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=3a9178459a9afc84fe33b9f66cc0f2ffb1da2258;hp=ec130e2d788e97af01911d8e31e389cedb180b38;hb=1ef9599db7f19bd1d4121273de4438561065948b;hpb=a4fa71ebecb9ed103fa3e64004e99b728f9190c2 diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index ec130e2..3a91784 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -143,32 +143,32 @@ ImageVisualPtr ImageVisual::New( VisualFactoryCache& factoryCache, return new ImageVisual( factoryCache, shaderFactory, imageUrl, size, fittingMode, samplingMode ); } -ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, - ImageVisualShaderFactory& shaderFactory, - const VisualUrl& imageUrl, - ImageDimensions size, - FittingMode::Type fittingMode, - Dali::SamplingMode::Type samplingMode ) -: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::IMAGE ), - mPixelArea( FULL_TEXTURE_RECT ), +ImageVisual::ImageVisual(VisualFactoryCache& factoryCache, + ImageVisualShaderFactory& shaderFactory, + const VisualUrl& imageUrl, + ImageDimensions size, + FittingMode::Type fittingMode, + Dali::SamplingMode::Type samplingMode) +: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::IMAGE), + mPixelArea(FULL_TEXTURE_RECT), mPlacementActor(), - mImageUrl( imageUrl ), - mMaskingData( ), - mDesiredSize( size ), - mTextureId( TextureManager::INVALID_TEXTURE_ID ), + mImageUrl(imageUrl), + mMaskingData(), + mDesiredSize(size), + mTextureId(TextureManager::INVALID_TEXTURE_ID), mTextures(), - mImageVisualShaderFactory( shaderFactory ), - mFittingMode( fittingMode ), - mSamplingMode( samplingMode ), - mWrapModeU( WrapMode::DEFAULT ), - mWrapModeV( WrapMode::DEFAULT ), - mLoadPolicy( Toolkit::ImageVisual::LoadPolicy::ATTACHED ), - mReleasePolicy( Toolkit::ImageVisual::ReleasePolicy::DETACHED ), - mAtlasRect( 0.0f, 0.0f, 0.0f, 0.0f ), - mAtlasRectSize( 0, 0 ), - mAttemptAtlasing( false ), - mLoading( false ), - mOrientationCorrection( true ) + mImageVisualShaderFactory(shaderFactory), + mFittingMode(fittingMode), + mSamplingMode(samplingMode), + mWrapModeU(WrapMode::DEFAULT), + mWrapModeV(WrapMode::DEFAULT), + mLoadPolicy(Toolkit::ImageVisual::LoadPolicy::ATTACHED), + mReleasePolicy(Toolkit::ImageVisual::ReleasePolicy::DETACHED), + mAtlasRect(0.0f, 0.0f, 0.0f, 0.0f), + mAtlasRectSize(0, 0), + mLoadState(TextureManager::LoadState::NOT_STARTED), + mAttemptAtlasing(false), + mOrientationCorrection(true) { EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() ); } @@ -513,7 +513,6 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) void ImageVisual::CreateRenderer( TextureSet& textureSet ) { Geometry geometry; - Shader shader; // Get the geometry if( mImpl->mCustomShader ) @@ -534,65 +533,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) } } - std::string vertexShader; - bool usesWholeTexture = true; - if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty()) - { - vertexShader = mImpl->mCustomShader->mVertexShader; - usesWholeTexture = false; // Impossible to tell. - } - else - { - vertexShader = mImageVisualShaderFactory.GetVertexShaderSource().data(); - } - - std::string fragmentShader; - if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty()) - { - fragmentShader = mImpl->mCustomShader->mFragmentShader; - } - else - { - fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource().data(); - } - - // If the texture is native, we may need to change prefix and sampler in - // the fragment shader - bool modifiedFragmentShader = false; - if(mTextures && DevelTexture::IsNative(mTextures.GetTexture(0))) - { - Texture nativeTexture = mTextures.GetTexture(0); - modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShader); - } - - 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(vertexShader, fragmentShader, mImpl->mCustomShader->mHints); - } - else - { - shader = Shader::New(vertexShader, fragmentShader); - } - - 