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d0ba836)
Since we were try to register uPixelArea property for every image-visual,
The Shader try to send PropertResetter very frequencly.
Since we only need to register that property only 1 time +
We can control pixel area by Renderer,
Let we register uPixelArea property only 1 times for creation.
And also, there was some useless uPixelArea usage on text-visual.
Let we just remove it.
Change-Id: Ib784e0088243f2a70f8556ae0dc9fa7c957b5aa2
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
INPUT mediump vec2 aPosition;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
INPUT mediump vec2 aPosition;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
-uniform mediump vec4 pixelArea;
OUTPUT mediump vec2 vTexCoord;
OUTPUT mediump vec2 vTexCoord;
+ vTexCoord = aPosition + vec2(0.5);
gl_Position = uMvpMatrix * ComputeVertexPosition();
gl_Position = uMvpMatrix * ComputeVertexPosition();
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );
- resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
- mLoadState = TextureManager::LoadState::LOAD_FAILED;
+ resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
+ mLoadState = TextureManager::LoadState::LOAD_FAILED;
// Change renderer as broken.
ShowBrokenImage();
// Change renderer as broken.
ShowBrokenImage();
- bool usesWholeTexture = true;
const bool useStandardShader = !mImpl->mCustomShader;
const bool useNativeImage = (mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)));
const bool useStandardShader = !mImpl->mCustomShader;
const bool useNativeImage = (mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)));
+ bool usesWholeTexture = true;
std::string_view vertexShaderView;
std::string_view fragmentShaderView;
std::string_view vertexShaderView;
std::string_view fragmentShaderView;
{
shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints);
}
{
shader = Shader::New(vertexShaderView, fragmentShaderView, mImpl->mCustomShader->mHints);
}
- if(usesWholeTexture)
- {
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ if(usesWholeTexture)
+ {
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ }
const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol
const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol
-const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-
/**
* Return Property index for the given string key
* param[in] stringKey the string index key
/**
* Return Property index for the given string key
* param[in] stringKey the string index key
mTextShaderFeatureCache = featureBuilder;
Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
mTextShaderFeatureCache = featureBuilder;
Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);