+Shader ImageVisual::GenerateShader() const
+{
+ Shader shader;
+
+ bool usesWholeTexture = true;
+ const bool useStandardShader = !mImpl->mCustomShader;
+ const bool useNativeImage = (mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)));
+
+ if(useStandardShader)
+ {
+ // Create and cache the standard shader
+ shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ ImageVisualShaderFeature::FeatureBuilder()
+ .EnableTextureAtlas(mImpl->mFlags & Impl::IS_ATLASING_APPLIED && !useNativeImage)
+ .ApplyDefaultTextureWrapMode(mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE)
+ .EnableRoundedCorner(IsRoundedCornerRequired())
+ .EnableBorderline(IsBorderlineRequired())
+ .SetTextureForFragmentShaderCheck(useNativeImage ? mTextures.GetTexture(0) : Dali::Texture()));
+ }
+ else
+ {
+ std::string_view vertexShaderView;
+ std::string_view fragmentShaderView;
+
+ if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty())
+ {
+ vertexShaderView = mImpl->mCustomShader->mVertexShader;
+ usesWholeTexture = false; // Impossible to tell.
+ }
+ else
+ {
+ vertexShaderView = mImageVisualShaderFactory.GetVertexShaderSource();
+ }
+
+ if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty())
+ {
+ fragmentShaderView = mImpl->mCustomShader->mFragmentShader;
+ }
+ else
+ {
+ fragmentShaderView = mImageVisualShaderFactory.GetFragmentShaderSource();
+ }
+
+ // If the texture is native, we may need to change prefix and sampler in
+ // the fragment shader
+ if(useNativeImage)
+ {
+ bool modifiedFragmentShader = false;
+ Texture nativeTexture = mTextures.GetTexture(0);
+ std::string fragmentShaderString = std::string(fragmentShaderView);
+
+ modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShaderString);
+ if(modifiedFragmentShader)
+ {
+ fragmentShaderView = fragmentShaderString;
+ }
+
+ // Create shader here cause fragmentShaderString scope issue
+ shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints);
+ }
+ else
+ {
+ shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints);
+ }
+ }
+
+ if(usesWholeTexture)
+ {
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ }
+
+ // Set pixel align off as default.
+ // ToDo: Pixel align causes issues such as rattling image animation.
+ // We should trun it off until issues are resolved
+ shader.RegisterProperty(PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF);
+
+ return shader;
+}
+