Refactoring ImageVisualShaderFactory::GetShader
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / npatch / npatch-visual.cpp
index ea72d4f..1f48eca 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include "npatch-visual.h"
 
 // EXTERNAL INCLUDES
-#include <dali/devel-api/object/handle-devel.h>
-#include <dali/devel-api/rendering/renderer-devel.h>
 #include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
 #include <dali/integration-api/debug.h>
+#include <dali/devel-api/common/stage.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
 #include <dali-toolkit/internal/visuals/npatch-loader.h>
-#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/internal/visuals/rendering-addon.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-#include <dali-toolkit/internal/visuals/rendering-addon.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 namespace
 {
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
-  attribute mediump vec2 aPosition;\n
-  varying mediump vec2 vTexCoord;\n
-  varying mediump vec2 vMaskTexCoord;\n
-  uniform highp   mat4 uMvpMatrix;\n
-  uniform mediump vec3 uSize;\n
-  uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
-  uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
-  \n
-
-  // Visual size and offset
-  uniform mediump vec2 offset;\n
-  uniform mediump vec2 size;\n
-  uniform mediump vec4 offsetSizeMode;\n
-  uniform mediump vec2 origin;\n
-  uniform mediump vec2 anchorPoint;\n
-  uniform mediump vec2 extraSize;\n
-
-  void main()\n
-  {\n
-    mediump vec2 fixedFactor  = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
-    mediump vec2 stretch      = vec2( uNinePatchFactorsX[ int( ( aPosition.x       ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y       ) * 0.5 ) ].y );\n
-    \n
-    mediump vec2 fixedTotal   = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
-    mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
-    \n
-    vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
-    vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
-    \n
-    mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
-    mediump vec4 vertexPosition = gridPosition;\n
-    vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
-    vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
-    vertexPosition = uMvpMatrix * vertexPosition;\n
-    \n
-    vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
-    vMaskTexCoord = gridPosition.xy / visualSize;\n
-    \n
-    gl_Position = vertexPosition;\n
-  }\n
-);
-
-const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
-    attribute mediump vec2 aPosition;\n
-    varying mediump vec2 vTexCoord;\n
-    varying mediump vec2 vMaskTexCoord;\n
-    uniform highp   mat4 uMvpMatrix;\n
-    uniform mediump vec3 uSize;\n
-    uniform mediump vec2 uFixed[ 3 ];\n
-    uniform mediump vec2 uStretchTotal;\n
-    \n
-    //Visual size and offset
-    uniform mediump vec2 offset;\n
-    uniform mediump vec2 size;\n
-    uniform mediump vec4 offsetSizeMode;\n
-    uniform mediump vec2 origin;\n
-    uniform mediump vec2 anchorPoint;\n
-    uniform mediump vec2 extraSize;\n
-    \n
-    void main()\n
-    {\n
-      vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
-      vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
-      \n
-      mediump vec2 size         = visualSize.xy;\n
-      \n
-      mediump vec2 fixedFactor  = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y  + 1.0 ) * 0.5 ) ].y );\n
-      mediump vec2 stretch      = floor( aPosition * 0.5 );\n
-      mediump vec2 fixedTotal   = uFixed[ 2 ];\n
-      \n
-      mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
-      mediump vec4 vertexPosition = gridPosition;\n
-      vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
-      vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
-      \n
-      vertexPosition = uMvpMatrix * vertexPosition;\n
-      \n
-      vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
-      \n
-      vMaskTexCoord = gridPosition.xy / size;\n
-      gl_Position = vertexPosition;\n
-    }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
-  varying mediump vec2 vTexCoord;\n
-  uniform sampler2D sTexture;\n
-  uniform lowp vec4 uColor;\n
-  uniform lowp vec3 mixColor;\n
-  uniform lowp float preMultipliedAlpha;\n
-  \n
-  void main()\n
-  {\n
-    gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
-  }\n
-);
-
-const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
-  varying mediump vec2 vTexCoord;\n
-  varying mediump vec2 vMaskTexCoord;\n
-  uniform sampler2D sTexture;\n
-  uniform sampler2D sMask;\n
-  uniform lowp vec4 uColor;\n
-  uniform lowp vec3 mixColor;\n
-  uniform lowp float preMultipliedAlpha;\n
-  uniform mediump float auxiliaryImageAlpha;\n
-  \n
-  void main()\n
-  {\n
-      // Where mask image is transparent, all of background image must show through.
-      // where mask image is opaque, only mask should be shown
-      // where mask is translucent, less of background should be shown.
-      // auxiliaryImageAlpha controls how much of mask is visible
-
-      mediump vec4 color = texture2D( sTexture, vTexCoord );\n
-      mediump vec4 mask  = texture2D( sMask, vMaskTexCoord );\n
-
-      mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
-                                + mask.rgb*mask.a * auxiliaryImageAlpha;\n
-      gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
-  }\n
-);
-
 /**
  * @brief Creates the geometry formed from the vertices and indices
  *
@@ -177,25 +52,24 @@ const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
  * @param[in]  indices              The indices to generate the geometry from
  * @return The geometry formed from the vertices and indices
  */
-Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
+Geometry GenerateGeometry(const Vector<Vector2>& vertices, const Vector<unsigned short>& indices)
 {
   Property::Map vertexFormat;
-  vertexFormat[ "aPosition" ] = Property::VECTOR2;
-  PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
-  if( vertices.Size() > 0 )
+  vertexFormat["aPosition"] = Property::VECTOR2;
+  VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
+  if(vertices.Size() > 0)
   {
-    vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+    vertexBuffer.SetData(&vertices[0], vertices.Size());
   }
 
