[dali_2.3.21] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
index 5bc09ce..f0e413c 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
 
 // EXTERNAL INCLUDES
+#include <dali/devel-api/rendering/texture-devel.h>
 
 // INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-debug.h>
 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
 #include <dali/integration-api/debug.h>
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 namespace
 {
-
 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
 
-const char* VERTEX_SHADER =
-  "INPUT mediump vec2 aPosition;\n"
-  "OUTPUT mediump vec2 vTexCoord;\n"
-
-  "uniform highp mat4 uMvpMatrix;\n"
-  "uniform highp vec3 uSize;\n"
-  "uniform mediump vec4 pixelArea;"
-  "//Visual size and offset\n"
-
-  "uniform mediump vec2 offset;\n"
-  "uniform highp vec2 size;\n"
-  "uniform mediump vec4 offsetSizeMode;\n"
-  "uniform mediump vec2 origin;\n"
-  "uniform mediump vec2 anchorPoint;\n"
-  "uniform mediump vec2 extraSize;\n"
-
-  "vec4 ComputeVertexPosition()\n"
-  "{\n"
-  "  vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
-  "  vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
-  "  return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
-  "}\n"
-  "\n"
-  "void main()\n"
-  "{\n"
-  "  gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
-  "  vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
-  "}\n";
-
-const char* FRAGMENT_SHADER_NO_ATLAS =
-  "INPUT mediump vec2 vTexCoord;\n"
-
-  "uniform sampler2D sTexture;\n"
-  "uniform lowp vec4 uColor;\n"
-  "uniform lowp vec3 mixColor;\n"
-  "uniform lowp float preMultipliedAlpha;\n"
-
-  "void main()\n"
-  "{\n"
-  "  OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
-  "}\n";
-
-
-const char* FRAGMENT_SHADER_ATLAS_CLAMP =
-  "INPUT mediump vec2 vTexCoord;\n"
-
-  "uniform sampler2D sTexture;\n"
-  "uniform mediump vec4 uAtlasRect;\n"
-  "uniform lowp vec4 uColor;\n"
-  "uniform lowp vec3 mixColor;\n"
-  "uniform lowp float preMultipliedAlpha;\n"
-
-  "void main()\n"
-  "{\n"
-  "  mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n"
-  "  OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
-  "}\n";
-
-
-const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP =
-  "INPUT mediump vec2 vTexCoord;\n"
-
-  "uniform sampler2D sTexture;\n"
-  "uniform mediump vec4 uAtlasRect;\n"
-  "// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;"
-  "uniform lowp vec2 wrapMode;\n"
-  "uniform lowp vec4 uColor;\n"
-  "uniform lowp vec3 mixColor;\n"
-  "uniform lowp float preMultipliedAlpha;\n"
-  "mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n"
-
-  "{\n"
-  "  mediump float coord;\n"
-  "  if( wrap > 1.5 )\n // REFLECT"
-  "    coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n"
-  "  else \n// warp == 0 or 1"
-  "    coord = mix(coordinate, fract( coordinate ), wrap);\n"
-  "  return clamp( mix(range.x, range.y, coord), range.x, range.y );"
-  "}\n"
-
-  "void main()\n"
-  "{\n"
-  "  mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),"
-  "                                wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n"
-  "  OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
-  "}\n";
-
-const char* VERTEX_SHADER_ROUNDED_CORNER =
-  "INPUT mediump vec2 aPosition;\n"
-  "OUTPUT mediump vec2 vTexCoord;\n"
-  "OUTPUT mediump vec2 vPosition;\n"
-  "OUTPUT mediump vec2 vRectSize;\n"
-  "OUTPUT mediump float vCornerRadius;\n"
-
-  "uniform highp mat4 uMvpMatrix;\n"
-  "uniform highp vec3 uSize;\n"
-  "uniform mediump vec4 pixelArea;"
-
-  "//Visual size and offset\n"
-  "uniform mediump vec2 offset;\n"
-  "uniform highp vec2 size;\n"
