//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::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::UtcDaliRenderableActorSetGetBlendFunc()");
- 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::SetBlendEquation()");
- 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::SetBlendColor()");
- 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::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()");
- 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 );
* 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 );
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;
+}