   // Create the geometry object
   Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( vertexPropertyBuffer );
-  if( indices.Size() > 0 )
+  geometry.AddVertexBuffer(vertexBuffer);
+  if(indices.Size() > 0)
   {
-    geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
+    geometry.SetIndexBuffer(&indices[0], indices.Size());
   }
 
-
   return geometry;
 }
 
@@ -206,42 +80,42 @@ Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsi
  * @param[in]  rowIdx      The row index to start the quad
  * @param[in]  nextRowIdx  The index to the next row
  */
-void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
+void AddQuadIndices(Vector<unsigned short>& indices, unsigned int rowIdx, unsigned int nextRowIdx)
 {
-  indices.PushBack( rowIdx );
-  indices.PushBack( nextRowIdx + 1 );
-  indices.PushBack( rowIdx + 1 );
+  indices.PushBack(rowIdx);
+  indices.PushBack(nextRowIdx + 1);
+  indices.PushBack(rowIdx + 1);
 
-  indices.PushBack( rowIdx );
-  indices.PushBack( nextRowIdx );
-  indices.PushBack( nextRowIdx + 1 );
+  indices.PushBack(rowIdx);
+  indices.PushBack(nextRowIdx);
+  indices.PushBack(nextRowIdx + 1);
 }
 
-void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
+void AddVertex(Vector<Vector2>& vertices, unsigned int x, unsigned int y)
 {
-  vertices.PushBack( Vector2( x, y ) );
+  vertices.PushBack(Vector2(x, y));
 }
 
-void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent)
+void RegisterStretchProperties(Renderer& renderer, const char* uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent)
 {
-  uint16_t prevEnd = 0;
-  uint16_t prevFix = 0;
-  uint16_t prevStretch = 0;
-  unsigned int i = 1;
-  for( NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
+  uint16_t     prevEnd     = 0;
+  uint16_t     prevFix     = 0;
+  uint16_t     prevStretch = 0;
+  unsigned int i           = 1;
+  for(NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i)
   {
     uint16_t start = it->GetX();
-    uint16_t end = it->GetY();
+    uint16_t end   = it->GetY();
 
-    uint16_t fix = prevFix + start - prevEnd;
+    uint16_t fix     = prevFix + start - prevEnd;
     uint16_t stretch = prevStretch + end - start;
 
     std::stringstream uniform;
     uniform << uniformName << "[" << i << "]";
-    renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
+    renderer.RegisterProperty(uniform.str(), Vector2(fix, stretch));
 
-    prevEnd = end;
-    prevFix = fix;
+    prevEnd     = end;
+    prevFix     = fix;
     prevStretch = stretch;
   }
 
@@ -249,7 +123,7 @@ void RegisterStretchProperties( Renderer& renderer, const char * uniformName, co
     prevFix += imageExtent - prevEnd;
     std::stringstream uniform;
     uniform << uniformName << "[" << i << "]";
-    renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
+    renderer.RegisterProperty(uniform.str(), Vector2(prevFix, prevStretch));
   }
 }
 
@@ -257,68 +131,66 @@ void RegisterStretchProperties( Renderer& renderer, const char * uniformName, co
 
 /////////////////NPatchVisual////////////////
 
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
+NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
 {
-  NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
+  NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
   nPatchVisual->mImageUrl = imageUrl;
-  nPatchVisual->SetProperties( properties );
-
+  nPatchVisual->SetProperties(properties);
+  nPatchVisual->Initialize();
   return nPatchVisual;
 }
 
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
+NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
 {
-  NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
+  NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
   nPatchVisual->mImageUrl = imageUrl;
-
+  nPatchVisual->Initialize();
   return nPatchVisual;
 }
 
 void NPatchVisual::LoadImages()
 {
-  TextureManager& textureManager = mFactoryCache.GetTextureManager();
-  bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+  TextureManager& textureManager     = mFactoryCache.GetTextureManager();
+  bool            synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
 
-  if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
+  if(mId == NPatchData::INVALID_NPATCH_DATA_ID && (mImageUrl.IsLocalResource() || mImageUrl.IsBufferResource()))
   {
     bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
-    mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading );
+    mId                    = mLoader.Load(textureManager, this, mImageUrl, mBorder, preMultiplyOnLoad, synchronousLoading);
 
