*
*/
-#include <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
#include <dali-test-suite-utils.h>
+#include <dali/public-api/dali-core.h>
#include <mesh-builder.h>
+#include <stdlib.h>
+
+#include <iostream>
using namespace Dali;
namespace
{
-
static const char* VertexSource =
-"This is a custom vertex shader\n"
-"made on purpose to look nothing like a normal vertex shader inside dali\n";
+ "This is a custom vertex shader\n"
+ "made on purpose to look nothing like a normal vertex shader inside dali\n";
static const char* FragmentSource =
-"This is a custom fragment shader\n"
-"made on purpose to look nothing like a normal fragment shader inside dali\n";
-
+ "This is a custom fragment shader\n"
+ "made on purpose to look nothing like a normal fragment shader inside dali\n";
-void TestConstraintNoBlue( Vector4& current, const PropertyInputContainer& inputs )
+void TestConstraintNoBlue(Vector4& current, const PropertyInputContainer& inputs)
{
current.b = 0.0f;
}
-
-} // anon namespace
-
+} // namespace
int UtcDaliShaderMethodNew01(void)
{
TestApplication application;
- Shader shader = Shader::New( VertexSource, FragmentSource );
+ Shader shader = Shader::New(VertexSource, FragmentSource);
DALI_TEST_EQUALS((bool)shader, true, TEST_LOCATION);
END_TEST;
}
DALI_TEST_CHECK(shader1 == shader2);
- shader2 = Shader::New(VertexSource, FragmentSource);;
+ shader2 = Shader::New(VertexSource, FragmentSource);
+ ;
DALI_TEST_CHECK(!(shader1 == shader2));
TestApplication application;
Shader shader = Shader::New(VertexSource, FragmentSource);
- DALI_TEST_CHECK( shader );
- DALI_TEST_EQUALS( 1, shader.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+ DALI_TEST_CHECK(shader);
+ DALI_TEST_EQUALS(1, shader.GetBaseObject().ReferenceCount(), TEST_LOCATION);
// Register a custom property
- Vector2 vec( 1.0f, 2.0f );
- Property::Index customIndex = shader.RegisterProperty( "custom", vec );
- DALI_TEST_EQUALS( shader.GetProperty<Vector2>( customIndex ), vec, TEST_LOCATION );
+ Vector2 vec(1.0f, 2.0f);
+ Property::Index customIndex = shader.RegisterProperty("custom", vec);
+ DALI_TEST_EQUALS(shader.GetProperty<Vector2>(customIndex), vec, TEST_LOCATION);
- Shader move = std::move( shader );
- DALI_TEST_CHECK( move );
- DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( move.GetProperty<Vector2>( customIndex ), vec, TEST_LOCATION );
- DALI_TEST_CHECK( !shader );
+ Shader move = std::move(shader);
+ DALI_TEST_CHECK(move);
+ DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(move.GetProperty<Vector2>(customIndex), vec, TEST_LOCATION);
+ DALI_TEST_CHECK(!shader);
END_TEST;
}
TestApplication application;
Shader shader = Shader::New(VertexSource, FragmentSource);
- DALI_TEST_CHECK( shader );
- DALI_TEST_EQUALS( 1, shader.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+ DALI_TEST_CHECK(shader);
+ DALI_TEST_EQUALS(1, shader.GetBaseObject().ReferenceCount(), TEST_LOCATION);
// Register a custom property
- Vector2 vec( 1.0f, 2.0f );
- Property::Index customIndex = shader.RegisterProperty( "custom", vec );
- DALI_TEST_EQUALS( shader.GetProperty<Vector2>( customIndex ), vec, TEST_LOCATION );
+ Vector2 vec(1.0f, 2.0f);
+ Property::Index customIndex = shader.RegisterProperty("custom", vec);
+ DALI_TEST_EQUALS(shader.GetProperty<Vector2>(customIndex), vec, TEST_LOCATION);
Shader move;
- move = std::move( shader );
- DALI_TEST_CHECK( move );
- DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( move.GetProperty<Vector2>( customIndex ), vec, TEST_LOCATION );
- DALI_TEST_CHECK( !shader );
+ move = std::move(shader);
+ DALI_TEST_CHECK(move);
+ DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(move.GetProperty<Vector2>(customIndex), vec, TEST_LOCATION);
+ DALI_TEST_CHECK(!shader);
END_TEST;
}
Shader shader = Shader::New(VertexSource, FragmentSource);
BaseHandle handle(shader);
- Shader shader2 = Shader::DownCast(handle);
- DALI_TEST_EQUALS( (bool)shader2, true, TEST_LOCATION );
+ Shader shader2 = Shader::DownCast(handle);
