BufferImage img = BufferImage::New( 1,1 );
ImageActor actor = ImageActor::New( img );
- ShaderEffect effect = ShaderEffect::New( " ", " ", GEOMETRY_TYPE_IMAGE, ShaderEffect::HINT_GRID );
+ ShaderEffect effect = ShaderEffect::New( " ", " ", ShaderEffect::HINT_GRID );
actor.SetShaderEffect( effect );
const float INVALID_SIZE = float(1u<<31);
Property::IndexContainer indices;
imageActor.GetPropertyIndices( indices );
- DALI_TEST_CHECK( indices.size() > basicActor.GetPropertyCount() );
- DALI_TEST_EQUALS( indices.size(), imageActor.GetPropertyCount(), TEST_LOCATION );
+ DALI_TEST_CHECK( indices.Size() > basicActor.GetPropertyCount() );
+ DALI_TEST_EQUALS( indices.Size(), imageActor.GetPropertyCount(), TEST_LOCATION );
END_TEST;
}
application.SendNotification();
application.Render();
- Property::Value imageMap = imageActor.GetProperty( ImageActor::Property::IMAGE );
- DALI_TEST_CHECK( imageMap.HasKey( "filename" ) );
- DALI_TEST_EQUALS( imageMap.GetValue( "filename" ).Get< std::string >(), "MY_PATH", TEST_LOCATION );
+ Property::Value imageProperty = imageActor.GetProperty( ImageActor::Property::IMAGE );
+ Property::Map* imageMap = imageProperty.GetMap();
+ DALI_TEST_CHECK( imageMap != NULL );
+ DALI_TEST_CHECK( NULL != imageMap->Find( "filename" ) );
+ DALI_TEST_EQUALS( (*imageMap)[ "filename" ].Get< std::string >(), "MY_PATH", TEST_LOCATION );
END_TEST;
}
END_TEST;
}
+
+int UtcDaliImageActorGetSortModifier(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::ImageActor::GetSortModifier()");
+
+ ImageActor actor = ImageActor::New();
+ Stage::GetCurrent().Add(actor);
+
+ DALI_TEST_EQUALS(actor.GetSortModifier(), 0.0f, TEST_LOCATION);
+
+ Stage::GetCurrent().Remove(actor);
+ END_TEST;
+}
+
+int UtcDaliImageActorSetGetBlendMode(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::ImageActor::SetBlendMode() / Dali::ImageActor::GetBlendMode()");
+
+ ImageActor actor = ImageActor::New();
+
+ actor.SetBlendMode( BlendingMode::OFF );
+ DALI_TEST_CHECK( BlendingMode::OFF == actor.GetBlendMode() );
+
+ actor.SetBlendMode( BlendingMode::AUTO );
+ DALI_TEST_CHECK( BlendingMode::AUTO == actor.GetBlendMode() );
+
+ actor.SetBlendMode( BlendingMode::ON );
+ DALI_TEST_CHECK( BlendingMode::ON == actor.GetBlendMode() );
+ END_TEST;
+}
+
+int UtcDaliImageActorSetGetBlendFunc(void)
+{
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+ tet_infoline("Testing Dali::ImageActor::UtcDaliImageActorSetGetBlendFunc()");
+
+ BufferImage img = BufferImage::New( 1,1 );
+ ImageActor actor = ImageActor::New( img );
+ Stage::GetCurrent().Add( actor );
+ application.SendNotification();
+ application.Render();
+
+ // Test the defaults as documented int blending.h
+ {
+ BlendingFactor::Type srcFactorRgb( BlendingFactor::ZERO );
+ BlendingFactor::Type destFactorRgb( BlendingFactor::ZERO );
+ BlendingFactor::Type srcFactorAlpha( BlendingFactor::ZERO );
+ BlendingFactor::Type destFactorAlpha( BlendingFactor::ZERO );
+ actor.GetBlendFunc( srcFactorRgb, destFactorRgb, srcFactorAlpha, destFactorAlpha );
+ DALI_TEST_EQUALS( BlendingFactor::SRC_ALPHA, srcFactorRgb, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_SRC_ALPHA, destFactorRgb, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::ONE, srcFactorAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_SRC_ALPHA, destFactorAlpha, TEST_LOCATION );
+ }
+
+ // Set to non-default values
+ actor.SetBlendFunc( BlendingFactor::ONE_MINUS_SRC_COLOR, BlendingFactor::SRC_ALPHA_SATURATE, BlendingFactor::ONE_MINUS_SRC_COLOR, BlendingFactor::SRC_ALPHA_SATURATE );
+
+ // Test that Set was successful
+ {
+ BlendingFactor::Type srcFactorRgb( BlendingFactor::ZERO );
+ BlendingFactor::Type destFactorRgb( BlendingFactor::ZERO );
+ BlendingFactor::Type srcFactorAlpha( BlendingFactor::ZERO );
+ BlendingFactor::Type destFactorAlpha( BlendingFactor::ZERO );
+ actor.GetBlendFunc( srcFactorRgb, destFactorRgb, srcFactorAlpha, destFactorAlpha );
+ DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_SRC_COLOR, srcFactorRgb, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::SRC_ALPHA_SATURATE, destFactorRgb, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_SRC_COLOR, srcFactorAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::SRC_ALPHA_SATURATE, destFactorAlpha, TEST_LOCATION );
+ }
+
+ // Render & check GL commands
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(), TEST_LOCATION );
+ DALI_TEST_EQUALS( (GLenum)GL_SRC_ALPHA_SATURATE, glAbstraction.GetLastBlendFuncDstRgb(), TEST_LOCATION );
+ DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION );
+ DALI_TEST_EQUALS( (GLenum)GL_SRC_ALPHA_SATURATE, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION );
+
+ // Set using separate alpha settings
+ actor.SetBlendFunc( BlendingFactor::CONSTANT_COLOR, BlendingFactor::ONE_MINUS_CONSTANT_COLOR,
+ BlendingFactor::CONSTANT_ALPHA, BlendingFactor::ONE_MINUS_CONSTANT_ALPHA );
+
+ // Test that Set was successful
+ {
+ BlendingFactor::Type srcFactorRgb( BlendingFactor::ZERO );
+ BlendingFactor::Type destFactorRgb( BlendingFactor::ZERO );
+ BlendingFactor::Type srcFactorAlpha( BlendingFactor::ZERO );
+ BlendingFactor::Type destFactorAlpha( BlendingFactor::ZERO );
+ actor.GetBlendFunc( srcFactorRgb, destFactorRgb, srcFactorAlpha, destFactorAlpha );
+ DALI_TEST_EQUALS( BlendingFactor::CONSTANT_COLOR, srcFactorRgb, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_CONSTANT_COLOR, destFactorRgb, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::CONSTANT_ALPHA, srcFactorAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( BlendingFactor::ONE_MINUS_CONSTANT_ALPHA, destFactorAlpha, TEST_LOCATION );
+ }
+
+ // Render & check GL commands
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( (GLenum)GL_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(), TEST_LOCATION );
+ DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncDstRgb(), TEST_LOCATION );
+ DALI_TEST_EQUALS( (GLenum)GL_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION );
+ DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliImageActorSetGetAlpha(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::ImageActor::SetGetAlpha()");
+
+ BufferImage img = BufferImage::New( 1,1 );
+ ImageActor actor = ImageActor::New( img );
+ Stage::GetCurrent().Add( actor );
+ application.SendNotification();
+ application.Render();
+
+ // use the image alpha on actor
+ actor.SetBlendMode(BlendingMode::ON);
+
+ // Test that Set was successful
+ DALI_TEST_EQUALS( BlendingMode::ON, actor.GetBlendMode(), TEST_LOCATION );
+
+ // Now test that it can be set to false
+ actor.SetBlendMode(BlendingMode::OFF);
+ DALI_TEST_EQUALS(BlendingMode::OFF, actor.GetBlendMode(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliImageActorSetGetFilterModes(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::ImageActor::SetFilterMode() / Dali::ImageActor::GetFilterMode()");
+
+ ImageActor actor = ImageActor::New();
+
+ FilterMode::Type minifyFilter = FilterMode::NEAREST;
+ FilterMode::Type magnifyFilter = FilterMode::NEAREST;
+
+ // Default test
+ actor.GetFilterMode( minifyFilter, magnifyFilter );
+ DALI_TEST_CHECK( FilterMode::DEFAULT == minifyFilter );
+ DALI_TEST_CHECK( FilterMode::DEFAULT == magnifyFilter );
+
+ // Default/Default
+ actor.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
+ actor.GetFilterMode( minifyFilter, magnifyFilter );
+ DALI_TEST_CHECK( FilterMode::DEFAULT == minifyFilter );
+ DALI_TEST_CHECK( FilterMode::DEFAULT == magnifyFilter );
+
+ // Nearest/Nearest
+ actor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
+ actor.GetFilterMode( minifyFilter, magnifyFilter );
+ DALI_TEST_CHECK( FilterMode::NEAREST == minifyFilter );
+ DALI_TEST_CHECK( FilterMode::NEAREST == magnifyFilter );
+
+ // Linear/Linear
+ actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+ actor.GetFilterMode( minifyFilter, magnifyFilter );
