delete ractor;
END_TEST;
}
+
+int UtcDaliRenderableActorSetGetFilterModes(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::RenderableActor::SetFilterMode() / Dali::RenderableActor::GetFilterMode()");
+
+ TextActor actor = TextActor::New(TestTextHelloWorld);
+
+ 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 UtcDaliRenderableActorSetFilterMode(void)
+{
+ TestApplication application;
+
+ tet_infoline("Testing Dali::RenderableActor::SetFilterMode()");
+
+ BitmapImage img = BitmapImage::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
+
+ // The first one should be true as we don't want to use the GL default
+ // The second one should be false as we want to use the GL default, therefore the TexParameter function should not be called
+ // There are two calls to TexParameteri when the texture is first created
+ 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);
+
+ /**************************************************************/
+
+ // 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" ), 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_LINEAR;
+ DALI_TEST_EQUALS( texParameterTrace.TestMethodAndParams(1, "TexParameteri", out.str()), true, TEST_LOCATION);
+
+ /**************************************************************/
+
+ Stage::GetCurrent().Remove(actor);
+
+ END_TEST;
+}