From: Richard Huang Date: Mon, 18 Sep 2017 15:57:11 +0000 (+0100) Subject: [4.0] Reduce memory consumption for text visual with styles and emoji X-Git-Tag: accepted/tizen/4.0/unified/20171010.163001~1 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=eb2efac5448ec66c66668701823444ee73c606b6 [4.0] Reduce memory consumption for text visual with styles and emoji Measured using memps on target by creating 500 TextLabels, and memory is reduced by 60% in the best case and by 25% in the worst case. For example: TextLabel with single color text and styles: Before applying this patch: S(CODE) S(DATA) P(CODE) P(DATA) PEAK PSS 3D 12996 236 20 275620 289148 278088 270824 After applying this patch: S(CODE) S(DATA) P(CODE) P(DATA) PEAK PSS 3D 13204 236 16 126852 140308 129395 114728 TextLabel with multiple text colors (by enabling markup): Before applying this patch: S(CODE) S(DATA) P(CODE) P(DATA) PEAK PSS 3D 13204 236 20 275512 289064 278840 270824 After applying this patch: S(CODE) S(DATA) P(CODE) P(DATA) PEAK PSS 3D 13204 236 16 99388 112844 102713 90696 Change-Id: I533122b647678dc9888a1f4b94efd59336e2bfdb --- diff --git a/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp b/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp index 2f2e692..1130c39 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-TextLabel.cpp @@ -222,6 +222,8 @@ 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 ); @@ -345,6 +347,13 @@ 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; @@ -388,6 +397,9 @@ 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 ); @@ -558,6 +570,11 @@ 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 b524710..c7d92c2 100755 --- a/dali-toolkit/internal/text/rendering/text-typesetter.cpp +++ b/dali-toolkit/internal/text/rendering/text-typesetter.cpp @@ -181,6 +181,9 @@ 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; @@ -208,21 +211,24 @@ void TypesetGlyph( GlyphData& data, uint8_t* bitmapBuffer = reinterpret_cast< uint8_t* >( data.bitmapBuffer.GetBuffer() ); - // Update the alpha channel. - const uint8_t alpha = *( data.glyphBitmap.buffer + glyphBufferOffset + index ); - - // Copy non-transparent pixels only - if ( alpha > 0u ) + if ( !isColorGlyph ) { - // 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 ); + // 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 ) ); + + // 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 4031f94..f274321 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -139,12 +139,46 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( +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 sampler2D sMask;\n - uniform lowp float uHasMultipleTextColors;\n uniform lowp vec4 uTextColorAnimatable;\n uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n @@ -154,25 +188,68 @@ const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( 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( + 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 - mediump vec4 maskTexture = texture2D( sMask, 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 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 vec4 textTexture = texture2D( sTexture, 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.a * ( 1.0 - uHasMultipleTextColors ) );\n + textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n // Draw the text as overlay above the style - gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = textColor * uColor * vec4( mixColor, opacity );\n }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = 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 @@ -182,10 +259,19 @@ const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( 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 textTexture = texture2D( sTexture, texCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n + mediump float maskTexture = texture2D( sMask, texCoord ).r;\n - // Set the color of the text to what it is animated to. - gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\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 + + // Draw the text as overlay above the style + gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n }\n ); @@ -380,7 +466,7 @@ void TextVisual::DoSetOnStage( Actor& actor ) mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - Shader shader = GetTextShader(mFactoryCache, true); + Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); @@ -594,101 +680,16 @@ 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 ); - 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 ); + const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled ); - 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 ); + TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled ); + mImpl->mRenderer.SetTextures( textureSet ); - 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); - } + Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled ); + mImpl->mRenderer.SetShader(shader); mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; @@ -728,27 +729,140 @@ void TextVisual::RemoveTextureSet() } } -Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ) +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 shader; - if( isRgbaTexture ) + + 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 ) { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); } } - else + else // if( !hasMultipleTextColors && containsEmoji && styleEnabled ) { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader ); } } diff --git a/dali-toolkit/internal/visuals/text/text-visual.h b/dali-toolkit/internal/visuals/text/text-visual.h index 31353b9..e859cbf 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.h +++ b/dali-toolkit/internal/visuals/text/text-visual.h @@ -192,11 +192,22 @@ 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] isRgbaTexture Whether the texture is in RGBA format. + * @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.). */ - Shader GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ); + Shader GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ); /** * @brief Retrieve the text's controller. @@ -209,6 +220,24 @@ 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 aac15c7..3e9f076 100644 --- a/dali-toolkit/internal/visuals/visual-factory-cache.h +++ b/dali-toolkit/internal/visuals/visual-factory-cache.h @@ -69,8 +69,12 @@ public: IMAGE_SHADER_ATLAS_CUSTOM_WRAP, NINE_PATCH_SHADER, SVG_SHADER, - TEXT_SHADER_RGBA, - TEXT_SHADER_L8, + 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, WIREFRAME_SHADER, SHADER_TYPE_MAX = WIREFRAME_SHADER };