Call ResourceReady callback even image loading failed.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / npatch / npatch-visual.cpp
1 /*
2  * Copyright (c) 2022 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include "npatch-visual.h"
20
21 // EXTERNAL INCLUDES
22 #include <dali/devel-api/adaptor-framework/image-loading.h>
23 #include <dali/devel-api/common/stage.h>
24 #include <dali/devel-api/rendering/renderer-devel.h>
25 #include <dali/integration-api/debug.h>
26
27 // INTERNAL INCLUDES
28 #include <dali-toolkit/devel-api/utility/npatch-helper.h>
29 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
30 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
31 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
32 #include <dali-toolkit/internal/visuals/npatch-loader.h>
33 #include <dali-toolkit/internal/visuals/rendering-addon.h>
34 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
36 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
37 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
38 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
39 #include <dali-toolkit/public-api/visuals/visual-properties.h>
40
41 namespace Dali
42 {
43 namespace Toolkit
44 {
45 namespace Internal
46 {
47 namespace
48 {
49 const int CUSTOM_PROPERTY_COUNT(5); // fixed(3),stretch,aux
50 }
51
52 /////////////////NPatchVisual////////////////
53
54 NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
55 {
56   NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
57   nPatchVisual->mImageUrl = imageUrl;
58   nPatchVisual->SetProperties(properties);
59   nPatchVisual->Initialize();
60   return nPatchVisual;
61 }
62
63 NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
64 {
65   NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
66   nPatchVisual->mImageUrl = imageUrl;
67   nPatchVisual->Initialize();
68   return nPatchVisual;
69 }
70
71 void NPatchVisual::LoadImages()
72 {
73   TextureManager& textureManager     = mFactoryCache.GetTextureManager();
74   bool            synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
75
76   if(mId == NPatchData::INVALID_NPATCH_DATA_ID && (mImageUrl.IsLocalResource() || mImageUrl.IsBufferResource()))
77   {
78     bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
79     mId                    = mLoader.Load(textureManager, this, mImageUrl, mBorder, preMultiplyOnLoad, synchronousLoading);
80
81     const NPatchData* data;
82     if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
83     {
84       EnablePreMultipliedAlpha(data->IsPreMultiplied());
85     }
86   }
87
88   if(!mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && (mAuxiliaryUrl.IsLocalResource() || mAuxiliaryUrl.IsBufferResource()))
89   {
90     // Load the auxiliary image
91     auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
92     mAuxiliaryPixelBuffer     = textureManager.LoadPixelBuffer(mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, synchronousLoading, this, true, preMultiplyOnLoading);
93
94     // If synchronousLoading is true, we can check the auxiliaryResource's status now.
95     if(synchronousLoading)
96     {
97       mAuxiliaryResourceStatus = mAuxiliaryPixelBuffer ? Toolkit::Visual::ResourceStatus::READY : Toolkit::Visual::ResourceStatus::FAILED;
98     }
99   }
100 }
101
102 void NPatchVisual::GetNaturalSize(Vector2& naturalSize)
103 {
104   naturalSize.x = 0u;
105   naturalSize.y = 0u;
106
107   // load now if not already loaded
108   const NPatchData* data;
109   if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
110   {
111     naturalSize.x = data->GetCroppedWidth();
112     naturalSize.y = data->GetCroppedHeight();
113   }
114   else
115   {
116     if(mImageUrl.IsValid())
117     {
118       ImageDimensions dimensions = Dali::GetOriginalImageSize(mImageUrl.GetUrl());
119       if(dimensions != ImageDimensions(0, 0))
120       {
121         naturalSize.x = dimensions.GetWidth();
122         naturalSize.y = dimensions.GetHeight();
123       }
124     }
125   }
126
127   if(mAuxiliaryPixelBuffer)
128   {
129     naturalSize.x = std::max(naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()));
130     naturalSize.y = std::max(naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()));
131   }
132 }
133
134 void NPatchVisual::DoSetProperties(const Property::Map& propertyMap)
135 {
136   // URL is already passed in via constructor
137
138   Property::Value* borderOnlyValue = propertyMap.Find(Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY);
139   if(borderOnlyValue)
140   {
141     borderOnlyValue->Get(mBorderOnly);
142   }
143
144   Property::Value* borderValue = propertyMap.Find(Toolkit::ImageVisual::Property::BORDER, BORDER);
145   if(borderValue && !borderValue->Get(mBorder)) // If value exists and is rect, just set mBorder
146   {
147     // Not a rect so try vector4
148     Vector4 border;
149     if(borderValue->Get(border))
150     {
151       mBorder.left   = static_cast<int>(border.x);
152       mBorder.right  = static_cast<int>(border.y);
153       mBorder.bottom = static_cast<int>(border.z);
154       mBorder.top    = static_cast<int>(border.w);
155     }
156   }
157
158   Property::Value* auxImage = propertyMap.Find(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME);
159   if(auxImage)
160   {
161     std::string url;
162     if(auxImage->Get(url))
163     {
164       mAuxiliaryUrl = url;
165     }
166   }
167
168   Property::Value* auxImageAlpha = propertyMap.Find(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME);
169   if(auxImageAlpha)
170   {
171     auxImageAlpha->Get(mAuxiliaryImageAlpha);
172   }
173
174   Property::Value* synchronousLoading = propertyMap.Find(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING);
175   if(synchronousLoading)
176   {
177     bool sync = false;
178     synchronousLoading->Get(sync);
179     if(sync)
180     {
181       mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
182     }
183     else
184     {
185       mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
186     }
187   }
188
189   Property::Value* releasePolicy = propertyMap.Find(Toolkit::ImageVisual::Property::RELEASE_POLICY, RELEASE_POLICY_NAME);
190   if(releasePolicy)
191   {
192     releasePolicy->Get(mReleasePolicy);
193   }
194 }
195
196 void NPatchVisual::DoSetOnScene(Actor& actor)
197 {
198   // load when first go on stage
199   LoadImages();
200
201   // Set mPlacementActor now, because some case, LoadImages can use this information in LoadComplete API.
