{
namespace
{
-const int CUSTOM_PROPERTY_COUNT(10); // 5 transform properties + fixed(3),stretch,aux
+const int CUSTOM_PROPERTY_COUNT(5); // fixed(3),stretch,aux
}
/////////////////NPatchVisual////////////////
// Load the auxiliary image
auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer(mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, synchronousLoading, this, true, preMultiplyOnLoading);
+
+ // If synchronousLoading is true, we can check the auxiliaryResource's status now.
+ if(synchronousLoading)
+ {
+ mAuxiliaryResourceStatus = mAuxiliaryPixelBuffer ? Toolkit::Visual::ResourceStatus::READY : Toolkit::Visual::ResourceStatus::FAILED;
+ }
}
}
// load when first go on stage
LoadImages();
+ // Set mPlacementActor now, because some case, LoadImages can use this information in LoadComplete API.
+ // at this case, we try to SetResouce to mPlaceActor twice. so, we should avoid that case.
+ mPlacementActor = actor;
+
const NPatchData* data;
- if(mLoader.GetNPatchData(mId, data))
+ if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
- Geometry geometry = CreateGeometry();
- Shader shader = CreateShader();
-
- mImpl->mRenderer.SetGeometry(geometry);
- mImpl->mRenderer.SetShader(shader);
-
- mPlacementActor = actor;
- if(data->GetLoadingState() != NPatchData::LoadingState::LOADING)
+ // If mAuxiliaryUrl need to be loaded, we should wait it until LoadComplete called.
+ if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
{
- if(RenderingAddOn::Get().IsValid())
- {
- RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
- }
-
- ApplyTextureAndUniforms();
- actor.AddRenderer(mImpl->mRenderer);
- mPlacementActor.Reset();
-
- // npatch loaded and ready to display
- ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ SetResource();
}
}
}
{
if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
mImageUrl(),
mAuxiliaryUrl(),
mId(NPatchData::INVALID_NPATCH_DATA_ID),
+ mAuxiliaryResourceStatus(Toolkit::Visual::ResourceStatus::PREPARING),
mBorderOnly(false),
mBorder(),
mAuxiliaryImageAlpha(0.0f),
mFactoryCache,
ImageVisualShaderFeature::FeatureBuilder());
- mImpl->mRenderer = Renderer::New(geometry, shader);
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
//Register transform properties
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
Geometry NPatchVisual::CreateGeometry()
{
textureSet = data->GetTextures();
NPatchHelper::ApplyTextureAndUniforms(mImpl->mRenderer, data);
+
+ if(mAuxiliaryPixelBuffer)
+ {
+ // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
+ // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
+ // on GL interpolation alone.
+ if(mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() &&
+ mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight())
+ {
+ mAuxiliaryPixelBuffer.Resize(data->GetCroppedWidth(), data->GetCroppedHeight());
+ }
+
+ // Note, this resets mAuxiliaryPixelBuffer handle
+ auto auxiliaryPixelData = Devel::PixelBuffer::Convert(mAuxiliaryPixelBuffer);
+
+ auto texture = Texture::New(TextureType::TEXTURE_2D,
+ auxiliaryPixelData.GetPixelFormat(),
+ auxiliaryPixelData.GetWidth(),
+ auxiliaryPixelData.GetHeight());
+ texture.Upload(auxiliaryPixelData);
+
+ // TODO : This code exist due to the texture cache manager hold TextureSet, not Texture.
+ // If we call textureSet.SetTexture(1, texture) directly, the cached TextureSet also be changed.
+ // We should make pass utc-Dali-VisualFactory.cpp UtcDaliNPatchVisualAuxiliaryImage02().