-    const NPatchLoader::Data* data;
-    if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+    const NPatchData* data;
+    if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
     {
-      EnablePreMultipliedAlpha( preMultiplyOnLoad );
+      EnablePreMultipliedAlpha(data->IsPreMultiplied());
     }
   }
 
-  if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
+  if(!mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && (mAuxiliaryUrl.IsLocalResource() || mAuxiliaryUrl.IsBufferResource()))
   {
     // Load the auxiliary image
     auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
-    mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer( mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT,
-                                                            SamplingMode::BOX_THEN_LINEAR, synchronousLoading,
-                                                            this, true, preMultiplyOnLoading );
+    mAuxiliaryPixelBuffer     = textureManager.LoadPixelBuffer(mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, synchronousLoading, this, true, preMultiplyOnLoading);
   }
 }
 
-void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
+void NPatchVisual::GetNaturalSize(Vector2& naturalSize)
 {
   naturalSize.x = 0u;
   naturalSize.y = 0u;
 
   // load now if not already loaded
-  const NPatchLoader::Data* data;
-  if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+  const NPatchData* data;
+  if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
   {
-    naturalSize.x = data->croppedWidth;
-    naturalSize.y = data->croppedHeight;
+    naturalSize.x = data->GetCroppedWidth();
+    naturalSize.y = data->GetCroppedHeight();
   }
   else
   {
-    if( mImageUrl.IsValid() )
+    if(mImageUrl.IsValid())
     {
-      ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() );
-      if( dimensions != ImageDimensions( 0, 0 ) )
+      ImageDimensions dimensions = Dali::GetOriginalImageSize(mImageUrl.GetUrl());
+      if(dimensions != ImageDimensions(0, 0))
       {
         naturalSize.x = dimensions.GetWidth();
         naturalSize.y = dimensions.GetHeight();
@@ -326,59 +198,59 @@ void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
     }
   }
 
-  if( mAuxiliaryPixelBuffer )
+  if(mAuxiliaryPixelBuffer)
   {
-    naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
-    naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
+    naturalSize.x = std::max(naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()));
+    naturalSize.y = std::max(naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()));
   }
 }
 
-void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
+void NPatchVisual::DoSetProperties(const Property::Map& propertyMap)
 {
   // URL is already passed in via constructor
 
-  Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
-  if( borderOnlyValue )
+  Property::Value* borderOnlyValue = propertyMap.Find(Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY);
+  if(borderOnlyValue)
   {
-    borderOnlyValue->Get( mBorderOnly );
+    borderOnlyValue->Get(mBorderOnly);
   }
 
-  Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
-  if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
+  Property::Value* borderValue = propertyMap.Find(Toolkit::ImageVisual::Property::BORDER, BORDER);
+  if(borderValue && !borderValue->Get(mBorder)) // If value exists and is rect, just set mBorder
   {
     // Not a rect so try vector4
     Vector4 border;
-    if( borderValue->Get( border ) )
+    if(borderValue->Get(border))
     {
-      mBorder.left = static_cast< int >( border.x );
-      mBorder.right = static_cast< int >( border.y );
-      mBorder.bottom = static_cast< int >( border.z );
-      mBorder.top = static_cast< int >( border.w );
+      mBorder.left   = static_cast<int>(border.x);
+      mBorder.right  = static_cast<int>(border.y);
+      mBorder.bottom = static_cast<int>(border.z);
+      mBorder.top    = static_cast<int>(border.w);
     }
   }
 
-  Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
-  if( auxImage )
+  Property::Value* auxImage = propertyMap.Find(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME);
+  if(auxImage)
   {
     std::string url;
-    if( auxImage->Get( url ) )
+    if(auxImage->Get(url))
     {
       mAuxiliaryUrl = url;
     }
   }
 
-  Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
-  if( auxImageAlpha )
+  Property::Value* auxImageAlpha = propertyMap.Find(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME);
+  if(auxImageAlpha)
   {
-    auxImageAlpha->Get( mAuxiliaryImageAlpha );
+    auxImageAlpha->Get(mAuxiliaryImageAlpha);
   }
 
-  Property::Value* synchronousLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING );
-  if( synchronousLoading )
+  Property::Value* synchronousLoading = propertyMap.Find(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING);
+  if(synchronousLoading)
   {
     bool sync = false;
-    synchronousLoading->Get( sync );
-    if( sync )
+    synchronousLoading->Get(sync);
+    if(sync)
     {
       mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
     }
@@ -387,220 +259,263 @@ void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
       mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
     }
   }
+
+  Property::Value* releasePolicy = propertyMap.Find(Toolkit::ImageVisual::Property::RELEASE_POLICY, RELEASE_POLICY_NAME);
+  if(releasePolicy)
+  {
+    releasePolicy->Get(mReleasePolicy);
+  }
 }
 
