/*
- * Copyright (c) 2023 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.
// 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>
{
const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
-static constexpr std::string_view Y_FLIP_MASK_TEXTURE = "uYFlipMaskTexture";
-static constexpr float NOT_FLIP_MASK_TEXTURE = 0.0f;
-} // unnamed namespace
+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;
-static constexpr auto SHADER_TYPE_COUNT = 6u;
+constexpr auto SHADER_TYPE_COUNT = 6u;
-const 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 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,
};
-const 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_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\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_UNIFIED_YUV_AND_RGB\n#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)
(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
{
+ 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);
}
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);
+ }
+
if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
{
bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.GetTexture(), fragmentShader);
return shader;
}
- shader = Shader::New(vertexShader, fragmentShader);
+ 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);
}
- factoryCache.SaveShader(shaderType, shader);
return shader;
}
{
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)
+ 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.vertexPrefix = vertexPrefix;
shaders.fragmentPrefix = fragmentPrefix;
- shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
+ shaders.shaderName = shaderName;
+ shaders.vertexShader = SHADER_IMAGE_VISUAL_SHADER_VERT;
shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
- shaders.shaderCount = shaderCount;
+ shaders.shaderCount = shaderCount;
}
} // namespace Internal