/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
actor.AddRenderer(renderer);
actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
application.GetScene().Add(actor);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MAX))
{
{
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::MULTIPLY);
DALI_TEST_EQUALS((int)DevelBlendEquation::MULTIPLY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_MULTIPLY, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SCREEN);
DALI_TEST_EQUALS((int)DevelBlendEquation::SCREEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_SCREEN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::OVERLAY);
DALI_TEST_EQUALS((int)DevelBlendEquation::OVERLAY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_OVERLAY, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::DARKEN);
DALI_TEST_EQUALS((int)DevelBlendEquation::DARKEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_DARKEN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::LIGHTEN);
DALI_TEST_EQUALS((int)DevelBlendEquation::LIGHTEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_LIGHTEN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR_DODGE);
DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR_DODGE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_COLORDODGE, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR_BURN);
DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR_BURN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_COLORBURN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::HARD_LIGHT);
DALI_TEST_EQUALS((int)DevelBlendEquation::HARD_LIGHT, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HARDLIGHT, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SOFT_LIGHT);
DALI_TEST_EQUALS((int)DevelBlendEquation::SOFT_LIGHT, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_SOFTLIGHT, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::DIFFERENCE);
DALI_TEST_EQUALS((int)DevelBlendEquation::DIFFERENCE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_DIFFERENCE, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::EXCLUSION);
DALI_TEST_EQUALS((int)DevelBlendEquation::EXCLUSION, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_EXCLUSION, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::HUE);
DALI_TEST_EQUALS((int)DevelBlendEquation::HUE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_HUE, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SATURATION);
DALI_TEST_EQUALS((int)DevelBlendEquation::SATURATION, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_SATURATION, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR);
DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_COLOR, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::LUMINOSITY);
DALI_TEST_EQUALS((int)DevelBlendEquation::LUMINOSITY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_LUMINOSITY, TEST_LOCATION);
}
END_TEST;
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetProperty(Actor::Property::OPACITY, 0.98f);
+ actor.SetProperty(Actor::Property::OPACITY, 1.0f);
actor.AddRenderer(renderer);
actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
application.GetScene().Add(actor);
END_TEST;
}
+int UtcDaliRendererSetBlendMode09(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test setting the blend mode to on_without_cull with an opaque color renders with blending enabled");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::OPACITY, 1.0f);
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON_WITHOUT_CULL);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ TraceCallStack::NamedParams params;
+ params["cap"] << std::hex << GL_BLEND;
+ DALI_TEST_CHECK(glEnableStack.FindMethodAndParams("Enable", params));
+
+ END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode09b(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test setting the blend mode to on_without_cull with an transparent color renders with blending enabled");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::OPACITY, 0.0f);
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ application.GetScene().Add(actor);
+
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON_WITHOUT_CULL);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+ glAbstraction.EnableDrawCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ DALI_TEST_CHECK(glEnableStack.FindMethod("Enable"));
+
+ DALI_TEST_CHECK(glAbstraction.GetDrawTrace().FindMethod("DrawElements"));
+
+ END_TEST;
+}
+
int UtcDaliRendererGetBlendMode(void)
{
TestApplication application;
mode = renderer.GetProperty<int>(Renderer::Property::BLEND_MODE);
DALI_TEST_EQUALS(static_cast<BlendMode::Type>(mode), BlendMode::OFF, TEST_LOCATION);
+ // ON_WITHOUT_CULL
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON_WITHOUT_CULL);
+ mode = renderer.GetProperty<int>(Renderer::Property::BLEND_MODE);
+ DALI_TEST_EQUALS(static_cast<BlendMode::Type>(mode), BlendMode::ON_WITHOUT_CULL, TEST_LOCATION);
+
END_TEST;
}
application.Render();
Vector4 actualValue(Vector4::ZERO);
+ Vector4 actualActorColor(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
DALI_TEST_EQUALS(actualValue, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uActorColor", actualActorColor));
+ DALI_TEST_EQUALS(actualActorColor, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
// Enable pre-multiplied alpha
renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
DALI_TEST_EQUALS(actualValue, Vector4(0.5f, 0.0f, 0.5f, 0.5f), TEST_LOCATION);
+ // Note : uActorColor doesn't premultiplied.
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uActorColor", actualActorColor));
+ DALI_TEST_EQUALS(actualActorColor, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
// Disable pre-multiplied alpha again
renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, false);
DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
DALI_TEST_EQUALS(actualValue, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uActorColor", actualActorColor));
+ DALI_TEST_EQUALS(actualActorColor, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION);
END_TEST;
}
END_TEST;
}
+int UtcDaliRendererBlendModeUseActorOpacity(void)
+{
+ TestApplication application;
+ tet_infoline("Test setting the UseActorOpacity");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ Integration::Scene scene = application.GetScene();
+ scene.GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+ scene.Add(actor);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::USE_ACTOR_OPACITY);
+ actor.AddRenderer(renderer);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ // Check the default depth-write status first.
