+ const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
+ if( TextAbstraction::EMOJI == scriptRun.script )
+ {
+ containsEmoji = true;
+ break;
+ }
+ }
+
+ // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
+ bool shadowEnabled = false;
+ const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
+ {
+ shadowEnabled = true;
+ }
+
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
+
+ if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled )
+ {
+ // Create RGBA textures if the text contains emojis or styles or multiple text colors
+
+ // Create a texture for the text without any styles
+ PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES );
+
+ // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
+ // In that case, create a texture. TODO: should tile the text.
+
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
+
+ texture.Upload( data );
+
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ // Create a texture for all the text styles (without the text itself)
+ PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT );
+
+ Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ styleData.GetPixelFormat(),
+ styleData.GetWidth(),
+ styleData.GetHeight() );
+
+ styleTexture.Upload( styleData );
+
+ textureSet.SetTexture( 1u, styleTexture );
+
+ // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
+ PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK );
+
+ Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ styleData.GetPixelFormat(),
+ styleData.GetWidth(),
+ styleData.GetHeight() );
+
+ maskTexture.Upload( maskData );
+
+ textureSet.SetTexture( 2u, maskTexture );
+
+ // Filter mode needs to be set to nearest to produce better quality while static.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+ textureSet.SetSampler( 0u, sampler );
+ textureSet.SetSampler( 1u, sampler );
+ textureSet.SetSampler( 2u, sampler );
+
+ mImpl->mRenderer.SetTextures( textureSet );
+
+ Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader
+ mImpl->mRenderer.SetShader(shader);