2 * Copyright (c) 2024 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/image-visual-shader-debug.h>
26 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
27 #include <dali/integration-api/debug.h>
37 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
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;
43 constexpr auto SHADER_TYPE_COUNT = 6u;
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,
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,
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,
69 } // unnamed namespace
71 ImageVisualShaderFactory::ImageVisualShaderFactory()
72 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
76 ImageVisualShaderFactory::~ImageVisualShaderFactory()
80 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
83 VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
85 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
86 (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
87 mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
89 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
92 shader = factoryCache.GetShader(shaderType);
98 std::string vertexShaderPrefixList;
99 std::string fragmentShaderPrefixList;
100 featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
101 featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
103 if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
105 vertexShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
106 fragmentShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
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());
112 if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
114 Dali::Toolkit::Internal::ImageVisualShaderDebug::ApplyImageVisualShaderDebugScriptCode(vertexShader, fragmentShader);
117 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
119 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
120 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
122 DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
124 else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
126 mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
128 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
130 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
131 shader = factoryCache.GetShader(shaderType);
141 shader = factoryCache.GenerateAndSaveShader(shaderType, vertexShader, fragmentShader);
142 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
143 if(featureBuilder.IsEnabledAlphaMaskingOnRendering())
145 shader.RegisterProperty(Y_FLIP_MASK_TEXTURE, NOT_FLIP_MASK_TEXTURE);
151 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
153 // static string variable to cache complete vertex shader
154 static std::string gVertexShader;
155 if(gVertexShader.empty())
157 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
160 return gVertexShader;
163 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
165 // static string variable to cache complete fragment shader (no atlas)
166 static std::string gFragmentShaderNoAtlas;
167 if(gFragmentShaderNoAtlas.empty())
169 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
171 return gFragmentShaderNoAtlas;
174 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
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;
181 for(uint32_t i = 0; i < SHADER_TYPE_COUNT; ++i)
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));
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;
197 } // namespace Internal
199 } // namespace Toolkit