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 ); + Shader shader = GetShader(); // Create the renderer mImpl->mRenderer = Renderer::New( geometry, shader ); @@ -629,16 +570,29 @@ void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& t ? TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD : TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY; - textures = textureManager.LoadTexture( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, - mMaskingData, IsSynchronousLoadingRequired(), mTextureId, - atlasRect, mAtlasRectSize, atlasing, mLoading, mWrapModeU, - mWrapModeV, textureObserver, atlasUploadObserver, atlasManager, - mOrientationCorrection, forceReload, preMultiplyOnLoad); + bool synchronousLoading = IsSynchronousLoadingRequired(); + bool loadingStatus; + + textures = textureManager.LoadTexture(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, mMaskingData, synchronousLoading, mTextureId, atlasRect, mAtlasRectSize, atlasing, loadingStatus, mWrapModeU, mWrapModeV, textureObserver, atlasUploadObserver, atlasManager, mOrientationCorrection, forceReload, preMultiplyOnLoad); if( textures ) { + if(loadingStatus) + { + mLoadState = TextureManager::LoadState::LOADING; + } + else + { + mLoadState = TextureManager::LoadState::LOAD_FINISHED; + } + EnablePreMultipliedAlpha( preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD ); } + else if(synchronousLoading) + { + // Synchronous loading is failed + mLoadState = TextureManager::LoadState::LOAD_FAILED; + } if( atlasing ) // Flag needs to be set before creating renderer { @@ -725,7 +679,7 @@ void ImageVisual::DoSetOnScene( Actor& actor ) mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea ); } - if( mLoading == false ) + if(mLoadState == TextureManager::LoadState::LOAD_FINISHED) { actor.AddRenderer( mImpl->mRenderer ); mPlacementActor.Reset(); @@ -733,6 +687,19 @@ void ImageVisual::DoSetOnScene( Actor& actor ) // Image loaded and ready to display ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } + else if(mLoadState == TextureManager::LoadState::LOAD_FAILED) + { + Texture brokenImage = mFactoryCache.GetBrokenVisualImage(); + + mTextures = TextureSet::New(); + mTextures.SetTexture(0u, brokenImage); + mImpl->mRenderer.SetTextures(mTextures); + + actor.AddRenderer(mImpl->mRenderer); + mPlacementActor.Reset(); + + ResourceReady(Toolkit::Visual::ResourceStatus::FAILED); + } } void ImageVisual::DoSetOffScene( Actor& actor ) @@ -745,9 +712,10 @@ void ImageVisual::DoSetOffScene( Actor& actor ) { RemoveTexture(); // If INVALID_TEXTURE_ID then removal will be attempted on atlas mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING; + + mLoadState = TextureManager::LoadState::NOT_STARTED; } - mLoading = false; mImpl->mRenderer.Reset(); mPlacementActor.Reset(); } @@ -828,6 +796,15 @@ 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() { @@ -841,9 +818,10 @@ void ImageVisual::UploadCompleted() // reset the weak handle so that the renderer only get added to actor once mPlacementActor.Reset(); } + // Image loaded ResourceReady( Toolkit::Visual::ResourceStatus::READY ); - mLoading = false; + mLoadState = TextureManager::LoadState::LOAD_FINISHED; } // From Texture Manager @@ -894,10 +872,12 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur if( loadingSuccess ) { resourceStatus = Toolkit::Visual::ResourceStatus::READY; + mLoadState = TextureManager::LoadState::LOAD_FINISHED; } else { resourceStatus = Toolkit::Visual::ResourceStatus::FAILED; + mLoadState = TextureManager::LoadState::LOAD_FAILED; } // use geometry if needed @@ -932,7 +912,6 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur // Signal to observers ( control ) that resources are ready. Must be all resources. ResourceReady( resourceStatus ); - mLoading = false; } void ImageVisual::RemoveTexture() @@ -962,6 +941,76 @@ 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