-void NPatchVisual::DoSetOnStage( Actor& actor )
+void NPatchVisual::DoSetOnScene(Actor& actor)
 {
   // load when first go on stage
   LoadImages();
 
-  const NPatchLoader::Data* data;
-  if( mLoader.GetNPatchData( mId, data ) )
+  const NPatchData* data;
+  if(mLoader.GetNPatchData(mId, data))
   {
     Geometry geometry = CreateGeometry();
-    Shader shader = CreateShader();
+    Shader   shader   = CreateShader();
 
-    mImpl->mRenderer = Renderer::New( geometry, shader );
+    mImpl->mRenderer.SetGeometry(geometry);
+    mImpl->mRenderer.SetShader(shader);
 
     mPlacementActor = actor;
-    if( data->loadCompleted )
+    if(data->GetLoadingState() != NPatchData::LoadingState::LOADING)
     {
-      if( RenderingAddOn::Get().IsValid() )
+      if(RenderingAddOn::Get().IsValid())
       {
-        RenderingAddOn::Get().SubmitRenderTask( mImpl->mRenderer, data->renderingMap );
+        RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
       }
 
       ApplyTextureAndUniforms();
-      actor.AddRenderer( mImpl->mRenderer );
+      actor.AddRenderer(mImpl->mRenderer);
       mPlacementActor.Reset();
 
       // npatch loaded and ready to display
-      ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+      ResourceReady(Toolkit::Visual::ResourceStatus::READY);
     }
   }
 }
 
-void NPatchVisual::DoSetOffStage( Actor& actor )
+void NPatchVisual::DoSetOffScene(Actor& actor)
 {
-  actor.RemoveRenderer( mImpl->mRenderer );
-  mImpl->mRenderer.Reset();
+  if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && mReleasePolicy == Toolkit::ImageVisual::ReleasePolicy::DETACHED)
+  {
+    mLoader.Remove(mId, this);
+    mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING;
+    mId                    = NPatchData::INVALID_NPATCH_DATA_ID;
+  }
+
+  actor.RemoveRenderer(mImpl->mRenderer);
   mPlacementActor.Reset();
 }
 
 void NPatchVisual::OnSetTransform()
 {
-  if( mImpl->mRenderer )
+  if(mImpl->mRenderer)
   {
-    mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+    mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
   }
 }
 
-void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
+void NPatchVisual::DoCreatePropertyMap(Property::Map& map) const
 {
   map.Clear();
   bool sync = IsSynchronousLoadingRequired();
-  map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync );
-  map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
-  map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
-  map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
-  map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
+  map.Insert(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync);
+  map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH);
+  map.Insert(Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl());
+  map.Insert(Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly);
+  map.Insert(Toolkit::ImageVisual::Property::BORDER, mBorder);
+  map.Insert(Toolkit::ImageVisual::Property::RELEASE_POLICY, mReleasePolicy);
 
-  if( mAuxiliaryUrl.IsValid() )
+  if(mAuxiliaryUrl.IsValid())
   {
-    map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
-    map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
+    map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl());
+    map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha);
   }
 }
 
-void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+void NPatchVisual::DoCreateInstancePropertyMap(Property::Map& map) const
 {
-  if( mAuxiliaryUrl.IsValid() )
+  if(mAuxiliaryUrl.IsValid())
   {
-    map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
-    map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
+    map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl());
+    map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha);
   }
 }
 
-NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH ),
+NPatchVisual::NPatchVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH),
   mPlacementActor(),
-  mLoader( factoryCache.GetNPatchLoader() ),
+  mLoader(factoryCache.GetNPatchLoader()),
+  mImageVisualShaderFactory(shaderFactory),
   mImageUrl(),
   mAuxiliaryUrl(),
-  mId( NPatchLoader::UNINITIALIZED_ID ),
-  mBorderOnly( false ),
+  mId(NPatchData::INVALID_NPATCH_DATA_ID),
+  mBorderOnly(false),
   mBorder(),
-  mAuxiliaryImageAlpha( 0.0f )
+  mAuxiliaryImageAlpha(0.0f),
+  mReleasePolicy(Toolkit::ImageVisual::ReleasePolicy::DETACHED)
 {
-  EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
+  EnablePreMultipliedAlpha(mFactoryCache.GetPreMultiplyOnLoad());
 }
 
 NPatchVisual::~NPatchVisual()
 {
+  if(Stage::IsInstalled() && (mId != NPatchData::INVALID_NPATCH_DATA_ID) && (mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER))
+  {
+    mLoader.Remove(mId, this);
+    mId = NPatchData::INVALID_NPATCH_DATA_ID;
+  }
+}
+
+void NPatchVisual::OnInitialize()
+{
+  // Get basic geometry and shader
+  Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+  Shader   shader   = mImageVisualShaderFactory.GetShader(
+    mFactoryCache,
+    ImageVisualShaderFeature::FeatureBuilder()
+  );
+
+  mImpl->mRenderer = Renderer::New(geometry, shader);
+
+  //Register transform properties
+  mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
 }
 
