// EXTERNAL HEADERS
#include <dali/devel-api/common/hash.h>
-#include <dali/devel-api/images/pixel-data-mask.h>
#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/devel-api/adaptor-framework/pixel-buffer.h>
#include <dali/integration-api/debug.h>
// INTERNAL HEADERS
#include <dali/integration-api/debug.h>
-#include <dali-toolkit/internal/image-loader/async-image-loader-impl.h>
+#include <dali-toolkit/devel-api/image-loader/async-image-loader-devel.h>
#include <dali-toolkit/internal/image-loader/image-atlas-impl.h>
+#include <dali-toolkit/internal/image-loader/async-image-loader-impl.h>
#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
mAsyncRemoteLoader( Toolkit::AsyncImageLoader::New() ),
mCurrentTextureId( 0 )
{
- mAsyncLocalLoader.ImageLoadedSignal().Connect( this, &TextureManager::AsyncLocalLoadComplete );
- mAsyncRemoteLoader.ImageLoadedSignal().Connect( this, &TextureManager::AsyncRemoteLoadComplete );
+ DevelAsyncImageLoader::PixelBufferLoadedSignal(mAsyncLocalLoader).Connect( this, &TextureManager::AsyncLocalLoadComplete );
+ DevelAsyncImageLoader::PixelBufferLoadedSignal(mAsyncRemoteLoader).Connect( this, &TextureManager::AsyncRemoteLoadComplete );
}
TextureManager::TextureId TextureManager::RequestLoad(
const UseAtlas useAtlas,
TextureUploadObserver* observer )
{
- return RequestInternalLoad( url, INVALID_TEXTURE_ID, desiredSize, fittingMode, samplingMode, useAtlas, GPU_UPLOAD, observer );
+ return RequestLoadInternal( url, INVALID_TEXTURE_ID, desiredSize, fittingMode, samplingMode, useAtlas, UPLOAD_TO_TEXTURE, observer );
}
TextureManager::TextureId TextureManager::RequestLoad(
const UseAtlas useAtlas,
TextureUploadObserver* observer )
{
- return RequestInternalLoad( url, maskTextureId, desiredSize, fittingMode, samplingMode, useAtlas, GPU_UPLOAD, observer );
+ return RequestLoadInternal( url, maskTextureId, desiredSize, fittingMode, samplingMode, useAtlas, UPLOAD_TO_TEXTURE, observer );
}
TextureManager::TextureId TextureManager::RequestMaskLoad( const VisualUrl& maskUrl )
{
// Use the normal load procedure to get the alpha mask.
- return RequestInternalLoad( maskUrl, INVALID_TEXTURE_ID, ImageDimensions(), FittingMode::SCALE_TO_FILL, SamplingMode::NO_FILTER, NO_ATLAS, CPU, NULL );
+ return RequestLoadInternal( maskUrl, INVALID_TEXTURE_ID, ImageDimensions(), FittingMode::SCALE_TO_FILL, SamplingMode::NO_FILTER, NO_ATLAS, KEEP_PIXEL_BUFFER, NULL );
}
-TextureManager::TextureId TextureManager::RequestInternalLoad(
+TextureManager::TextureId TextureManager::RequestLoadInternal(
const VisualUrl& url,
TextureId maskTextureId,
const ImageDimensions desiredSize,
}
}
+const VisualUrl& TextureManager::GetVisualUrl( TextureId textureId )
+{
+ int cacheIndex = GetCacheIndexFromId( textureId );
+ DALI_ASSERT_DEBUG( cacheIndex != INVALID_CACHE_INDEX && "TextureId out of range");
+
+ TextureInfo& cachedTextureInfo( mTextureInfoContainer[ cacheIndex ] );
+ return cachedTextureInfo.url;
+}
+
TextureManager::LoadState TextureManager::GetTextureState( TextureId textureId )
{
LoadState loadState = TextureManager::NOT_STARTED;
}
}
-void TextureManager::AsyncLocalLoadComplete( uint32_t id, PixelData pixelData )
+void TextureManager::AsyncLocalLoadComplete( uint32_t id, Devel::PixelBuffer pixelBuffer )
{
- AsyncLoadComplete( mAsyncLocalLoadingInfoContainer, id, pixelData );
+ AsyncLoadComplete( mAsyncLocalLoadingInfoContainer, id, pixelBuffer );
}
-void TextureManager::AsyncRemoteLoadComplete( uint32_t id, PixelData pixelData )
