Refactoring ImageVisualShaderFactory::GetShader
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
index 3c3fc30..f5753fa 100644 (file)
@@ -1,5 +1,5 @@
- /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+/*
+ * Copyright (c) 2021 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/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 = DALI_COMPOSE_SHADER(
-  attribute mediump vec2 aPosition;\n
-  uniform mediump mat4 uModelMatrix;\n
-  uniform mediump mat4 uViewMatrix;\n
-  uniform mediump mat4 uProjection;\n
-  uniform mediump vec3 uSize;\n
-  uniform mediump vec4 pixelArea;
-  varying mediump vec2 vTexCoord;\n
-  uniform lowp float uPixelAligned;\n
-  \n
-  //Visual size and offset
-  uniform mediump vec2 offset;\n
-  uniform mediump vec2 size;\n
-  uniform mediump vec4 offsetSizeMode;\n
-  uniform mediump vec2 origin;\n
-  uniform mediump vec2 anchorPoint;\n
-\n
-  vec4 ComputeVertexPosition()\n
-  {\n
-    vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\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
-    mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
-    vec4 alignedVertexPosition = vertexPosition;\n
-    alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
-    vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
-    vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
-    gl_Position = vertexPosition;\n
-  }\n
-);
-
-const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER(
-  varying mediump vec2 vTexCoord;\n
-  uniform sampler2D sTexture;\n
-  uniform lowp vec4 uColor;\n
-  uniform lowp vec3 mixColor;\n
-  uniform lowp float preMultipliedAlpha;\n
-  \n
-  void main()\n
-  {\n
-      gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
-  }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
-    varying 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
-    \n
-    void main()\n
-    {\n
-        mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
-        gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
-     }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
-    varying 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
-    \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
-    \n
-    void main()\n
-    {\n
-        mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
-                                      wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
-        gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\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;
+
+const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
 
 } // unnamed namespace
 
+namespace ImageVisualShaderFeature
+{
+FeatureBuilder& FeatureBuilder::EnableTextureAtlas(bool enableAtlas)
+{
+  mTextureAtlas = (enableAtlas ? TextureAtlas::ENABLED : TextureAtlas::DISABLED);
+  return *this;
+}
+FeatureBuilder& FeatureBuilder::ApplyDefaultTextureWrapMode(bool applyDefaultTextureWrapMode)
+{
+  mDefaultTextureWrapMode = (applyDefaultTextureWrapMode ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY);
+  return *this;
+}
+FeatureBuilder& FeatureBuilder::EnableRoundedCorner(bool enableRoundedCorner)
+{
+  mRoundedCorner = (enableRoundedCorner ? RoundedCorner::ENABLED : RoundedCorner::DISABLED);
+  return *this;
+}
+FeatureBuilder& FeatureBuilder::EnableBorderline(bool enableBorderline)
+{
+  mBorderline = (enableBorderline ? Borderline::ENABLED : Borderline::DISABLED);
+  return *this;
+}
+FeatureBuilder& FeatureBuilder::SetTextureForFragmentShaderCheck(const Dali::Texture& texture)
+{
+  mTexture = texture;
+  return *this;
+}
+} // namespace ImageVisualShaderFeature
+
 ImageVisualShaderFactory::ImageVisualShaderFactory()
+: mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
 {
 }
 
@@ -137,54 +83,165 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory()
 {
 }
 
-Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping )
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, const ImageVisualShaderFeature::FeatureBuilder& featureBuilder)
 {
   Shader shader;
-  if( atlasing )
+  VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER;
+
+  const auto& atlasing               = featureBuilder.mTextureAtlas;
+  const auto& defaultTextureWrapping = featureBuilder.mDefaultTextureWrapMode;
+  const auto& roundedCorner          = featureBuilder.mRoundedCorner;
+  const auto& borderline             = featureBuilder.mBorderline;
+  const auto& changeFragmentShader   = (featureBuilder.mTexture && DevelTexture::IsNative(featureBuilder.mTexture))
+                                       ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE
+                                       : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
+
+  if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
   {
-    if( defaultTextureWrapping )
+    if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
+    {
+      shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP;
+    }
+    else
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
-      if( !shader )
+      shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP;
+    }
+  }
+  else
+  {
+    if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
+    {
+      if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
+      {
+        shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE;
+      }
+      else
       {
-        shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
-        shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-        factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+        shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER;
       }
     }
     else
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
-      if( !shader )
+      if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
       {
-        shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
-        shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-        factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
+        shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE;
       }
     }
   }
-  else
+
+  if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
+     (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
+      mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
+  {
+    shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
+  }
+
+  shader = factoryCache.GetShader(shaderType);
+  if(!shader)
   {
-    shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
-    if( !shader )
+    std::string vertexShaderPrefixList;
+    std::string fragmentShaderPrefixList;
+    if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
     {
-      shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
-      shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
-      factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+      if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
+      {
+        fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n";
+      }
+      else
+      {
+        fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP 1\n";
+      }
     }
+    else
+    {
+      if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
+      {
+        vertexShaderPrefixList   += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+        fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+      }
+      if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
+      {
+        vertexShaderPrefixList   += "#define IS_REQUIRED_BORDERLINE 1\n";
+        fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\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(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+    {
+      if(DALI_UNLIKELY(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED))
+      {
+        // NOTE : This routine will run exist one times.
+        //
+        // First, we will run ApplyNativeFragmentShader
+        //  - If fragment shader is modified, then current platform allow to change fragment shader.
+        //    We cache this result mFragmentShaderNeedChange = ChangeFragmentShader::NEED_CHANGE.
+        //  - If fragment shader is not modified, then current platform will always don't change fragment shader.
+        //    We cache this result mFragmentShaderNeedChange = ChangeFragmentShader::DONT_CHANGE.
+        //    And change current shaderType into normal image range.
+        //    After cached the result, shaderType never become NATIVE_IMAGE_SHADER anymore.
+        // Second, save shader result.
+
+        // Try to apply fragmentShader
+        bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.mTexture, fragmentShader);
+        if(modified)
+        {
+          // Now we know that fragment shader need to change.
+          mFragmentShaderNeedChange = ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE;
+        }
+        else
+        {
+          // Now we know that fragment shader even don't need to change.
+          // We can skip ApplyNativeFragmentShader routine after now.
+          mFragmentShaderNeedChange = ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
+
+          // Now we need normal shader type
+          // So decrease NATIVE_SHADER_TYPE_OFFSET.
+          shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) - NATIVE_SHADER_TYPE_OFFSET);
+
+          // If we already compiled this type already, just use that cached shader.
+          // Else, just go forward.
+          shader = factoryCache.GetShader(shaderType);
+          if(shader)
+          {
+            return shader;
+          }
+        }
+      }
+      else if(mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)
+      {
+        // Always need to apply fragmentShader
+        bool modified = DevelTexture::ApplyNativeFragmentShader(featureBuilder.mTexture, fragmentShader);
+        DALI_ASSERT_ALWAYS(modified && "NativeImageTexture need to change fragment shader. But DALI default image shader doesn't changed!");
+      }
+    }
+    shader = Shader::New(vertexShader, fragmentShader);
+    shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+    factoryCache.SaveShader(shaderType, shader);
   }
 
   return shader;
 }
 
-const char* ImageVisualShaderFactory::GetVertexShaderSource()
+std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
 {
-  return VERTEX_SHADER;
+  if(gVertexShader.empty())
+  {
+    gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
+  }
+
+  return gVertexShader;
 }
 
-const char* ImageVisualShaderFactory::GetFragmentShaderSource()
+std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
 {
-  return FRAGMENT_SHADER_NO_ATLAS;
+  if(gFragmentShaderNoAtlas.empty())
+  {
+    gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
+  }
+  return gFragmentShaderNoAtlas;
 }
 
 } // namespace Internal