 Geometry NPatchVisual::CreateGeometry()
 {
-  Geometry geometry;
-  const NPatchLoader::Data* data;
-  if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+  Geometry          geometry;
+  const NPatchData* data;
+  if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
   {
-    if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
+    if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
     {
-      if( DALI_UNLIKELY( mBorderOnly ) )
+      if(DALI_UNLIKELY(mBorderOnly))
       {
-        geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
+        geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY);
       }
       else
       {
-        if( data->renderingMap )
+        if(data->GetRenderingMap())
         {
           uint32_t elementCount[2];
-          geometry = RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, Uint16Pair(3, 3), elementCount );
+          geometry = RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), Uint16Pair(3, 3), elementCount);
+          if(mImpl->mRenderer)
+          {
+            RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
+          }
         }
         else
         {
-          geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
+          geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
         }
       }
     }
-    else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
+    else if(data->GetStretchPixelsX().Size() > 0 || data->GetStretchPixelsY().Size() > 0)
     {
-      Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1,  2 * data->stretchPixelsY.Size() + 1 );
-      if( !data->renderingMap )
+      Uint16Pair gridSize(2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1);
+      if(!data->GetRenderingMap())
       {
-        geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
+        geometry = !mBorderOnly ? CreateGridGeometry(gridSize) : CreateBorderGeometry(gridSize);
       }
       else
       {
         uint32_t elementCount[2];
-        geometry = !mBorderOnly ?
-                   RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, gridSize, elementCount ) : CreateBorderGeometry(gridSize );
+        geometry = !mBorderOnly ? RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount) : CreateBorderGeometry(gridSize);
+        if(mImpl->mRenderer)
+        {
+          RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
+        }
       }
     }
   }
   else
   {
     // no N patch data so use default geometry
-    geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
+    geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
   }
   return geometry;
 }
 
 Shader NPatchVisual::CreateShader()
 {
-  Shader shader;
-  const NPatchLoader::Data* data;
+  Shader            shader;
+  const NPatchData* data;
   // 0 is either no data (load failed?) or no stretch regions on image
   // for both cases we use the default shader
   NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
   NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
 
-  auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
-                                              : FRAGMENT_SHADER;
-  auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
-                                          : VisualFactoryCache::NINE_PATCH_SHADER;
+  auto fragmentShader = mAuxiliaryPixelBuffer ? SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG
+                                              : SHADER_NPATCH_VISUAL_SHADER_FRAG;
+  auto shaderType     = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
+                                              : VisualFactoryCache::NINE_PATCH_SHADER;
 
   // ask loader for the regions
-  if( mLoader.GetNPatchData( mId, data ) )
+  if(mLoader.GetNPatchData(mId, data))
   {
-    xStretchCount = data->stretchPixelsX.Count();
-    yStretchCount = data->stretchPixelsY.Count();
+    xStretchCount = data->GetStretchPixelsX().Count();
+    yStretchCount = data->GetStretchPixelsY().Count();
   }
 
-  if( DALI_LIKELY( !mImpl->mCustomShader ) )
+  if(DALI_LIKELY(!mImpl->mCustomShader))
   {
-    if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
-                     ( xStretchCount == 0 && yStretchCount == 0 ) ) )
+    if(DALI_LIKELY((xStretchCount == 1 && yStretchCount == 1) ||
+                   (xStretchCount == 0 && yStretchCount == 0)))
     {
-      shader = mFactoryCache.GetShader( shaderType );
-      if( DALI_UNLIKELY( !shader ) )
+      shader = mFactoryCache.GetShader(shaderType);
+      if(DALI_UNLIKELY(!shader))
       {
-        shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
+        shader = Shader::New(SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, fragmentShader);
         // Only cache vanilla 9 patch shaders
-        mFactoryCache.SaveShader( shaderType, shader );
+        mFactoryCache.SaveShader(shaderType, shader);
       }
     }
-    else if( xStretchCount > 0 || yStretchCount > 0)
+    else if(xStretchCount > 0 || yStretchCount > 0)
     {
       std::stringstream vertexShader;
       vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
                    << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
-                   << VERTEX_SHADER;
+                   << SHADER_NPATCH_VISUAL_SHADER_VERT;
 
-      shader = Shader::New( vertexShader.str(), fragmentShader );
+      shader = Shader::New(vertexShader.str(), fragmentShader);
     }
   }
   else
   {
     Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
 
-    if( !mImpl->mCustomShader->mFragmentShader.empty() )
+    if(!mImpl->mCustomShader->mFragmentShader.empty())
     {
       fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
     }
     hints = mImpl->mCustomShader->mHints;
 