+void TextureManager::AsyncRemoteLoadComplete( uint32_t id, Devel::PixelBuffer pixelBuffer )
{
- AsyncLoadComplete( mAsyncRemoteLoadingInfoContainer, id, pixelData );
+ AsyncLoadComplete( mAsyncRemoteLoadingInfoContainer, id, pixelBuffer );
}
-void TextureManager::AsyncLoadComplete( AsyncLoadingInfoContainerType& loadingContainer, uint32_t id, PixelData pixelData )
+void TextureManager::AsyncLoadComplete( AsyncLoadingInfoContainerType& loadingContainer, uint32_t id, Devel::PixelBuffer pixelBuffer )
{
DALI_LOG_INFO( gTextureManagerLogFilter, Debug::Concise, "TextureManager::AsyncLoadComplete( id:%d )\n", id );
if( textureInfo.loadState != CANCELLED )
{
- PostLoad( textureInfo, pixelData );
+ // textureInfo can be invalidated after this call (as the mTextureInfoContainer may be modified)
+ PostLoad( textureInfo, pixelBuffer );
}
else
{
}
}
-void TextureManager::PostLoad( TextureInfo& textureInfo, PixelData pixelData )
+void TextureManager::PostLoad( TextureInfo& textureInfo, Devel::PixelBuffer& pixelBuffer )
{
// Was the load successful?
- if( pixelData && ( pixelData.GetWidth() != 0 ) && ( pixelData.GetHeight() != 0 ) )
+ if( pixelBuffer && ( pixelBuffer.GetWidth() != 0 ) && ( pixelBuffer.GetHeight() != 0 ) )
{
// No atlas support for now
textureInfo.useAtlas = NO_ATLAS;
- if( textureInfo.storageType == GPU_UPLOAD )
+ if( textureInfo.storageType == UPLOAD_TO_TEXTURE )
{
// If there is a mask texture ID associated with this texture, then apply the mask
// if it's already loaded. If it hasn't, and the mask is still loading,
LoadState maskLoadState = GetTextureState( textureInfo.maskTextureId );
if( maskLoadState == LOADING )
{
- textureInfo.pixelData = pixelData; // Store the pixel data temporarily
+ textureInfo.pixelBuffer = pixelBuffer; // Store the pixel buffer temporarily
textureInfo.loadState = WAITING_FOR_MASK;
}
else if( maskLoadState == LOAD_FINISHED )
{
- ApplyMask( pixelData, textureInfo.maskTextureId );
- UploadTexture( pixelData, textureInfo );
+ ApplyMask( pixelBuffer, textureInfo.maskTextureId );
+ UploadTexture( pixelBuffer, textureInfo );
NotifyObservers( textureInfo, true );
}
}
else
{
- UploadTexture( pixelData, textureInfo );
+ UploadTexture( pixelBuffer, textureInfo );
NotifyObservers( textureInfo, true );
}
}
- else // currently, CPU textures are local to texture manager
+ else
{
- textureInfo.pixelData = pixelData; // Store the pixel data
+ textureInfo.pixelBuffer = pixelBuffer; // Store the pixel data
textureInfo.loadState = LOAD_FINISHED;
// Check if there was another texture waiting for this load to complete
mTextureInfoContainer[cacheIndex].loadState == WAITING_FOR_MASK )
{
TextureInfo& textureInfo( mTextureInfoContainer[cacheIndex] );
- PixelData pixelData = textureInfo.pixelData;
- textureInfo.pixelData.Reset();
+ Devel::PixelBuffer pixelBuffer = textureInfo.pixelBuffer;
+ textureInfo.pixelBuffer.Reset();
if( maskTextureInfo.loadState == LOAD_FINISHED )
{
- ApplyMask( pixelData, maskTextureInfo.textureId );
- UploadTexture( pixelData, textureInfo );
+ ApplyMask( pixelBuffer, maskTextureInfo.textureId );
+ UploadTexture( pixelBuffer, textureInfo );
NotifyObservers( textureInfo, true );
}
else
}
}
-void TextureManager::ApplyMask( PixelData pixelData, TextureId maskTextureId )
+void TextureManager::ApplyMask( Devel::PixelBuffer& pixelBuffer, TextureId maskTextureId )
{
int maskCacheIndex = GetCacheIndexFromId( maskTextureId );
