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=650c5086e0e75de3bb66d8b67dfff05bcaaf7ac7;hp=7e404ca060949a81494f45f3bbee2033f3216c30;hb=e0c063be9e7ecde0e5665079289489d456828abf;hpb=4800a84a19c2fd33aea3174eae8e55297ee3a9af diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index 7e404ca..650c508 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -974,59 +974,68 @@ Shader ImageVisual::GenerateShader() const { 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(); - } + bool usesWholeTexture = true; + const bool useStandardShader = !mImpl->mCustomShader; + const bool useNativeImage = (mTextures && DevelTexture::IsNative(mTextures.GetTexture(0))); - 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 ? TextureAtlas::ENABLED : TextureAtlas::DISABLED, - mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY, - IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED, - IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED + ImageVisualShaderFeature::FeatureBuilder() + .EnableTextureAtlas(mImpl->mFlags & Impl::IS_ATLASING_APPLIED && !useNativeImage) + .ApplyDefaultTextureWrapMode(mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE) + .EnableRoundedCorner(IsRoundedCornerRequired()) + .EnableBorderline(IsBorderlineRequired()) + .SetTextureForFragmentShaderCheck(useNativeImage ? mTextures.GetTexture(0) : Dali::Texture()) ); } - else if(mImpl->mCustomShader) - { - shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints); - } else { - shader = Shader::New(vertexShaderView, fragmentShaderView); + std::string_view vertexShaderView; + std::string_view fragmentShaderView; + + if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty()) + { + vertexShaderView = mImpl->mCustomShader->mVertexShader; + usesWholeTexture = false; // Impossible to tell. + } + else + { + vertexShaderView = mImageVisualShaderFactory.GetVertexShaderSource(); + } + + 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 + if(useNativeImage) + { + bool modifiedFragmentShader = false; + Texture nativeTexture = mTextures.GetTexture(0); + std::string fragmentShaderString = std::string(fragmentShaderView); + + modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShaderString); + if(modifiedFragmentShader) + { + fragmentShaderView = fragmentShaderString; + } + + // Create shader here cause fragmentShaderString scope issue + shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints); + } + else + { + shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints); + } } if(usesWholeTexture)