X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=f5753fa6bc7ca8b245b9c674b8d51b3d60001472;hp=7f2cac7b82b9e19e10a8c013f6ce5ad6b4da8445;hb=e0c063be9e7ecde0e5665079289489d456828abf;hpb=4800a84a19c2fd33aea3174eae8e55297ee3a9af;ds=sidebyside diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp index 7f2cac7..f5753fa 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp @@ -18,6 +18,7 @@ #include // EXTERNAL INCLUDES +#include // INTERNAL INCLUDES #include @@ -40,9 +41,41 @@ 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) { } @@ -50,13 +83,22 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, TextureAtlas atlasing, DefaultTextureWrapMode defaultTextureWrapping, RoundedCorner roundedCorner, Borderline borderline) +Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, const ImageVisualShaderFeature::FeatureBuilder& featureBuilder) { Shader shader; VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER; - if(atlasing == TextureAtlas::ENABLED) + + 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 == DefaultTextureWrapMode::APPLY) + if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY) { shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP; } @@ -67,9 +109,9 @@ Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, Tex } else { - if(roundedCorner == RoundedCorner::ENABLED) + if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED) { - if(borderline == Borderline::ENABLED) + if(borderline == ImageVisualShaderFeature::Borderline::ENABLED) { shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE; } @@ -80,21 +122,28 @@ Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, Tex } else { - if(borderline == Borderline::ENABLED) + if(borderline == ImageVisualShaderFeature::Borderline::ENABLED) { shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE; } } } + if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE && + (mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED || + mFragmentShaderNeedChange == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE)) + { + shaderType = static_cast(static_cast(shaderType) + NATIVE_SHADER_TYPE_OFFSET); + } + shader = factoryCache.GetShader(shaderType); if(!shader) { std::string vertexShaderPrefixList; std::string fragmentShaderPrefixList; - if(atlasing == TextureAtlas::ENABLED) + if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED) { - if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY) + if(defaultTextureWrapping == ImageVisualShaderFeature::DefaultTextureWrapMode::APPLY) { fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n"; } @@ -105,20 +154,70 @@ Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, Tex } else { - if(roundedCorner == RoundedCorner::ENABLED) + if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED) { vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; } - if(borderline == Borderline::ENABLED) + if(borderline == ImageVisualShaderFeature::Borderline::ENABLED) { vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; } } - shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data(), - Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data()); + 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(static_cast(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); }