202   // at this case, we try to SetResouce to mPlaceActor twice. so, we should avoid that case.
203   mPlacementActor = actor;
204
205   const NPatchData* data;
206   if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
207   {
208     // If mAuxiliaryUrl need to be loaded, we should wait it until LoadComplete called.
209     if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
210     {
211       SetResource();
212     }
213   }
214 }
215
216 void NPatchVisual::DoSetOffScene(Actor& actor)
217 {
218   if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && mReleasePolicy == Toolkit::ImageVisual::ReleasePolicy::DETACHED)
219   {
220     mLoader.Remove(mId, this);
221     mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING;
222     mId                    = NPatchData::INVALID_NPATCH_DATA_ID;
223   }
224
225   actor.RemoveRenderer(mImpl->mRenderer);
226   mPlacementActor.Reset();
227 }
228
229 void NPatchVisual::OnSetTransform()
230 {
231   if(mImpl->mRenderer)
232   {
233     mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
234   }
235 }
236
237 void NPatchVisual::DoCreatePropertyMap(Property::Map& map) const
238 {
239   map.Clear();
240   bool sync = IsSynchronousLoadingRequired();
241   map.Insert(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync);
242   map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH);
243   map.Insert(Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl());
244   map.Insert(Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly);
245   map.Insert(Toolkit::ImageVisual::Property::BORDER, mBorder);
246   map.Insert(Toolkit::ImageVisual::Property::RELEASE_POLICY, mReleasePolicy);
247
248   if(mAuxiliaryUrl.IsValid())
249   {
250     map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl());
251     map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha);
252   }
253 }
254
255 void NPatchVisual::DoCreateInstancePropertyMap(Property::Map& map) const
256 {
257   if(mAuxiliaryUrl.IsValid())
258   {
259     map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl());
260     map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha);
261   }
262 }
263
264 NPatchVisual::NPatchVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory)
265 : Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH),
266   mPlacementActor(),
267   mLoader(factoryCache.GetNPatchLoader()),
268   mImageVisualShaderFactory(shaderFactory),
269   mImageUrl(),
270   mAuxiliaryUrl(),
271   mId(NPatchData::INVALID_NPATCH_DATA_ID),
272   mAuxiliaryResourceStatus(Toolkit::Visual::ResourceStatus::PREPARING),
273   mBorderOnly(false),
274   mBorder(),
275   mAuxiliaryImageAlpha(0.0f),
276   mReleasePolicy(Toolkit::ImageVisual::ReleasePolicy::DETACHED)
277 {
278   EnablePreMultipliedAlpha(mFactoryCache.GetPreMultiplyOnLoad());
279 }
280
281 NPatchVisual::~NPatchVisual()
282 {
283   if(Stage::IsInstalled() && (mId != NPatchData::INVALID_NPATCH_DATA_ID) && (mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER))
284   {
285     mLoader.Remove(mId, this);
286     mId = NPatchData::INVALID_NPATCH_DATA_ID;
287   }
288 }
289
290 void NPatchVisual::OnInitialize()
291 {
292   // Get basic geometry and shader
293   Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
294   Shader   shader   = mImageVisualShaderFactory.GetShader(
295     mFactoryCache,
296     ImageVisualShaderFeature::FeatureBuilder());
297
298   mImpl->mRenderer = VisualRenderer::New(geometry, shader);
299   mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
300
301   //Register transform properties
302   mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
303 }
304
305 Geometry NPatchVisual::CreateGeometry()
306 {
307   Geometry          geometry;
308   const NPatchData* data;
309   if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
310   {
311     if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
312     {
313       if(DALI_UNLIKELY(mBorderOnly))
314       {
315         geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY);
316       }
317       else
318       {
319         if(data->GetRenderingMap())
320         {
321           uint32_t elementCount[2];
322           geometry = RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), Uint16Pair(3, 3), elementCount);
323           if(mImpl->mRenderer)
324           {
325             RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
326           }
327         }
328         else
329         {
330           geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
331         }
332       }
333     }
