[dali_1.9.14] Merge branch 'devel/master'
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Renderer.cpp
index 4f64bb8..222885a 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -21,6 +21,7 @@
 
 #include <dali/public-api/dali-core.h>
 #include <dali/devel-api/images/texture-set-image.h>
+#include <dali/integration-api/render-task-list-integ.h>
 #include <cstdio>
 #include <string>
 
@@ -204,12 +205,13 @@ int UtcDaliRendererDefaultProperties(void)
   DALI_PROPERTY( "stencilOperationOnZFail",         INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL )
   DALI_PROPERTY( "stencilOperationOnZPass",         INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_PASS )
   DALI_PROPERTY( "opacity",                         FLOAT,     true, true,   true,  Dali::DevelRenderer::Property::OPACITY )
+  DALI_PROPERTY( "renderingBehavior",               INTEGER,   true, false,  false, Dali::DevelRenderer::Property::RENDERING_BEHAVIOR )
 */
 
   Geometry geometry = CreateQuadGeometry();
   Shader shader = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
-  DALI_TEST_EQUALS( renderer.GetPropertyCount(), 25, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetPropertyCount(), 26, TEST_LOCATION );
 
   TEST_RENDERER_PROPERTY( renderer, "depthIndex",              Property::INTEGER, true, false, false, Renderer::Property::DEPTH_INDEX, TEST_LOCATION );
   TEST_RENDERER_PROPERTY( renderer, "faceCullingMode",         Property::INTEGER, true, false, false, Renderer::Property::FACE_CULLING_MODE, TEST_LOCATION  );
@@ -236,6 +238,7 @@ int UtcDaliRendererDefaultProperties(void)
   TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, TEST_LOCATION  );
   TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZPass", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, TEST_LOCATION  );
   TEST_RENDERER_PROPERTY( renderer, "opacity",                 Property::FLOAT,   true, true,  true,  DevelRenderer::Property::OPACITY, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "renderingBehavior",       Property::INTEGER, true, false, false, DevelRenderer::Property::RENDERING_BEHAVIOR, TEST_LOCATION );
 
   END_TEST;
 }
@@ -451,7 +454,7 @@ int UtcDaliRendererBlendOptions01(void)
 
   Actor actor = Actor::New();
   // set a transparent actor color so that blending is enabled
-  actor.SetOpacity( 0.5f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.5f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -496,7 +499,7 @@ int UtcDaliRendererBlendOptions02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.5f ); // enable blending
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.5f ); // enable blending
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -567,7 +570,7 @@ int UtcDaliRendererBlendOptions04(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.1f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.1f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -612,7 +615,7 @@ int UtcDaliRendererSetBlendMode01(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.98f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.98f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -644,7 +647,7 @@ int UtcDaliRendererSetBlendMode01b(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.0f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.0f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -679,7 +682,7 @@ int UtcDaliRendererSetBlendMode02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.15f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.15f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -711,7 +714,7 @@ int UtcDaliRendererSetBlendMode03(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.75f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.75f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -776,7 +779,7 @@ int UtcDaliRendererSetBlendMode04b(void)
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
-  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
   Stage::GetCurrent().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
@@ -808,7 +811,7 @@ int UtcDaliRendererSetBlendMode04c(void)
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
-  actor.SetColor( Color::MAGENTA );
+  actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
   Stage::GetCurrent().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
@@ -1041,7 +1044,7 @@ int UtcDaliRendererPreMultipledAlpha(void)
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
-  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
   Stage::GetCurrent().Add(actor);
 
   Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
@@ -1578,8 +1581,8 @@ Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int dept
 Actor CreateActor( Actor parent, int siblingOrder, const char* location )
 {
   Actor actor = Actor::New();
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
   actor.SetPosition(0.0f,0.0f);
   actor.SetSize(100, 100);
   parent.Add(actor);
@@ -1868,18 +1871,18 @@ int UtcDaliRendererRenderOrder2DLayerOverlay(void)
    */
 
   Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
-  actor0.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor0.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
 
   Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
-  actor1.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor1.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
 
   Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
   Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
 
   Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
-  actor3.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor3.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
 
   Actor actor4 = CreateActor( root, 0, TEST_LOCATION );
@@ -2336,9 +2339,9 @@ int UtcDaliRendererSetDepthTestMode(void)
   DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
   DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
 
-  // Change the layer behavior to LAYER_2D.
+  // Change the layer behavior to LAYER_UI.
   // Note this will also disable depth testing for the layer by default, we test this first.
-  Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
+  Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_UI );
 
   glEnableDisableStack.Reset();
   application.SendNotification();
@@ -2824,7 +2827,7 @@ int UtcDaliRendererOpacity(void)
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
   actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
   Stage::GetCurrent().Add( actor );
 
   Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
@@ -2872,7 +2875,7 @@ int UtcDaliRendererOpacityAnimation(void)
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
   actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -2894,9 +2897,10 @@ int UtcDaliRendererOpacityAnimation(void)
   DALI_TEST_CHECK( value.Get( opacity ) );
   DALI_TEST_EQUALS( opacity, 0.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
+  // Need to clear the animation before setting the property as the animation value is baked and will override any previous setters
+  animation.Clear();
   renderer.SetProperty( DevelRenderer::Property::OPACITY, 0.1f );
 
-  animation.Clear();
   animation.AnimateBy( Property( renderer, DevelRenderer::Property::OPACITY ), 0.5f );
   animation.Play();
 
@@ -2906,6 +2910,7 @@ int UtcDaliRendererOpacityAnimation(void)
   value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
   DALI_TEST_CHECK( value.Get( opacity ) );
   DALI_TEST_EQUALS( opacity, 0.6f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( opacity, renderer.GetCurrentProperty( DevelRenderer::Property::OPACITY ).Get< float >(), Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
   END_TEST;
 }
@@ -2936,3 +2941,119 @@ int UtcDaliRendererInvalidProperty(void)
 
   END_TEST;
 }
+
+int UtcDaliRendererRenderingBehavior(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test RENDERING_BEHAVIOR property" );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer( renderer );
+  actor.SetSize( 400, 400 );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  Stage::GetCurrent().Add( actor );
+
+  Property::Value value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+  int renderingBehavior;
+  DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+  DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::IF_REQUIRED, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  uint32_t updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+  renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
+
+  value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+  DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+  DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+  // Render and check the update status
+  application.SendNotification();
+  application.Render();
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+  value = renderer.GetCurrentProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+  DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+  DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+  // Render again and check the update status
+  application.SendNotification();
+  application.Render();
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+  // Change rendering behavior
+  renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+
+  // Render and check the update status
+  application.SendNotification();
+  application.Render();
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererRegenerateUniformMap(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test regenerating uniform map when attaching renderer to the node" );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer( renderer );
+  actor.SetSize( 400, 400 );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  actor.RemoveRenderer( renderer );
+  shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  shader.RegisterProperty( "opacity", 0.5f );
+  renderer.SetShader( shader );
+
+  Stage::GetCurrent().KeepRendering( 1.0f );
+
+  // Update for several frames
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+
+  // Add Renderer
+  actor.AddRenderer( renderer );
+  application.SendNotification();
+  application.Render();
+
+  // Nothing to test here, the test must not crash
+  auto updateStatus = application.GetUpdateStatus();
+  DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+  END_TEST;
+}