+ DALI_TEST_EQUALS((bool)shader2, true, TEST_LOCATION);
END_TEST;
}
Handle handle = Handle::New(); // Create a custom object
Shader shader = Shader::DownCast(handle);
- DALI_TEST_EQUALS( (bool)shader, false, TEST_LOCATION );
+ DALI_TEST_EQUALS((bool)shader, false, TEST_LOCATION);
END_TEST;
}
int UtcDaliShaderDefaultProperties(void)
{
TestApplication application;
-// from shader-impl.cpp
-// DALI_PROPERTY( "program", MAP, true, false, false, Dali::Shader::Property::PROGRAM )
+ // from shader-impl.cpp
+ // DALI_PROPERTY( "program", MAP, true, false, false, Dali::Shader::Property::PROGRAM )
Shader shader = Shader::New(VertexSource, FragmentSource);
- DALI_TEST_EQUALS( shader.GetPropertyCount(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetPropertyCount(), 1, TEST_LOCATION);
- DALI_TEST_EQUALS( shader.GetPropertyName( Shader::Property::PROGRAM ), "program", TEST_LOCATION );
- DALI_TEST_EQUALS( shader.GetPropertyIndex( "program" ), (Property::Index)Shader::Property::PROGRAM, TEST_LOCATION );
- DALI_TEST_EQUALS( shader.GetPropertyType( Shader::Property::PROGRAM ), Property::MAP, TEST_LOCATION );
- DALI_TEST_EQUALS( shader.IsPropertyWritable( Shader::Property::PROGRAM ), true, TEST_LOCATION );
- DALI_TEST_EQUALS( shader.IsPropertyAnimatable( Shader::Property::PROGRAM ), false, TEST_LOCATION );
- DALI_TEST_EQUALS( shader.IsPropertyAConstraintInput( Shader::Property::PROGRAM ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetPropertyName(Shader::Property::PROGRAM), "program", TEST_LOCATION);
+ DALI_TEST_EQUALS(shader.GetPropertyIndex("program"), (Property::Index)Shader::Property::PROGRAM, TEST_LOCATION);
+ DALI_TEST_EQUALS(shader.GetPropertyType(Shader::Property::PROGRAM), Property::MAP, TEST_LOCATION);
+ DALI_TEST_EQUALS(shader.IsPropertyWritable(Shader::Property::PROGRAM), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(shader.IsPropertyAnimatable(Shader::Property::PROGRAM), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(shader.IsPropertyAConstraintInput(Shader::Property::PROGRAM), false, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a non-uniform shader property can be constrained");
- Shader shader = Shader::New(VertexSource, FragmentSource);
+ Shader shader = Shader::New(VertexSource, FragmentSource);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
application.GetScene().Add(actor);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = shader.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = shader.RegisterProperty("uFadeColor", initialColor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( shader.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION);
// Apply constraint
- Constraint constraint = Constraint::New<Vector4>( shader, colorIndex, TestConstraintNoBlue );
+ Constraint constraint = Constraint::New<Vector4>(shader, colorIndex, TestConstraintNoBlue);
constraint.Apply();
application.SendNotification();
application.Render(0);
// Expect no blue component in either buffer - yellow
- DALI_TEST_EQUALS( shader.GetCurrentProperty< Vector4 >( colorIndex ), Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetCurrentProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( shader.GetCurrentProperty< Vector4 >( colorIndex ), Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetCurrentProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION);
shader.RemoveConstraints();
- shader.SetProperty(colorIndex, Color::WHITE );
+ shader.SetProperty(colorIndex, Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( shader.GetCurrentProperty< Vector4 >( colorIndex ), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetCurrentProperty<Vector4>(colorIndex), Color::WHITE, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a uniform map shader property can be constrained");
- Shader shader = Shader::New(VertexSource, FragmentSource);
+ Shader shader = Shader::New(VertexSource, FragmentSource);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = shader.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = shader.RegisterProperty("uFadeColor", initialColor);
