[Tizen] Add log if destroyed visual get some signal
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image / image-visual.cpp
index 5b2aff8..54bbdbc 100644 (file)
@@ -36,6 +36,7 @@
 #include <dali-toolkit/internal/texture-manager/texture-manager-impl.h>
 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-feature-builder.h>
 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
@@ -152,6 +153,7 @@ ImageVisual::ImageVisual(VisualFactoryCache&       factoryCache,
                          Dali::SamplingMode::Type  samplingMode)
 : Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::IMAGE),
   mPixelArea(FULL_TEXTURE_RECT),
+  mPixelAreaIndex(Property::INVALID_INDEX),
   mPlacementActor(),
   mImageUrl(imageUrl),
   mMaskingData(),
@@ -372,6 +374,13 @@ void ImageVisual::DoSetProperty(Property::Index index, const Property::Value& va
     case Toolkit::ImageVisual::Property::PIXEL_AREA:
     {
       value.Get(mPixelArea);
+
+      if(DALI_UNLIKELY(mImpl->mRenderer))
+      {
+        // Unusual case. SetProperty called after OnInitialize().
+        // Assume that DoAction call UPDATE_PROPERTY.
+        mPixelAreaIndex = mImpl->mRenderer.RegisterProperty(mPixelAreaIndex, PIXEL_AREA_UNIFORM_NAME, mPixelArea);
+      }
       break;
     }
 
@@ -707,10 +716,26 @@ void ImageVisual::LoadTexture(bool& atlasing, Vector4& atlasRect, TextureSet& te
     EnablePreMultipliedAlpha(preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD);
 
     // Set new TextureSet with fast track loading task
-    mFastTrackLoadingTask = new FastTrackLoadingTask(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, mOrientationCorrection, preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD ? DevelAsyncImageLoader::PreMultiplyOnLoad::ON : DevelAsyncImageLoader::PreMultiplyOnLoad::OFF, MakeCallback(this, &ImageVisual::FastLoadComplete));
+    mFastTrackLoadingTask = new FastTrackLoadingTask(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, mOrientationCorrection, preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD ? DevelAsyncImageLoader::PreMultiplyOnLoad::ON : DevelAsyncImageLoader::PreMultiplyOnLoad::OFF, mFactoryCache.GetLoadYuvPlanes(), MakeCallback(this, &ImageVisual::FastLoadComplete));
 
     TextureSet textureSet = TextureSet::New();
-    textureSet.SetTexture(0u, mFastTrackLoadingTask->mTexture);
+    if(!mFastTrackLoadingTask->mLoadPlanesAvaliable)
+    {
+      DALI_ASSERT_ALWAYS(mFastTrackLoadingTask->mTextures.size() >= 1u);
+      textureSet.SetTexture(0u, mFastTrackLoadingTask->mTextures[0]);
+    }
+    else
+    {
+      DALI_ASSERT_ALWAYS(mFastTrackLoadingTask->mTextures.size() >= 3u);
+      textureSet.SetTexture(0u, mFastTrackLoadingTask->mTextures[0]);
+      textureSet.SetTexture(1u, mFastTrackLoadingTask->mTextures[1]);
+      textureSet.SetTexture(2u, mFastTrackLoadingTask->mTextures[2]);
+
+      // We cannot determine what kind of shader will be used.
+      // Just use unified shader, and then change shader after load completed.
+      mNeedUnifiedYuvAndRgb = true;
+      UpdateShader();
+    }
     mImpl->mRenderer.SetTextures(textureSet);
 
     Dali::AsyncTaskManager::Get().AddTask(mFastTrackLoadingTask);
@@ -848,7 +873,7 @@ void ImageVisual::DoSetOnScene(Actor& actor)
 
   if(mPixelArea != FULL_TEXTURE_RECT)
   {
-    mImpl->mRenderer.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, mPixelArea);
+    mPixelAreaIndex = mImpl->mRenderer.RegisterProperty(mPixelAreaIndex, PIXEL_AREA_UNIFORM_NAME, mPixelArea);
   }
 
   if(mLoadState == TextureManager::LoadState::LOAD_FINISHED)
@@ -908,7 +933,17 @@ void ImageVisual::DoCreatePropertyMap(Property::Map& map) const
   map.Insert(Toolkit::ImageVisual::Property::FITTING_MODE, mFittingMode);
   map.Insert(Toolkit::ImageVisual::Property::SAMPLING_MODE, mSamplingMode);
 
