#include <stdlib.h>
#include <dali/public-api/dali-core.h>
#include <dali/devel-api/events/hit-test-algorithm.h>
+#include <dali/devel-api/rendering/frame-buffer.h>
#include <dali-test-suite-utils.h>
#include <dali/integration-api/debug.h>
#include <test-native-image.h>
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 1, TEST_LOCATION );
// Set task to non-exclusive - actor1 should render twice:
drawTrace.Reset();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 2, TEST_LOCATION );
+ DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 2, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
+int UtcDaliRenderTaskSetFrameBufferP(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing RenderTask::SetFrameBuffer()");
+
+ RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+ RenderTask task = taskList.GetTask( 0u );
+
+ FrameBuffer newFrameBuffer = FrameBuffer::New( 128u, 128u, FrameBuffer::COLOR );
+ task.SetFrameBuffer( newFrameBuffer );
+ DALI_TEST_CHECK( task.GetFrameBuffer() == newFrameBuffer );
+ END_TEST;
+}
+
+int UtcDaliRenderTaskSetFrameBufferN(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing RenderTask::SetFrameBuffer()");
+
+ RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+ RenderTask task = taskList.GetTask( 0u );
+ FrameBuffer newFrameBuffer; // Empty handle
+ task.SetFrameBuffer( newFrameBuffer );
+ DALI_TEST_EQUALS( (bool)task.GetFrameBuffer(), false, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliRenderTaskGetFrameBufferP(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing RenderTask::GetFrameBuffer()");
+
+ RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+ RenderTask task = taskList.GetTask( 0u );
+
+ FrameBuffer newFrameBuffer = FrameBuffer::New( 1u, 1u, FrameBuffer::COLOR );
+ task.SetFrameBuffer( newFrameBuffer );
+ DALI_TEST_CHECK( task.GetFrameBuffer() == newFrameBuffer );
+ END_TEST;
+}
+
+int UtcDaliRenderTaskGetFrameBufferN(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing RenderTask::GetFrameBuffer()");
+
+ RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+ RenderTask task = taskList.GetTask( 0u );
+
+ // By default render-tasks do not render off-screen
+ FrameBuffer frameBuffer = task.GetFrameBuffer();
+ DALI_TEST_CHECK( !frameBuffer );
+
+ END_TEST;
+}
+
int UtcDaliRenderTaskSetScreenToFrameBufferFunctionP(void)
{
TestApplication application;
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();