KEEP_PIXEL_BUFFER, ///< Keep loaded pixel buffer inside of texture manager without making texture. This could be used for inside pixel process like mask image.
RETURN_PIXEL_BUFFER, ///< Return loaded pixel buffer without making texture.
/// Because a pixel buffer cannot be used multiple texture, this pixel buffer only cached during loading, and is removed after loading is finished.
+ KEEP_TEXTURE, ///< Keep loaded texture inside of texture manager. This could be used for pixel processing like GPU masking.
UPLOAD_TO_TEXTURE ///< Loaded image will be uploaded to texture and the texture will be returned.
};
const bool& orientationCorrection,
const bool& preMultiplyOnLoad,
const Dali::AnimatedImageLoading& animatedImageLoading,
- const std::uint32_t& frameIndex)
+ const std::uint32_t& frameIndex,
+ const bool& loadYuvPlanes)
: url(url),
desiredSize(desiredSize),
useSize(desiredSize),
cropToMask(cropToMask),
orientationCorrection(true),
preMultiplyOnLoad(preMultiplyOnLoad),
- preMultiplied(false)
+ preMultiplied(false),
+ loadYuvPlanes(loadYuvPlanes)
{
isAnimatedImageFormat = (animatedImageLoading) ? true : false;
}
bool preMultiplyOnLoad : 1; ///< True if the image's color should be multiplied by it's alpha
bool preMultiplied : 1; ///< True if the image's color was multiplied by it's alpha
bool isAnimatedImageFormat : 1; ///< true if the image is requested from animated image visual.
+ bool loadYuvPlanes : 1; ///< true if the image should be loaded as yuv planes
};
} // namespace TextureManagerType