#define DALI_TOOLKIT_VISUAL_FACTORY_CACHE_H
/*
- * Copyright (c) 2021 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.
// EXTERNAL INCLUDES
#include <dali/devel-api/common/owner-container.h>
+#include <dali/integration-api/adaptor-framework/shader-precompiler.h>
#include <dali/public-api/math/uint-16-pair.h>
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/rendering/geometry.h>
#include <dali/public-api/rendering/shader.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/texture-manager/texture-manager-impl.h>
#include <dali-toolkit/internal/visuals/npatch-loader.h>
-#include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
-#include <dali-toolkit/internal/visuals/texture-manager-impl.h>
#include <dali/devel-api/rendering/renderer-devel.h>
namespace Dali
IMAGE_SHADER_ROUNDED_CORNER,
IMAGE_SHADER_BORDERLINE,
IMAGE_SHADER_ROUNDED_BORDERLINE,
+ IMAGE_SHADER_MASKING,
+ IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ IMAGE_SHADER_BORDERLINE_MASKING,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
IMAGE_SHADER_ATLAS_DEFAULT_WRAP,
IMAGE_SHADER_ATLAS_CUSTOM_WRAP,
+ IMAGE_SHADER_YUV_TO_RGB,
+ IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB,
+ IMAGE_SHADER_YUV_AND_RGB,
+ IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB,
NATIVE_IMAGE_SHADER,
NATIVE_IMAGE_SHADER_ROUNDED_CORNER,
NATIVE_IMAGE_SHADER_BORDERLINE,
NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE,
+ NATIVE_IMAGE_SHADER_MASKING,
+ NATIVE_IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ NATIVE_IMAGE_SHADER_BORDERLINE_MASKING,
+ NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
+ NATIVE_IMAGE_SHADER_ATLAS_DEFAULT_WRAP,
+ NATIVE_IMAGE_SHADER_ATLAS_CUSTOM_WRAP,
NINE_PATCH_SHADER,
NINE_PATCH_MASK_SHADER,
- TEXT_SHADER_MULTI_COLOR_TEXT,
- TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE,
TEXT_SHADER_SINGLE_COLOR_TEXT,
TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_OVERLAY,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI,
TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_OVERLAY_AND_EMOJI,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_OVERLAY_AND_EMOJI,
+ TEXT_SHADER_MULTI_COLOR_TEXT,
+ TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE,
+ TEXT_SHADER_MULTI_COLOR_TEXT_WITH_OVERLAY,
+ TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
ANIMATED_GRADIENT_SHADER_LINEAR_BOUNDING_REFLECT,
ANIMATED_GRADIENT_SHADER_LINEAR_BOUNDING_REPEAT,
ANIMATED_GRADIENT_SHADER_LINEAR_BOUNDING_CLAMP,
Shader GetShader(ShaderType type);
/**
- * Cache the geometry of the give type.
- * @param[in] type The geometry type.
- * @param[in] geometry The geometry for caching.
+ * Generate and cache the shader of the give type. The name of shader will be installed to shader.
+ * @param[in] type The shder type.
+ * @param[in] vertexShader The vertex shader code.
+ * @param[in] fragmentShader The fragment shader code.
+ * @return The shader created by given vertex and fragment shader code.
*/
- void SaveShader(ShaderType type, Shader shader);
+ Shader GenerateAndSaveShader(ShaderType type, std::string_view vertexShader, std::string_view fragmentShader);
/*
* Greate the quad geometry.
/**
* @copydoc Toolkit::VisualFactory::GetPreMultiplyOnLoad()
*/
- bool GetPreMultiplyOnLoad();
+ bool GetPreMultiplyOnLoad() const;
/**
* @brief Set an image to be used when a visual has failed to correctly render
* @brief Update the broken image Renderer object
* @param[in,out] renderer renderer for broken image
* @param[in] size the size of actor
+ * @param[in] rendererIsImage True if input renderer use image shader already.
+ * If true, we don't need to create new renderer when broken image is single image.
+ * Most of user experience use normal images. So It can reduce runtime.
*/
- void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size);
+ void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size, const bool& rendererIsImage = true);
+
+ /**
+ * @brief Get whether we support YUV Planes load or not.
+ *
+ * @return True if we support to load YUV Planes. False otherwise.
+ */
+ bool GetLoadYuvPlanes() const;
public:
/**
NPatchLoader& GetNPatchLoader();
/**
- * Get the SVG rasterization thread.
- * @return A raw pointer pointing to the SVG rasterization thread.
- */
- SvgRasterizeThread* GetSVGRasterizationThread();
-
- /**
* Get the vector animation manager.
* @return A reference to the vector animation manager.
*/
struct BrokenImageInfo
{
BrokenImageInfo()
- :visualType(),
- url(""),
- npatchId(NPatchData::INVALID_NPATCH_DATA_ID),
- texture(),
- width(0),
- height(0)
+ : visualType(),
+ url(""),
+ npatchId(NPatchData::INVALID_NPATCH_DATA_ID),
+ texture(),
+ width(0),
+ height(0)
{
}
}
// Data
- VisualUrl::Type visualType;
- std::string url;
- NPatchData::NPatchDataId npatchId;
- Texture texture;
- uint32_t width;
- uint32_t height;
+ VisualUrl::Type visualType;
+ std::string url;
+ NPatchData::NPatchDataId npatchId;
+ Texture texture;
+ uint32_t width;
+ uint32_t height;
};
Geometry mGeometry[GEOMETRY_TYPE_MAX + 1];
Shader mShader[SHADER_TYPE_MAX + 1];
- ImageAtlasManagerPtr mAtlasManager;
- TextureManager mTextureManager;
- NPatchLoader mNPatchLoader;
+ bool mLoadYuvPlanes; ///< A global flag to specify if the image should be loaded as yuv planes
+
+ ImageAtlasManagerPtr mAtlasManager;
+ TextureManager mTextureManager;
+ NPatchLoader mNPatchLoader;
- SvgRasterizeThread* mSvgRasterizeThread;
std::unique_ptr<VectorAnimationManager> mVectorAnimationManager;
bool mPreMultiplyOnLoad;
std::vector<BrokenImageInfo> mBrokenImageInfoContainer;