IMAGE_SHADER_ROUNDED_CORNER,
IMAGE_SHADER_BORDERLINE,
IMAGE_SHADER_ROUNDED_BORDERLINE,
+ IMAGE_SHADER_MASKING,
+ IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ IMAGE_SHADER_BORDERLINE_MASKING,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
IMAGE_SHADER_ATLAS_DEFAULT_WRAP,
IMAGE_SHADER_ATLAS_CUSTOM_WRAP,
+ IMAGE_SHADER_YUV_TO_RGB,
+ IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB,
NATIVE_IMAGE_SHADER,
NATIVE_IMAGE_SHADER_ROUNDED_CORNER,
NATIVE_IMAGE_SHADER_BORDERLINE,
NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE,
+ NATIVE_IMAGE_SHADER_MASKING,
+ NATIVE_IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ NATIVE_IMAGE_SHADER_BORDERLINE_MASKING,
+ NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
NINE_PATCH_SHADER,
NINE_PATCH_MASK_SHADER,
- TEXT_SHADER_MULTI_COLOR_TEXT,
- TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE,
TEXT_SHADER_SINGLE_COLOR_TEXT,
TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_OVERLAY,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI,
TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_OVERLAY_AND_EMOJI,
+ TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_OVERLAY_AND_EMOJI,
+ TEXT_SHADER_MULTI_COLOR_TEXT,
+ TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE,
+ TEXT_SHADER_MULTI_COLOR_TEXT_WITH_OVERLAY,
+ TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
ANIMATED_GRADIENT_SHADER_LINEAR_BOUNDING_REFLECT,
ANIMATED_GRADIENT_SHADER_LINEAR_BOUNDING_REPEAT,
ANIMATED_GRADIENT_SHADER_LINEAR_BOUNDING_CLAMP,
* @brief Update the broken image Renderer object
* @param[in,out] renderer renderer for broken image
* @param[in] size the size of actor
+ * @param[in] rendererIsImage True if input renderer use image shader already.
+ * If true, we don't need to create new renderer when broken image is single image.
+ * Most of user experience use normal images. So It can reduce runtime.
*/
- void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size);
+ void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size, const bool& rendererIsImage = true);
public:
/**
NPatchLoader& GetNPatchLoader();
/**
- * Get the SVG rasterization thread.
- * @return A raw pointer pointing to the SVG rasterization thread.
+ * Get the SVG rasterization manager.
+ * @return A raw pointer pointing to the SVG rasterization manager.
*/
- SvgRasterizeThread* GetSVGRasterizationThread();
+ SvgRasterizeManager* GetSVGRasterizationManager();
/**
* Get the vector animation manager.
TextureManager mTextureManager;
NPatchLoader mNPatchLoader;
- SvgRasterizeThread* mSvgRasterizeThread;
+ std::unique_ptr<SvgRasterizeManager> mSvgRasterizeManager;
std::unique_ptr<VectorAnimationManager> mVectorAnimationManager;
bool mPreMultiplyOnLoad;
std::vector<BrokenImageInfo> mBrokenImageInfoContainer;