118 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
120 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
121 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
123 DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
125 else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
127 mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
129 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
131 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
132 shader = factoryCache.GetShader(shaderType);
142 shader = Shader::New(vertexShader, fragmentShader);
143 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
144 factoryCache.SaveShader(shaderType, shader);
149 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
151 // static string variable to cache complete vertex shader
152 static std::string gVertexShader;
153 if(gVertexShader.empty())
155 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
158 return gVertexShader;
161 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
163 // static string variable to cache complete fragment shader (no atlas)
164 static std::string gFragmentShaderNoAtlas;
165 if(gFragmentShaderNoAtlas.empty())
167 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
169 return gFragmentShaderNoAtlas;
172 void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
174 std::vector<std::string_view> vertexPrefix;
175 std::vector<std::string_view> fragmentPrefix;
176 shaders.shaderCount = 0;
178 for(int i=0; i< SHADER_TYPE_COUNT; ++i)
180 vertexPrefix.push_back(VertexPredefines[i]);
181 fragmentPrefix.push_back(FragmentPredefines[i]);
185 shaders.vertexPrefix= vertexPrefix;
186 shaders.fragmentPrefix = fragmentPrefix;
187 shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
188 shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
189 shaders.shaderCount += shaderCount;
192 } // namespace Internal
194 } // namespace Toolkit