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Make do not caching pixelBuffer in texture-manager.
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
npatch
/
npatch-visual.cpp
diff --git
a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp
b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp
index
c18bddf
..
5c03ac2
100644
(file)
--- a/
dali-toolkit/internal/visuals/npatch/npatch-visual.cpp
+++ b/
dali-toolkit/internal/visuals/npatch/npatch-visual.cpp
@@
-51,14
+51,14
@@
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
- uniform
mediump
vec3 uSize;\n
+ uniform
highp
vec3 uSize;\n
uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
\n
// Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
\n
// Visual size and offset
uniform mediump vec2 offset;\n
- uniform
mediump
vec2 size;\n
+ uniform
highp
vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
@@
-93,13
+93,13
@@
const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
- uniform
mediump
vec3 uSize;\n
+ uniform
highp
vec3 uSize;\n
uniform mediump vec2 uFixed[ 3 ];\n
uniform mediump vec2 uStretchTotal;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 uFixed[ 3 ];\n
uniform mediump vec2 uStretchTotal;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform
mediump
vec2 size;\n
+ uniform
highp
vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
@@
-496,6
+496,10
@@
Geometry NPatchVisual::CreateGeometry()
{
uint32_t elementCount[2];
geometry = RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, Uint16Pair(3, 3), elementCount );
{
uint32_t elementCount[2];
geometry = RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, Uint16Pair(3, 3), elementCount );
+ if( mImpl->mRenderer )
+ {
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->renderingMap);
+ }
}
else
{
}
else
{
@@
-515,6
+519,10
@@
Geometry NPatchVisual::CreateGeometry()
uint32_t elementCount[2];
geometry = !mBorderOnly ?
RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, gridSize, elementCount ) : CreateBorderGeometry(gridSize );
uint32_t elementCount[2];
geometry = !mBorderOnly ?
RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, gridSize, elementCount ) : CreateBorderGeometry(gridSize );
+ if( mImpl->mRenderer )
+ {
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->renderingMap);
+ }
}
}
}
}
}
}
@@
-865,11
+873,17
@@
void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffe
}
else
{
}
else
{
+ Devel::PixelBuffer loadedPixelBuffer;
if( loadSuccess )
{
if( loadSuccess )
{
-
mLoader.SetNPatchData( mId, pixelBuffer )
;
+
loadedPixelBuffer = pixelBuffer
;
EnablePreMultipliedAlpha( preMultiplied );
}
EnablePreMultipliedAlpha( preMultiplied );
}
+ else
+ {
+ loadedPixelBuffer = LoadImageFromFile( mFactoryCache.GetTextureManager().GetBrokenImageUrl() );
+ }
+ mLoader.SetNPatchData( loadSuccess, mId, loadedPixelBuffer, url, preMultiplied );
if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
{
if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
{