#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/integration-api/debug.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/visuals/npatch-loader.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/internal/graphics/builtin-shader-extern-gen.h>
namespace Dali
{
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
{
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ 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 );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
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() )
{
bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), 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() );
}
}
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
{
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::DoSetOnScene( Actor& actor )
// load when first go on stage
LoadImages();
- const NPatchLoader::Data* data;
+ const NPatchData* data;
if( mLoader.GetNPatchData( mId, data ) )
{
Geometry geometry = CreateGeometry();
mImpl->mRenderer = Renderer::New( geometry, shader );
mPlacementActor = actor;
- if( data->loadCompleted )
+ if( data->GetLoadingState() != NPatchData::LoadingState::LOADING )
{
if( RenderingAddOn::Get().IsValid() )
{
- RenderingAddOn::Get().SubmitRenderTask( mImpl->mRenderer, data->renderingMap );
+ RenderingAddOn::Get().SubmitRenderTask( mImpl->mRenderer, data->GetRenderingMap() );
}
ApplyTextureAndUniforms();
void NPatchVisual::DoSetOffScene( Actor& actor )
{
+ 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 );
mImpl->mRenderer.Reset();
mPlacementActor.Reset();
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() )
{
mLoader( factoryCache.GetNPatchLoader() ),
mImageUrl(),
mAuxiliaryUrl(),
- mId( NPatchLoader::UNINITIALIZED_ID ),
+ mId(NPatchData::INVALID_NPATCH_DATA_ID),
mBorderOnly( false ),
mBorder(),
- mAuxiliaryImageAlpha( 0.0f )
+ mAuxiliaryImageAlpha( 0.0f ),
+ mReleasePolicy( Toolkit::ImageVisual::ReleasePolicy::DETACHED )
{
EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
}
NPatchVisual::~NPatchVisual()
{
+ if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && ( mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER ))
+ {
+ mLoader.Remove(mId, this);
+ mId = NPatchData::INVALID_NPATCH_DATA_ID;
+ }
}
Geometry NPatchVisual::CreateGeometry()
{
Geometry geometry;
- 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 )
{
- if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
+ if( data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1 )
{
if( DALI_UNLIKELY( mBorderOnly ) )
{
}
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
{
}
}
}
- 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 );
}
{
uint32_t elementCount[2];
geometry = !mBorderOnly ?
- RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, gridSize, elementCount ) : CreateBorderGeometry(gridSize );
+ RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount ) : CreateBorderGeometry(gridSize );
+ if( mImpl->mRenderer )
+ {
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
+ }
}
}
}
Shader NPatchVisual::CreateShader()
{
Shader shader;
- const NPatchLoader::Data* data;
+ 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 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 ) )
{
- xStretchCount = data->stretchPixelsX.Count();
- yStretchCount = data->stretchPixelsY.Count();
+ xStretchCount = data->GetStretchPixelsX().Count();
+ yStretchCount = data->GetStretchPixelsY().Count();
}
if( DALI_LIKELY( !mImpl->mCustomShader ) )
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 );
}
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 );
}
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() )
{
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 );
}
void NPatchVisual::ApplyTextureAndUniforms()
{
- const NPatchLoader::Data* data;
+ 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;
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( "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 );
- 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
// 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
auxiliaryPixelData.GetHeight() );
texture.Upload( auxiliaryPixelData );
textureSet.SetTexture( 1, texture );
- DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
- AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
+ mImpl->mRenderer.RegisterProperty( DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
+ AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
}
mImpl->mRenderer.SetTextures( textureSet );
void NPatchVisual::SetResource()
{
- const NPatchLoader::Data* data;
+ const NPatchData* data;
if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) )
{
Geometry geometry = CreateGeometry();
}
}
+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 );
}
}