+ TextureSet tempTextureSet = TextureSet::New();
+ tempTextureSet.SetTexture(0, textureSet.GetTexture(0));
+ tempTextureSet.SetTexture(1, texture);
+ textureSet = tempTextureSet;
+
+ mImpl->mRenderer.RegisterProperty(DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
+ AUXILIARY_IMAGE_ALPHA_NAME,
+ mAuxiliaryImageAlpha);
+ }
+ mImpl->mRenderer.SetTextures(textureSet);
}
else
{
DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str());
- textureSet = TextureSet::New();
-
Actor actor = mPlacementActor.GetHandle();
Vector2 imageSize = Vector2::ZERO;
if(actor)
{
imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
}
- mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize, false);
}
- if(mAuxiliaryPixelBuffer)
- {
- // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
- // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
- // on GL interpolation alone.
- if(mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() &&
- mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight())
- {
- mAuxiliaryPixelBuffer.Resize(data->GetCroppedWidth(), data->GetCroppedHeight());
- }
-
- // Note, this resets mAuxiliaryPixelBuffer handle
- auto auxiliaryPixelData = Devel::PixelBuffer::Convert(mAuxiliaryPixelBuffer);
-
- auto texture = Texture::New(TextureType::TEXTURE_2D,
- auxiliaryPixelData.GetPixelFormat(),
- auxiliaryPixelData.GetWidth(),
- auxiliaryPixelData.GetHeight());
- texture.Upload(auxiliaryPixelData);
- textureSet.SetTexture(1, texture);
- mImpl->mRenderer.RegisterProperty(DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
- AUXILIARY_IMAGE_ALPHA_NAME,
- mAuxiliaryImageAlpha);
- }
- mImpl->mRenderer.SetTextures(textureSet);
-
// Register transform properties
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
Geometry NPatchVisual::GetNinePatchGeometry(VisualFactoryCache::GeometryType subType)
mImpl->mRenderer.SetGeometry(geometry);
mImpl->mRenderer.SetShader(shader);
+ if(RenderingAddOn::Get().IsValid())
+ {
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
+ }
Actor actor = mPlacementActor.GetHandle();
if(actor)
{
ApplyTextureAndUniforms();
actor.AddRenderer(mImpl->mRenderer);
mPlacementActor.Reset();
+ }
- // npatch loaded and ready to display
+ // npatch loaded and ready to display
+ if(data->GetLoadingState() != NPatchData::LoadingState::LOAD_COMPLETE)
+ {
+ ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
+ }
+ else
+ {
ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
}
void NPatchVisual::LoadComplete(bool loadSuccess, TextureInformation textureInformation)
{
- if(textureInformation.returnType == TextureUploadObserver::ReturnType::TEXTURE)
+ if(textureInformation.returnType == TextureUploadObserver::ReturnType::TEXTURE) // For the Url.
{
- EnablePreMultipliedAlpha(textureInformation.preMultiplied);
- if(!loadSuccess)
+ if(textureInformation.textureId != TextureManager::INVALID_TEXTURE_ID)
{
- // Image loaded and ready to display
- ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
+ if(mId == NPatchData::INVALID_NPATCH_DATA_ID)
+ {
+ // Special case when mLoader.Load call LoadComplete function before mId setup.
+ // We can overwrite mId.
+ mId = static_cast<NPatchData::NPatchDataId>(textureInformation.textureId);
+ }
}
-
- if(mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid())
+ if(loadSuccess)
{
- SetResource();
+ EnablePreMultipliedAlpha(textureInformation.preMultiplied);
}
}
- else // for the ReturnType::PIXEL_BUFFER
+ else // For the AuxiliaryUrl : ReturnType::PIXEL_BUFFER
{
if(loadSuccess && textureInformation.url == mAuxiliaryUrl.GetUrl())
{
- mAuxiliaryPixelBuffer = textureInformation.pixelBuffer;
- SetResource();
+ mAuxiliaryPixelBuffer = textureInformation.pixelBuffer;
+ mAuxiliaryResourceStatus = Toolkit::Visual::ResourceStatus::READY;
}
else
{
- // Image loaded and ready to display
- ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
+ mAuxiliaryResourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
+ }
+ }
+ // If auxiliaryUrl didn't required OR auxiliaryUrl load done.
+ if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
+ {
+ const NPatchData* data;
+ // and.. If Url loading done.
+ if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
+ {
+ SetResource();
}
}
}