#define DALI_TOOLKIT_IMAGE_VISUAL_SHADER_FACTORY_H
/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
namespace Internal
{
-
/**
* ImageVisualShaderFeature contains feature lists what image visual shader need to know.
*/
};
} // namespace AlphaMaskingOnRendering
+namespace ColorConversion
+{
+/**
+ * @brief Whether the color format conversion is needed or not
+ */
+enum Type
+{
+ DONT_NEED = 0, ///< Not need to convert
+ YUV_TO_RGB ///< Need yuv to rgb conversion
+};
+} // namespace ColorConversion
+
/**
* @brief Collection of current image visual feature. Only use for ImageVisualShaderFactory::GetShader()
*/
mRoundedCorner(RoundedCorner::DISABLED),
mBorderline(Borderline::DISABLED),
mAlphaMaskingOnRendering(AlphaMaskingOnRendering::DISABLED),
+ mColorConversion(ColorConversion::DONT_NEED),
mTexture()
{
}
FeatureBuilder& EnableBorderline(bool enableBorderline);
FeatureBuilder& SetTextureForFragmentShaderCheck(const Dali::Texture& texture);
FeatureBuilder& EnableAlphaMaskingOnRendering(bool enableAlphaMaskingOnRendering);
+ FeatureBuilder& EnableYuvToRgb(bool enableYuvToRgb);
TextureAtlas::Type mTextureAtlas : 2; ///< Whether use texture with atlas, or not. default as TextureAtlas::DISABLED
DefaultTextureWrapMode::Type mDefaultTextureWrapMode : 2; ///< Whether apply to texture wraping in default, or not. default as DefaultTextureWrapMode::APPLY
RoundedCorner::Type mRoundedCorner : 2; ///< Whether use rounded corner, or not. default as RoundedCorner::DISABLED
Borderline::Type mBorderline : 2; ///< Whether use borderline, or not. default as Borderline::DISABLED
AlphaMaskingOnRendering::Type mAlphaMaskingOnRendering : 2; ///< Whether use runtime alpha masking, or not. default as AlphaMaskingOnRendering::DISABLED
+ ColorConversion::Type mColorConversion : 2; ///< Whether the color format conversion is needed or not
Dali::Texture mTexture; ///< Texture to check whether we need to change fragment shader or not
};
class ImageVisualShaderFactory
{
public:
-
/**
* @brief Constructor
*/
ImageVisualShaderFactory& operator=(const ImageVisualShaderFactory& rhs);
private:
-
/**
* @brief Cached information whether native image should change fragment shader.
* Default it is ChangeFragmentShader::UNDECIDED.