+ // Check if the requested Texture exist in Encoded Buffer
+ // This mean, that buffer is not cached, and need to be decoded.
+ if(textureId == INVALID_TEXTURE_ID && VisualUrl::BUFFER == url.GetProtocolType())
+ {
+ std::string location = url.GetLocation();
+ if(location.size() > 0u)
+ {
+ TextureId targetId = std::stoi(location);
+ const EncodedImageBuffer& encodedImageBuffer = GetEncodedImageBuffer(targetId);
+ if(encodedImageBuffer)
+ {
+ textureId = targetId;
+ // Insert this buffer at mTextureInfoContainer.
+ // This buffer will decode at ImageLoaderThread.
+ bool preMultiply = (preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD);
+ mTextureInfoContainer.push_back(TextureInfo(textureId, maskTextureId, url, desiredSize, contentScale, fittingMode, samplingMode, false, cropToMask, useAtlas, textureHash, orientationCorrection, preMultiply, animatedImageLoading, frameIndex));
+ cacheIndex = mTextureInfoContainer.size() - 1u;
+
+ DALI_LOG_INFO(gTextureManagerLogFilter, Debug::General, "TextureManager::RequestLoad( url=%s observer=%p ) New buffered texture, cacheIndex:%d, textureId=%d\n", url.GetUrl().c_str(), observer, cacheIndex, textureId);
+ }
+ }
+ }
+