Merge "Apply precompile shader" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
1 /*
2  * Copyright (c) 2023 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/visual-string-constants.h>
26 #include <dali/integration-api/debug.h>
27
28 namespace Dali
29 {
30 namespace Toolkit
31 {
32 namespace Internal
33 {
34 namespace
35 {
36 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
37
38 const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
39
40 } // unnamed namespace
41
42 static constexpr auto          SHADER_TYPE_COUNT = 6u;
43
44 const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
45 {
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 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
54 {
55   "", // VisualFactoryCache::IMAGE_SHADER,
56   "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
57   "#define IS_REQUIRED_YUV_TO_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
58   "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
59   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",//VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
60   "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",//VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
61 };
62
63 ImageVisualShaderFactory::ImageVisualShaderFactory()
64 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
65 {
66 }
67
68 ImageVisualShaderFactory::~ImageVisualShaderFactory()
69 {
70 }
71
72 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
73 {
74   Shader                         shader;
75   VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
76
77   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
78      (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
79       mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
80   {
81     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
82   }
83
84   shader = factoryCache.GetShader(shaderType);
85   if(shader)
86   {
87     return shader;
88   }
89
90   std::string vertexShaderPrefixList;
91   std::string fragmentShaderPrefixList;
92   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
93   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
94
95   std::string vertexShader   = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
96   std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
97
98   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
99   {
100     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
101     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
102     {
103       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
104     }
105     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
106     {
107       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
108
109       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
110       {
111         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
112         shader     = factoryCache.GetShader(shaderType);
113       }
114     }
115   }
116
117   if(shader)
118   {
119     return shader;
120   }
121
122   shader = Shader::New(vertexShader, fragmentShader);
123   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
124   factoryCache.SaveShader(shaderType, shader);
125
126   return shader;
127 }
128
129 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
130 {
131   // static string variable to cache complete vertex shader
132   static std::string gVertexShader;
133   if(gVertexShader.empty())
134   {
135     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
136   }
137
138   return gVertexShader;
139 }
140
141 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
142 {
143   // static string variable to cache complete fragment shader (no atlas)
144   static std::string gFragmentShaderNoAtlas;
145   if(gFragmentShaderNoAtlas.empty())
146   {
147     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
148   }
149   return gFragmentShaderNoAtlas;
150 }
151
152 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
153 {
154   std::vector<std::string_view> vertexPrefix;
155   std::vector<std::string_view> fragmentPrefix;
156   shaders.shaderCount = 0;
157   int shaderCount = 0;
158   for(uint32_t i=0; i< SHADER_TYPE_COUNT; ++i)
159   {
160     vertexPrefix.push_back(VertexPredefines[i]);
161     fragmentPrefix.push_back(FragmentPredefines[i]);
162     shaderCount++;
163   }
164
165   shaders.vertexPrefix= vertexPrefix;
166   shaders.fragmentPrefix = fragmentPrefix;
167   shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
168   shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
169   shaders.shaderCount = shaderCount;
170 }
171
172 } // namespace Internal
173
174 } // namespace Toolkit
175
176 } // namespace Dali