[dali_2.3.14] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
1 /*
2  * Copyright (c) 2024 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  */
16
17 // CLASS HEADER
18 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
19
20 // EXTERNAL INCLUDES
21 #include <dali/devel-api/rendering/texture-devel.h>
22
23 // INTERNAL INCLUDES
24 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
25 #include <dali-toolkit/internal/visuals/image-visual-shader-debug.h>
26 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
27 #include <dali/integration-api/debug.h>
28
29 namespace Dali
30 {
31 namespace Toolkit
32 {
33 namespace Internal
34 {
35 namespace
36 {
37 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
38
39 constexpr int              NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
40 constexpr std::string_view Y_FLIP_MASK_TEXTURE       = "uYFlipMaskTexture";
41 constexpr float            NOT_FLIP_MASK_TEXTURE     = 0.0f;
42
43 constexpr auto SHADER_TYPE_COUNT = 6u;
44
45 constexpr std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
46   "",                                     // VisualFactoryCache::IMAGE_SHADER,
47   "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
48   "",                                     // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
49   "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
50   "",                                     // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
51   "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
52 };
53 constexpr std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
54   "",                                                                              // VisualFactoryCache::IMAGE_SHADER,
55   "#define IS_REQUIRED_ROUNDED_CORNER\n",                                          // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
56   "#define IS_REQUIRED_YUV_TO_RGB\n",                                              // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
57   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_YUV_TO_RGB\n",          // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
58   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",                                     // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
59   "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
60 };
61 constexpr VisualFactoryCache::ShaderType ShaderTypePredefines[SHADER_TYPE_COUNT]{
62   VisualFactoryCache::ShaderType::IMAGE_SHADER,
63   VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER,
64   VisualFactoryCache::ShaderType::IMAGE_SHADER_YUV_TO_RGB,
65   VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
66   VisualFactoryCache::ShaderType::IMAGE_SHADER_YUV_AND_RGB,
67   VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
68 };
69 } // unnamed namespace
70
71 ImageVisualShaderFactory::ImageVisualShaderFactory()
72 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
73 {
74 }
75
76 ImageVisualShaderFactory::~ImageVisualShaderFactory()
77 {
78 }
79
80 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
81 {
82   Shader                         shader;
83   VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
84
85   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
86      (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
87       mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
88   {
89     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
90   }
91
92   shader = factoryCache.GetShader(shaderType);
93   if(shader)
94   {
95     return shader;
96   }
97
98   std::string vertexShaderPrefixList;
99   std::string fragmentShaderPrefixList;
100   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
101   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
102
103   if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
104   {
105     vertexShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
106     fragmentShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
107   }
108
109   std::string vertexShader   = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
110   std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
111
112   if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
113   {
114     Dali::Toolkit::Internal::ImageVisualShaderDebug::ApplyImageVisualShaderDebugScriptCode(vertexShader, fragmentShader);
115   }
116
117   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
118   {
119     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
120     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
121     {
122       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
123     }
124     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
125     {
126       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
127
128       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
129       {
130         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
131         shader     = factoryCache.GetShader(shaderType);
132       }
133     }
134   }
135
136   if(shader)
137   {
138     return shader;
139   }
140
141   shader = factoryCache.GenerateAndSaveShader(shaderType, vertexShader, fragmentShader);
142   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
143   if(featureBuilder.IsEnabledAlphaMaskingOnRendering())
144   {
145     shader.RegisterProperty(Y_FLIP_MASK_TEXTURE, NOT_FLIP_MASK_TEXTURE);
146   }
147
148   return shader;
149 }
150
151 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
152 {
153   // static string variable to cache complete vertex shader
154   static std::string gVertexShader;
155   if(gVertexShader.empty())
156   {
157     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
158   }
159
160   return gVertexShader;
161 }
162
163 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
164 {
165   // static string variable to cache complete fragment shader (no atlas)
166   static std::string gFragmentShaderNoAtlas;
167   if(gFragmentShaderNoAtlas.empty())
168   {
169     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
170   }
171   return gFragmentShaderNoAtlas;
172 }
173
174 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
175 {
176   std::vector<std::string_view> vertexPrefix;
177   std::vector<std::string_view> fragmentPrefix;
178   std::vector<std::string_view> shaderName;
179   shaders.shaderCount = 0;
180   int shaderCount     = 0;
181   for(uint32_t i = 0; i < SHADER_TYPE_COUNT; ++i)
182   {
183     vertexPrefix.push_back(VertexPredefines[i]);
184     fragmentPrefix.push_back(FragmentPredefines[i]);
185     shaderName.push_back(Scripting::GetLinearEnumerationName<VisualFactoryCache::ShaderType>(ShaderTypePredefines[i], VISUAL_SHADER_TYPE_TABLE, VISUAL_SHADER_TYPE_TABLE_COUNT));
186     shaderCount++;
187   }
188
189   shaders.vertexPrefix   = vertexPrefix;
190   shaders.fragmentPrefix = fragmentPrefix;
191   shaders.shaderName     = shaderName;
192   shaders.vertexShader   = SHADER_IMAGE_VISUAL_SHADER_VERT;
193   shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
194   shaders.shaderCount    = shaderCount;
195 }
196
197 } // namespace Internal
198
199 } // namespace Toolkit
200
201 } // namespace Dali