From: taeyoon0.lee Date: Wed, 11 Oct 2017 09:04:47 +0000 (+0900) Subject: Revert "[4.0] Reduce memory consumption for text visual with styles and emoji" X-Git-Tag: accepted/tizen/4.0/unified/20171012.230025~17 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=86f8ce885066a192311b6ebd1679346555ade660 Revert "[4.0] Reduce memory consumption for text visual with styles and emoji" This reverts commit eb2efac5448ec66c66668701823444ee73c606b6. Change-Id: I51dbc9a5204d517a3e9d4901877357a443a67a5a --- diff --git a/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp b/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp index 1130c39..2f2e692 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp @@ -222,8 +222,6 @@ int UtcDaliToolkitTextLabelSetPropertyP(void) TextLabel label = TextLabel::New(); DALI_TEST_CHECK( label ); - Stage::GetCurrent().Add( label ); - // Note - we can't check the defaults since the stylesheets are platform-specific label.SetProperty( TextLabel::Property::RENDERING_BACKEND, Text::RENDERING_SHARED_ATLAS ); DALI_TEST_EQUALS( (Text::RenderingType)label.GetProperty( TextLabel::Property::RENDERING_BACKEND ), Text::RENDERING_SHARED_ATLAS, TEST_LOCATION ); @@ -347,13 +345,6 @@ int UtcDaliToolkitTextLabelSetPropertyP(void) label.SetProperty( TextLabel::Property::ENABLE_MARKUP, true ); DALI_TEST_CHECK( label.GetProperty( TextLabel::Property::ENABLE_MARKUP ) ); - // Check the text property when markup is enabled - label.SetProperty( TextLabel::Property::TEXT, "MarkupText" ); - DALI_TEST_EQUALS( label.GetProperty( TextLabel::Property::TEXT ), std::string("MarkupText"), TEST_LOCATION ); - - application.SendNotification(); - application.Render(); - // Check autoscroll properties const int SCROLL_SPEED = 80; const int SCROLL_LOOPS = 4; @@ -397,9 +388,6 @@ int UtcDaliToolkitTextLabelSetPropertyP(void) label.SetProperty( TextLabel::Property::UNDERLINE, underlineMapSet ); - application.SendNotification(); - application.Render(); - underlineMapGet = label.GetProperty( TextLabel::Property::UNDERLINE ); DALI_TEST_EQUALS( underlineMapGet.Count(), underlineMapSet.Count(), TEST_LOCATION ); DALI_TEST_EQUALS( DaliTestCheckMaps( underlineMapGet, underlineMapSet ), true, TEST_LOCATION ); @@ -570,11 +558,6 @@ int UtcDaliToolkitTextLabelEmojisP(void) label.SetProperty( TextLabel::Property::ENABLE_MARKUP, true ); label.SetProperty( TextLabel::Property::TEXT, emojis ); - Property::Map shadowMap; - shadowMap.Insert( "color", "green" ); - shadowMap.Insert( "offset", "2 2" ); - label.SetProperty( TextLabel::Property::SHADOW, shadowMap ); - application.SendNotification(); application.Render(); diff --git a/dali-toolkit/internal/text/rendering/text-typesetter.cpp b/dali-toolkit/internal/text/rendering/text-typesetter.cpp index c7d92c2..b524710 100755 --- a/dali-toolkit/internal/text/rendering/text-typesetter.cpp +++ b/dali-toolkit/internal/text/rendering/text-typesetter.cpp @@ -181,9 +181,6 @@ void TypesetGlyph( GlyphData& data, } else { - // Whether the given glyph is a color one. - const bool isColorGlyph = Pixel::BGRA8888 == data.glyphBitmap.format; - // Initial vertical offset. const int yOffset = data.verticalOffset + position->y; @@ -211,24 +208,21 @@ void TypesetGlyph( GlyphData& data, uint8_t* bitmapBuffer = reinterpret_cast< uint8_t* >( data.bitmapBuffer.GetBuffer() ); - if ( !isColorGlyph ) - { - // Update the alpha channel. - const uint8_t alpha = *( data.glyphBitmap.buffer + glyphBufferOffset + index ); - - // Copy non-transparent pixels only - if ( alpha > 0u ) - { - // Check alpha of overlapped pixels - uint8_t& currentAlpha = *( bitmapBuffer + verticalOffset + xOffsetIndex ); - uint8_t newAlpha = static_cast( color->a * static_cast( alpha ) ); + // Update the alpha channel. + const uint8_t alpha = *( data.glyphBitmap.buffer + glyphBufferOffset + index ); - // For any pixel overlapped with the pixel in previous glyphs, make sure we don't - // overwrite a previous bigger alpha with a smaller alpha (in order to avoid - // semi-transparent gaps between joint glyphs with overlapped pixels, which could - // happen, for example, in the RTL text when we copy glyphs from right to left). - *( bitmapBuffer + verticalOffset + xOffsetIndex ) = std::max( currentAlpha, newAlpha ); - } + // Copy non-transparent pixels only + if ( alpha > 0u ) + { + // Check alpha of overlapped pixels + uint8_t& currentAlpha = *( bitmapBuffer + verticalOffset + xOffsetIndex ); + uint8_t newAlpha = static_cast( color->a * static_cast( alpha ) ); + + // For any pixel overlapped with the pixel in previous