Revert "[Tizen] Change precompile shader list for performance"
authorEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:27:03 +0000 (15:27 +0900)
committerEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:27:03 +0000 (15:27 +0900)
This reverts commit 15ad27fc8ca6e3724166426dffb0cfe05785f8ce.

dali-toolkit/internal/visuals/image-visual-shader-factory.cpp
dali-toolkit/internal/visuals/text-visual-shader-factory.cpp
dali-toolkit/internal/visuals/text-visual-shader-factory.h
dali-toolkit/internal/visuals/visual-factory-impl.cpp
dali-toolkit/internal/visuals/visual-factory-impl.h

index 2bda754..9af065d 100644 (file)
@@ -39,23 +39,43 @@ const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMA
 
 } // unnamed namespace
 
-static constexpr auto SHADER_TYPE_COUNT = 6u;
+static constexpr auto SHADER_TYPE_COUNT = 16u;
 
 const std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
-  "",                                     // VisualFactoryCache::IMAGE_SHADER,
-  "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
-  "",                                     //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
-  "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
-  "",                                     //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
-  "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+  "",                                                                                                        // VisualFactoryCache::IMAGE_SHADER,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+  "#define IS_REQUIRED_BORDERLINE\n",                                                                        //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+  "#define IS_REQUIRED_ALPHA_MASKING\n",                                                                     // VisualFactoryCache::IMAGE_SHADER_MASKING,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",                                 //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+  "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",                                     //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
+  "",                                                                                                        //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+  "#define IS_REQUIRED_BORDERLINE\n",                                                                        //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
+  "",                                                                                                        //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+  "#define IS_REQUIRED_BORDERLINE\n",                                                                        //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n"                                     //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
 };
 const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
-  "",                                                                              // VisualFactoryCache::IMAGE_SHADER,
-  "#define IS_REQUIRED_ROUNDED_CORNER\n",                                          //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
-  "#define IS_REQUIRED_YUV_TO_RGB\n",                                              //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
-  "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",          //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
-  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",                                     //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
-  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+  "",                                                                                                             // VisualFactoryCache::IMAGE_SHADER,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n",                                                                         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+  "#define IS_REQUIRED_BORDERLINE\n",                                                                             //VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",                                         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+  "#define IS_REQUIRED_ALPHA_MASKING\n",                                                                          // VisualFactoryCache::IMAGE_SHADER_MASKING,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_ALPHA_MASKING\n",                                      //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+  "#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",                                          //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+  "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n#define IS_REQUIRED_ALPHA_MASKING\n",      //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
+  "#define IS_REQUIRED_YUV_TO_RGB\n",                                                                             //VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+  "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",                                         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+  "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_BORDERLINE\n",                                             //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+  "#define IS_REQUIRED_YUV_TO_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n",         //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB};
+  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n",                                                                    //VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n",                                //VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_BORDERLINE\n",                                    //VisualFactoryCache::IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+  "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_BORDERLINE\n" //VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_RGB};
 };
 
 ImageVisualShaderFactory::ImageVisualShaderFactory()
@@ -164,7 +184,7 @@ void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
   shaders.fragmentPrefix = fragmentPrefix;
   shaders.vertexShader   = SHADER_IMAGE_VISUAL_SHADER_VERT;
   shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
-  shaders.shaderCount    = shaderCount;
+  shaders.shaderCount += shaderCount;
 }
 
 } // namespace Internal
index c893a89..5f9b04b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
@@ -56,14 +56,6 @@ const VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[] =
     VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
 };
 
-static constexpr auto  SHADER_TYPE_COUNT = 1u;
-const std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
-  "", // VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT
-};
-const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
-  "", // VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT
-};
-
 } // unnamed namespace
 
 namespace TextVisualShaderFeature
@@ -162,25 +154,6 @@ Shader TextVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, cons
   return shader;
 }
 
-void TextVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
-{
-  std::vector<std::string_view> vertexPrefix;
-  std::vector<std::string_view> fragmentPrefix;
-  int                           shaderCount = 0;
-  for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
-  {
-    vertexPrefix.push_back(VertexPredefines[i]);
-    fragmentPrefix.push_back(FragmentPredefines[i]);
-    shaderCount++;
-  }
-
-  shaders.vertexPrefix   = vertexPrefix;
-  shaders.fragmentPrefix = fragmentPrefix;
-  shaders.vertexShader   = SHADER_TEXT_VISUAL_SHADER_VERT;
-  shaders.fragmentShader = SHADER_TEXT_VISUAL_SHADER_FRAG;
-  shaders.shaderCount    = shaderCount;
-}
-
 } // namespace Internal
 