+ DALI_TEST_CHECK( FilterMode::LINEAR == minifyFilter );
+ DALI_TEST_CHECK( FilterMode::LINEAR == magnifyFilter );
+
+ // Nearest/Linear
+ actor.SetFilterMode( FilterMode::NEAREST, FilterMode::LINEAR );
+ actor.GetFilterMode( minifyFilter, magnifyFilter );
+ DALI_TEST_CHECK( FilterMode::NEAREST == minifyFilter );
+ DALI_TEST_CHECK( FilterMode::LINEAR == magnifyFilter );
+
+ // Linear/Nearest
+ actor.SetFilterMode( FilterMode::LINEAR, FilterMode::NEAREST );
+ actor.GetFilterMode( minifyFilter, magnifyFilter );
+ DALI_TEST_CHECK( FilterMode::LINEAR == minifyFilter );
+ DALI_TEST_CHECK( FilterMode::NEAREST == magnifyFilter );
+
+ END_TEST;
+}
+
+int UtcDaliImageActorSetFilterMode(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::ImageActor::SetFilterMode()");
+
+ BufferImage img = BufferImage::New( 1,1 );
+ ImageActor actor = ImageActor::New( img );
+
+ actor.SetSize(100.0f, 100.0f);
+ actor.SetParentOrigin(ParentOrigin::CENTER);
+ actor.SetAnchorPoint(AnchorPoint::CENTER);
+
+ Stage::GetCurrent().Add(actor);
+
+ /**************************************************************/
+
+ // Default/Default
+ TraceCallStack& texParameterTrace = application.GetGlAbstraction().GetTexParameterTrace();
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ std::stringstream out;
+
+ // Verify actor gl state
+
+ // There are two calls to TexParameteri when the texture is first created
+ // Texture mag filter is not called as the first time set it uses the system default
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 3, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MIN_FILTER << ", " << GL_LINEAR;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(2, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ /**************************************************************/
+
+ // Default/Default
+ texParameterTrace = application.GetGlAbstraction().GetTexParameterTrace();
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ // Verify actor gl state
+
+ // Should not make any calls when settings are the same
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 0, TEST_LOCATION);
+
+ /**************************************************************/
+
+ // Nearest/Nearest
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ // Verify actor gl state
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 2, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MIN_FILTER << ", " << GL_NEAREST;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(0, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MAG_FILTER << ", " << GL_NEAREST;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(1, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ /**************************************************************/
+
+ // Linear/Linear
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ // Verify actor gl state
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 2, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MIN_FILTER << ", " << GL_LINEAR;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(0, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MAG_FILTER << ", " << GL_LINEAR;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(1, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+
+ /**************************************************************/
+
+ // Nearest/Linear
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::NEAREST, FilterMode::LINEAR );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ // Verify actor gl state
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 1, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MIN_FILTER << ", " << GL_NEAREST;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(0, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ /**************************************************************/
+
+ // Default/Default
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ // Verify actor gl state