     /* Apply Custom Vertex Shader only if image is 9-patch */
-    if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
-        ( xStretchCount == 0 && yStretchCount == 0 ) )
+    if((xStretchCount == 1 && yStretchCount == 1) ||
+       (xStretchCount == 0 && yStretchCount == 0))
     {
-      const char* vertexShader = VERTEX_SHADER_3X3;
+      const char* vertexShader = SHADER_NPATCH_VISUAL_3X3_SHADER_VERT.data();
 
-      if( !mImpl->mCustomShader->mVertexShader.empty() )
+      if(!mImpl->mCustomShader->mVertexShader.empty())
       {
         vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
       }
-      shader = Shader::New( vertexShader, fragmentShader, hints );
+      shader = Shader::New(vertexShader, fragmentShader, hints);
     }
-    else if( xStretchCount > 0 || yStretchCount > 0)
+    else if(xStretchCount > 0 || yStretchCount > 0)
     {
       std::stringstream vertexShader;
       vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
                    << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
-                   << VERTEX_SHADER;
+                   << SHADER_NPATCH_VISUAL_SHADER_VERT;
 
-      shader = Shader::New( vertexShader.str(), fragmentShader, hints );
+      shader = Shader::New(vertexShader.str(), fragmentShader, hints);
     }
   }
 
@@ -609,273 +524,285 @@ Shader NPatchVisual::CreateShader()
 
 void NPatchVisual::ApplyTextureAndUniforms()
 {
-  const NPatchLoader::Data* data;
-  TextureSet textureSet;
+  const NPatchData* data;
+  TextureSet        textureSet;
 
-  if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+  if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
   {
-    textureSet = data->textureSet;
+    textureSet = data->GetTextures();
 
-    if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
+    if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
     {
       //special case for 9 patch
-      Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
-      Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
+      Uint16Pair stretchX = data->GetStretchPixelsX()[0];
+      Uint16Pair stretchY = data->GetStretchPixelsY()[0];
 
-      uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
-      uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
+      uint16_t stretchWidth  = (stretchX.GetY() >= stretchX.GetX()) ? stretchX.GetY() - stretchX.GetX() : 0;
+      uint16_t stretchHeight = (stretchY.GetY() >= stretchY.GetX()) ? stretchY.GetY() - stretchY.GetX() : 0;
 
-      mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
-      mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
-      mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
-      mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
+      mImpl->mRenderer.RegisterProperty("uFixed[0]", Vector2::ZERO);
+      mImpl->mRenderer.RegisterProperty("uFixed[1]", Vector2(stretchX.GetX(), stretchY.GetX()));
+      mImpl->mRenderer.RegisterProperty("uFixed[2]", Vector2(data->GetCroppedWidth() - stretchWidth, data->GetCroppedHeight() - stretchHeight));
+      mImpl->mRenderer.RegisterProperty("uStretchTotal", Vector2(stretchWidth, stretchHeight));
     }
     else
     {
-      mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
-      mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
+      mImpl->mRenderer.RegisterProperty("uNinePatchFactorsX[0]", Vector2::ZERO);
+      mImpl->mRenderer.RegisterProperty("uNinePatchFactorsY[0]", Vector2::ZERO);
 
-      RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
-      RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
+      RegisterStretchProperties(mImpl->mRenderer, "uNinePatchFactorsX", data->GetStretchPixelsX(), data->GetCroppedWidth());
+      RegisterStretchProperties(mImpl->mRenderer, "uNinePatchFactorsY", data->GetStretchPixelsY(), data->GetCroppedHeight());
     }
   }
   else
   {
-    DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
+    DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str());
     textureSet = TextureSet::New();
 
-    Texture croppedImage = mFactoryCache.GetBrokenVisualImage();
-    textureSet.SetTexture( 0u, croppedImage );
-    mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
-    mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
-    mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
-    mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
+    Actor actor = mPlacementActor.GetHandle();
+    Vector2 imageSize = Vector2::ZERO;
+    if(actor)
+    {
+      imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+    }
+    mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+    Texture croppedImage = mImpl->mRenderer.GetTextures().GetTexture(0);
+    textureSet.SetTexture(0u, croppedImage);
+    mImpl->mRenderer.RegisterProperty("uFixed[0]", Vector2::ZERO);
+    mImpl->mRenderer.RegisterProperty("uFixed[1]", Vector2::ZERO);
+    mImpl->mRenderer.RegisterProperty("uFixed[2]", Vector2::ZERO);
+    mImpl->mRenderer.RegisterProperty("uStretchTotal", Vector2(croppedImage.GetWidth(), croppedImage.GetHeight()));
   }
 
-  if( mAuxiliaryPixelBuffer )
+  if(mAuxiliaryPixelBuffer)
   {
     // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
     // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
     // on GL interpolation alone.
-    if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
-        mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
+    if(mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() &&
+       mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight())
     {
-      mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
+      mAuxiliaryPixelBuffer.Resize(data->GetCroppedWidth(), data->GetCroppedHeight());
     }
 
     // Note, this resets mAuxiliaryPixelBuffer handle
-    auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
+    auto auxiliaryPixelData = Devel::PixelBuffer::Convert(mAuxiliaryPixelBuffer);
 
