}
else
{
- resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
- mLoadState = TextureManager::LoadState::LOAD_FAILED;
+ resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
+ mLoadState = TextureManager::LoadState::LOAD_FAILED;
// Change renderer as broken.
ShowBrokenImage();
{
Shader shader;
- bool usesWholeTexture = true;
const bool useStandardShader = !mImpl->mCustomShader;
const bool useNativeImage = (mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)));
}
else
{
+ bool usesWholeTexture = true;
std::string_view vertexShaderView;
std::string_view fragmentShaderView;
{
shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints);
}
- }
- if(usesWholeTexture)
- {
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ if(usesWholeTexture)
+ {
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ }
}
return shader;