Revert "[Tizen] Apply precompile shader"
authorEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:27:48 +0000 (15:27 +0900)
committerEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:27:48 +0000 (15:27 +0900)
This reverts commit 5ec75be26931b38295decf0bd9acd38a8a16d124.

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 368f8d5..93dcb4b 100644 (file)
@@ -116,11 +116,6 @@ void VisualFactory::DiscardVisual(Visual::Base visual)
   GetImplementation(*this).DiscardVisual(visual);
 }
 
-void VisualFactory::UsePreCompiledShader()
-{
-  GetImplementation(*this).UsePreCompiledShader();
-}
-
 } // namespace Toolkit
 
 } // namespace Dali
index cc62c2b..1b7d9b5 100644 (file)
@@ -133,17 +133,6 @@ 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 9af065d..9761015 100644 (file)
@@ -36,48 +36,8 @@ 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)
 {
@@ -167,26 +127,6 @@ 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 5f1b061..cf1c25b 100644 (file)
@@ -20,8 +20,8 @@
 // EXTERNAL INCLUDES
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/internal/visuals/image-visual-shader-feature-builder.h>
 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-feature-builder.h>
 #include <string_view>
 
 namespace Dali
@@ -30,6 +30,7 @@ namespace Toolkit
 {
 namespace Internal
 {
+
 /**
  * ImageVisualShaderFactory is an object that provides and shares shaders between image visuals
  */
@@ -66,12 +67,6 @@ 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 15824e9..f1d9703 100644 (file)
@@ -19,7 +19,6 @@
 
 // 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 07e1ec9..7cc5119 100644 (file)
@@ -393,20 +393,6 @@ 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();
@@ -445,9 +431,6 @@ Internal::VisualFactoryCache& VisualFactory::GetFactoryCache()
     }
     SetBrokenImageUrl(styleManager);
   }
-
-  //UsePreCompiledShader(); // Call forcelly
-
   return *mFactoryCache;
 }
 
index 04dce97..c0b95b4 100644 (file)
@@ -18,7 +18,6 @@
  */
 
 // 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>
 
@@ -92,11 +91,6 @@ public:
   void DiscardVisual(Toolkit::Visual::Base visual);
 
   /**
-   * @copydoc Toolkit::VisualFactory::UsePreCompiledShader()
-   */
-  void UsePreCompiledShader();
-
-  /**
    * @return the reference to texture manager
    */
   Internal::TextureManager& GetTextureManager();
@@ -155,7 +149,6 @@ private:
 
   bool mDebugEnabled : 1;
   bool mPreMultiplyOnLoad : 1; ///< Local store for this flag
-  bool mPrecompiledShaderRequested{false};
 };
 
 /**