-void Renderer::SetDirty( bool value )
-{
- mDirty = value;
- if( mShader )
- {
- mShader->SetPropertyDirty( value );
- }
-}
-
-bool Renderer::IsDirty() const
-{
- bool ret = false;
- if( mShader )
- {
- ret = mShader->IsPropertyDirty();
- }
-
- // check native image
- if( mTextureSet )
- {
- uint32_t textureCount = mTextureSet->GetTextureCount();
-
- if(textureCount > 0)
- {
- Dali::Internal::Render::Texture* texture;
- for( uint32_t i = 0; i<textureCount; ++i )
- {
- texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
- if( texture && texture->IsNativeImage() )
- {
- ret = true;
- break;
- }
- }
- }
- }
-
- return ret | mDirty;
-}
-