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 = 6u;
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 "",//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 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
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,
63 ImageVisualShaderFactory::ImageVisualShaderFactory()
64 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
68 ImageVisualShaderFactory::~ImageVisualShaderFactory()
72 Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
75 VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
77 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
78 (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
79 mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
81 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
84 shader = factoryCache.GetShader(shaderType);
90 std::string vertexShaderPrefixList;
91 std::string fragmentShaderPrefixList;
92 featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
93 featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
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());
98 if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
100 bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
101 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
103 DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
105 else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
107 mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
109 if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
111 shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
112 shader = factoryCache.GetShader(shaderType);
122 shader = Shader::New(vertexShader, fragmentShader);
123 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
124 factoryCache.SaveShader(shaderType, shader);
129 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
131 // static string variable to cache complete vertex shader
132 static std::string gVertexShader;
133 if(gVertexShader.empty())
135 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
138 return gVertexShader;
141 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
143 // static string variable to cache complete fragment shader (no atlas)
144 static std::string gFragmentShaderNoAtlas;
145 if(gFragmentShaderNoAtlas.empty())
147 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
149 return gFragmentShaderNoAtlas;
152 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
154 std::vector<std::string_view> vertexPrefix;
155 std::vector<std::string_view> fragmentPrefix;
156 shaders.shaderCount = 0;
158 for(uint32_t i=0; i< SHADER_TYPE_COUNT; ++i)
160 vertexPrefix.push_back(VertexPredefines[i]);
161 fragmentPrefix.push_back(FragmentPredefines[i]);
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;
172 } // namespace Internal
174 } // namespace Toolkit