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 1, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MIN_FILTER << ", " << GL_LINEAR;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(0, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ /**************************************************************/
+
+ // None/None
+ texParameterTrace.Reset();
+ texParameterTrace.Enable( true );
+
+ actor.SetFilterMode( FilterMode::NONE, FilterMode::NONE );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ texParameterTrace.Enable( false );
+
+ // Verify actor gl state
+ DALI_TEST_EQUALS( texParameterTrace.CountMethod( "TexParameteri" ), 1, TEST_LOCATION);
+
+ out.str("");
+ out << GL_TEXTURE_2D << ", " << GL_TEXTURE_MIN_FILTER << ", " << GL_NEAREST_MIPMAP_LINEAR;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(0, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ /**************************************************************/
+
+ Stage::GetCurrent().Remove(actor);
+
+ END_TEST;
+}
+
+int UtcDaliImageActorSetShaderEffect(void)
+{
+ TestApplication application;
+ BufferImage img = BufferImage::New( 1,1 );
+ ImageActor actor = ImageActor::New( img );
+ Stage::GetCurrent().Add( actor );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ GLuint lastShaderCompiledBefore = application.GetGlAbstraction().GetLastShaderCompiled();
+
+ application.GetGlAbstraction().EnableShaderCallTrace( true );
+
+ const std::string vertexShader = "UtcDaliImageActorSetShaderEffect-VertexSource";
+ const std::string fragmentShader = "UtcDaliImageActorSetShaderEffect-FragmentSource";
+ ShaderEffect effect = ShaderEffect::New(vertexShader, fragmentShader );
+ DALI_TEST_CHECK( effect != actor.GetShaderEffect() );
+
+ actor.SetShaderEffect( effect );
+ DALI_TEST_CHECK( effect == actor.GetShaderEffect() );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ GLuint lastShaderCompiledAfter = application.GetGlAbstraction().GetLastShaderCompiled();
+ DALI_TEST_EQUALS( lastShaderCompiledAfter, lastShaderCompiledBefore + 2, TEST_LOCATION );
+
+ std::string actualVertexShader = application.GetGlAbstraction().GetShaderSource( lastShaderCompiledBefore + 1 );
+ DALI_TEST_EQUALS( vertexShader,
+ actualVertexShader.substr( actualVertexShader.length() - vertexShader.length() ), TEST_LOCATION );
+ std::string actualFragmentShader = application.GetGlAbstraction().GetShaderSource( lastShaderCompiledBefore + 2 );
+ DALI_TEST_EQUALS( fragmentShader,
+ actualFragmentShader.substr( actualFragmentShader.length() - fragmentShader.length() ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageActorGetShaderEffect(void)
+{
+ TestApplication application;
+ ImageActor actor = ImageActor::New();
+
+ ShaderEffect effect = ShaderEffect::New("UtcDaliImageActorGetShaderEffect-VertexSource", "UtcDaliImageActorGetShaderEffect-FragmentSource" );
+ actor.SetShaderEffect(effect);
+
+ DALI_TEST_CHECK(effect == actor.GetShaderEffect());
+ END_TEST;
+}
+
+int UtcDaliImageActorRemoveShaderEffect01(void)
+{
+ TestApplication application;
+ ImageActor actor = ImageActor::New();
+
+ ShaderEffect defaultEffect = actor.GetShaderEffect();
+
+ ShaderEffect effect = ShaderEffect::New("UtcDaliImageActorRemoveShaderEffect-VertexSource", "UtcDaliImageActorRemoveShaderEffect-FragmentSource" );
+ actor.SetShaderEffect(effect);
+
+ DALI_TEST_CHECK(effect == actor.GetShaderEffect());
+
+ actor.RemoveShaderEffect();
+
+ DALI_TEST_CHECK(defaultEffect == actor.GetShaderEffect());
+ END_TEST;
+}
+
+int UtcDaliImageActorRemoveShaderEffect02(void)
+{
+ TestApplication application;
+ ImageActor actor = ImageActor::New();
+
+ ShaderEffect defaultEffect = actor.GetShaderEffect();
+
+ actor.RemoveShaderEffect();
+
+ DALI_TEST_CHECK(defaultEffect == actor.GetShaderEffect());
+ END_TEST;
+}
+
+int UtcDaliSetShaderEffectRecursively(void)
+{
+ TestApplication application;
+ /**
+ * create a tree
