#include <stdlib.h>
#include <dali/public-api/dali-core.h>
-
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali-test-suite-utils.h>
using namespace Dali;
-using namespace std;
void renderable_actor_startup(void)
{
namespace
{
-static const char* TestTextHelloWorld = "Hello World";
static bool gIsActor1SortModifierCorrect;
static bool gIsActor2SortModifierCorrect;
const float gActor1SortModifierValue = 96.0f;
tet_infoline("Testing Dali::RenderableActor::DownCast()");
- TextActor textActor = TextActor::New(TestTextHelloWorld);
+ ImageActor imageActor = ImageActor::New();
Actor anActor = Actor::New();
- anActor.Add( textActor );
+ anActor.Add( imageActor );
Actor child = anActor.GetChildAt(0);
RenderableActor renderableActor = RenderableActor::DownCast( child );
DALI_TEST_CHECK( renderableActor );
- renderableActor = NULL;
+ renderableActor.Reset();
DALI_TEST_CHECK( !renderableActor );
renderableActor = DownCast< RenderableActor >( child );
float val = -500.0f;
- TextActor actor = TextActor::New(TestTextHelloWorld);
+ ImageActor actor = ImageActor::New();
Stage::GetCurrent().Add(actor);
actor.SetSortModifier( val );
//Verify through layer SetSortFunction
gIsActor1SortModifierCorrect = false;
gIsActor2SortModifierCorrect = false;
- BitmapImage img = BitmapImage::New( 1,1 );
+ BufferImage img = BufferImage::New( 1,1 );
// create two transparent actors so there is something to sort
ImageActor actor1 = ImageActor::New( img );
ImageActor actor2 = ImageActor::New( img );
tet_infoline("Testing Dali::RenderableActor::GetSortModifier()");
- TextActor actor = TextActor::New(TestTextHelloWorld);
+ ImageActor actor = ImageActor::New();
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS(actor.GetSortModifier(), 0.0f, TEST_LOCATION);
tet_infoline("Testing Dali::RenderableActor::SetBlendMode() / Dali::RenderableActor::GetBlendMode()");
- TextActor actor = TextActor::New(TestTextHelloWorld);
+ ImageActor actor = ImageActor::New();
actor.SetBlendMode( BlendingMode::OFF );
DALI_TEST_CHECK( BlendingMode::OFF == actor.GetBlendMode() );
tet_infoline("Testing Dali::RenderableActor::SetCullFace()");
- BitmapImage img = BitmapImage::New( 1,1 );
+ BufferImage img = BufferImage::New( 1,1 );
ImageActor actor = ImageActor::New( img );
ImageActor actor2 = ImageActor::New( img );
tet_infoline("Testing Dali::RenderableActor::GetCullFace()");
- TextActor textActor = TextActor::New(TestTextHelloWorld);
-
- DALI_TEST_CHECK( CullNone == textActor.GetCullFace() );
-
ImageActor imageActor = ImageActor::New();
DALI_TEST_CHECK( CullNone == imageActor.GetCullFace() );
- MeshActor meshActor = MeshActor::New();
+ imageActor.SetCullFace( CullBack );
+
+ DALI_TEST_CHECK( CullBack == imageActor.GetCullFace() );
- DALI_TEST_CHECK( CullBack == meshActor.GetCullFace() );
END_TEST;
}
tet_infoline("Testing Dali::RenderableActor::UtcDaliRenderableActorSetGetBlendFunc()");
- BitmapImage img = BitmapImage::New( 1,1 );
+ BufferImage img = BufferImage::New( 1,1 );
ImageActor actor = ImageActor::New( img );
Stage::GetCurrent().Add( actor );
application.SendNotification();
}
// Set to non-default values
- actor.SetBlendFunc( BlendingFactor::ONE_MINUS_SRC_COLOR, BlendingFactor::SRC_ALPHA_SATURATE );
+ 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
{
END_TEST;
}
-int UtcDaliRenderableActorSetGetBlendEquation(void)
-{
- TestApplication application;
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-
- tet_infoline("Testing Dali::RenderableActor::SetBlendEquation()");
-
- BitmapImage img = BitmapImage::New( 1,1 );
