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Merge "use string_view to avoid temporary string allocation." into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
visual-factory-cache.cpp
diff --git
a/dali-toolkit/internal/visuals/visual-factory-cache.cpp
b/dali-toolkit/internal/visuals/visual-factory-cache.cpp
index
7044e6d
..
ad5bcb3
100644
(file)
--- a/
dali-toolkit/internal/visuals/visual-factory-cache.cpp
+++ b/
dali-toolkit/internal/visuals/visual-factory-cache.cpp
@@
-89,7
+89,7
@@
Geometry VisualFactoryCache::CreateQuadGeometry()
Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
-
PropertyBuffer quadVertices = Property
Buffer::New( quadVertexFormat );
+
VertexBuffer quadVertices = Vertex
Buffer::New( quadVertexFormat );
quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
@@
-144,7
+144,11
@@
void VisualFactoryCache::ApplyRasterizedSVGToSampler()
{
while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
{
{
while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
{
+#ifdef NO_THORVG
task->GetSvgVisual()->ApplyRasterizedImage( task->GetParsedImage(), task->GetPixelData() );
task->GetSvgVisual()->ApplyRasterizedImage( task->GetParsedImage(), task->GetPixelData() );
+#else /* NO_THORVG */
+ task->GetSvgVisual()->ApplyRasterizedImage( task->GetVectorRenderer(), task->GetPixelData(), task->IsLoaded() );
+#endif /* NO_THORVG */
}
}
}
}
@@
-193,20
+197,20
@@
Geometry VisualFactoryCache::CreateGridGeometry( Uint16Pair gridSize )
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
-
PropertyBuffer vertexPropertyBuffer = Property
Buffer::New( vertexFormat );
+
VertexBuffer vertexBuffer = Vertex
Buffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
if( vertices.Size() > 0 )
{
- vertex
Property
Buffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
Property::Map indexFormat;
indexFormat[ "indices" ] = Property::INTEGER;
}
Property::Map indexFormat;
indexFormat[ "indices" ] = Property::INTEGER;
-
PropertyBuffer indexPropertyBuffer = Property
Buffer::New( indexFormat );
+
VertexBuffer indexVertexBuffer = Vertex
Buffer::New( indexFormat );
// Create the geometry object
Geometry geometry = Geometry::New();
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertex
Property
Buffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );