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Merge "Fix shader compile crash issue" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
visual-factory-cache.h
diff --git
a/dali-toolkit/internal/visuals/visual-factory-cache.h
b/dali-toolkit/internal/visuals/visual-factory-cache.h
index
3ed626f
..
52dbf61
100644
(file)
--- a/
dali-toolkit/internal/visuals/visual-factory-cache.h
+++ b/
dali-toolkit/internal/visuals/visual-factory-cache.h
@@
-84,12
+84,24
@@
public:
IMAGE_SHADER_ROUNDED_CORNER,
IMAGE_SHADER_BORDERLINE,
IMAGE_SHADER_ROUNDED_BORDERLINE,
IMAGE_SHADER_ROUNDED_CORNER,
IMAGE_SHADER_BORDERLINE,
IMAGE_SHADER_ROUNDED_BORDERLINE,
+ IMAGE_SHADER_MASKING,
+ IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ IMAGE_SHADER_BORDERLINE_MASKING,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
IMAGE_SHADER_ATLAS_DEFAULT_WRAP,
IMAGE_SHADER_ATLAS_CUSTOM_WRAP,
IMAGE_SHADER_ATLAS_DEFAULT_WRAP,
IMAGE_SHADER_ATLAS_CUSTOM_WRAP,
+ IMAGE_SHADER_YUV_TO_RGB,
+ IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ IMAGE_SHADER_BORDERLINE_YUV_TO_RGB,
+ IMAGE_SHADER_ROUNDED_BORDERLINE_YUV_TO_RGB,
NATIVE_IMAGE_SHADER,
NATIVE_IMAGE_SHADER_ROUNDED_CORNER,
NATIVE_IMAGE_SHADER_BORDERLINE,
NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE,
NATIVE_IMAGE_SHADER,
NATIVE_IMAGE_SHADER_ROUNDED_CORNER,
NATIVE_IMAGE_SHADER_BORDERLINE,
NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE,
+ NATIVE_IMAGE_SHADER_MASKING,
+ NATIVE_IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ NATIVE_IMAGE_SHADER_BORDERLINE_MASKING,
+ NATIVE_IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING,
NINE_PATCH_SHADER,
NINE_PATCH_MASK_SHADER,
TEXT_SHADER_MULTI_COLOR_TEXT,
NINE_PATCH_SHADER,
NINE_PATCH_MASK_SHADER,
TEXT_SHADER_MULTI_COLOR_TEXT,
@@
-201,8
+213,11
@@
public:
* @brief Update the broken image Renderer object
* @param[in,out] renderer renderer for broken image
* @param[in] size the size of actor
* @brief Update the broken image Renderer object
* @param[in,out] renderer renderer for broken image
* @param[in] size the size of actor
+ * @param[in] rendererIsImage True if input renderer use image shader already.
+ * If true, we don't need to create new renderer when broken image is single image.
+ * Most of user experience use normal images. So It can reduce runtime.
*/
*/
- void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size);
+ void UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size
, const bool& rendererIsImage = true
);
public:
/**
public:
/**