glyphs, make sure we don't + // overwrite a previous bigger alpha with a smaller alpha (in order to avoid + // semi-transparent gaps between joint glyphs with overlapped pixels, which could + // happen, for example, in the RTL text when we copy glyphs from right to left). + *( bitmapBuffer + verticalOffset + xOffsetIndex ) = std::max( currentAlpha, newAlpha ); } } } diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index f274321..4031f94 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -139,87 +139,12 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( }\n ); -const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uTextColorAnimatable;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump float textTexture = texture2D( sTexture, texCoord ).r;\n - - // Set the color of the text to what it is animated to. - gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity ); - }\n -); - -const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump vec4 textTexture = texture2D( sTexture, texCoord );\n - - gl_FragColor = textTexture * uColor * vec4( mixColor, opacity ); - }\n -); - -const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform sampler2D sStyle;\n - uniform lowp vec4 uTextColorAnimatable;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump float textTexture = texture2D( sTexture, texCoord ).r;\n - mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n - - // Draw the text as overlay above the style - gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, opacity );\n - }\n -); - -const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n uniform sampler2D sTexture;\n uniform sampler2D sStyle;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump vec4 textTexture = texture2D( sTexture, texCoord );\n - mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n - - // Draw the text as overlay above the style - gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n - }\n -); - -const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n uniform sampler2D sMask;\n + uniform lowp float uHasMultipleTextColors;\n uniform lowp vec4 uTextColorAnimatable;\n uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n @@ -230,26 +155,24 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( {\n mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n mediump vec4 textTexture = texture2D( sTexture, texCoord );\n - mediump float maskTexture = texture2D( sMask, texCoord ).r;\n + mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n + mediump vec4 maskTexture = texture2D( sMask, texCoord );\n // Set the color of non-transparent pixel in text to what it is animated to. // Markup text with multiple text colors are not animated (but can be supported later on if required). // Emoji color are not animated. mediump vec4 textColor = textTexture * textTexture.a;\n mediump float vstep = step( 0.0001, textColor.a );\n - textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n + textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture.a * ( 1.0 - uHasMultipleTextColors ) );\n // Draw the text as overlay above the style - gl_FragColor = textColor * uColor * vec4( mixColor, opacity );\n + gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n }\n ); -const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n uniform sampler2D sTexture;\n - uniform sampler2D sStyle;\n - uniform sampler2D sMask;\n - uniform lowp float uHasMultipleTextColors;\n uniform lowp vec4 uTextColorAnimatable;\n uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n @@ -259,19 +182,10 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS void main()\n {\n mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump vec4 textTexture = texture2D( sTexture, texCoord );\n - mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n - mediump float maskTexture = texture2D( sMask, texCoord ).r;\n - - // Set the color of non-transparent pixel in text to what it is animated to. - // Markup text with multiple text colors are not animated (but can be supported later on if required). - // Emoji color are not animated. - mediump vec4 textColor = textTexture * textTexture.a;\n - mediump float vstep = step( 0.0001, textColor.a );\n - textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n + mediump float textTexture = texture2D( sTexture, texCoord ).r;\n - // Draw the text as overlay above the style - gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + // Set the color of the text to what it is animated to. + gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\n }\n ); @@ -466,7 +380,7 @@ void