[Tizen] Apply precompile shader
authorEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:28:53 +0000 (15:28 +0900)
committerEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:28:53 +0000 (15:28 +0900)
This reverts commit c8e1f7fad89a4deb15fa64e46a47b589f13db0db.

dali-toolkit/devel-api/visual-factory/visual-factory.cpp
dali-toolkit/devel-api/visual-factory/visual-factory.h
dali-toolkit/internal/visuals/image-visual-shader-factory.cpp
dali-toolkit/internal/visuals/image-visual-shader-factory.h
dali-toolkit/internal/visuals/visual-factory-cache.h
dali-toolkit/internal/visuals/visual-factory-impl.cpp
dali-toolkit/internal/visuals/visual-factory-impl.h

index 93dcb4b..368f8d5 100644 (file)
@@ -116,6 +116,11 @@ void VisualFactory::DiscardVisual(Visual::Base visual)
   GetImplementation(*this).DiscardVisual(visual);
 }
 
+void VisualFactory::UsePreCompiledShader()
+{
+  GetImplementation(*this).UsePreCompiledShader();
+}
+
 } // namespace Toolkit
 
 } // namespace Dali
index 1b7d9b5..cc62c2b 100644 (file)
@@ -133,6 +133,17 @@ public:
    */
   void DiscardVisual(Visual::Base visual);
 
+  /**
+   * @brief Compile the visual shader in advance. Afterwards,
+   * when a visual using a new shader is requested, the pre-compiled shader is used.
+   *
+   * @note It is recommended that this method be called at the top of the application code.
+   * @note Using precompiled shaders is helpful when the application is complex and uses
+   * many different styles of visual options. On the other hand,if most visuals are the same
+   * and the application is simple, it may use memory unnecessarily or slow down the application launching speed.
+   */
+  void UsePreCompiledShader();
+
 private:
   explicit DALI_INTERNAL VisualFactory(Internal::VisualFactory* impl);
 };
index 9761015..9af065d 100644 (file)
@@ -36,8 +36,48 @@ namespace
 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
 
 const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
+
 } // unnamed namespace
 
+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,
+  "#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_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()
 : mFragmentShaderNeedChange(ImageVisualShaderFeature::ChangeFragmentShader::UNDECIDED)
 {
@@ -127,6 +167,26 @@ std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
   return gFragmentShaderNoAtlas;
 }
 
+void ImageVisualShaderFactory::GetPrecompiledShader(RawShaderData& shaders)
+{
+  std::vector<std::string_view> vertexPrefix;
+  std::vector<std::string_view> fragmentPrefix;
+  shaders.shaderCount = 0;
+  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_IMAGE_VISUAL_SHADER_VERT;
+  shaders.fragmentShader = SHADER_IMAGE_VISUAL_SHADER_FRAG;
+  shaders.shaderCount += shaderCount;
+}
+
 } // namespace Internal
 
 } // namespace Toolkit
index cf1c25b..5f1b061 100644 (file)
@@ -20,8 +20,8 @@
 // EXTERNAL INCLUDES
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
 #include <dali-toolkit/internal/visuals/image-visual-shader-feature-builder.h>
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
 #include <string_view>
 
 namespace Dali
@@ -30,7 +30,6 @@ namespace Toolkit
 {
 namespace Internal
 {
-
 /**
  * ImageVisualShaderFactory is an object that provides and shares shaders between image visuals
  */
@@ -67,6 +66,12 @@ public:
    */
   std::string_view GetFragmentShaderSource();
 
+  /**
+   * @brief Get the default shader source.
+   * @param[in] shaders shaderList for precompile
+   */
+  void GetPrecompiledShader(RawShaderData& shaders);
+
 protected:
   /**
    * Undefined copy constructor.
index f1d9703..15824e9 100644 (file)
@@ -19,6 +19,7 @@
 
 // EXTERNAL INCLUDES
 #include <dali/devel-api/common/owner-container.h>
+#include <dali/integration-api/shader-precompiler.h>
 #include <dali/public-api/math/uint-16-pair.h>
 #include <dali/public-api/object/ref-object.h>
 #include <dali/public-api/rendering/geometry.h>
index 7cc5119..07e1ec9 100644 (file)
@@ -393,6 +393,20 @@ void VisualFactory::DiscardVisual(Toolkit::Visual::Base visual)
   RegisterDiscardCallback();
 }
 
+void VisualFactory::UsePreCompiledShader()
+{
+  if(mPrecompiledShaderRequested)
+  {
+    return;
+  }
+  mPrecompiledShaderRequested = true;
+
+  RawShaderData rawShaderData;
+  Integration::ShaderPrecompiler::Get().Enable();
+  GetImageVisualShaderFactory().GetPrecompiledShader(rawShaderData);
+  Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderData);
+}
+
 Internal::TextureManager& VisualFactory::GetTextureManager()
 {
   return GetFactoryCache().GetTextureManager();
@@ -431,6 +445,9 @@ Internal::VisualFactoryCache& VisualFactory::GetFactoryCache()
     }
     SetBrokenImageUrl(styleManager);
   }
+
+  //UsePreCompiledShader(); // Call forcelly
+
   return *mFactoryCache;
 }
 
index c0b95b4..04dce97 100644 (file)
@@ -18,6 +18,7 @@
  */
 
 // EXTERNAL INCLUDES
+#include <dali/integration-api/shader-precompiler.h>
 #include <dali/public-api/common/vector-wrapper.h>
 #include <dali/public-api/object/base-object.h>
 
@@ -91,6 +92,11 @@ public:
   void DiscardVisual(Toolkit::Visual::Base visual);
 
   /**
+   * @copydoc Toolkit::VisualFactory::UsePreCompiledShader()
+   */
+  void UsePreCompiledShader();
+
+  /**
    * @return the reference to texture manager
    */
   Internal::TextureManager& GetTextureManager();
@@ -149,6 +155,7 @@ private:
 
   bool mDebugEnabled : 1;
   bool mPreMultiplyOnLoad : 1; ///< Local store for this flag
+  bool mPrecompiledShaderRequested{false};
 };
 
 /**