}
}
-void ImageVisual::GetNaturalSize( Vector2& naturalSize ) const
+void ImageVisual::GetNaturalSize( Vector2& naturalSize )
{
if(mImage)
{
void ImageVisual::InitializeRenderer( const std::string& imageUrl )
{
- if( imageUrl.empty() )
- {
- return;
- }
+ DALI_ASSERT_DEBUG( !mImpl->mRenderer && "Renderer should have been removed from stage and already reset before initialization" );
mImageUrl = imageUrl;
- mImpl->mRenderer.Reset();
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
if( !mImpl->mCustomShader &&
void ImageVisual::InitializeRenderer( const Image& image )
{
+ DALI_ASSERT_DEBUG( !mImpl->mRenderer && "Renderer should have been removed from stage and already reset before initialization" );
+
mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
// don't reuse CreateTextureSet
// reuse existing code for regular images
CreateRenderer( textures );
}
-
- if( image )
- {
- ApplyImageToSampler( image );
- }
+ ApplyImageToSampler( image );
}
void ImageVisual::UploadCompleted()
void ImageVisual::DoSetOnStage( Actor& actor )
{
- mPlacementActor = actor;
-
if( !mImageUrl.empty() )
{
InitializeRenderer( mImageUrl );
}
- else
+ else if ( mImage )
{
InitializeRenderer( mImage );
}
+ if ( !mImpl->mRenderer)
+ {
+ return;
+ }
+
+ mPlacementActor = actor;
+
if( mPixelArea != FULL_TEXTURE_RECT )
{
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );
void ImageVisual::DoSetOffStage( Actor& actor )
{
+ // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage)
+
//If we own the image then make sure we release it when we go off stage
+ actor.RemoveRenderer( mImpl->mRenderer);
if( !mImageUrl.empty() )
{
- actor.RemoveRenderer( mImpl->mRenderer );
CleanCache(mImageUrl);
mImage.Reset();
}
- else
- {
- actor.RemoveRenderer( mImpl->mRenderer );
- mImpl->mRenderer.Reset();
- }
+
+ mImpl->mRenderer.Reset();
mPlacementActor.Reset();
}
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
}
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
}
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
}
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+
return shader;
}