Merge "Add deviceName to GetNextFocusableView() in CustomFocusAlgorithm." into devel...
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / canvas-view / canvas-view-impl.cpp
index 1540b02..39253d0 100644 (file)
@@ -23,6 +23,7 @@
 #include <dali/integration-api/adaptor-framework/adaptor.h>
 #include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/rendering/texture-devel.h>
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/devel-api/controls/control-devel.h>
@@ -96,10 +97,7 @@ void CanvasView::OnInitialize()
   // CanvasView can relayout in the OnImageReady, alternative to a signal would be to have a upcall from the Control to CanvasView
   Dali::Toolkit::Control handle(GetOwner());
 
-  DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
-    return std::unique_ptr<Dali::Accessibility::Accessible>(
-      new DevelControl::AccessibleImpl(actor, Dali::Accessibility::Role::IMAGE));
-  });
+  Self().SetProperty(DevelControl::Property::ACCESSIBILITY_ROLE, Dali::Accessibility::Role::IMAGE);
 
   Adaptor::Get().RegisterProcessor(*this, true);
 }
@@ -202,10 +200,14 @@ void CanvasView::ApplyRasterizedImage(Texture rasterizedTexture)
   {
     if(!mTextureSet)
     {
+      std::string fragmentShader = SHADER_CANVAS_VIEW_FRAG.data();
+      DevelTexture::ApplyNativeFragmentShader(rasterizedTexture, fragmentShader);
+
       mTextureSet       = TextureSet::New();
       Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
-      Shader   shader   = Shader::New(SHADER_CANVAS_VIEW_VERT, SHADER_CANVAS_VIEW_FRAG);
+      Shader   shader   = Shader::New(SHADER_CANVAS_VIEW_VERT, fragmentShader);
       Renderer renderer = Renderer::New(geometry, shader);
+
       renderer.SetTextures(mTextureSet);
       renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
       Self().AddRenderer(renderer);