From: David Steele Date: Fri, 11 Sep 2020 16:56:59 +0000 (+0100) Subject: Updated ImageVisual to handle native texture sampler X-Git-Tag: dali_1.9.30~1^2 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=1885ccc169669850fcdb3f817fb283dee9cfb0e8 Updated ImageVisual to handle native texture sampler Change-Id: I62bf03bb413140f581fb72a46e6fdf049caa7e5d --- diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index b8abd9b..b0324ed 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -23,6 +23,8 @@ #include #include #include +#include +#include #include #include #include @@ -40,7 +42,6 @@ #include #include #include -#include namespace Dali { @@ -514,42 +515,78 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) Geometry geometry; Shader shader; - if( !mImpl->mCustomShader ) + // Get the geometry + if( mImpl->mCustomShader ) + { + geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); + } + else // Get any geometry associated with the texture { TextureManager& textureManager = mFactoryCache.GetTextureManager(); uint32_t firstElementCount {0u}; uint32_t secondElementCount {0u}; geometry = textureManager.GetRenderGeometry(mTextureId, firstElementCount, secondElementCount); - if(!firstElementCount && !secondElementCount) + + if(!firstElementCount && !secondElementCount) // Otherwise use quad { geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); } + } - shader = mImageVisualShaderFactory.GetShader( mFactoryCache, - mImpl->mFlags & Impl::IS_ATLASING_APPLIED, - mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, - IsRoundedCornerRequired() ); + std::string vertexShader; + bool usesWholeTexture = true; + if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty()) + { + vertexShader = mImpl->mCustomShader->mVertexShader; + usesWholeTexture = false; // Impossible to tell. } else { - geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); - if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() ) - { - // Use custom hints - shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), mImageVisualShaderFactory.GetFragmentShaderSource(), mImpl->mCustomShader->mHints ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - } - else - { - shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader, - mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader, - mImpl->mCustomShader->mHints ); - if( mImpl->mCustomShader->mVertexShader.empty() ) - { - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - } - } + vertexShader = mImageVisualShaderFactory.GetVertexShaderSource(); + } + + std::string fragmentShader; + if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty()) + { + fragmentShader = mImpl->mCustomShader->mFragmentShader; + } + else + { + fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource(); + } + + // If the texture is native, we may need to change prefix and sampler in + // the fragment shader + bool modifiedFragmentShader = false; + if(mTextures && DevelTexture::IsNative(mTextures.GetTexture(0))) + { + Texture nativeTexture = mTextures.GetTexture(0); + modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShader); + } + + const bool useStandardShader = !mImpl->mCustomShader && !modifiedFragmentShader; + if(useStandardShader) + { + // Create and cache the standard shader + shader = mImageVisualShaderFactory.GetShader( + mFactoryCache, + mImpl->mFlags & Impl::IS_ATLASING_APPLIED, + mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, + IsRoundedCornerRequired() ); + } + else if(mImpl->mCustomShader) + { + shader = Shader::New(vertexShader, fragmentShader, mImpl->mCustomShader->mHints); + } + else + { + shader = Shader::New(vertexShader, fragmentShader); + } + + if(usesWholeTexture) + { + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); } // Set pixel align off as default. @@ -557,7 +594,9 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) // We should trun it off until issues are resolved shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF ); + // Create the renderer mImpl->mRenderer = Renderer::New( geometry, shader ); + if( textureSet ) { mImpl->mRenderer.SetTextures( textureSet ); @@ -570,6 +609,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() ); } + void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload ) {