/*
- * 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/visuals/visual-string-constants.h>
#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);
-// 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)
{
}
{
}
-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() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG.data() );
- 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() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG.data() );
- 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";
}
- else
+
+ 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())
{
- if( roundedCorner )
+ Dali::Toolkit::Internal::ImageVisualShaderDebug::ApplyImageVisualShaderDebugScriptCode(vertexShader, fragmentShader);
+ }
+
+ if(featureBuilder.NeedToChangeFragmentShader() == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+ {
+ 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() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data() );
- 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() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data() );
- 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() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
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() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data();
+ 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