[dali_2.3.21] 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     DALI_ASSERT_DEBUG((static_cast<int>(shaderType) >= static_cast<int>(VisualFactoryCache::IMAGE_SHADER)) &&
90                       (static_cast<int>(shaderType) <= static_cast<int>(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP)) &&
91                       "Do not support native image shader for given feature!!");
92     shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
93   }
94
95   shader = factoryCache.GetShader(shaderType);
96   if(shader)
97   {
98     return shader;
99   }
100
101   std::string vertexShaderPrefixList;
102   std::string fragmentShaderPrefixList;
103   featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
104   featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
105
106   if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
107   {
108     vertexShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
109     fragmentShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
110   }
111
112   std::string vertexShader   = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
113   std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
114
115   if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
116   {
117     Dali::Toolkit::Internal::ImageVisualShaderDebug::ApplyImageVisualShaderDebugScriptCode(vertexShader, fragmentShader);
118   }
119
120   if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
121   {
122     bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
123     if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
124     {
125       DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
126     }
127     else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
128     {
129       mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
130
131       if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
132       {
133         shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
134         shader     = factoryCache.GetShader(shaderType);
135       }
136     }
137   }
138
139   if(shader)
140   {
141     return shader;
142   }
143
144   shader = factoryCache.GenerateAndSaveShader(shaderType, vertexShader, fragmentShader);
145   shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
146   if(featureBuilder.IsEnabledAlphaMaskingOnRendering())
147   {
148     shader.RegisterProperty(Y_FLIP_MASK_TEXTURE, NOT_FLIP_MASK_TEXTURE);
149   }
150
151   return shader;
152 }
153
154 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
155 {
156   // static string variable to cache complete vertex shader
157   static std::string gVertexShader;
158   if(gVertexShader.empty())
159   {
160     gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
161   }
162
163   return gVertexShader;
164 }
165
166 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
167 {
168   // static string variable to cache complete fragment shader (no atlas)
169   static std::string gFragmentShaderNoAtlas;
170   if(gFragmentShaderNoAtlas.empty())
171   {
172     gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
173   }
174   return gFragmentShaderNoAtlas;
175 }
176
177 void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
178 {
179   std::vector<std::string_view> vertexPrefix;
180   std::vector<std::string_view> fragmentPrefix;
181   std::vector<std::string_view> shaderName;
182   shaders.shaderCount = 0;
183   int shaderCount     = 0;
184   for(uint32_t i = 0; i < SHADER_TYPE_COUNT; ++i)
185   {
186     vertexPrefix.push_back(VertexPredefines[i]);
187     fragmentPrefix.push_back(FragmentPredefines[i]);
188     shaderName.push_back(Scripting::GetLinearEnumerationName<VisualFactoryCache::ShaderType>(ShaderTypePredefines[i], VISUAL_SHADER_TYPE_TABLE, VISUAL_SHADER_TYPE_TABLE_COUNT));
189     shaderCount++;
190   }
191
192   shaders.vertexPrefix   = vertexPrefix;
193   shaders.fragmentPrefix = fragmentPrefix;
194   shaders.shaderName     = shaderName;
195   shaders.vertexShader   = SHADER_IMAGE_VISUAL_SHADER_VERT;
196   shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
197   shaders.shaderCount    = shaderCount;
198 }
199
200 } // namespace Internal
201
202 } // namespace Toolkit
203
204 } // namespace Dali