#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>
test_return_value = TET_PASS;
}
-
int UtcDaliRendererNew01(void)
{
TestApplication application;
END_TEST;
}
+// using a template to auto deduce the parameter types
+template< typename P1, typename P2, typename P3, typename P4, typename P5, typename P6, typename P7, typename P8>
+void TEST_RENDERER_PROPERTY( P1 renderer, P2 stringName, P3 type, P4 isWriteable, P5 isAnimateable, P6 isConstraintInput, P7 enumName, P8 LOCATION )
+{
+ DALI_TEST_EQUALS( renderer.GetPropertyName( enumName ), stringName, LOCATION );
+ DALI_TEST_EQUALS( renderer.GetPropertyIndex( stringName ), static_cast<Property::Index>(enumName), LOCATION );
+ DALI_TEST_EQUALS( renderer.GetPropertyType( enumName ), type, LOCATION );
+ DALI_TEST_EQUALS( renderer.IsPropertyWritable( enumName ), isWriteable, LOCATION );
+ DALI_TEST_EQUALS( renderer.IsPropertyAnimatable( enumName ), isAnimateable, LOCATION );
+ DALI_TEST_EQUALS( renderer.IsPropertyAConstraintInput( enumName ), isConstraintInput, LOCATION );
+}
+
+int UtcDaliRendererDefaultProperties(void)
+{
+ TestApplication application;
+/* from renderer-impl.cpp
+ DALI_PROPERTY( "depthIndex", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_INDEX )
+ DALI_PROPERTY( "faceCullingMode", INTEGER, true, false, false, Dali::Renderer::Property::FACE_CULLING_MODE )
+ DALI_PROPERTY( "blendMode", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_MODE )
+ DALI_PROPERTY( "blendEquationRgb", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_EQUATION_RGB )
+ DALI_PROPERTY( "blendEquationAlpha", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_EQUATION_ALPHA )
+ DALI_PROPERTY( "blendFactorSrcRgb", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_SRC_RGB )
+ DALI_PROPERTY( "blendFactorDestRgb", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_DEST_RGB )
+ DALI_PROPERTY( "blendFactorSrcAlpha", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_SRC_ALPHA )
+ DALI_PROPERTY( "blendFactorDestAlpha", INTEGER, true, false, false, Dali::Renderer::Property::BLEND_FACTOR_DEST_ALPHA )
+ DALI_PROPERTY( "blendColor", VECTOR4, true, false, false, Dali::Renderer::Property::BLEND_COLOR )
+ DALI_PROPERTY( "blendPreMultipliedAlpha", BOOLEAN, true, false, false, Dali::Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA )
+ DALI_PROPERTY( "indexRangeFirst", INTEGER, true, false, false, Dali::Renderer::Property::INDEX_RANGE_FIRST )
+ DALI_PROPERTY( "indexRangeCount", INTEGER, true, false, false, Dali::Renderer::Property::INDEX_RANGE_COUNT )
+ DALI_PROPERTY( "depthWriteMode", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_WRITE_MODE )
+ DALI_PROPERTY( "depthFunction", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_FUNCTION )
+ DALI_PROPERTY( "depthTestMode", INTEGER, true, false, false, Dali::Renderer::Property::DEPTH_TEST_MODE )
+ DALI_PROPERTY( "renderMode", INTEGER, true, false, false, Dali::Renderer::Property::RENDER_MODE )
+ DALI_PROPERTY( "stencilFunction", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_FUNCTION )
+ DALI_PROPERTY( "stencilFunctionMask", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_FUNCTION_MASK )
+ DALI_PROPERTY( "stencilFunctionReference", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_FUNCTION_REFERENCE )
+ DALI_PROPERTY( "stencilMask", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_MASK )
+ DALI_PROPERTY( "stencilOperationOnFail", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_FAIL )
+ 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(), 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 );
+ TEST_RENDERER_PROPERTY( renderer, "blendMode", Property::INTEGER, true, false, false, Renderer::Property::BLEND_MODE, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendEquationRgb", Property::INTEGER, true, false, false, Renderer::Property::BLEND_EQUATION_RGB, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendEquationAlpha", Property::INTEGER, true, false, false, Renderer::Property::BLEND_EQUATION_ALPHA, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendFactorSrcRgb", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_SRC_RGB, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendFactorDestRgb", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_DEST_RGB, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendFactorSrcAlpha", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendFactorDestAlpha", Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendColor", Property::VECTOR4, true, false, false, Renderer::Property::BLEND_COLOR, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "blendPreMultipliedAlpha", Property::BOOLEAN, true, false, false, Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "indexRangeFirst", Property::INTEGER, true, false, false, Renderer::Property::INDEX_RANGE_FIRST, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "indexRangeCount", Property::INTEGER, true, false, false, Renderer::Property::INDEX_RANGE_COUNT, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "depthWriteMode", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_WRITE_MODE, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "depthFunction", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_FUNCTION, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "depthTestMode", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_TEST_MODE, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "renderMode", Property::INTEGER, true, false, false, Renderer::Property::RENDER_MODE, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "stencilFunction", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "stencilFunctionMask", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION_MASK, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "stencilFunctionReference",Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION_REFERENCE, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "stencilMask", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_MASK, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_FAIL, TEST_LOCATION );
+ 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;
+}
+
int UtcDaliRendererSetGetGeometry(void)
{
TestApplication application;
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();
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.SetColor( 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;
+}