-  "uniform mediump vec4 offsetSizeMode;\n"
-  "uniform mediump vec2 origin;\n"
-  "uniform mediump vec2 anchorPoint;\n"
-  "uniform mediump float cornerRadius;\n"
-  "uniform mediump float cornerRadiusPolicy;\n"
-  "uniform mediump vec2 extraSize;\n"
-
-  "vec4 ComputeVertexPosition()\n"
-  "{\n"
-  "  vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
-  "  vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
-  "  mediump float minSize = min( visualSize.x, visualSize.y );\n"
-  "  vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
-  "  vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
-  "  vRectSize = visualSize * 0.5 - vCornerRadius;\n"
-  "  vPosition = aPosition* visualSize;\n"
-  "  return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
-  "}\n"
-
-  "void main()\n"
-  "{\n"
-  "  gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
-  "  vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
-  "}\n";
-
-
-//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER =
-  "INPUT mediump vec2 vTexCoord;\n"
-  "INPUT mediump vec2 vPosition;\n"
-  "INPUT mediump vec2 vRectSize;\n"
-  "INPUT mediump float vCornerRadius;\n"
-
-  "uniform sampler2D sTexture;\n"
-  "uniform lowp vec4 uColor;\n"
-  "uniform lowp vec3 mixColor;\n"
-  "uniform lowp float preMultipliedAlpha;\n"
-
-  "void main()\n"
-  "{\n"
-  "  mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
-  "  mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n"
-
-  "  OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
-  "  OUT_COLOR.a *= opacity;\n"
-  "  OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n"
-  "}\n";
-
-// global string variable to caching complate vertex shader
-static std::string gVertexShader;
-
-// global string variable to caching complate fragment shader (no atlas)
-static std::string gFragmentShaderNoAtlas;
-
+constexpr int              NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
+constexpr std::string_view Y_FLIP_MASK_TEXTURE       = "uYFlipMaskTexture";
+constexpr float            NOT_FLIP_MASK_TEXTURE     = 0.0f;
+
+constexpr auto SHADER_TYPE_COUNT = 6u;
+
+constexpr std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
+  "",                                     // VisualFactoryCache::IMAGE_SHADER,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+  "",                                     // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+  "",                                     // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+};
+constexpr std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
+  "",                                                                              // VisualFactoryCache::IMAGE_SHADER,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n",                                          // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+  "#define IS_REQUIRED_YUV_TO_RGB\n",                                              // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_YUV_TO_RGB\n",          // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",                                     // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+};
+constexpr VisualFactoryCache::ShaderType ShaderTypePredefines[SHADER_TYPE_COUNT]{
+  VisualFactoryCache::ShaderType::IMAGE_SHADER,
+  VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER,
+  VisualFactoryCache::ShaderType::IMAGE_SHADER_YUV_TO_RGB,
+  VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+  VisualFactoryCache::ShaderType::IMAGE_SHADER_YUV_AND_RGB,
+  VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+};
 } // unnamed namespace
 