-    auto texture = Texture::New( TextureType::TEXTURE_2D,
-                                 auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
-                                 auxiliaryPixelData.GetHeight() );
-    texture.Upload( auxiliaryPixelData );
-    textureSet.SetTexture( 1, texture );
-    DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
-                                   AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
+    auto texture = Texture::New(TextureType::TEXTURE_2D,
+                                auxiliaryPixelData.GetPixelFormat(),
+                                auxiliaryPixelData.GetWidth(),
+                                auxiliaryPixelData.GetHeight());
+    texture.Upload(auxiliaryPixelData);
+    textureSet.SetTexture(1, texture);
+    mImpl->mRenderer.RegisterProperty(DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
+                                      AUXILIARY_IMAGE_ALPHA_NAME,
+                                      mAuxiliaryImageAlpha);
   }
-  mImpl->mRenderer.SetTextures( textureSet );
+  mImpl->mRenderer.SetTextures(textureSet);
 
   // Register transform properties
-  mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+  mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
 }
 
-Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
+Geometry NPatchVisual::GetNinePatchGeometry(VisualFactoryCache::GeometryType subType)
 {
-  Geometry geometry = mFactoryCache.GetGeometry( subType );
-  if( !geometry )
+  Geometry geometry = mFactoryCache.GetGeometry(subType);
+  if(!geometry)
   {
-    if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
+    if(DALI_LIKELY(VisualFactoryCache::NINE_PATCH_GEOMETRY == subType))
     {
-      geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
+      geometry = CreateGridGeometry(Uint16Pair(3, 3));
     }
-    else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
+    else if(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType)
     {
-      geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
+      geometry = CreateBorderGeometry(Uint16Pair(3, 3));
     }
-    mFactoryCache.SaveGeometry( subType, geometry );
+    mFactoryCache.SaveGeometry(subType, geometry);
   }
   return geometry;
 }
 
-Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
+Geometry NPatchVisual::CreateGridGeometry(Uint16Pair gridSize)
 {
-  uint16_t gridWidth = gridSize.GetWidth();
+  uint16_t gridWidth  = gridSize.GetWidth();
   uint16_t gridHeight = gridSize.GetHeight();
 
   // Create vertices
-  Vector< Vector2 > vertices;
-  vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
+  Vector<Vector2> vertices;
+  vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
 
-  for( int y = 0; y < gridHeight + 1; ++y )
+  for(int y = 0; y < gridHeight + 1; ++y)
   {
-    for( int x = 0; x < gridWidth + 1; ++x )
+    for(int x = 0; x < gridWidth + 1; ++x)
     {
-      AddVertex( vertices, x, y );
+      AddVertex(vertices, x, y);
     }
   }
 
   // Create indices
-  Vector< unsigned short > indices;
-  indices.Reserve( gridWidth * gridHeight * 6 );
+  Vector<unsigned short> indices;
+  indices.Reserve(gridWidth * gridHeight * 6);
 
   unsigned int rowIdx     = 0;
   unsigned int nextRowIdx = gridWidth + 1;
-  for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
+  for(int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx)
   {
-    for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
+    for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
     {
-      AddQuadIndices( indices, rowIdx, nextRowIdx );
+      AddQuadIndices(indices, rowIdx, nextRowIdx);
     }
   }
 
-  return GenerateGeometry( vertices, indices );
+  return GenerateGeometry(vertices, indices);
 }
 
-Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
+Geometry NPatchVisual::CreateBorderGeometry(Uint16Pair gridSize)
 {
-  uint16_t gridWidth = gridSize.GetWidth();
+  uint16_t gridWidth  = gridSize.GetWidth();
   uint16_t gridHeight = gridSize.GetHeight();
 
   // Create vertices
-  Vector< Vector2 > vertices;
-  vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
+  Vector<Vector2> vertices;
+  vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
 
   //top
   int y = 0;
   for(; y < 2; ++y)
   {
-    for( int x = 0; x < gridWidth + 1; ++x )
+    for(int x = 0; x < gridWidth + 1; ++x)
     {
-      AddVertex( vertices, x, y );
+      AddVertex(vertices, x, y);
     }
   }
 
   for(; y < gridHeight - 1; ++y)
   {
     //left
-    AddVertex( vertices, 0, y );
-    AddVertex( vertices, 1, y );
+    AddVertex(vertices, 0, y);
+    AddVertex(vertices, 1, y);
 
     //right
-    AddVertex( vertices, gridWidth - 1, y );
-    AddVertex( vertices, gridWidth, y );
+    AddVertex(vertices, gridWidth - 1, y);
+    AddVertex(vertices, gridWidth, y);
   }
 
   //bottom
   for(; y < gridHeight + 1; ++y)
   {
-    for( int x = 0; x < gridWidth + 1; ++x )
+    for(int x = 0; x < gridWidth + 1; ++x)
     {
-      AddVertex( vertices, x, y );
+      AddVertex(vertices, x, y);
     }
   }
 
