// Set by Property test
Vector2 newPosition2(32.0f, 32.0f);
- task.SetProperty( RenderTask::VIEWPORT_POSITION, newPosition2 );
+ task.SetProperty( RenderTask::Property::VIEWPORT_POSITION, newPosition2 );
// Update
application.SendNotification();
Vector2 newPosition3(64.0f, 0.0f);
Animation animation = Animation::New(1.0f);
- animation.AnimateTo( Property( task, RenderTask::VIEWPORT_POSITION ), newPosition3, AlphaFunctions::Linear );
+ animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, AlphaFunctions::Linear );
animation.Play();
// Perform 1000ms worth of updates at which point animation should have completed.
// Set by Property test
Vector2 newSize2(50.0f, 50.0f);
- task.SetProperty( RenderTask::VIEWPORT_SIZE, newSize2 );
+ task.SetProperty( RenderTask::Property::VIEWPORT_SIZE, newSize2 );
// Update
application.SendNotification();
Vector2 newSize3(10.0f, 10.0f);
Animation animation = Animation::New(1.0f);
- animation.AnimateTo( Property( task, RenderTask::VIEWPORT_SIZE ), newSize3, AlphaFunctions::Linear );
+ animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, AlphaFunctions::Linear );
animation.Play();
// Perform 1000ms worth of updates at which point animation should have completed.
DALI_TEST_EQUALS( task.GetClearColor(), testColor, TEST_LOCATION );
- task.SetProperty( RenderTask::CLEAR_COLOR, testColor2 );
+ task.SetProperty( RenderTask::Property::CLEAR_COLOR, testColor2 );
// Wait a frame.
Wait(application);
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
Stage::GetCurrent().Add(secondRootActor);
- secondRootActor.SetVisible(false);
RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, true);
bool finished = false;
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
Stage::GetCurrent().Add(secondRootActor);
- secondRootActor.SetVisible(false);
RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
bool finished = false;
DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) );
DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) );
- // MAKE SOURCE VISIBLE
- secondRootActor.SetVisible(true);
- application.SendNotification();
- DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) );
- DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) );
-
// FINISH RESOURCE LOADING - expect immediate rendering yet
CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) );
DALI_TEST_EQUALS( expectedCoordinates , results.actorCoordinates, 0.1f, TEST_LOCATION );
END_TEST;
}
+
+int UtcDaliRenderTaskFinishInvisibleSourceActor(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing RenderTask::SignalFinished()");
+
+ application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
+ TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
+
+ CameraActor offscreenCameraActor = CameraActor::New();
+
+ Stage::GetCurrent().Add( offscreenCameraActor );
+
+ BufferImage image = BufferImage::New( 10, 10 );
+ ImageActor rootActor = ImageActor::New( image );
+ rootActor.SetSize( 10, 10 );
+ rootActor.SetVisible(false);
+ Stage::GetCurrent().Add( rootActor );
+
+ RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+ NativeImageInterfacePtr testNativeImagePtr = TestNativeImage::New(10, 10);
+ FrameBufferImage frameBufferImage = FrameBufferImage::New( *testNativeImagePtr.Get() );
+
+ // Flush all outstanding messages
+ application.SendNotification();
+ application.Render();
+
+ RenderTask newTask = taskList.CreateTask();
+ newTask.SetCameraActor( offscreenCameraActor );
+ newTask.SetSourceActor( rootActor );
+ newTask.SetInputEnabled( false );
+ newTask.SetClearColor( Vector4( 0.f, 0.f, 0.f, 0.f ) );
+ newTask.SetClearEnabled( true );
+ newTask.SetExclusive( true );
+ newTask.SetRefreshRate( RenderTask::REFRESH_ONCE );
+ newTask.SetTargetFrameBuffer( frameBufferImage );
+
+ // Framebuffer doesn't actually get created until Connected, i.e. by previous line
+
+ bool finished = false;
+ RenderTaskFinished renderTaskFinished( finished );
+ newTask.FinishedSignal().Connect( &application, renderTaskFinished );
+
+ // Flush the queue and render.
+ application.SendNotification();
+
+ // 1 render to process render task, then wait for sync before finished msg is sent
+ // from update to the event thread.
+
+ application.Render();
+ application.SendNotification();
+ DALI_TEST_CHECK( !finished );
+
+ Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
+ DALI_TEST_CHECK( lastSyncObj != NULL );
+
+ application.Render();
+ DALI_TEST_EQUALS( (application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION );
+ application.SendNotification();
+ DALI_TEST_CHECK( !finished );
+
+ application.Render();
+ DALI_TEST_EQUALS( (application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION );
+ application.SendNotification();
+ DALI_TEST_CHECK( ! finished );
+
+ sync.SetObjectSynced( lastSyncObj, true );
+
+ application.Render();
+ application.SendNotification();
+ DALI_TEST_CHECK( !finished );
+
+ application.Render();
+ application.SendNotification();
+ DALI_TEST_CHECK( finished );
+ finished = false;
+
+ application.Render(); // Double check no more finished signal
+ application.SendNotification();
+ DALI_TEST_CHECK( ! finished );
+
+ END_TEST;
+}