-  map.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, mPixelArea);
+  if(mImpl->mRenderer && mPixelAreaIndex != Property::INVALID_INDEX)
+  {
+    // Update values from Renderer
+    Vector4 pixelArea = mImpl->mRenderer.GetProperty<Vector4>(mPixelAreaIndex);
+    map.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, pixelArea);
+  }
+  else
+  {
+    map.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, mPixelArea);
+  }
+
   map.Insert(Toolkit::ImageVisual::Property::WRAP_MODE_U, mWrapModeU);
   map.Insert(Toolkit::ImageVisual::Property::WRAP_MODE_V, mWrapModeV);
 
@@ -1009,11 +1044,36 @@ void ImageVisual::FastLoadComplete(FastTrackLoadingTaskPtr task)
 
     // Change premultiplied alpha flag after change renderer.
     EnablePreMultipliedAlpha(mFastTrackLoadingTask->mPremultiplied);
+
+    if(mFastTrackLoadingTask->mLoadPlanesAvaliable)
+    {
+      if(mFastTrackLoadingTask->mPlanesLoaded)
+      {
+        // Let we use regular yuv cases.
+        mNeedYuvToRgb = true;
+      }
+      else
+      {
+        // Let we use regular image cases.
+        mNeedYuvToRgb = false;
+
+        auto textureSet = mImpl->mRenderer.GetTextures();
+        DALI_ASSERT_ALWAYS(textureSet && textureSet.GetTextureCount() > 0u && "Previous texture set must exist!");
+
+        Dali::TextureSet newTextureSet = TextureSet::New();
+        newTextureSet.SetTexture(0u, textureSet.GetTexture(0u));
+        mImpl->mRenderer.SetTextures(newTextureSet);
+      }
+
+      // We can specify what kind of shader we need to use now. Update shader.
+      mNeedUnifiedYuvAndRgb = false;
+      UpdateShader();
+    }
   }
   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();
@@ -1029,6 +1089,11 @@ void ImageVisual::FastLoadComplete(FastTrackLoadingTaskPtr task)
 void ImageVisual::LoadComplete(bool loadingSuccess, TextureInformation textureInformation)
 {
   Toolkit::Visual::ResourceStatus resourceStatus;
+  if(DALI_UNLIKELY(mImpl == nullptr))
+  {
+    DALI_LOG_ERROR("Fatal error!! already destroyed object callback called! ImageVisual : %p, url : %s\n", this, mImageUrl.GetUrl().c_str());
+    return;
+  }
   if(mImpl->mRenderer)
   {
     if(textureInformation.useAtlasing)
@@ -1214,7 +1279,6 @@ Shader ImageVisual::GenerateShader() const
 {
   Shader shader;
 
-  bool       usesWholeTexture  = true;
   const bool useStandardShader = !mImpl->mCustomShader;
   const bool useNativeImage    = (mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)));
 
@@ -1224,17 +1288,18 @@ Shader ImageVisual::GenerateShader() const
     // Create and cache the standard shader
     shader = mImageVisualShaderFactory.GetShader(
       mFactoryCache,
-      ImageVisualShaderFeature::FeatureBuilder()
+      ImageVisualShaderFeatureBuilder()
         .EnableTextureAtlas(mImpl->mFlags & Visual::Base::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())
         .EnableAlphaMaskingOnRendering(requiredAlphaMaskingOnRendering)
-        .EnableYuvToRgb(mNeedYuvToRgb));
+        .EnableYuvToRgb(mNeedYuvToRgb, mNeedUnifiedYuvAndRgb));
   }
   else
   {
+    bool             usesWholeTexture = true;
     std::string_view vertexShaderView;
     std::string_view fragmentShaderView;
 
@@ -1278,14 +1343,32 @@ Shader ImageVisual::GenerateShader() const
     {
       shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints);
     }
+
+    if(usesWholeTexture)
+    {
+      shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+    }
   }
 
-  if(usesWholeTexture)
+  return shader;
+}
+
+Dali::Property ImageVisual::OnGetPropertyObject(Dali::Property::Key key)
+{
+  if((key.type == Property::Key::INDEX && key.indexKey == Toolkit::ImageVisual::Property::PIXEL_AREA) || (key.type == Property::Key::STRING && key.stringKey == PIXEL_AREA_UNIFORM_NAME))
   {
-    shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+    if(DALI_LIKELY(mImpl->mRenderer))
+    {
+      if(mPixelAreaIndex == Property::INVALID_INDEX)
+      {
+        mPixelAreaIndex = mImpl->mRenderer.RegisterProperty(mPixelAreaIndex, PIXEL_AREA_UNIFORM_NAME, mPixelArea);
+      }
+      return Dali::Property(mImpl->mRenderer, mPixelAreaIndex);
+    }
   }
 
-  return shader;
+  Handle handle;
+  return Dali::Property(handle, Property::INVALID_INDEX);
 }
 
 void ImageVisual::CheckMaskTexture()