#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/rendering/decorated-visual-renderer.h>
#include <cstring> // for strlen()
// INTERNAL HEADERS
{
namespace
{
-const int CUSTOM_PROPERTY_COUNT(12); // ltr, wrap, pixel area, atlas, pixalign, crop to mask, mask texture ratio + border/corner
+const int CUSTOM_PROPERTY_COUNT(7); // ltr, wrap, pixel area, atlas, pixalign, crop to mask, mask texture ratio
// fitting modes
DALI_ENUM_TO_STRING_TABLE_BEGIN(FITTING_MODE)
{
if(Stage::IsInstalled())
{
- if(mMaskingData)
- {
- // TextureManager could have been deleted before the actor that contains this
- // ImageVisual is destroyed (e.g. due to stage shutdown). Ensure the stage
- // is still valid before accessing texture manager.
- if(mMaskingData->mAlphaMaskId != TextureManager::INVALID_TEXTURE_ID)
- {
- TextureManager& textureManager = mFactoryCache.GetTextureManager();
- textureManager.Remove(mMaskingData->mAlphaMaskId, this);
- }
- }
-
if(mImageUrl.IsValid())
{
// Decrease reference count of External Resources :
Shader shader = GenerateShader();
// Create the renderer
- mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer = DecoratedVisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
//Register transform properties
bool synchronousLoading = IsSynchronousLoadingRequired();
bool loadingStatus;
- textures = textureManager.LoadTexture(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, mMaskingData, synchronousLoading, mTextureId, atlasRect, mAtlasRectSize, atlasing, loadingStatus, mWrapModeU, mWrapModeV, textureObserver, atlasUploadObserver, atlasManager, mOrientationCorrection, forceReload, preMultiplyOnLoad);
+ textures = textureManager.LoadTexture(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, mMaskingData, synchronousLoading, mTextureId, atlasRect, mAtlasRectSize, atlasing, loadingStatus, textureObserver, atlasUploadObserver, atlasManager, mOrientationCorrection, forceReload, preMultiplyOnLoad);
if(textures)
{
}
EnablePreMultipliedAlpha(preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD);
+ if(!atlasing)
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ textures.SetSampler(0u, sampler);
+ }
}
else if(synchronousLoading)
{
else
{
mTextures = mFactoryCache.GetTextureManager().GetTextureSet(mTextureId);
+ if(!(mImpl->mFlags & Visual::Base::Impl::IS_ATLASING_APPLIED) && mTextures)
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ mTextures.SetSampler(0u, sampler);
+ }
}
}
mImpl->mRenderer.SetTextures(mTextures);
ComputeTextureSize();
CheckMaskTexture();
- if(DevelTexture::IsNative(mTextures.GetTexture(0)))
+
+ bool needToUpdateShader = DevelTexture::IsNative(mTextures.GetTexture(0));
+
+ if(mTextures.GetTextureCount() == 3)
+ {
+ if(mTextures.GetTexture(0).GetPixelFormat() == Pixel::L8 && mTextures.GetTexture(1).GetPixelFormat() == Pixel::CHROMINANCE_U && mTextures.GetTexture(2).GetPixelFormat() == Pixel::CHROMINANCE_V)
+ {
+ mNeedYuvToRgb = true;
+ needToUpdateShader = true;
+ }
+ }
+
+ if(needToUpdateShader)
{
UpdateShader();
}
}
else
{
- Sampler sampler = Sampler::New();
- sampler.SetWrapMode(mWrapModeU, mWrapModeV);
- textureInformation.textureSet.SetSampler(0u, sampler);
+ if(!textureInformation.useAtlasing)
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ textureInformation.textureSet.SetSampler(0u, sampler);
+ }
+
mImpl->mRenderer.SetTextures(textureInformation.textureSet);
ComputeTextureSize();
CheckMaskTexture();
+
+ if(textureInformation.textureSet.GetTextureCount() == 3)
+ {
+ if(textureInformation.textureSet.GetTexture(0).GetPixelFormat() == Pixel::L8 && textureInformation.textureSet.GetTexture(1).GetPixelFormat() == Pixel::CHROMINANCE_U && textureInformation.textureSet.GetTexture(2).GetPixelFormat() == Pixel::CHROMINANCE_V)
+ {
+ mNeedYuvToRgb = true;
+ UpdateShader();
+ }
+ }
}
if(actor)
if(useStandardShader)
{
- bool requiredAlphaMaskingOnRendering = (mMaskingData && !mMaskingData->mMaskImageLoadingFailed) ? !mMaskingData->mPreappliedMasking : false;
+ bool requiredAlphaMaskingOnRendering = (mMaskingData && !mMaskingData->mMaskImageLoadingFailed) ? !mMaskingData->mPreappliedMasking : false;
// Create and cache the standard shader
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
.EnableRoundedCorner(IsRoundedCornerRequired())
.EnableBorderline(IsBorderlineRequired())
.SetTextureForFragmentShaderCheck(useNativeImage ? mTextures.GetTexture(0) : Dali::Texture())
- .EnableAlphaMaskingOnRendering(requiredAlphaMaskingOnRendering));
+ .EnableAlphaMaskingOnRendering(requiredAlphaMaskingOnRendering)
+ .EnableYuvToRgb(mNeedYuvToRgb));
}
else
{
{
if(mMaskingData && !mMaskingData->mPreappliedMasking)
{
- bool maskLoadFailed = true;
- TextureSet textures = mImpl->mRenderer.GetTextures();
+ bool maskLoadFailed = true;
+ TextureSet textures = mImpl->mRenderer.GetTextures();
if(textures && textures.GetTextureCount() >= TEXTURE_COUNT_FOR_GPU_ALPHA_MASK)
{
if(mMaskingData->mCropToMask)