 } // namespace Toolkit
index dcb60d3..4a9969b 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_TOOLKIT_TEXT_VISUAL_SHADER_FACTORY_H
 
 /*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
@@ -149,12 +149,6 @@ public:
    */
   Shader GetShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder);
 
-  /**
-   * @brief Get the default shader source.
-   * @param[in] shaders shaderList for precompile
-   */
-  void GetPrecompiledShader(RawShaderData& shaders);
-
 protected:
   /**
    * Undefined copy constructor.
index 77c7b8c..07e1ec9 100644 (file)
@@ -29,7 +29,6 @@
 #include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
 #include <dali-toolkit/devel-api/styling/style-manager-devel.h>
 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
-#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
 #include <dali-toolkit/internal/visuals/animated-gradient/animated-gradient-visual.h>
 #include <dali-toolkit/internal/visuals/animated-image/animated-image-visual.h>
 #include <dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.h>
@@ -76,16 +75,6 @@ DALI_TYPE_REGISTRATION_BEGIN_CREATE(Toolkit::VisualFactory, Dali::BaseHandle, Cr
 DALI_TYPE_REGISTRATION_END()
 const char* const BROKEN_IMAGE_FILE_NAME = "broken.png"; ///< The file name of the broken image.
 
-static constexpr auto  SHADER_TYPE_COUNT = 2u;
-const std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
-  "",                                     //VisualFactoryCache::COLOR_SHADER
-  "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER
-};
-const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
-  "",                                     //VisualFactoryCache::COLOR_SHADER
-  "#define IS_REQUIRED_ROUNDED_CORNER\n", //VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER
-};
-
 } // namespace
 
 VisualFactory::VisualFactory(bool debugEnabled)
@@ -412,26 +401,10 @@ void VisualFactory::UsePreCompiledShader()
   }
   mPrecompiledShaderRequested = true;
 
+  RawShaderData rawShaderData;
   Integration::ShaderPrecompiler::Get().Enable();
-
-  // Get image shader
-  std::vector<RawShaderData> rawShaderList;
-  RawShaderData              imageShaderData;
-  GetImageVisualShaderFactory().GetPrecompiledShader(imageShaderData);
-  rawShaderList.push_back(imageShaderData);
-
-  // Get text shader
-  RawShaderData textShaderData;
-  GetTextVisualShaderFactory().GetPrecompiledShader(textShaderData);
-  rawShaderList.push_back(textShaderData);
-
-  // Get color shader
-  RawShaderData colorShaderData;
-  GetPrecompiledShader(colorShaderData);
-  rawShaderList.push_back(colorShaderData);
-
-  // Save all shader
-  Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderList);
+  GetImageVisualShaderFactory().GetPrecompiledShader(rawShaderData);
+  Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderData);
 }
 
 Internal::TextureManager& VisualFactory::GetTextureManager()
@@ -459,26 +432,6 @@ void VisualFactory::SetBrokenImageUrl(Toolkit::StyleManager& styleManager)
   mFactoryCache->SetBrokenImageUrl(brokenImageUrl, customBrokenImageUrlList);
 }
 
-void VisualFactory::GetPrecompiledShader(RawShaderData& shaders)
-{
-  std::vector<std::string_view> vertexPrefix;
-  std::vector<std::string_view> fragmentPrefix;
-  int                           shaderCount = 0;
-  shaders.shaderCount                       = 0;
-  for(int i = 0; i < SHADER_TYPE_COUNT; ++i)
-  {
-    vertexPrefix.push_back(VertexPredefines[i]);
-    fragmentPrefix.push_back(FragmentPredefines[i]);
-    shaderCount++;
-  }
-
-  shaders.vertexPrefix   = vertexPrefix;
-  shaders.fragmentPrefix = fragmentPrefix;
-  shaders.vertexShader   = SHADER_COLOR_VISUAL_SHADER_VERT;
-  shaders.fragmentShader = SHADER_COLOR_VISUAL_SHADER_FRAG;
-  shaders.shaderCount    = shaderCount;
-}
-
 Internal::VisualFactoryCache& VisualFactory::GetFactoryCache()
 {
   if(!mFactoryCache)
index e628178..04dce97 100644 (file)
@@ -115,12 +115,6 @@ private:
   void SetBrokenImageUrl(Toolkit::StyleManager& styleManager);
 
   /**
-   * @brief Get the default shader source.
-   * @param[in] shaders shaderList for precompile
-   */
-  void GetPrecompiledShader(RawShaderData& shaders);
-
-  /**
    * Get the factory cache, creating it if necessary.
    */
   Internal::VisualFactoryCache& GetFactoryCache();