+ DALI_TEST_CHECK(glAbstraction.GetLastDepthMask());
+
+ // Turn off depth-writing.
+ actor.SetProperty(Dali::Actor::Property::COLOR, Vector4(1, 1, 1, 0.5));
+
+ application.SendNotification();
+ application.Render();
+
+ // Check depth-write is now disabled.
+ DALI_TEST_CHECK(!glAbstraction.GetLastDepthMask());
+
+ // Turn on depth-writing.
+ actor.SetProperty(Dali::Actor::Property::COLOR, Vector4(1, 1, 1, 1));
+
+ application.SendNotification();
+ application.Render();
+
+ // Check depth-write is now enabled.
+ DALI_TEST_CHECK(glAbstraction.GetLastDepthMask());
+
+ // Turn off depth-writing.
+ actor.SetProperty(Dali::Actor::Property::COLOR, Vector4(1, 1, 1, 0.0));
+
+ application.SendNotification();
+ application.Render();
+
+ // if actor alpha is 0, SetDepthWriteEnable is not called so GetLastDepthMask returns default value true;
+ DALI_TEST_CHECK(glAbstraction.GetLastDepthMask());
+
+ END_TEST;
+}
+
int UtcDaliRendererCheckStencilDefaults(void)
{
TestApplication application;
application.Render();
Vector4 actualValue;
+ Vector4 actualActorColor;
TestGlAbstraction& gl = application.GetGlAbstraction();
DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
DALI_TEST_EQUALS(actualValue.a, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uActorColor", actualActorColor));
+ DALI_TEST_EQUALS(actualActorColor.a, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::OPACITY, 0.5f);
DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uColor", actualValue));
DALI_TEST_EQUALS(actualValue.a, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+ // Note : Renderer opacity doesn't apply to uActorColor.
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uActorColor", actualActorColor));
+ DALI_TEST_EQUALS(actualActorColor.a, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION);
+
END_TEST;
}
END_TEST;
}
+int UtcDaliRendererRenderAfterAddShader(void)
+{
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+ tet_infoline("Test regenerating uniform map when shader changed");
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader1 = Shader::New("vertexSrc1", "fragmentSrc1");
+ Shader shader2 = Shader::New("vertexSrc2", "fragmentSrc2");
+ Renderer renderer = Renderer::New(geometry, shader1);
+
+ // Register each shader1 and shader2 only had
+ shader1.RegisterProperty("uUniform1", Color::CRIMSON);
+ shader2.RegisterProperty("uShader2Only", Color::AQUA_MARINE);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().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(0);
+
+ // Check uUniform1 rendered and uUniform2 not rendered before
+ Vector4 actualValue(Vector4::ZERO);
+ DALI_TEST_CHECK(glAbstraction.GetUniformValue<Vector4>("uUniform1", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::CRIMSON, TEST_LOCATION);
+
+ uint32_t updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(!(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING));
+
+ // Update for several frames
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
+ drawTrace.Enable(true);
+ drawTrace.Reset();
+
+ std::vector<UniformData> customUniforms{{"uShader2Only", Property::VECTOR4}};
+
+ application.GetGraphicsController().AddCustomUniforms(customUniforms);
+
+ // Change shader.
+ renderer.SetShader(shader2);
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render(0);
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK(!(updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING));
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ // Check uUniform2 rendered now
+ DALI_TEST_CHECK(glAbstraction.GetUniformValue<Vector4>("uShader2Only", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::AQUA_MARINE, TEST_LOCATION);
+
+ END_TEST;
+}
+
int UtcDaliRendererAddDrawCommands(void)
{
TestApplication application;
END_TEST;
}
+
+int UtcDaliRendererUniformArrayOfStruct(void)
+{
+ TestApplication application;
+ tet_infoline("Test that uniforms that are elements of arrays of structs can be accessed");
+
+ std::vector<UniformData> customUniforms{{"arrayof[10].color", Property::VECTOR4},
+ {"arrayof[10].position", Property::VECTOR2},
+ {"arrayof[10].normal", Property::VECTOR3}};
+
+ application.GetGraphicsController().AddCustomUniforms(customUniforms);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor[Actor::Property::SIZE] = Vector2(120, 120);
+ application.GetScene().Add(actor);
+
+ // Define some properties to match the custom uniforms.