334     else if(data->GetStretchPixelsX().Size() > 0 || data->GetStretchPixelsY().Size() > 0)
335     {
336       Uint16Pair gridSize(2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1);
337       if(!data->GetRenderingMap())
338       {
339         geometry = !mBorderOnly ? NPatchHelper::CreateGridGeometry(gridSize) : NPatchHelper::CreateBorderGeometry(gridSize);
340       }
341       else
342       {
343         uint32_t elementCount[2];
344         geometry = !mBorderOnly ? RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount) : NPatchHelper::CreateBorderGeometry(gridSize);
345         if(mImpl->mRenderer)
346         {
347           RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
348         }
349       }
350     }
351   }
352   else
353   {
354     // no N patch data so use default geometry
355     geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
356   }
357   return geometry;
358 }
359
360 Shader NPatchVisual::CreateShader()
361 {
362   Shader            shader;
363   const NPatchData* data;
364   // 0 is either no data (load failed?) or no stretch regions on image
365   // for both cases we use the default shader
366   NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
367   NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
368
369   auto fragmentShader = mAuxiliaryPixelBuffer ? SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG
370                                               : SHADER_NPATCH_VISUAL_SHADER_FRAG;
371   auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
372                                           : VisualFactoryCache::NINE_PATCH_SHADER;
373
374   // ask loader for the regions
375   if(mLoader.GetNPatchData(mId, data))
376   {
377     xStretchCount = data->GetStretchPixelsX().Count();
378     yStretchCount = data->GetStretchPixelsY().Count();
379   }
380
381   if(DALI_LIKELY(!mImpl->mCustomShader))
382   {
383     if(DALI_LIKELY((xStretchCount == 1 && yStretchCount == 1) ||
384                    (xStretchCount == 0 && yStretchCount == 0)))
385     {
386       shader = mFactoryCache.GetShader(shaderType);
387       if(DALI_UNLIKELY(!shader))
388       {
389         shader = Shader::New(SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, fragmentShader);
390         // Only cache vanilla 9 patch shaders
391         mFactoryCache.SaveShader(shaderType, shader);
392       }
393     }
394     else if(xStretchCount > 0 || yStretchCount > 0)
395     {
396       std::stringstream vertexShader;
397       vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
398                    << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
399                    << SHADER_NPATCH_VISUAL_SHADER_VERT;
400
401       shader = Shader::New(vertexShader.str(), fragmentShader);
402     }
403   }
404   else
405   {
406     Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
407
408     if(!mImpl->mCustomShader->mFragmentShader.empty())
409     {
410       fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
411     }
412     hints = mImpl->mCustomShader->mHints;
413
414     /* Apply Custom Vertex Shader only if image is 9-patch */
415     if((xStretchCount == 1 && yStretchCount == 1) ||
416        (xStretchCount == 0 && yStretchCount == 0))
417     {
418       const char* vertexShader = SHADER_NPATCH_VISUAL_3X3_SHADER_VERT.data();
419
420       if(!mImpl->mCustomShader->mVertexShader.empty())
421       {
422         vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
423       }
424       shader = Shader::New(vertexShader, fragmentShader, hints);
425     }
426     else if(xStretchCount > 0 || yStretchCount > 0)
427     {
428       std::stringstream vertexShader;
429       vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
430                    << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
431                    << SHADER_NPATCH_VISUAL_SHADER_VERT;
432
433       shader = Shader::New(vertexShader.str(), fragmentShader, hints);
434     }
435   }
436
437   return shader;
438 }
439
440 void NPatchVisual::ApplyTextureAndUniforms()
441 {
442   const NPatchData* data;
443   TextureSet        textureSet;
444
445   if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
446   {
447     textureSet = data->GetTextures();
448     NPatchHelper::ApplyTextureAndUniforms(mImpl->mRenderer, data);
449
450     if(mAuxiliaryPixelBuffer)
451     {
452       // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
453       // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
454       // on GL interpolation alone.
