++textureSetIndex;
}
- if(styleEnabled && info.styleBuffer)
+ if(styleEnabled && info.styleBuffer && info.overlayStyleBuffer)
{
PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
AddTexture(textureSet, styleData, sampler, textureSetIndex);
++textureSetIndex;
- }
- if(styleEnabled && isOverlayStyle && info.styleBuffer)
- {
- PixelData overlayStyleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
+ // TODO : We need to seperate whether use overlayStyle or not.
+ // Current text visual shader required both of them.
+
+ PixelData overlayStyleData = ConvertToPixelData(info.overlayStyleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
++textureSetIndex;
}
PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
Dali::DevelPixelData::PixelDataBuffer stylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(styleData);
info.styleBuffer = stylePixelData.buffer;
+
+ // TODO : We need to seperate whether use overlayStyle or not.
+ // Current text visual shader required both of them.
+
+ // Create RGBA texture for all the overlay styles
+ PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
+ Dali::DevelPixelData::PixelDataBuffer overlayStylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(overlayStyleData);
+ info.overlayStyleBuffer = overlayStylePixelData.buffer;
}
if(containsColorGlyph && !hasMultipleTextColors)
PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
AddTexture(textureSet, styleData, sampler, textureSetIndex);
++textureSetIndex;
+
+ // TODO : We need to seperate whether use overlayStyle or not.
+ // Current text visual shader required both of them.
+
// Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);