#define DALI_TOOLKIT_VISUAL_FACTORY_CACHE_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// INTERNAL INCLUDES
#include <dali-toolkit/internal/texture-manager/texture-manager-impl.h>
#include <dali-toolkit/internal/visuals/npatch-loader.h>
-#include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
#include <dali/devel-api/rendering/renderer-devel.h>
namespace Dali
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,
+ IMAGE_SHADER_YUV_AND_RGB,
+ IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+ IMAGE_SHADER_BORDERLINE_YUV_AND_RGB,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_AND_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,
/**
* @copydoc Toolkit::VisualFactory::GetPreMultiplyOnLoad()
*/
- bool GetPreMultiplyOnLoad();
+ bool GetPreMultiplyOnLoad() const;
/**
* @brief Set an image to be used when a visual has failed to correctly render
* @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, const bool& rendererIsImage = true);
+
+ /**
+ * @brief Get whether we support YUV Planes load or not.
+ *
+ * @return True if we support to load YUV Planes. False otherwise.
*/
- void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size);
+ bool GetLoadYuvPlanes() const;
public:
/**
NPatchLoader& GetNPatchLoader();
/**
- * Get the SVG rasterization thread.
- * @return A raw pointer pointing to the SVG rasterization thread.
- */
- SvgRasterizeThread* GetSVGRasterizationThread();
-
- /**
* Get the vector animation manager.
* @return A reference to the vector animation manager.
*/
Geometry mGeometry[GEOMETRY_TYPE_MAX + 1];
Shader mShader[SHADER_TYPE_MAX + 1];
+ bool mLoadYuvPlanes; ///< A global flag to specify if the image should be loaded as yuv planes
+
ImageAtlasManagerPtr mAtlasManager;
TextureManager mTextureManager;
NPatchLoader mNPatchLoader;
- SvgRasterizeThread* mSvgRasterizeThread;
std::unique_ptr<VectorAnimationManager> mVectorAnimationManager;
bool mPreMultiplyOnLoad;
std::vector<BrokenImageInfo> mBrokenImageInfoContainer;