- ImageActor actor = ImageActor::New( img );
- Stage::GetCurrent().Add( actor );
- application.SendNotification();
- application.Render();
-
- // Test the defaults as documented int blending.h
- {
- BlendingEquation::Type equationRgb( BlendingEquation::SUBTRACT );
- BlendingEquation::Type equationAlpha( BlendingEquation::SUBTRACT );
- actor.GetBlendEquation( equationRgb, equationAlpha );
- DALI_TEST_EQUALS( BlendingEquation::ADD, equationRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingEquation::ADD, equationAlpha, TEST_LOCATION );
- }
-
- // Test the single blending equation setting
- {
- actor.SetBlendEquation( BlendingEquation::REVERSE_SUBTRACT );
- BlendingEquation::Type equationRgba( BlendingEquation::SUBTRACT );
- actor.GetBlendEquation( equationRgba, equationRgba );
- DALI_TEST_EQUALS( BlendingEquation::REVERSE_SUBTRACT, equationRgba, TEST_LOCATION );
- }
-
- actor.SetBlendEquation( BlendingEquation::REVERSE_SUBTRACT, BlendingEquation::REVERSE_SUBTRACT );
-
- // Test that Set was successful
- {
- BlendingEquation::Type equationRgb( BlendingEquation::SUBTRACT );
- BlendingEquation::Type equationAlpha( BlendingEquation::SUBTRACT );
- actor.GetBlendEquation( equationRgb, equationAlpha );
- DALI_TEST_EQUALS( BlendingEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION );
- DALI_TEST_EQUALS( BlendingEquation::REVERSE_SUBTRACT, equationAlpha, TEST_LOCATION );
- }
-
- // Render & check GL commands
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( (GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationRgb(), TEST_LOCATION );
- DALI_TEST_EQUALS( (GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationAlpha(), TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliRenderableActorSetGetBlendColor(void)
-{
- TestApplication application;
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-
- tet_infoline("Testing Dali::RenderableActor::SetBlendColor()");
-
- BitmapImage img = BitmapImage::New( 1,1 );
- ImageActor actor = ImageActor::New( img );
- Stage::GetCurrent().Add( actor );
- application.SendNotification();
- application.Render();
-
- // Test the defaults as documented int blending.h
- DALI_TEST_EQUALS( Vector4::ZERO, actor.GetBlendColor(), TEST_LOCATION );
-
- actor.SetBlendColor( Color::RED );
-
- // Test that Set was successful
- DALI_TEST_EQUALS( Color::RED, actor.GetBlendColor(), TEST_LOCATION );
-
- // Render & check GL commands
- application.SendNotification();
- application.Render();
- DALI_TEST_EQUALS( Color::RED, glAbstraction.GetLastBlendColor(), TEST_LOCATION );
- END_TEST;
-}
-
int UtcDaliRenderableActorSetGetAlpha(void)
{
TestApplication application;
tet_infoline("Testing Dali::RenderableActor::SetGetAlpha()");
- BitmapImage img = BitmapImage::New( 1,1 );
+ BufferImage img = BufferImage::New( 1,1 );
ImageActor actor = ImageActor::New( img );
Stage::GetCurrent().Add( actor );
application.SendNotification();
tet_infoline("Testing Dali::RenderableActor::SetFilterMode() / Dali::RenderableActor::GetFilterMode()");
- TextActor actor = TextActor::New(TestTextHelloWorld);
+ ImageActor actor = ImageActor::New();
FilterMode::Type minifyFilter = FilterMode::NEAREST;
FilterMode::Type magnifyFilter = FilterMode::NEAREST;
tet_infoline("Testing Dali::RenderableActor::SetFilterMode()");
- BitmapImage img = BitmapImage::New( 1,1 );
+ BufferImage img = BufferImage::New( 1,1 );
ImageActor actor = ImageActor::New( img );
actor.SetSize(100.0f, 100.0f);
int UtcDaliRenderableActorSetShaderEffect(void)
{
TestApplication application;
