Refactoring ImageVisualShaderFactory::GetShader
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image-visual-shader-factory.cpp
index 5bc09ce..f5753fa 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 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 =
-  "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;
 
+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)
 {
 }
 
@@ -202,54 +83,143 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory()
 {
 }
 
-Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
+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)
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
-      if( !shader )
+      shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP;
+    }
+    else
+    {
+      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( 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 );
+        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( 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 );
+        shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE;
       }
     }
   }
-  else
+
+  if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
+     (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED ||
+      mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE))
   {
-    if( roundedCorner )
+    shaderType = static_cast<VisualFactoryCache::ShaderType>(static_cast<int>(shaderType) + NATIVE_SHADER_TYPE_OFFSET);
+  }
+
+  shader = factoryCache.GetShader(shaderType);
+  if(!shader)
+  {
+    std::string vertexShaderPrefixList;
+    std::string fragmentShaderPrefixList;
+    if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
-      if( !shader )
+      if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY)
+      {
+        fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n";
+      }
+      else
       {
-        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 );
+        fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP 1\n";
       }
     }
     else
     {
-      shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
-      if( !shader )
+      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)
       {
-        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 );
+        // 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;
@@ -259,7 +229,7 @@ std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
 {
   if(gVertexShader.empty())
   {
-    gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
+    gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
   }
 
   return gVertexShader;
@@ -269,7 +239,7 @@ std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
 {
   if(gFragmentShaderNoAtlas.empty())
   {
-    gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
+    gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
   }
   return gFragmentShaderNoAtlas;
 }