+ // Ensure they can be written & read back from the abstraction.
+
+ struct UniformIndexPair
+ {
+ Property::Index index;
+ std::string name;
+ UniformIndexPair(Property::Index index, std::string name)
+ : index(index),
+ name(name)
+ {
+ }
+ };
+ std::vector<UniformIndexPair> uniformIndices;
+
+ std::ostringstream oss;
+ for(int i = 0; i < 10; ++i)
+ {
+ Property::Index index;
+ oss << "arrayof[" << i << "].color";
+ Vector4 color = Color::WHITE;
+ color.r = 25.5f * i;
+ index = renderer.RegisterProperty(oss.str(), color);
+ uniformIndices.emplace_back(index, oss.str());
+
+ oss.str("");
+ oss.clear();
+ oss << "arrayof[" << i << "].position";
+ Vector2 pos(i, 10 + i * 5);
+ index = renderer.RegisterProperty(oss.str(), pos);
+ uniformIndices.emplace_back(index, oss.str());
+
+ oss.str("");
+ oss.clear();
+ oss << "arrayof[" << i << "].normal";
+ Vector3 normal(i, i * 10, i * 100);
+ index = renderer.RegisterProperty(oss.str(), normal);
+ uniformIndices.emplace_back(index, oss.str());
+ oss.str("");
+ oss.clear();
+ }
+ auto& gl = application.GetGlAbstraction();
+ TraceCallStack& callStack = gl.GetSetUniformTrace();
+ gl.EnableSetUniformCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ // Check that the uniforms match.
+ TraceCallStack::NamedParams params;
+ for(auto& uniformInfo : uniformIndices)
+ {
+ Property::Value value = renderer.GetProperty(uniformInfo.index);
+ switch(value.GetType())
+ {
+ case Property::VECTOR2:
+ {
+ DALI_TEST_CHECK(callStack.FindMethodAndGetParameters(uniformInfo.name, params));
+ Vector2 setValue;
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector2>(uniformInfo.name.c_str(), setValue));
+ DALI_TEST_EQUALS(value.Get<Vector2>(), setValue, 0.001f, TEST_LOCATION);
+ break;
+ }
+ case Property::VECTOR3:
+ {
+ DALI_TEST_CHECK(callStack.FindMethodAndGetParameters(uniformInfo.name, params));
+ Vector3 setValue;
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector3>(uniformInfo.name.c_str(), setValue));
+ DALI_TEST_EQUALS(value.Get<Vector3>(), setValue, 0.001f, TEST_LOCATION);
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ DALI_TEST_CHECK(callStack.FindMethodAndGetParameters(uniformInfo.name, params));
+ Vector4 setValue;
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>(uniformInfo.name.c_str(), setValue));
+ DALI_TEST_EQUALS(value.Get<Vector4>(), setValue, 0.001f, TEST_LOCATION);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ // There is a hash in the property name's uniform map: check this in debugger
+ // There is a hash in the reflection. Check this in the debugger.
+
+ // Check that the reflection contains individual locs for each array entry's struct element
+ // and that it hashes the whole string
+
+ // Ensure that the property name's hash is also for the whole string.
+
+ END_TEST;
+}
+
+int utcDaliRendererPartialUpdateChangeUniform(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rect with changing uniform");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Geometry geometry = CreateQuadGeometry();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Property::Index colorIndex = renderer.RegisterProperty("uFadeColor", Color::WHITE);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+
+ // 1. Actor added, damaged rect is added size of actor
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ // 2. Change the uniform value
+ renderer.SetProperty(colorIndex, Color::RED);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // 3. Change the uniform value and another property together
+ actor.SetProperty(Actor::Property::COLOR, Color::YELLOW);
+ renderer.SetProperty(colorIndex, Color::BLUE);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // 4. Change the uniform value only
+ renderer.SetProperty(colorIndex, Color::RED); // Set the previous value (#2)
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliRendererPartialUpdateAddRemoveRenderer(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rect with adding / removing renderer");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Shader shader = Shader::New("VertexSource", "FragmentSource");
+ Geometry geometry = CreateQuadGeometry();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+
+ // 1. Actor added, damaged rect is added size of actor
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // 2. Remove renderer
+ actor.RemoveRenderer(renderer);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // 3. Change a property value of the Renderer
+ renderer.SetProperty(DevelRenderer::Property::OPACITY, 0.5f);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // 4. Add renderer again
+ actor.AddRenderer(renderer);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // 5. Remove renderer agin
+ actor.RemoveRenderer(renderer);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ END_TEST;
+}