Fix npatch visual auxiliary bug Bug 1 : If auxiliary image and npatch image has alpha, The final scene doesn't have alpha color. It cause mask npatch shader don't consider alpha value. Bug 2 : LoadPixelBuffer reload policy is FORCE in default. And we load auxiliary image as LoadPixelBuffer. So, sometimes auxiliary load canceled due to the force reload. + auxiliary didnt cached. We make Auxiliary load as TextureManager so the lifecycle works well. Change-Id: I4ed0c7f8a539c0d84a9aed2f13829f5b24cde068 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Call ResourceReady callback even image loading failed. image-visual and svg-visual and npatch-visual call ResourceReady callback even they fail to load image. But when animated image load faild, it doesn't call ResourceReady. This patch make both image-used visuals call ResourceReady callback even if load state is failed. Change-Id: I7f0a267b7103d0d4df0753236cc90b2e467c707d Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Fix NPatch Auxiliary UTC Change-Id: I8aa5907f50375933d4f8f54dd2fb3bdc71345283 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Split texture-manager-impl files Collect all TextureManager relative files in one folder. And split TextureManager API's job as three files. - texture-manager-impl : Control texture loading it self. like alpha masking / synchronous / atlas / etc... - texture-cache-manager : Control internal texture caching container, external texture set, external encoded image buffers. Generate new TextureId, and we can access TextureInfo by TextureCacheIndex. - texture-async-loading-helper : Help async loader thread create, and callback load finished. And make most API's input parameters from 'T' to 'const T&' if we can. And also, make TextureManagerType namespace s.t. texture-manager-impl and textuer-cache-manager both class need to be use, and should be shared each other. Change-Id: Ia522a7b36da51d64282ca6b9ab4190a4e0476ad1 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Refactoring TextureUploadObserver. - Use unified method for any request. Change-Id: Ief4b744cd42b9184f83ba0ac0ba3436befd2aa61 Signed-off-by: seungho <sbsh.baek@samsung.com>
Updated all header files to new format Change-Id: I68b3cf032fa1758fff92509f463101bdfd36cce1
Create Renderer when the Visual is created Change-Id: I08ad0e53774094acf39dda4daaa98f5b899f0d2d
Make NPatchData receive LoadComplete call from TextureManager. - If an NPatchVisual is destroyed before it receives LoadComplete, the loading process of the npatch image is never completed. - At that time, because the cache data is already created, every request of the image after that is ignored. - In this patch, NPatchData is separated from NpatchLoader and NPatchData request npatch loading to Texture Manager instead of NPatchVisual as a representative. - After the loading is completed, NPatchData receives LoadComplete call and makes textureSet. - And, The NpatchData sends UploadComplete call to the each NPatchVisuals those originally request it. + Additionally, this patch includes an method to remove unused cached data. Change-Id: I0879a9eaa62aac8533fbc6b8d9416805ab7a0675 Signed-off-by: Seungho Baek <sbsh.baek@samsung.com>
Rename OnStage signals and related internal changes Change-Id: I26d60319eeb22cd31640eefc0b40cbcd750e3a8a
Remove ResourceImage Usage Change-Id: If2410a4d27fd388af26920335764f264a4c6cc75
Remove NinePatchImage Usage Change-Id: I686f15d6e4a8c1daa38a60a988423b4358342ef0
Asynchronous Load N-patch resource Change-Id: I1e0a25ca7599198ca5793a585af80e2b7d2e8f48 Signed-off-by: Seungho, Baek <sbsh.baek@samsung.com>
Fixed some errors reported by Clang Change-Id: I0b4cc08c8756fd4c0a080c55ea29c63ae3acd5bf
Added Auxiliary image to NPatch visual. Auxiliary image sits on top of the NPatch, and scales with the visual, not with the NPatch stretching. A new Alpha property enables just the auxiliary image to be faded. Change-Id: I391f39f2a422ddf97cdf847e70d12a6a254e941a Signed-off-by: David Steele <david.steele@samsung.com>
Encapsulated visual URL in new VisualUrl class. The VisualUrl object encapsulates the URL string and also resolves the data type and whether the url is local or remote on creation. Change-Id: I88cfc98563799d2646bde1911a5e8e90496ffd45 Signed-off-by: David Steele <david.steele@samsung.com>
Add BORDER_SIZE property to ImageVisual Change-Id: I19a0acb942e1dbca59a75427e7b1358f6b8c1e36
On state change, visuals now keep instance data If a visual such as a text visual has instance data (i.e. the text string) ensure that this is applied following a state change where the visual is removed and re-added. Added new method CreateInstancePropertyMap to Visual::Base::Impl, and methods DoCreateInstancePropertyMap to derived visuals for writing instance data into. So far, this is for text visual's text property and image visual's desired image size properties. TODO: Prevent the visual being re-added if no properties change (or only animatable properties change) (Whilst taking into account string vs index keys; Property Array vs Vector... [ Note: this is problematic for gradient visual, which generates a bunch of property arrays whilst Builder has generated Vectors from the equivalent JSON ] Change-Id: I742c47067fc19fbaeee2f01195f6f00501b16c85 Signed-off-by: David Steele <david.steele@samsung.com>
Visuals call SetProperties internally for 2-stage initialization Change-Id: I7da559f150e09d51e88a0c94ee651f572da0d190
Removed Visual::Base::SetProperty and GetProperty Removed the base class methods and all derived methods, except for text visual, which uses DoSetProperty internally. Change-Id: I6105f7d1efd0b6b81da09749c86e7334a78e5182 Signed-off-by: David Steele <david.steele@samsung.com>
Cache NPatch textures - introduce NPatchLoader, a simple cache to store loaded N patches, their textures and metadata - refactor NPatchVisual to use NPatchLoader and removed some dead / inefficient code GL stat improvements in dali-demo Before (only relevant numbers presented) ----------------------------------------- INFO: DALI: OpenGL ES statistics sampled over 60 frames) operations per frame: INFO: DALI: Bind textures : Mean 109.17 (Min:107.00, Max:113.00, StdDev: 1.33, Actual:6550) INFO: DALI: OpenGL ES Object Count: INFO: DALI: Texture Count : 101 (Peak:101) After ----------------------------------------- INFO: DALI: OpenGL ES statistics sampled over 60 frames) operations per frame: INFO: DALI: Bind textures : Mean 14.83 (Min:14.00, Max:15.00, StdDev: 0.37, Actual:890) INFO: DALI: OpenGL ES Object Count: INFO: DALI: Texture Count : 8 (Peak:8) Change-Id: I4ce84e6c6578c30660106950b40dd3bc0c41efa1