+
+int UtcDaliVisualFactoryGetAnimatedImageVisual2(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualFactoryGetAnimatedImageVisual2: Request animated image visual with a Property::Map, test custom wrap mode and pixel area" );
+
+ const Vector4 pixelArea(-0.5f, -0.5f, 2.f, 2.f);
+ Property::Map propertyMap;
+ propertyMap.Add( Toolkit::Visual::Property::TYPE, Visual::IMAGE )
+ .Add( ImageVisual::Property::URL, TEST_GIF_FILE_NAME )
+ .Add( ImageVisual::Property::PIXEL_AREA, pixelArea )
+ .Add( ImageVisual::Property::WRAP_MODE_U, WrapMode::MIRRORED_REPEAT )
+ .Add( ImageVisual::Property::WRAP_MODE_V, WrapMode::REPEAT );
+
+ Visual::Base visual = VisualFactory::Get().CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+ TraceCallStack& texParameterTrace = gl.GetTexParameterTrace();
+ texParameterTrace.Enable( true );
+
+ DummyControl actor = DummyControl::New(true);
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+ actor.SetSize( 200.0f, 200.0f );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+
+ // For animated image visual, the wrapping is handled manually in shader, so the following gl function should not be called
+ std::stringstream out;
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_S << ", " << GL_MIRRORED_REPEAT;
+ DALI_TEST_CHECK( !texParameterTrace.FindMethodAndParams("TexParameteri", out.str()) );
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_T << ", " << GL_REPEAT;
+ DALI_TEST_CHECK( !texParameterTrace.FindMethodAndParams("TexParameteri", out.str()) );
+
+ // test the uniforms which used to handle the wrap mode
+ Renderer renderer = actor.GetRendererAt( 0u );
+ DALI_TEST_CHECK( renderer );
+
+ Property::Value pixelAreaValue = renderer.GetProperty( renderer.GetPropertyIndex( "pixelArea" ) );
+ DALI_TEST_EQUALS( pixelAreaValue.Get<Vector4>(), pixelArea, TEST_LOCATION );
+ Vector4 pixelAreaUniform;
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "pixelArea", pixelAreaUniform ) );
+ DALI_TEST_EQUALS( pixelArea, pixelAreaUniform, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ Property::Value wrapModeValue = renderer.GetProperty( renderer.GetPropertyIndex( "wrapMode" ) );
+ Vector2 wrapMode( WrapMode::MIRRORED_REPEAT-1, WrapMode::REPEAT-1 );
+ DALI_TEST_EQUALS( wrapModeValue.Get<Vector2>(), wrapMode, TEST_LOCATION );
+ Vector2 wrapModeUniform;
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector2>( "wrapMode", wrapModeUniform ) );
+ DALI_TEST_EQUALS( wrapMode, wrapModeUniform, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ actor.Unparent( );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+
+ END_TEST;
+}