- PixelData maskPixelData = mTextureInfoContainer[maskCacheIndex].pixelData;
- Dali::ApplyMask( pixelData, maskPixelData );
+ Devel::PixelBuffer maskPixelBuffer = mTextureInfoContainer[maskCacheIndex].pixelBuffer;
+ pixelBuffer.ApplyMask( maskPixelBuffer );
}
-void TextureManager::UploadTexture( PixelData pixelData, TextureInfo& textureInfo )
+void TextureManager::UploadTexture( Devel::PixelBuffer& pixelBuffer, TextureInfo& textureInfo )
{
if( textureInfo.useAtlas != USE_ATLAS )
{
DALI_LOG_INFO( gTextureManagerLogFilter, Debug::Concise, " TextureManager::UploadTexture() New Texture for textureId:%d\n", textureInfo.textureId );
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight() );
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight() );
+ PixelData pixelData = Devel::PixelBuffer::Convert( pixelBuffer );
texture.Upload( pixelData );
textureInfo.textureSet = TextureSet::New();
textureInfo.textureSet.SetTexture( 0u, texture );
void TextureManager::NotifyObservers( TextureInfo& textureInfo, bool success )
{
- // If there is an observer: Notify the upload is complete
- const unsigned int observerCount = textureInfo.observerList.Count();
- for( unsigned int i = 0; i < observerCount; ++i )
+ TextureId textureId = textureInfo.textureId;
+
+ // If there is an observer: Notify the load is complete, whether successful or not:
+ // And erase it from the list
+ unsigned int observerCount = textureInfo.observerList.Count();
+ TextureInfo* info = &textureInfo;
+
+ while( observerCount )
{
- TextureUploadObserver* observer = textureInfo.observerList[i];
- if( observer )
+ TextureUploadObserver* observer = info->observerList[0];
+
+ // During UploadComplete() a Control ResourceReady() signal is emitted
+ // During that signal the app may add remove /add Textures (e.g. via ImageViews).
+ // At this point no more observers can be added to the observerList, because textureInfo.loadState = UPLOADED
+ // However it is possible for observers to be removed, hence we check the observer list count every iteration
+
+ // Also the reference to the textureInfo struct can become invalidated, because new load requests can modify
+ // the mTextureInfoContainer list (e.g. if more requests are pushed_back it can cause the list to be resized
+ // invalidating the reference to the TextureInfo ).
+ observer->UploadComplete( success, info->textureSet, info->useAtlas, info->atlasRect );
+ observer->DestructionSignal().Disconnect( this, &TextureManager::ObserverDestroyed );
+
+ // regrab the textureInfo from the container as it may have been invalidated, if textures have been removed
+ // or added during the ResourceReady() signal emission (from UploadComplete() )
+ int textureInfoIndex = GetCacheIndexFromId( textureId );
+
+ if( textureInfoIndex == INVALID_CACHE_INDEX)
{
- observer->UploadComplete( success, textureInfo.textureSet, textureInfo.useAtlas, textureInfo.atlasRect );
- observer->DestructionSignal().Disconnect( this, &TextureManager::ObserverDestroyed );
+ // texture has been removed
+ return;
}
+ info = &mTextureInfoContainer[ textureInfoIndex ];
+ observerCount = info->observerList.Count();
+ if ( observerCount > 0 )
+ {
+ // remove the observer that was just triggered if it's still in the list
+ for( TextureInfo::ObserverListType::Iterator j = info->observerList.Begin(); j != info->observerList.End(); ++j )
+ {
+ if( *j == observer )
+ {
+ info->observerList.Erase( j );
+ observerCount--;
+ break;
+ }
+ }
+ }
+
}
- textureInfo.observerList.Clear();
}