TextVisual::DoSetOnStage( Actor& actor ) mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); + Shader shader = GetTextShader(mFactoryCache, true); mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); @@ -680,16 +594,101 @@ void TextVisual::UpdateRenderer() shadowEnabled = true; } + bool outlineWidthEnabled = false; + float outlineWidth = mController->GetTextModel()->GetOutlineWidth(); + if ( outlineWidth > Math::MACHINE_EPSILON_1 ) + { + outlineWidthEnabled = true; + } + const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); - const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 ); - const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled ); + if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled || outlineWidthEnabled ) + { + // Create RGBA textures if the text contains emojis or styles or multiple text colors + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES ); + + // It may happen the image atlas can't handle a pixel data it exceeds the maximum size. + // In that case, create a texture. TODO: should tile the text. + + Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, + data.GetPixelFormat(), + data.GetWidth(), + data.GetHeight() ); + + texture.Upload( data ); + + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); + + // Create a texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); + + Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); + + styleTexture.Upload( styleData ); + + textureSet.SetTexture( 1u, styleTexture ); + + // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation + PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK ); + + Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); + + maskTexture.Upload( maskData ); + + textureSet.SetTexture( 2u, maskTexture ); + + // Filter mode needs to be set to nearest to produce better quality while static. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + textureSet.SetSampler( 0u, sampler ); + textureSet.SetSampler( 1u, sampler ); + textureSet.SetSampler( 2u, sampler ); + + mImpl->mRenderer.SetTextures( textureSet ); - TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled ); - mImpl->mRenderer.SetTextures( textureSet ); + Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader + mImpl->mRenderer.SetShader(shader); + } + else + { + // Create L8 texture if the text contains only single text color with no emoji and no style + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES, false, Pixel::L8 ); + + // It may happen the image atlas can't handle a pixel data it exceeds the maximum size. + // In that case, create a texture. TODO: should tile the text. + + Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, + data.GetPixelFormat(), + data.GetWidth(), + data.GetHeight() ); + + texture.Upload( data ); - Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled ); - mImpl->mRenderer.SetShader(shader); + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); + + // Filter mode needs to be set to nearest to produce better quality while static. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); + textureSet.SetSampler( 0u, sampler ); + + mImpl->mRenderer.SetTextures( textureSet ); + + Shader shader = GetTextShader(mFactoryCache, false); // L8 shader + mImpl->mRenderer.SetShader(shader); + } mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; @@ -729,140 +728,27 @@ void TextVisual::RemoveTextureSet() } } -TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) -{ - // Filter mode needs to be set to linear to produce better quality while scaling. - Sampler sampler = Sampler::New(); - sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); - - TextureSet textureSet = TextureSet::New(); - - // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture - Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; - - // Create a texture for the text without any styles - PixelData data = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); - - // It may happen the image atlas can't handle a pixel data it exceeds the maximum size. - // In that case, create a texture. TODO: should tile the text. - - Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, - data.GetPixelFormat(), - data.GetWidth(), - data.GetHeight() ); - - texture.Upload( data ); - - textureSet.SetTexture( 0u, texture ); - textureSet.SetSampler( 0u, sampler ); - - if ( styleEnabled ) - { - // Create RGBA texture for all the text styles (without the text itself) - PixelData styleData = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); - - Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); - - styleTexture.Upload( styleData ); - - textureSet.SetTexture( 1u, styleTexture ); - textureSet.SetSampler( 1u, sampler ); - } - - if ( containsEmoji && !hasMultipleTextColors ) - { - // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation - PixelData maskData = mTypesetter->Render( size, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); - - Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - maskData.GetPixelFormat(), - maskData.GetWidth(), - maskData.GetHeight() ); - - maskTexture.Upload( maskData ); - - if ( !styleEnabled ) - { - textureSet.SetTexture( 1u, maskTexture ); - textureSet.SetSampler( 1u, sampler ); - } - else - { - textureSet.SetTexture( 2u, maskTexture ); - textureSet.SetSampler( 2u, sampler ); - } - } - - return textureSet; -} - -Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ) { Shader shader; - - if( hasMultipleTextColors && !styleEnabled ) - { - // We don't animate text color if the text contains multiple colors - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader ); - } - } - else if( hasMultipleTextColors && styleEnabled ) - { - // We don't animate text color if the text contains multiple colors - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader ); - } - } - else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled ) - { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader ); - } - } - else if( !hasMultipleTextColors && !containsEmoji && styleEnabled ) - { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader ); - } - } - else if( !hasMultipleTextColors && containsEmoji && !styleEnabled ) + if( isRgbaTexture ) { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader ); } } - else // if( !hasMultipleTextColors && containsEmoji && styleEnabled ) + else { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader ); } } diff --git a/dali-toolkit/internal/visuals/text/text-visual.h b/dali-toolkit/internal/visuals/text/text-visual.h index e859cbf..31353b9 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.h +++ b/dali-toolkit/internal/visuals/text/text-visual.h @@ -192,22 +192,11 @@ private: void RemoveTextureSet(); /** - * Get the texture of the text for rendering. - * @param[in] size The texture size. - * @param[in] hasMultipleTextColors Whether the text contains multiple colors. - * @param[in] containsEmoji Whether the text contains emoji. - * @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.). - */ - TextureSet GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ); - - /** * Get the text rendering shader. * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object - * @param[in] hasMultipleTextColors Whether the text contains multiple colors. - * @param[in] containsEmoji Whether the text contains emoji. - * @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.). + * @param[in] isRgbaTexture Whether the texture is in RGBA format. */ - Shader GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ); + Shader GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ); /** * @brief Retrieve the text's controller. @@ -220,24 +209,6 @@ private: }; private: - - /** - * Used as an alternative to boolean so that it is obvious whether the text contains single or multiple text colors, and emoji and styles. - */ - struct TextType - { - enum Type - { - SINGLE_COLOR_TEXT = 0, ///< The text contains single color only. - MULTI_COLOR_TEXT = 1, ///< The text contains multiple colors. - NO_EMOJI = 0, ///< The text contains no emoji. - HAS_EMOJI = 1, ///< The text contains emoji. - NO_STYLES = 0, ///< The text contains contains no styles. - HAS_SYLES = 1 ///< The text contains contains styles. - }; - }; - -private: Text::ControllerPtr mController; ///< The text's controller. Text::TypesetterPtr mTypesetter; ///< The text's typesetter. WeakHandle mControl; ///< The control where the renderer is added. diff --git a/dali-toolkit/internal/visuals/visual-factory-cache.h b/dali-toolkit/internal/visuals/visual-factory-cache.h index 3e9f076..aac15c7 100644 --- a/dali-toolkit/internal/visuals/visual-factory-cache.h +++ b/dali-toolkit/internal/visuals/visual-factory-cache.h @@ -69,12 +69,8 @@ public: IMAGE_SHADER_ATLAS_CUSTOM_WRAP, NINE_PATCH_SHADER, SVG_SHADER, - TEXT_SHADER_MULTI_COLOR_TEXT, - TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, - TEXT_SHADER_SINGLE_COLOR_TEXT, - TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, - TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, - TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, + TEXT_SHADER_RGBA, + TEXT_SHADER_L8, WIREFRAME_SHADER, SHADER_TYPE_MAX = WIREFRAME_SHADER };