+void Renderer::SetDirty( bool value )
+{
+ mDirty = value;
+ if( mShader )
+ {
+ mShader->SetPropertyDirty( value );
+ }
+}
+
+bool Renderer::IsDirty() const
+{
+ bool ret = false;
+
+ if( !mDirty )
+ {
+ if( mShader )
+ {
+ ret = mShader->IsPropertyDirty();
+ }
+
+ // check native image
+ if( !ret && 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;
+}
+