TestGlAbstraction& gl = application.GetGlAbstraction();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, initialColor, TEST_LOCATION);
// Apply constraint
- Constraint constraint = Constraint::New<Vector4>( shader, colorIndex, TestConstraintNoBlue );
+ Constraint constraint = Constraint::New<Vector4>(shader, colorIndex, TestConstraintNoBlue);
constraint.Apply();
application.SendNotification();
application.Render(0);
- // Expect no blue component in either buffer - yellow
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ // Expect no blue component in either buffer - yellow
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::YELLOW, TEST_LOCATION);
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::YELLOW, TEST_LOCATION);
shader.RemoveConstraints();
- shader.SetProperty(colorIndex, Color::WHITE );
+ shader.SetProperty(colorIndex, Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::WHITE, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a non-uniform shader property can be animated");
- Shader shader = Shader::New(VertexSource, FragmentSource);
+ Shader shader = Shader::New(VertexSource, FragmentSource);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
application.GetScene().Add(actor);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = shader.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = shader.RegisterProperty("uFadeColor", initialColor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( shader.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION);
- Animation animation = Animation::New(1.0f);
+ Animation animation = Animation::New(1.0f);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, initialColor);
keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( shader, colorIndex ), keyFrames );
+ animation.AnimateBetween(Property(shader, colorIndex), keyFrames);
animation.Play();
application.SendNotification();
application.Render(500);
- DALI_TEST_EQUALS( shader.GetCurrentProperty< Vector4 >( colorIndex ), Color::WHITE * 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetCurrentProperty<Vector4>(colorIndex), Color::WHITE * 0.5f, TEST_LOCATION);
application.Render(500);
- DALI_TEST_EQUALS( shader.GetCurrentProperty< Vector4 >( colorIndex ), Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetCurrentProperty<Vector4>(colorIndex), Color::TRANSPARENT, TEST_LOCATION);
END_TEST;
}
tet_infoline("Test that a uniform map shader property can be animated");
- Shader shader = Shader::New(VertexSource, FragmentSource);
+ Shader shader = Shader::New(VertexSource, FragmentSource);
Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = shader.RegisterProperty( "uFadeColor", initialColor );
+ Vector4 initialColor = Color::WHITE;
+ Property::Index colorIndex = shader.RegisterProperty("uFadeColor", initialColor);
TestGlAbstraction& gl = application.GetGlAbstraction();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, initialColor, TEST_LOCATION);
- Animation animation = Animation::New(1.0f);
+ Animation animation = Animation::New(1.0f);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, initialColor);
keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( shader, colorIndex ), keyFrames );
+ animation.AnimateBetween(Property(shader, colorIndex), keyFrames);
animation.Play();
application.SendNotification();
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE * 0.5f, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::WHITE * 0.5f, TEST_LOCATION);
application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::TRANSPARENT, TEST_LOCATION);
// change shader program
Property::Map map;
- map["vertex"] = VertexSource;
+ map["vertex"] = VertexSource;
map["fragment"] = FragmentSource;
- map["hints"] = "MODIFIES_GEOMETRY";
- shader.SetProperty( Shader::Property::PROGRAM, Property::Value(map) );
+ map["hints"] = "MODIFIES_GEOMETRY";
+ shader.SetProperty(Shader::Property::PROGRAM, Property::Value(map));
