X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=14e1ce3479719f701c5c0612d148b8b6ba1fbd29;hp=7720aa2c03a4f4b5248028a3c18a4c613ced1a71;hb=a17ba2a6466b12d7d230269ddceb27a44beeffdc;hpb=70fdb1a1e8e2660c383079ae49bc94fbe14943d1 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 7720aa2..14e1ce3 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2021 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -22,7 +22,9 @@ #include #include #include +#include #include +#include #include // INTERNAL HEADER @@ -49,6 +51,8 @@ namespace Internal { namespace { +const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol + const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); /** @@ -145,9 +149,9 @@ void OpacityConstraint(float& current, const PropertyInputContainer& inputs) } // unnamed namespace -TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties) +TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory, const Property::Map& properties) { - TextVisualPtr textVisualPtr(new TextVisual(factoryCache)); + TextVisualPtr textVisualPtr(new TextVisual(factoryCache, shaderFactory)); textVisualPtr->SetProperties(properties); textVisualPtr->Initialize(); return textVisualPtr; @@ -237,14 +241,27 @@ void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const map.Insert(Toolkit::TextVisual::Property::TEXT, text); } -TextVisual::TextVisual(VisualFactoryCache& factoryCache) +void TextVisual::EnablePreMultipliedAlpha(bool preMultiplied) +{ + // Make always enable pre multiplied alpha whether preMultiplied value is false. + if(!preMultiplied) + { + DALI_LOG_WARNING("Note : TextVisual cannot disable PreMultipliedAlpha\n"); + } +} + +TextVisual::TextVisual(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory) : Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT), mController(Text::Controller::New()), mTypesetter(Text::Typesetter::New(mController->GetTextModel())), + mTextVisualShaderFactory(shaderFactory), + mTextShaderFeatureCache(), mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX), mTextColorAnimatableIndex(Property::INVALID_INDEX), mRendererUpdateNeeded(false) { + // Enable the pre-multiplied alpha to improve the text quality + mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA; } TextVisual::~TextVisual() @@ -254,9 +271,10 @@ TextVisual::~TextVisual() void TextVisual::OnInitialize() { Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); - Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); + Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder()); - mImpl->mRenderer = Renderer::New(geometry, shader); + mImpl->mRenderer = VisualRenderer::New(geometry, shader); + mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT); } void TextVisual::DoSetProperties(const Property::Map& propertyMap) @@ -291,13 +309,10 @@ void TextVisual::DoSetOnScene(Actor& actor) mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT); - // Enable the pre-multiplied alpha to improve the text quality - EnablePreMultipliedAlpha(true); - const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor(); if(mTextColorAnimatableIndex == Property::INVALID_INDEX) { - mTextColorAnimatableIndex = mImpl->mRenderer.RegisterProperty("uTextColorAnimatable", defaultColor); + mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor); } else { @@ -320,6 +335,7 @@ void TextVisual::DoSetOnScene(Actor& actor) // Make zero if the alpha value of text color is zero to skip rendering text if(!mOpacityConstraint) { + // VisualRenderer::Property::OPACITY uses same animatable property internally. mOpacityConstraint = Constraint::New(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint); mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); } @@ -329,8 +345,6 @@ void TextVisual::DoSetOnScene(Actor& actor) // Renderer needs textures and to be added to control mRendererUpdateNeeded = true; - mRendererList.push_back(mImpl->mRenderer); - UpdateRenderer(); } @@ -549,14 +563,15 @@ void TextVisual::UpdateRenderer() shadowEnabled = true; } - const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); - const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1); - const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled(); - const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled(); - const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled(); - - const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled || strikethroughEnabled); - const bool isOverlayStyle = underlineEnabled || strikethroughEnabled; + const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1); + const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled(); + const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled(); + const bool markupUnderlineEnabled = markupProcessorEnabled && mController->GetTextModel()->IsMarkupUnderlineSet(); + const bool markupStrikethroughEnabled = markupProcessorEnabled && mController->GetTextModel()->IsMarkupStrikethroughSet(); + const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled() || markupUnderlineEnabled; + const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled() || markupStrikethroughEnabled; + const bool styleEnabled = (shadowEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled); + const bool isOverlayStyle = underlineEnabled || strikethroughEnabled; AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); @@ -578,76 +593,70 @@ void TextVisual::AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sa textureSet.SetSampler(textureSetIndex, sampler); } -PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat) +void TextVisual::AddTilingTexture(TextureSet& textureSet, TilingInfo& tilingInfo, PixelData& data, Sampler& sampler, unsigned int textureSetIndex) { - int bpp = Pixel::GetBytesPerPixel(textPixelFormat); - unsigned int bufferSize = width * height * bpp; - unsigned char* dstBuffer = static_cast(malloc(bufferSize)); - memcpy(dstBuffer, buffer + offsetPosition * bpp, bufferSize); - PixelData pixelData = Dali::PixelData::New(dstBuffer, - bufferSize, - width, - height, - textPixelFormat, - Dali::PixelData::FREE); - return pixelData; + Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D, + tilingInfo.textPixelFormat, + tilingInfo.width, + tilingInfo.height); + DevelTexture::UploadSubPixelData(texture, data, 