[Tizen] Change precompile shader list for performance
authorEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:29:09 +0000 (15:29 +0900)
committerEverLEEst(SangHyeon Lee) <sh10233.lee@samsung.com>
Wed, 22 Nov 2023 06:29:09 +0000 (15:29 +0900)
This reverts commit 0439cc4208c4f9c96fc19de6f2bca9d1636d3bd7.

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 9af065d..2bda754 100644 (file)
@@ -39,43 +39,23 @@ const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMA
 
 } // unnamed namespace
 
-static constexpr auto SHADER_TYPE_COUNT = 16u;
+static constexpr auto SHADER_TYPE_COUNT = 6u;
 
 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};
+  "",                                     // 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,
 };
 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};
+  "",                                                                              // 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,
 };
 
 ImageVisualShaderFactory::ImageVisualShaderFactory()
@@ -184,7 +164,7 @@ 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 5f9b04b..c893a89 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
@@ -56,6 +56,14 @@ 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
@@ -154,6 +162,25 @@ 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 4a9969b..dcb60d3 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_TOOLKIT_TEXT_VISUAL_SHADER_FACTORY_H
 
 /*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
@@ -149,6 +149,12 @@ 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 07e1ec9..77c7b8c 100644 (file)
@@ -29,6 +29,7 @@
 #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>
@@ -75,6 +76,16 @@ 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)
@@ -401,10 +412,26 @@ void VisualFactory::UsePreCompiledShader()
   }
   mPrecompiledShaderRequested = true;
 
-  RawShaderData rawShaderData;
   Integration::ShaderPrecompiler::Get().Enable();
-  GetImageVisualShaderFactory().GetPrecompiledShader(rawShaderData);
-  Integration::ShaderPrecompiler::Get().SavePrecomipleShaderList(rawShaderData);
+
+  // 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);
 }
 
 Internal::TextureManager& VisualFactory::GetTextureManager()
@@ -432,6 +459,26 @@ 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 04dce97..e628178 100644 (file)
@@ -115,6 +115,12 @@ 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();