   // Create indices
-  Vector< unsigned short > indices;
-  indices.Reserve( gridWidth * gridHeight * 6 );
+  Vector<unsigned short> indices;
+  indices.Reserve(gridWidth * gridHeight * 6);
 
   //top
-  unsigned int rowIdx     = 0 ;
+  unsigned int rowIdx     = 0;
   unsigned int nextRowIdx = gridWidth + 1;
-  for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
+  for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
   {
-    AddQuadIndices( indices, rowIdx, nextRowIdx );
+    AddQuadIndices(indices, rowIdx, nextRowIdx);
   }
 
   if(gridHeight > 2)
   {
     rowIdx     = gridWidth + 1;
-    nextRowIdx = ( gridWidth + 1 ) * 2;
+    nextRowIdx = (gridWidth + 1) * 2;
 
     unsigned increment = gridWidth - 1;
     if(gridHeight > 3)
     {
       increment = 2;
       //second row left
-      AddQuadIndices( indices, rowIdx, nextRowIdx );
+      AddQuadIndices(indices, rowIdx, nextRowIdx);
 
       rowIdx     = gridWidth * 2;
-      nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
+      nextRowIdx = (gridWidth + 1) * 2 + 2;
       //second row right
-      AddQuadIndices( indices, rowIdx, nextRowIdx );
+      AddQuadIndices(indices, rowIdx, nextRowIdx);
 
       //left and right
       rowIdx     = nextRowIdx - 2;
       nextRowIdx = rowIdx + 4;
-      for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
+      for(int y = 2; y < 2 * (gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
       {
-        AddQuadIndices( indices, rowIdx, nextRowIdx );
+        AddQuadIndices(indices, rowIdx, nextRowIdx);
       }
     }
 
     //second row left
-    AddQuadIndices( indices, rowIdx, nextRowIdx );
+    AddQuadIndices(indices, rowIdx, nextRowIdx);
 
-    rowIdx     += increment;
+    rowIdx += increment;
     nextRowIdx += gridWidth - 1;
     //second row right
-    AddQuadIndices( indices, rowIdx, nextRowIdx );
+    AddQuadIndices(indices, rowIdx, nextRowIdx);
   }
 
   //bottom
   rowIdx     = nextRowIdx - gridWidth + 1;
   nextRowIdx = rowIdx + gridWidth + 1;
-  for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
+  for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
   {
-    AddQuadIndices( indices, rowIdx, nextRowIdx );
+    AddQuadIndices(indices, rowIdx, nextRowIdx);
   }
 
-  return GenerateGeometry( vertices, indices );
+  return GenerateGeometry(vertices, indices);
 }
 
 void NPatchVisual::SetResource()
 {
-  const NPatchLoader::Data* data;
-  if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) )
+  const NPatchData* data;
+  if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data))
   {
     Geometry geometry = CreateGeometry();
-    Shader shader = CreateShader();
+    Shader   shader   = CreateShader();
 
-    mImpl->mRenderer.SetGeometry( geometry );
-    mImpl->mRenderer.SetShader( shader );
+    mImpl->mRenderer.SetGeometry(geometry);
+    mImpl->mRenderer.SetShader(shader);
 
     Actor actor = mPlacementActor.GetHandle();
-    if( actor )
+    if(actor)
     {
       ApplyTextureAndUniforms();
-      actor.AddRenderer( mImpl->mRenderer );
+      actor.AddRenderer(mImpl->mRenderer);
       mPlacementActor.Reset();
 
       // npatch loaded and ready to display
-      ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+      ResourceReady(Toolkit::Visual::ResourceStatus::READY);
     }
   }
 }
 
-void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied )
+void NPatchVisual::UploadComplete(bool loadSuccess, int32_t textureId, TextureSet textureSet, bool useAtlasing, const Vector4& atlasRect, bool preMultiplied)
+{
+  EnablePreMultipliedAlpha(preMultiplied);
+  if(!loadSuccess)
+  {
+    // Image loaded and ready to display
+    ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
+  }
+
+  if(mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid())
+  {
+    SetResource();
+  }
+}
+
+void NPatchVisual::LoadComplete(bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied)
 {
-  if( url.GetUrl() == mAuxiliaryUrl.GetUrl() )
+  if(loadSuccess && url.GetUrl() == mAuxiliaryUrl.GetUrl())
   {
     mAuxiliaryPixelBuffer = pixelBuffer;
-    const NPatchLoader::Data* data;
-    if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
-    {
-      SetResource();
-    }
+    SetResource();
   }
   else
   {
-    if( loadSuccess )
-    {
-      mLoader.SetNPatchData( mId, pixelBuffer );
-      EnablePreMultipliedAlpha( preMultiplied );
-    }
-
-    if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
-    {
-      SetResource();
-    }
+    // Image loaded and ready to display
+    ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
   }
 }