0u, tilingInfo.offsetHeight, tilingInfo.width, tilingInfo.height); + + textureSet.SetTexture(textureSetIndex, texture); + textureSet.SetSampler(textureSetIndex, sampler); } -void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) +void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler) { - TextureSet textureSet = TextureSet::New(); - unsigned int textureSetIndex = 0u; + TextureSet textureSet = TextureSet::New(); + uint32_t textureSetIndex = 0u; // Convert the buffer to pixel data to make it a texture. - if(info.textBuffer) + if(info.textPixelData) { - PixelData data = ConvertToPixelData(info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat); - AddTexture(textureSet, data, sampler, textureSetIndex); + AddTilingTexture(textureSet, info, info.textPixelData, sampler, textureSetIndex); ++textureSetIndex; } - if(styleEnabled && info.styleBuffer) + if(mTextShaderFeatureCache.IsEnabledStyle() && info.stylePixelData) { - PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888); - AddTexture(textureSet, styleData, sampler, textureSetIndex); + AddTilingTexture(textureSet, info, info.stylePixelData, sampler, textureSetIndex); ++textureSetIndex; } - if(styleEnabled && isOverlayStyle) + if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStylePixelData) { - PixelData overlayStyleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888); - AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex); + AddTilingTexture(textureSet, info, info.overlayStylePixelData, sampler, textureSetIndex); ++textureSetIndex; } - if(containsColorGlyph && !hasMultipleTextColors && info.maskBuffer) + if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskPixelData) { - PixelData maskData = ConvertToPixelData(info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8); - AddTexture(textureSet, maskData, sampler, textureSetIndex); + AddTilingTexture(textureSet, info, info.maskPixelData, sampler, textureSetIndex); + ++textureSetIndex; } renderer.SetTextures(textureSet); //Register transform properties - mImpl->mTransform.RegisterUniforms(renderer, Direction::LEFT_TO_RIGHT); + mImpl->mTransform.SetUniforms(renderer, Direction::LEFT_TO_RIGHT); // Enable the pre-multiplied alpha to improve the text quality renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true); renderer.RegisterProperty(PREMULTIPLIED_ALPHA, 1.0f); // Set size and offset for the tiling. - renderer.RegisterProperty(SIZE, Vector2(info.width, info.height)); - renderer.RegisterProperty(OFFSET, Vector2(info.offSet.x, info.offSet.y)); - renderer.RegisterProperty("uHasMultipleTextColors", static_cast(hasMultipleTextColors)); + renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height)); + renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, info.transformOffset); renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + renderer.RegisterProperty("uHasMultipleTextColors", static_cast(mTextShaderFeatureCache.IsEnabledMultiColor())); mRendererList.push_back(renderer); } void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) { - Shader shader = GetTextShader(mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled); + Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(hasMultipleTextColors).EnableEmoji(containsColorGlyph).EnableStyle(styleEnabled).EnableOverlay(isOverlayStyle)); mImpl->mRenderer.SetShader(shader); // Get the maximum size. @@ -656,11 +665,11 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // No tiling required. Use the default renderer. if(size.height < maxTextureSize) { - TextureSet textureSet = GetTextTexture(size, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); + TextureSet textureSet = GetTextTexture(size); mImpl->mRenderer.SetTextures(textureSet); //Register transform properties - mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); + mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast(hasMultipleTextColors)); mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); @@ -688,24 +697,25 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // Set information for creating textures. TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat); - // Get the buffer of text. - Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(data); - info.textBuffer = textPixelData.buffer; + // Get the pixel data of text. + info.textPixelData = data; - if(styleEnabled) + if(mTextShaderFeatureCache.IsEnabledStyle()) { // Create RGBA texture for all the text styles (without the text itself) - 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; + info.stylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888); + } + + if(mTextShaderFeatureCache.IsEnabledOverlay()) + { + // Create RGBA texture for all the overlay styles + info.overlayStylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888); } - if(containsColorGlyph && !hasMultipleTextColors) + if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor()) { // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation - PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8); - Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(maskData); - info.maskBuffer = maskPixelData.buffer; + info.maskPixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8); } // Get the current offset for recalculate the offset when tiling. @@ -714,30 +724,29 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET); if(offsetValue) { - offsetValue->Get(info.offSet); + offsetValue->Get(info.transformOffset); } // Create a textureset in the default renderer. - CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); + CreateTextureSet(info, mImpl->mRenderer, sampler); verifiedHeight -= maxTextureSize; Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); - int offsetPosition = verifiedWidth * maxTextureSize; // Create a renderer by cutting maxTextureSize. while(verifiedHeight > 0) { - Renderer tilingRenderer = Renderer::New(geometry, shader); + VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader); tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT); // New offset position of buffer for tiling. - info.offsetPosition += offsetPosition; + info.offsetHeight += maxTextureSize; // New