- BitmapImage img = BitmapImage::New( 1,1 );
+ BufferImage img = BufferImage::New( 1,1 );
ImageActor actor = ImageActor::New( img );
Stage::GetCurrent().Add( actor );
int UtcDaliRenderableActorGetShaderEffect(void)
{
TestApplication application;
- TextActor actor = TextActor::New();
+ ImageActor actor = ImageActor::New();
ShaderEffect effect = ShaderEffect::New("UtcDaliRenderableActorGetShaderEffect-VertexSource", "UtcDaliRenderableActorGetShaderEffect-FragmentSource" );
actor.SetShaderEffect(effect);
int UtcDaliRenderableActorRemoveShaderEffect01(void)
{
TestApplication application;
- TextActor actor = TextActor::New();
+ ImageActor actor = ImageActor::New();
ShaderEffect defaultEffect = actor.GetShaderEffect();
int UtcDaliRenderableActorRemoveShaderEffect02(void)
{
TestApplication application;
- TextActor actor = TextActor::New();
+ ImageActor actor = ImageActor::New();
ShaderEffect defaultEffect = actor.GetShaderEffect();
* create a tree
* actor1
* actor2 actor4
- * actor3 textactor
- * imageactor
+ * actor3 imageactor1
+ * imageactor2
*/
- BitmapImage img = BitmapImage::New( 1,1 );
+ 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 );
- TextActor textactor = TextActor::New( "Foo" );
- actor2.Add( textactor );
- ImageActor imageactor = ImageActor::New( img );
- actor3.Add( imageactor );
+ 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 );
effect = ShaderEffect::New(vertexShader, fragmentShader );
DALI_TEST_CHECK( effect != actor1.GetShaderEffect() );
- DALI_TEST_CHECK( effect != textactor.GetShaderEffect() );
- DALI_TEST_CHECK( effect != imageactor.GetShaderEffect() );
+ DALI_TEST_CHECK( effect != imageactor1.GetShaderEffect() );
+ DALI_TEST_CHECK( effect != imageactor2.GetShaderEffect() );
SetShaderEffectRecursively( actor1, effect );
- DALI_TEST_CHECK( effect == textactor.GetShaderEffect() );
- DALI_TEST_CHECK( effect == imageactor.GetShaderEffect() );
+ DALI_TEST_CHECK( effect == imageactor1.GetShaderEffect() );
+ DALI_TEST_CHECK( effect == imageactor2.GetShaderEffect() );
// flush the queue and render once
application.SendNotification();
// remove partially
RemoveShaderEffectRecursively( actor3 );
- DALI_TEST_CHECK( effect == textactor.GetShaderEffect() );
- DALI_TEST_CHECK( effect != imageactor.GetShaderEffect() );
+ 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;
END_TEST;
}
+int UtcDaliRenderableActorTestClearCache01(void)
+{
+ // Testing the framebuffer state caching in frame-buffer-state-caching.cpp
+ TestApplication application;
+
+ tet_infoline("Testing Dali::RenderableActor::ClearCache01()");
+
+ 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;
+}
+
+int UtcDaliRenderableActorTestClearCache02(void)
+{
+ // Testing the framebuffer state caching in frame-buffer-state-caching.cpp
+ TestApplication application;
+
+ tet_infoline("Testing Dali::RenderableActor::ClearCache02()");
+
+ // use RGB so alpha is disabled and the actors are drawn opaque
+ BufferImage img = BufferImage::New( 10,10 ,Pixel::RGB888 );
+
+ // Without caching DALi perform clears in the following places
+ // Root
+ // | glClear #1 ( everything at start of frame )
+ // |
+ // |
+ // | glClear #2 ( start of layer with opaque actors )
+ // | ----> Layer1
+ // | -> Actor 1 ( opaque )
+ // | -> Actor 2 ( opaque )
+ // |
+ // |
+ // | glClear #3 ( start of layer with opaque actors )
+ // |----> Layer 2
+ // | -> Actor 3 ( opaque )
+ // | -> Actor 4 ( opaque )
+ //
+ // With caching enabled glClear should only be called twice, at points #1 and #3.