 ImageVisualShaderFactory::ImageVisualShaderFactory()
+: mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
 {
 }
 
@@ -202,64 +77,87 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory()
 {
 }
 
-Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, ImageVisualShaderFeatureBuilder& featureBuilder)
 {
-  Shader shader;
-  if( atlasing )
+  Shader                         shader;
+  VisualFactoryCache::ShaderType shaderType = featureBuilder.GetShaderType();
+
+  if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
+     (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
+      mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
   {
-    if( defaultTextureWrapping )
-    {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
-      if( !shader )
-      {
-        shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_CLAMP );
-        shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-        factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
-      }
-    }
-    else
-    {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
-      if( !shader )
-      {
-        shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
-        shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-        factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
-      }
-    }
+    DALI_ASSERT_DEBUG((static_cast<int>(shaderType) >= static_cast<int>(VisualFactoryCache::IMAGE_SHADER)) &&
+                      (static_cast<int>(shaderType) <= static_cast<int>(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP)) &&
+                      "Do not support native image shader for given feature!!");
+    shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
+  }
+
+  shader = factoryCache.GetShader(shaderType);
+  if(shader)
+  {
+    return shader;
+  }
+
+  std::string vertexShaderPrefixList;
+  std::string fragmentShaderPrefixList;
+  featureBuilder.GetVertexShaderPrefixList(vertexShaderPrefixList);
+  featureBuilder.GetFragmentShaderPrefixList(fragmentShaderPrefixList);
+
+  if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
+  {
+    vertexShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
+    fragmentShaderPrefixList += "#define IS_REQUIRED_DEBUG_VISUAL_SHADER\n";
+  }
+
+  std::string vertexShader   = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
+  std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
+
+  if(Dali::Toolkit::Internal::ImageVisualShaderDebug::DebugImageVisualShaderEnabled())
+  {
+    Dali::Toolkit::Internal::ImageVisualShaderDebug::ApplyImageVisualShaderDebugScriptCode(vertexShader, fragmentShader);
   }
-  else
+
+  if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
   {
-    if( roundedCorner )
+    bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
+    if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
-      if( !shader )
-      {
-        shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
-        shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-        factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
-      }
+      DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
     }
-    else
+    else if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
-      if( !shader )
+      mFragmentShaderNeedChange = (modified) ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
+
+      if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE)
       {
-        shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS );
-        shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-        factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+        shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
+        shader     = factoryCache.GetShader(shaderType);
       }
     }
   }
 
+  if(shader)
+  {
+    return shader;
+  }
+
+  shader = factoryCache.GenerateAndSaveShader(shaderType, vertexShader, fragmentShader);
+  shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+  if(featureBuilder.IsEnabledAlphaMaskingOnRendering())
+  {
+    shader.RegisterProperty(Y_FLIP_MASK_TEXTURE, NOT_FLIP_MASK_TEXTURE);
+  }
+
   return shader;
 }
 
 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
 {
+  // static string variable to cache complete vertex shader
+  static std::string gVertexShader;
   if(gVertexShader.empty())
   {
-    gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
+    gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
   }
 
   return gVertexShader;
@@ -267,13 +165,38 @@ std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
 
 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
 {
+  // static string variable to cache complete fragment shader (no atlas)
+  static std::string gFragmentShaderNoAtlas;
   if(gFragmentShaderNoAtlas.empty())
   {
-    gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
+    gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
   }
   return gFragmentShaderNoAtlas;
 }
 
+void ImageVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
+{
+  std::vector<std::string_view> vertexPrefix;
+  std::vector<std::string_view> fragmentPrefix;
+  std::vector<std::string_view> shaderName;
+  shaders.shaderCount = 0;
+  int shaderCount     = 0;
+  for(uint32_t i = 0; i < SHADER_TYPE_COUNT; ++i)
+  {
+    vertexPrefix.push_back(VertexPredefines[i]);
+    fragmentPrefix.push_back(FragmentPredefines[i]);
+    shaderName.push_back(Scripting::GetLinearEnumerationName<VisualFactoryCache::ShaderType>(ShaderTypePredefines[i], VISUAL_SHADER_TYPE_TABLE, VISUAL_SHADER_TYPE_TABLE_COUNT));
+    shaderCount++;
+  }
+
+  shaders.vertexPrefix   = vertexPrefix;
+  shaders.fragmentPrefix = fragmentPrefix;
+  shaders.shaderName     = shaderName;
+  shaders.vertexShader   = SHADER_IMAGE_VISUAL_SHADER_VERT;
+  shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
+  shaders.shaderCount    = shaderCount;
+}
+
 } // namespace Internal
 
 } // namespace Toolkit