Emit ResourceReady if we call Reload even if it was ready visual. If the visual was already ready state, and if we call Reload, the visual state still ResourceReady. So ResourceReady signal was not be emitted. Since someone might need to know the timing of resource loaded after Reload(), Make we reset status as PREPARE, and wait callback again. Change-Id: Id0ddb6523c4d9fcd58aab63a2fb07d27fdd9c5b5 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Make we use valid geometry if broken image was n-patch and reloaded It is possible that we use broken image not matched with given visual, and then Reload API call it, and successed. For this case, we need to change to use valid geometry again. Change-Id: I2df7fb8b6123361b515b8f9ac9c1fafc77f665b6 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Make method to get VisualUrl shorter. Let we allow to get only the last 20 character of URL name when we don't need to print full URL. Change-Id: Id7203bff84fdf61a7950cec1c79ebce48b1a9a43 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Enable masking for Scene3D::SceneView Change-Id: Ia725f8a19a96d6020e1247cc49b9568a5f562215 Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Merge "Remove Atlas parameter for TextureManager cache system" into devel/master
Remove Atlas parameter for TextureManager cache system If some visual attempt to atlas, they will use AtlasManager. So there is no reason to keep atlas relative informations for TextureInfo struct, what we are caching now. + This patch touch a lots of codes in texture-manager. So, I also change something useless lvalue usages Something like, const bool& Change-Id: I6a83b75c8311377e2ab6d62d29c19864a21d7e79 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Minor optimization for image visaul and texture manager - Set texture index ordered bigger to smaller Since we reserve the size of textureset internally, set index bigger to smaller is more faster than else. - Disconnect ObserverDestroyed what loadqueue connected To avoid useless duplicated connection, let we disconnect observer destroyed signal before process load queue. Change-Id: I516406bcad2005ba628b3890fbc814df9c1a5e29 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Reduce LOC of ImageVisual Change-Id: Ib6ace96a0fafb6f14e35bacb29e9eeac50431883
Merge "ImageVisualShaderFactory refactoring" into devel/master
Make ImageVisual::Property::PIXEL_AREA animatable Since PixelArea was not animatable for visual side, we cannot animate some cases who register image visual hardly. This patch make we allow to animate PixelArea at ImageVisual, instead of ImageView directly. Change-Id: Ib00b771a2db938cf8ece17ffa4566c7b0b9bb800 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
ImageVisualShaderFactory refactoring ImageVisualShaderFactory::GetShader method is too long and complex. The method uses same logic for two different purpose in a method that makes difficult to understand. And the method also has too many braces depth. This patch moves some features that to create shaderType and to retrive shaderPreFix to ImageVisualShaderFeatureBuilder. Now ImageVisualShaderFeatureBuilder manages all responsibility to define shader codes following its options. And slides some codes for readability and it make possible remove unnecessary comments. Change-Id: I09a725d4e101cb65badffe3a897572971e2c336b Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Support FastTrackUploading for YUV images Let we support YUV image case without additional image loading or image operation. Instead, let we think that FastTrackUploading will use YUV format always if DALI_LOAD_IMAGE_YUV_PLANES=1. And then, revert as standard shader if we are not use YUV case actually. To support this feature. let we make unified YUV + RGB shader can use standard rgb image color for special case. After load completed, we can determine the type of shader. Change-Id: Ia4ffa288e705af751e722cd1440de2a014ad19b4 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Register PixelArea property only if required. 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>
FastTrackUpload task implement Let we make another loaderTask for upload texture at work thread. It will use TextureUploadManager. Change-Id: Ibc3e19aad3e1a20f3a553b4cf394b315de66980f Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Add property for disable broken image add property for disable broken image. it is for placeholder image visual Change-Id: I3c2609aed11a5e880207b616243c2b110815d71b
Masking support for external textures Masking support for external textures as well. For masking, only GPU masking is available. Support for both asynchronous/synchronous. Change-Id: Ifdd18f0d90911ba849b5ff9cf1d8255f40ce12e9
Remove cached texture at PostProcessor We don't need to Remove memory of texture immediately. If we call Remove(image); Add(image); continously, Then image will try to reload image one more time. It might useless behaviour for real world app side. So make we don't remove texture immediatly, and Process remove queue at post process timing. Change-Id: Ic0d1a1cd10c13fc8b742667a09b02552594aae70 Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
Remove useless uniform register Current image visual didn't use uPixelAlign. We can remove this property. Change-Id: Ie61e299e77c8ff1ccce8edcea7575640dd863e91 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Fix issue using broken image when GetNaturalSize() is called after the image is already loaded, we can't get proper broken image because mPlacementActor is null. Change-Id: I9394c4447b46ee442056266e4be7f6c220a3ce4d
(Vector) Support desired size Change-Id: I0cb81a3c273b4cffd51928fca971050d9e2ee3c3