#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.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/npatch-loader.h>
#include <dali-toolkit/internal/visuals/rendering-addon.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
TextureManager& textureManager = mFactoryCache.GetTextureManager();
bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
- if(mId == NPatchData::INVALID_NPATCH_DATA_ID && (mImageUrl.IsLocalResource() || mImageUrl.IsBufferResource()))
+ if(mId == NPatchData::INVALID_NPATCH_DATA_ID)
{
bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
mId = mLoader.Load(textureManager, this, mImageUrl, mBorder, preMultiplyOnLoad, synchronousLoading);
}
}
- if(mAuxiliaryTextureId == TextureManager::INVALID_TEXTURE_ID && mAuxiliaryUrl.IsValid() && (mAuxiliaryUrl.IsLocalResource() || mAuxiliaryUrl.IsBufferResource()))
+ if(mAuxiliaryTextureId == TextureManager::INVALID_TEXTURE_ID && mAuxiliaryUrl.IsValid())
{
auto preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader
? TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD
{
if(mId != NPatchData::INVALID_NPATCH_DATA_ID)
{
- mLoader.Remove(mId, this);
+ mLoader.RequestRemove(mId, this);
mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING;
mId = NPatchData::INVALID_NPATCH_DATA_ID;
}
{
if(mId != NPatchData::INVALID_NPATCH_DATA_ID)
{
- mLoader.Remove(mId, this);
+ mLoader.RequestRemove(mId, this);
mId = NPatchData::INVALID_NPATCH_DATA_ID;
}
if(mAuxiliaryTextureId != TextureManager::INVALID_TEXTURE_ID)
{
// Get basic geometry and shader
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ auto imageVisualShaderFeatureBuilder = ImageVisualShaderFeatureBuilder();
Shader shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
- ImageVisualShaderFeature::FeatureBuilder());
+ imageVisualShaderFeatureBuilder);
mImpl->mRenderer = VisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);