}
}
+ if(mImageUrl.IsValid())
+ {
+ // Decrease reference count of External Resources :
+ // EncodedImageBuffer or ExternalTextures.
+ // Ensure the stage is still valid before accessing texture manager.
+ if(mImageUrl.GetProtocolType() == VisualUrl::TEXTURE)
+ {
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+ textureManager.RemoveExternalTexture(mImageUrl.GetUrl());
+ }
+ else if(mImageUrl.IsBufferResource())
+ {
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+ textureManager.RemoveExternalEncodedImageBuffer(mImageUrl.GetUrl());
+ }
+ }
+
// ImageVisual destroyed so remove texture unless ReleasePolicy is set to never release
if((mTextureId != TextureManager::INVALID_TEXTURE_ID) && (mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER))
{
}
else
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
+ Actor actor = mPlacementActor.GetHandle();
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
+ {
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ }
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+ Texture brokenImage = mImpl->mRenderer.GetTextures().GetTexture(0);
naturalSize.x = brokenImage.GetWidth();
naturalSize.y = brokenImage.GetWidth();
}
}
}
- Shader shader = GetShader();
+ // Increase reference count of External Resources :
+ // EncodedImageBuffer or ExternalTextures.
+ // Reference count will be decreased at destructor of the visual.
+ if(mImageUrl.IsValid() && (mImageUrl.IsBufferResource() || mImageUrl.GetProtocolType() == VisualUrl::TEXTURE))
+ {
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+ textureManager.UseExternalResource(mImageUrl.GetUrl());
+ }
+
+ Shader shader = GenerateShader();
// Create the renderer
mImpl->mRenderer = Renderer::New(geometry, shader);
bool ImageVisual::AttemptAtlasing()
{
- return (!mImpl->mCustomShader && mImageUrl.GetProtocolType() == VisualUrl::LOCAL && mAttemptAtlasing);
+ return (!mImpl->mCustomShader && (mImageUrl.IsLocalResource() || mImageUrl.IsBufferResource()) && mAttemptAtlasing);
}
void ImageVisual::InitializeRenderer()
if(mTextures)
{
mImpl->mRenderer.SetTextures(mTextures);
+ if(DevelTexture::IsNative(mTextures.GetTexture(0)))
+ {
+ UpdateShader();
+ }
mTextures.Reset(); // Visual should not keep a handle to the texture after this point.
}
}
else if(mLoadState == TextureManager::LoadState::LOAD_FAILED)
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
- mTextures = TextureSet::New();
- mTextures.SetTexture(0u, brokenImage);
- mImpl->mRenderer.SetTextures(mTextures);
-
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
+ {
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ }
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
actor.AddRenderer(mImpl->mRenderer);
mPlacementActor.Reset();
{
if(mImpl->mRenderer)
{
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer.SetShader(shader);
}
}
EnablePreMultipliedAlpha(preMultiplied);
Actor actor = mPlacementActor.GetHandle();
- if(actor)
+ if(!loadingSuccess)
{
- actor.AddRenderer(mImpl->mRenderer);
- // reset the weak handle so that the renderer only get added to actor once
- mPlacementActor.Reset();
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
+ {
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ }
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+ textureSet = mImpl->mRenderer.GetTextures();
}
-
- if(!loadingSuccess)
+ else
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
- textureSet = TextureSet::New();
- textureSet.SetTexture(0u, brokenImage);
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ textureSet.SetSampler(0u, sampler);
mImpl->mRenderer.SetTextures(textureSet);
}
- Sampler sampler = Sampler::New();
- sampler.SetWrapMode(mWrapModeU, mWrapModeV);
- textureSet.SetSampler(0u, sampler);
- mImpl->mRenderer.SetTextures(textureSet);
+ if(actor)
+ {
+ actor.AddRenderer(mImpl->mRenderer);
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+ }
}
// Storing TextureSet needed when renderer staged.
}
}
-Shader ImageVisual::GetShader()
+Shader ImageVisual::GenerateShader() const
{
Shader shader;
// Create and cache the standard shader
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
- mImpl->mFlags & Impl::IS_ATLASING_APPLIED,
- mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE,
- IsRoundedCornerRequired());
+ mImpl->mFlags & Impl::IS_ATLASING_APPLIED ? TextureAtlas::ENABLED : TextureAtlas::DISABLED,
+ mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY,
+ IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED,
+ IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED
+ );
}
else if(mImpl->mCustomShader)
{