X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage%2Fimage-visual.cpp;h=0cd4c1bf58d092550dc5e8662548f0a8bb9e6c52;hp=16038b4a5000578d61a7d652941a9635a5d95d58;hb=dbc35ad10b31e70a99ef60c23fb0f5248a8ed271;hpb=2ffec8b73989656f70411ef1a99a721b6f86cd14 diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index 16038b4..0cd4c1b 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -21,9 +21,10 @@ // EXTERNAL HEADERS #include // for strlen() #include -#include -#include +#include #include +#include +#include #include #include #include @@ -498,7 +499,7 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) } else { - Image brokenImage = mFactoryCache.GetBrokenVisualImage(); + Texture brokenImage = mFactoryCache.GetBrokenVisualImage(); naturalSize.x = brokenImage.GetWidth(); naturalSize.y = brokenImage.GetWidth(); @@ -512,44 +513,31 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) void ImageVisual::CreateRenderer( TextureSet& textureSet ) { Geometry geometry; - Shader shader; - if( !mImpl->mCustomShader ) + // Get the geometry + if( mImpl->mCustomShader ) { - geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); - - shader = mImageVisualShaderFactory.GetShader( mFactoryCache, - mImpl->mFlags & Impl::IS_ATLASING_APPLIED, - mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, - IsRoundedCornerRequired() ); + geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); } - else + else // Get any geometry associated with the texture { - geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); - if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() ) + TextureManager& textureManager = mFactoryCache.GetTextureManager(); + + uint32_t firstElementCount {0u}; + uint32_t secondElementCount {0u}; + geometry = textureManager.GetRenderGeometry(mTextureId, firstElementCount, secondElementCount); + + if(!firstElementCount && !secondElementCount) // Otherwise use quad { - // Use custom hints - shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), mImageVisualShaderFactory.GetFragmentShaderSource(), mImpl->mCustomShader->mHints ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - } - else - { - shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader, - mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader, - mImpl->mCustomShader->mHints ); - if( mImpl->mCustomShader->mVertexShader.empty() ) - { - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - } + geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); } } - // Set pixel align off as default. - // ToDo: Pixel align causes issues such as rattling image animation. - // We should trun it off until issues are resolved - shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF ); + Shader shader = GetShader(); + // Create the renderer mImpl->mRenderer = Renderer::New( geometry, shader ); + if( textureSet ) { mImpl->mRenderer.SetTextures( textureSet ); @@ -562,6 +550,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() ); } + void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload ) { @@ -610,13 +599,27 @@ bool ImageVisual::AttemptAtlasing() void ImageVisual::InitializeRenderer() { auto attemptAtlasing = AttemptAtlasing(); - // texture set has to be created first as we need to know if atlasing succeeded or not - // when selecting the shader - if( mTextureId == TextureManager::INVALID_TEXTURE_ID && ! mTextures ) // Only load the texture once + // Load Texture if mTextures is empty. + // mTextures is already set, the mTexture can be used to create Renderer. + // There are two cases mTextures is empty. + // 1. mTextureId == TextureManager::INVALID_TEXTURE_ID + // - Visual is on stage with LoadPolicy::ATTACHED + // 2. mTextureId != TextureManager::INVALID_TEXTURE_ID + // - If ReleasePolicy is DESTROYED, InitializeRenderer called every on stage called. + // - Then every resources those contained in Visual are Reset but mTextureId is remained when the Off stage time, + // - So, mTextures needed to be get from texture manager to created resources like mImpl->mRenderer. + if( ! mTextures ) { - LoadTexture( attemptAtlasing, mAtlasRect, mTextures, mOrientationCorrection, - TextureManager::ReloadPolicy::CACHED ); + if( mTextureId == TextureManager::INVALID_TEXTURE_ID ) + { + LoadTexture( attemptAtlasing, mAtlasRect, mTextures, mOrientationCorrection, + TextureManager::ReloadPolicy::CACHED ); + } + else + { + mTextures = mFactoryCache.GetTextureManager().GetTextureSet( mTextureId ); + } } CreateRenderer( mTextures ); @@ -637,7 +640,7 @@ void ImageVisual::InitializeRenderer() } } -void ImageVisual::DoSetOnStage( Actor& actor ) +void ImageVisual::DoSetOnScene( Actor& actor ) { if( mImageUrl.IsValid() ) { @@ -673,9 +676,9 @@ void ImageVisual::DoSetOnStage( Actor& actor ) } } -void ImageVisual::DoSetOffStage( Actor& actor ) +void ImageVisual::DoSetOffScene( Actor& actor ) { - // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage) + // Visual::Base::SetOffScene only calls DoSetOffScene if mRenderer exists (is on onstage) // Image release is dependent on the ReleasePolicy, renderer is destroyed. actor.RemoveRenderer( mImpl->mRenderer); @@ -766,6 +769,15 @@ bool ImageVisual::IsResourceReady() const mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED ); } +void ImageVisual::UpdateShader() +{ + if(mImpl->mRenderer) + { + Shader shader = GetShader(); + mImpl->mRenderer.SetShader(shader); + } +} + // From existing atlas manager void ImageVisual::UploadCompleted() { @@ -806,24 +818,20 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur mPlacementActor.Reset(); } - if( loadingSuccess ) + if( !loadingSuccess ) { - Sampler sampler = Sampler::New(); - sampler.SetWrapMode( mWrapModeU, mWrapModeV ); - textureSet.SetSampler( 0u, sampler ); - mImpl->mRenderer.SetTextures(textureSet); - } - else - { - Image brokenImage = mFactoryCache.GetBrokenVisualImage(); + Texture brokenImage = mFactoryCache.GetBrokenVisualImage(); textureSet = TextureSet::New(); + textureSet.SetTexture(0u, brokenImage); mImpl->mRenderer.SetTextures( textureSet ); - TextureSetImage( textureSet, 0u, brokenImage ); - Sampler sampler = Sampler::New(); - sampler.SetWrapMode( mWrapModeU, mWrapModeV ); - textureSet.SetSampler( 0u, sampler ); } + + Sampler sampler = Sampler::New(); + sampler.SetWrapMode( mWrapModeU, mWrapModeV ); + textureSet.SetSampler( 0u, sampler ); + mImpl->mRenderer.SetTextures(textureSet); + } // Storing TextureSet needed when renderer staged. @@ -841,6 +849,37 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur { resourceStatus = Toolkit::Visual::ResourceStatus::FAILED; } + + // use geometry if needed + if( loadingSuccess ) + { + uint32_t firstElementCount{0u}; + uint32_t secondElementCount{0u}; + auto geometry = mFactoryCache.GetTextureManager().GetRenderGeometry(mTextureId, firstElementCount, secondElementCount); + if (mImpl->mRenderer && geometry) + { + mImpl->mRenderer.SetGeometry(geometry); + Dali::DevelRenderer::DrawCommand drawCommand{}; + drawCommand.drawType = DevelRenderer::DrawType::INDEXED; + + if (firstElementCount) + { + drawCommand.firstIndex = 0; + drawCommand.elementCount = firstElementCount; + drawCommand.queue = DevelRenderer::RENDER_QUEUE_OPAQUE; + DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand); + } + + if (secondElementCount) + { + drawCommand.firstIndex = firstElementCount; + drawCommand.elementCount = secondElementCount; + drawCommand.queue = DevelRenderer::RENDER_QUEUE_TRANSPARENT; + DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand); + } + } + } + // Signal to observers ( control ) that resources are ready. Must be all resources. ResourceReady( resourceStatus ); mLoading = false; @@ -873,6 +912,76 @@ void ImageVisual::RemoveTexture() } } +Shader ImageVisual::GetShader() +{ + Shader shader; + + std::string_view vertexShaderView; + bool usesWholeTexture = true; + if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty()) + { + vertexShaderView = mImpl->mCustomShader->mVertexShader; + usesWholeTexture = false; // Impossible to tell. + } + else + { + vertexShaderView = mImageVisualShaderFactory.GetVertexShaderSource(); + } + + std::string_view fragmentShaderView; + if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty()) + { + fragmentShaderView = mImpl->mCustomShader->mFragmentShader; + } + else + { + fragmentShaderView = mImageVisualShaderFactory.GetFragmentShaderSource(); + } + + // If the texture is native, we may need to change prefix and sampler in + // the fragment shader + bool modifiedFragmentShader = false; + std::string fragmentShaderString; + if(mTextures && DevelTexture::IsNative(mTextures.GetTexture(0))) + { + Texture nativeTexture = mTextures.GetTexture(0); + fragmentShaderString = std::string(fragmentShaderView); + modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShaderString); + fragmentShaderView = fragmentShaderString; + } + + const bool useStandardShader = !mImpl->mCustomShader && !modifiedFragmentShader; + if(useStandardShader) + { + // Create and cache the standard shader + shader = mImageVisualShaderFactory.GetShader( + mFactoryCache, + mImpl->mFlags & Impl::IS_ATLASING_APPLIED, + mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, + IsRoundedCornerRequired() ); + } + else if(mImpl->mCustomShader) + { + shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints); + } + else + { + shader = Shader::New(vertexShaderView, fragmentShaderView); + } + + if(usesWholeTexture) + { + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + } + + // Set pixel align off as default. + // ToDo: Pixel align causes issues such as rattling image animation. + // We should trun it off until issues are resolved + shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF ); + + return shader; +} + } // namespace Internal } // namespace Toolkit