+ struct CustomShader
+ {
+ std::string mVertexShader;
+ std::string mFragmentShader;
+ Dali::ImageDimensions mGridSize;
+ Dali::Shader::ShaderHints mHints; //(bitfield) values from enum Shader::Hints
+
+ CustomShader( const Property::Map& map );
+ void SetPropertyMap( const Property::Map& map );
+ void CreatePropertyMap( Property::Map& map ) const;
+ };
+
+ std::string mCachedRendererKey; ///< The key to use for caching of the renderer. If it is empty then no caching will occur
+ RendererFactoryCache::CachedRendererPtr mCachedRenderer; ///< The current cached renderer from the Factory Cache. mCachedRenderer == null whilst this control render is offstage