455       if(mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() &&
456          mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight())
457       {
458         mAuxiliaryPixelBuffer.Resize(data->GetCroppedWidth(), data->GetCroppedHeight());
459       }
460
461       // Note, this resets mAuxiliaryPixelBuffer handle
462       auto auxiliaryPixelData = Devel::PixelBuffer::Convert(mAuxiliaryPixelBuffer);
463
464       auto texture = Texture::New(TextureType::TEXTURE_2D,
465                                   auxiliaryPixelData.GetPixelFormat(),
466                                   auxiliaryPixelData.GetWidth(),
467                                   auxiliaryPixelData.GetHeight());
468       texture.Upload(auxiliaryPixelData);
469
470       // TODO : This code exist due to the texture cache manager hold TextureSet, not Texture.
471       // If we call textureSet.SetTexture(1, texture) directly, the cached TextureSet also be changed.
472       // We should make pass utc-Dali-VisualFactory.cpp UtcDaliNPatchVisualAuxiliaryImage02().
473       TextureSet tempTextureSet = TextureSet::New();
474       tempTextureSet.SetTexture(0, textureSet.GetTexture(0));
475       tempTextureSet.SetTexture(1, texture);
476       textureSet = tempTextureSet;
477
478       mImpl->mRenderer.RegisterProperty(DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
479                                         AUXILIARY_IMAGE_ALPHA_NAME,
480                                         mAuxiliaryImageAlpha);
481     }
482     mImpl->mRenderer.SetTextures(textureSet);
483   }
484   else
485   {
486     DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str());
487     Actor   actor     = mPlacementActor.GetHandle();
488     Vector2 imageSize = Vector2::ZERO;
489     if(actor)
490     {
491       imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
492     }
493     mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize, false);
494   }
495
496   // Register transform properties
497   mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
498 }
499
500 Geometry NPatchVisual::GetNinePatchGeometry(VisualFactoryCache::GeometryType subType)
501 {
502   Geometry geometry = mFactoryCache.GetGeometry(subType);
503   if(!geometry)
504   {
505     if(DALI_LIKELY(VisualFactoryCache::NINE_PATCH_GEOMETRY == subType))
506     {
507       geometry = NPatchHelper::CreateGridGeometry(Uint16Pair(3, 3));
508     }
509     else if(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType)
510     {
511       geometry = NPatchHelper::CreateBorderGeometry(Uint16Pair(3, 3));
512     }
513     mFactoryCache.SaveGeometry(subType, geometry);
514   }
515   return geometry;
516 }
517
518 void NPatchVisual::SetResource()
519 {
520   const NPatchData* data;
521   if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data))
522   {
523     Geometry geometry = CreateGeometry();
524     Shader   shader   = CreateShader();
525
526     mImpl->mRenderer.SetGeometry(geometry);
527     mImpl->mRenderer.SetShader(shader);
528
529     if(RenderingAddOn::Get().IsValid())
530     {
531       RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
532     }
533     Actor actor = mPlacementActor.GetHandle();
534     if(actor)
535     {
536       ApplyTextureAndUniforms();
537       actor.AddRenderer(mImpl->mRenderer);
538       mPlacementActor.Reset();
539     }
540
541     // npatch loaded and ready to display
542     if(data->GetLoadingState() != NPatchData::LoadingState::LOAD_COMPLETE)
543     {
544       ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
545     }
546     else
547     {
548       ResourceReady(Toolkit::Visual::ResourceStatus::READY);
549     }
550   }
551 }
552
553 void NPatchVisual::LoadComplete(bool loadSuccess, TextureInformation textureInformation)
554 {
555   if(textureInformation.returnType == TextureUploadObserver::ReturnType::TEXTURE) // For the Url.
556   {
557     if(textureInformation.textureId != TextureManager::INVALID_TEXTURE_ID)
558     {
559       if(mId == NPatchData::INVALID_NPATCH_DATA_ID)
560       {
561         // Special case when mLoader.Load call LoadComplete function before mId setup.
562         // We can overwrite mId.
563         mId = static_cast<NPatchData::NPatchDataId>(textureInformation.textureId);
564       }
565     }
566     if(loadSuccess)
567     {
568       EnablePreMultipliedAlpha(textureInformation.preMultiplied);
569     }
570   }
571   else // For the AuxiliaryUrl : ReturnType::PIXEL_BUFFER
572   {
573     if(loadSuccess && textureInformation.url == mAuxiliaryUrl.GetUrl())
574     {
575       mAuxiliaryPixelBuffer    = textureInformation.pixelBuffer;
576       mAuxiliaryResourceStatus = Toolkit::Visual::ResourceStatus::READY;
577     }
578     else
579     {
580       mAuxiliaryResourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
581     }
582   }
583   // If auxiliaryUrl didn't required OR auxiliaryUrl load done.
584   if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
585   {
586     const NPatchData* data;
587     // and.. If Url loading done.
588     if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
589     {
590       SetResource();
591     }
592   }
593 }
594
595 } // namespace Internal
596
597 } // namespace Toolkit
598
599 } // namespace Dali