+ * actor1
+ * actor2 actor4
+ * actor3 imageactor1
+ * imageactor2
+ */
+ BufferImage img = BufferImage::New( 1,1 );
+ ImageActor actor1 = ImageActor::New( img );
+ Actor actor2 = Actor::New();
+ actor1.Add( actor2 );
+ Actor actor3 = Actor::New();
+ actor2.Add( actor3 );
+ ImageActor imageactor1 = ImageActor::New( img );
+ actor2.Add( imageactor1 );
+ ImageActor imageactor2 = ImageActor::New( img );
+ actor3.Add( imageactor2 );
+ Actor actor4 = Actor::New();
+ actor1.Add( actor4 );
+ Stage::GetCurrent().Add( actor1 );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ GLuint lastShaderCompiledBefore = application.GetGlAbstraction().GetLastShaderCompiled();
+
+ application.GetGlAbstraction().EnableShaderCallTrace( true );
+
+ const std::string vertexShader = "UtcDaliImageActorSetShaderEffect-VertexSource";
+ const std::string fragmentShader = "UtcDaliImageActorSetShaderEffect-FragmentSource";
+ // test with empty effect
+ ShaderEffect effect;
+ SetShaderEffectRecursively( actor1, effect );
+
+ effect = ShaderEffect::New(vertexShader, fragmentShader );
+
+ DALI_TEST_CHECK( effect != actor1.GetShaderEffect() );
+ DALI_TEST_CHECK( effect != imageactor1.GetShaderEffect() );
+ DALI_TEST_CHECK( effect != imageactor2.GetShaderEffect() );
+
+ SetShaderEffectRecursively( actor1, effect );
+ DALI_TEST_CHECK( effect == imageactor1.GetShaderEffect() );
+ DALI_TEST_CHECK( effect == imageactor2.GetShaderEffect() );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ GLuint lastShaderCompiledAfter = application.GetGlAbstraction().GetLastShaderCompiled();
+ DALI_TEST_EQUALS( lastShaderCompiledAfter, lastShaderCompiledBefore + 2, TEST_LOCATION );
+
+ std::string actualVertexShader = application.GetGlAbstraction().GetShaderSource( lastShaderCompiledBefore + 1 );
+ DALI_TEST_EQUALS( vertexShader,
+ actualVertexShader.substr( actualVertexShader.length() - vertexShader.length() ), TEST_LOCATION );
+ std::string actualFragmentShader = application.GetGlAbstraction().GetShaderSource( lastShaderCompiledBefore + 2 );
+ DALI_TEST_EQUALS( fragmentShader,
+ actualFragmentShader.substr( actualFragmentShader.length() - fragmentShader.length() ), TEST_LOCATION );
+
+ // remove from one that does not have shader
+ RemoveShaderEffectRecursively( actor4 );
+
+ // remove partially
+ RemoveShaderEffectRecursively( actor3 );
+ DALI_TEST_CHECK( effect == imageactor1.GetShaderEffect() );
+ DALI_TEST_CHECK( effect != imageactor2.GetShaderEffect() );
+
+ // test with empty actor just to check it does not crash
+ Actor empty;
+ SetShaderEffectRecursively( empty, effect );
+ RemoveShaderEffectRecursively( empty );
+
+ // test with actor with no children just to check it does not crash
+ Actor loner = Actor::New();
+ Stage::GetCurrent().Add( loner );
+ SetShaderEffectRecursively( loner, effect );
+ RemoveShaderEffectRecursively( loner );
+
+ END_TEST;
+}
+
+int UtcDaliImageActorTestClearCache(void)
+{
+ // Testing the framebuffer state caching in frame-buffer-state-caching.cpp
+ TestApplication application;
+
+ tet_infoline("Testing Dali::ImageActor::ClearCache()");
+
+ BufferImage img = BufferImage::New( 1,1 );
+ ImageActor actor = ImageActor::New( img );
+
+ actor.SetParentOrigin(ParentOrigin::CENTER);
+ actor.SetAnchorPoint(AnchorPoint::CENTER);
+
+ Stage::GetCurrent().Add(actor);
+
+ /**************************************************************/
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // There should be a single call to Clear
+ DALI_TEST_EQUALS( application.GetGlAbstraction().GetClearCountCalled() , 1u, TEST_LOCATION );
+
+ // the last set clear mask should be COLOR, DEPTH & STENCIL which occurs at the start of each frame
+ GLbitfield mask = application.GetGlAbstraction().GetLastClearMask();
+ DALI_TEST_CHECK( mask & GL_DEPTH_BUFFER_BIT );
+ DALI_TEST_CHECK( mask & GL_STENCIL_BUFFER_BIT );
+ DALI_TEST_CHECK( mask & GL_COLOR_BUFFER_BIT );
+
+ END_TEST;
+}