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,
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,
* @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:
/**