height for tiling. info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight; // New offset for tiling. - info.offSet.y += maxTextureSize; + info.transformOffset.y += maxTextureSize; // Create a textureset int the new tiling renderer. - CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); + CreateTextureSet(info, tilingRenderer, sampler); verifiedHeight -= maxTextureSize; } @@ -745,17 +754,43 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor(); + for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter) { Renderer renderer = (*iter); if(renderer) { actor.AddRenderer(renderer); + + if(renderer != mImpl->mRenderer) + { + // Set constraint for text label's color for non-default renderers. + if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX) + { + // Register unique property, or get property for default renderer. + Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor); + + // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer. + if(index != Property::INVALID_INDEX) + { + Constraint colorConstraint = Constraint::New(renderer, index, TextColorConstraint); + colorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); + colorConstraint.Apply(); + } + + // Make zero if the alpha value of text color is zero to skip rendering text + // VisualRenderer::Property::OPACITY uses same animatable property internally. + Constraint opacityConstraint = Constraint::New(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint); + opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); + opacityConstraint.Apply(); + } + } } } } -TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) +TextureSet TextVisual::GetTextTexture(const Vector2& size) { // Filter mode needs to be set to linear to produce better quality while scaling. Sampler sampler = Sampler::New(); @@ -764,7 +799,7 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC TextureSet textureSet = TextureSet::New(); // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture - Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8; + Pixel::Format textPixelFormat = (mTextShaderFeatureCache.IsEnabledEmoji() || mTextShaderFeatureCache.IsEnabledMultiColor()) ? Pixel::RGBA8888 : Pixel::L8; // Check the text direction Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); @@ -772,25 +807,27 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC // Create a texture for the text without any styles PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat); - // 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. - unsigned int textureSetIndex = 0u; + uint32_t textureSetIndex = 0u; AddTexture(textureSet, data, sampler, textureSetIndex); ++textureSetIndex; - if(styleEnabled) + if(mTextShaderFeatureCache.IsEnabledStyle()) { // Create RGBA texture for all the text styles that render in the background (without the text itself) PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888); AddTexture(textureSet, styleData, sampler, textureSetIndex); ++textureSetIndex; + } + + if(mTextShaderFeatureCache.IsEnabledOverlay()) + { // 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); ++textureSetIndex; } - if(containsColorGlyph && !hasMultipleTextColors) + if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor()) { // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8); @@ -801,73 +838,13 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC return textureSet; } -Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled) +Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder) { - Shader shader; - - if(hasMultipleTextColors && !styleEnabled) - { - // We don't animate text color if the text contains multiple colors - shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT); - if(!shader) - { - shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_SHADER_FRAG); - shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); - factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader); - } - } - else if(hasMultipleTextColors && styleEnabled) - { - // We don't animate text color if the text contains multiple colors - shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE); - if(!shader) - { - shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_WITH_STYLE_SHADER_FRAG); - shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); - factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader); - } - } - else if(!hasMultipleTextColors && !containsColorGlyph && !styleEnabled) - { - shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT); - if(!shader) - { - shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_SHADER_FRAG); - shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); - factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader); - } - } - else if(!hasMultipleTextColors && !containsColorGlyph && styleEnabled) - { - shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE); - if(!shader) - { - shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_SHADER_FRAG); - shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); - factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader); - } - } - else if(!hasMultipleTextColors && containsColorGlyph && !styleEnabled) - { - shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI); - if(!shader) - { - shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG); - shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); - factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader); - } - } - else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled ) - { - shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI); - if(!shader) - { - shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI_SHADER_FRAG); - shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); - factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader); - } - } + // Cache feature builder informations. + mTextShaderFeatureCache = featureBuilder; + Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache); + shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); return shader; } @@ -875,4 +852,4 @@ Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, bool hasMulti } // namespace Toolkit -} // namespace Dali \ No newline at end of file +} // namespace Dali