+ // At #1 with depth, color and stencil cleared
+ // At #3 with depth cleared
+ // #2 is not required because the buffer has already been cleared at #1
+
+ Layer layer1 = Layer::New();
+ layer1.Add( ImageActor::New( img ) );
+ layer1.Add( ImageActor::New( img ) );
+
+ Layer layer2 = Layer::New();
+ layer2.Add( ImageActor::New( img ) );
+ layer2.Add( ImageActor::New( img ) );
+
+ Stage::GetCurrent().Add( layer1 );
+ Stage::GetCurrent().Add( layer2 );
+
+ /**************************************************************/
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // There should be a 2 calls to Clear
+ DALI_TEST_EQUALS( application.GetGlAbstraction().GetClearCountCalled() , 2u, TEST_LOCATION );
+
+ // the last set clear mask should be DEPTH & STENCIL & COLOR
+ GLbitfield mask = application.GetGlAbstraction().GetLastClearMask();
+
+ tet_printf(" clear count = %d \n", application.GetGlAbstraction().GetClearCountCalled() );
+
+ // The last clear should just be DEPTH BUFFER, not color and stencil which were cleared at the start of the frame
+ DALI_TEST_CHECK( mask & GL_DEPTH_BUFFER_BIT );
+ DALI_TEST_CHECK( ! ( mask & GL_COLOR_BUFFER_BIT ) );
+ DALI_TEST_CHECK( ! ( mask & GL_STENCIL_BUFFER_BIT ) );
+
+ END_TEST;
+}
+
+int UtcDaliRenderableActorTestClearCache03(void)
+{
+ // Testing the framebuffer state caching in frame-buffer-state-caching.cpp
+ TestApplication application;
+
+ tet_infoline("Testing Dali::RenderableActor::ClearCache03()");
+
+ // use RGB so alpha is disabled and the actors are drawn opaque
+ BufferImage img = BufferImage::New( 10,10 ,Pixel::RGB888 );
+
+ // Without caching DALi perform clears in the following places
+ // Root
+ // | 1-## glClear ( COLOR, DEPTH, STENCIL )
+ // |
+ // | ----> Layer1
+ // | 2-## glClear ( STENCIL )
+ // | -> Actor 1 ( stencil )
+ // | 3-## glClear ( DEPTH )
+ // | -> Actor 2 ( opaque ) // need 2 opaque actors to bypass optimisation of turning off depth test
+ // | -> Actor 3 ( opaque )
+ // |
+ // |
+ // |----> Layer 2
+ // | 4-## glClear ( STENCIL )
+ // | -> Actor 4 ( stencil )
+ // | 5-## glClear ( DEPTH )
+ // | -> Actor 5 ( opaque ) // need 2 opaque actors to bypass optimisation of turning off depth test
+ // | -> Actor 6 ( opaque )
+ //
+ // With caching enabled glClear will not be called at ## 2 and ## 3 ( because those buffers are already clear).
+ //
+ // @TODO Add further optimisation to look-ahead in the render-list to see if
+ // When performing STENCIL clear, check if there another layer after it.
+ // If there is, combine the STENCIL with a DEPTH clear.
+ //
+
+ Layer layer1 = Layer::New();
+ ImageActor actor1 = ImageActor::New( img );
+ ImageActor actor2 = ImageActor::New( img );
+ ImageActor actor3 = ImageActor::New( img );
+
+ actor2.SetDrawMode( DrawMode::STENCIL );
+
+ layer1.Add( actor1 );
+ layer1.Add( actor2 );
+ layer1.Add( actor3 );
+
+ Layer layer2 = Layer::New();
+ ImageActor actor4 = ImageActor::New( img );
+ ImageActor actor5 = ImageActor::New( img );
+ ImageActor actor6 = ImageActor::New( img );
+
+ actor4.SetDrawMode( DrawMode::STENCIL );
+
+ layer2.Add( actor4 );
+ layer2.Add( actor5 );
+ layer2.Add( actor6 );
+
+ Stage::GetCurrent().Add( layer1 );
+ Stage::GetCurrent().Add( layer2 );
+
+
+ /**************************************************************/
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // There should be a 3 calls to Clear ( one for everything, one for stencil, one for depth buffer).
+ DALI_TEST_EQUALS( application.GetGlAbstraction().GetClearCountCalled() , 3u, TEST_LOCATION );
+
+ // the last set clear mask should be DEPTH & STENCIL & COLOR
+ GLbitfield mask = application.GetGlAbstraction().GetLastClearMask();
+
+ tet_printf(" clear count = %d \n", application.GetGlAbstraction().GetClearCountCalled() );
+ tet_printf(" clear mask = %x \n", mask);
+
+ // The last clear should just be DEPTH BUFFER and stencil
+ DALI_TEST_CHECK( !( mask & GL_COLOR_BUFFER_BIT ) );
+ DALI_TEST_CHECK( !( mask & GL_STENCIL_BUFFER_BIT ) );
+ DALI_TEST_CHECK( mask & GL_DEPTH_BUFFER_BIT );
+
+
+ END_TEST;
+}