application.SendNotification();
application.Render(100);
// register another custom property as well
- Property::Index customIndex = shader.RegisterProperty( "uCustom", Vector3(1,2,3) );
- DALI_TEST_EQUALS( shader.GetProperty<Vector3>( customIndex ), Vector3(1,2,3), TEST_LOCATION );
+ Property::Index customIndex = shader.RegisterProperty("uCustom3", Vector3(1, 2, 3));
+ DALI_TEST_EQUALS(shader.GetProperty<Vector3>(customIndex), Vector3(1, 2, 3), TEST_LOCATION);
application.SendNotification();
application.Render(100);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector4>("uFadeColor", actualValue));
+ DALI_TEST_EQUALS(actualValue, Color::TRANSPARENT, TEST_LOCATION);
Vector3 customValue;
- DALI_TEST_CHECK( gl.GetUniformValue<Vector3>( "uCustom", customValue ) );
- DALI_TEST_EQUALS( customValue, Vector3(1,2,3), TEST_LOCATION );
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector3>("uCustom3", customValue));
+ DALI_TEST_EQUALS(customValue, Vector3(1, 2, 3), TEST_LOCATION);
END_TEST;
}
tet_infoline("Test get/set progam property");
- Shader shader = Shader::New("", "");
+ Shader shader = Shader::New("", "");
std::string hintSet = "MODIFIES_GEOMETRY";
Property::Map map;
- map["vertex"] = VertexSource;
+ map["vertex"] = VertexSource;
map["fragment"] = FragmentSource;
- map["hints"] = hintSet;
+ map["hints"] = hintSet;
- shader.SetProperty( Shader::Property::PROGRAM, Property::Value(map) );
+ shader.SetProperty(Shader::Property::PROGRAM, Property::Value(map));
// register a custom property as well
- Property::Index customIndex = shader.RegisterProperty( "custom", Vector3(1,2,3) );
- DALI_TEST_EQUALS( shader.GetProperty<Vector3>( customIndex ), Vector3(1,2,3), TEST_LOCATION );
+ Property::Index customIndex = shader.RegisterProperty("custom", Vector3(1, 2, 3));
+ DALI_TEST_EQUALS(shader.GetProperty<Vector3>(customIndex), Vector3(1, 2, 3), TEST_LOCATION);
Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- DALI_TEST_CHECK( value.GetType() == Property::MAP);
+ DALI_TEST_CHECK(value.GetType() == Property::MAP);
const Property::Map* outMap = value.GetMap();
std::string v = (*outMap)["vertex"].Get<std::string>();
std::string f = (*outMap)["fragment"].Get<std::string>();
std::string h = (*outMap)["hints"].Get<std::string>();
- DALI_TEST_CHECK( v == VertexSource );
- DALI_TEST_CHECK( f == FragmentSource );
- DALI_TEST_CHECK( h == hintSet );
+ DALI_TEST_CHECK(v == VertexSource);
+ DALI_TEST_CHECK(f == FragmentSource);
+ DALI_TEST_CHECK(h == hintSet);
- value = shader.GetCurrentProperty( Shader::Property::PROGRAM );
- DALI_TEST_CHECK( value.GetType() == Property::MAP);
+ value = shader.GetCurrentProperty(Shader::Property::PROGRAM);
+ DALI_TEST_CHECK(value.GetType() == Property::MAP);
outMap = value.GetMap();
// check that changing the shader did not cause us to loose custom property
- DALI_TEST_EQUALS( shader.GetProperty<Vector3>( customIndex ), Vector3(1,2,3), TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetProperty<Vector3>(customIndex), Vector3(1, 2, 3), TEST_LOCATION);
using Dali::Animation;
- Animation animation = Animation::New( 0.1f );
- animation.AnimateTo( Property( shader, customIndex ), Vector3(4,5,6) );
+ Animation animation = Animation::New(0.1f);
+ animation.AnimateTo(Property(shader, customIndex), Vector3(4, 5, 6));
animation.Play();
application.SendNotification();
application.Render(100);
- DALI_TEST_EQUALS( shader.GetProperty<Vector3>( customIndex ), Vector3(4,5,6), TEST_LOCATION );
+ DALI_TEST_EQUALS(shader.GetProperty<Vector3>(customIndex), Vector3(4, 5, 6), TEST_LOCATION);
v = (*outMap)["vertex"].Get<std::string>();
f = (*outMap)["fragment"].Get<std::string>();
h = (*outMap)["hints"].Get<std::string>();
- DALI_TEST_CHECK( v == VertexSource );
- DALI_TEST_CHECK( f == FragmentSource );
- DALI_TEST_CHECK( h == hintSet );
+ DALI_TEST_CHECK(v == VertexSource);
+ DALI_TEST_CHECK(f == FragmentSource);
+ DALI_TEST_CHECK(h == hintSet);
std::string hintGot;
- hintSet = "OUTPUT_IS_TRANSPARENT,MODIFIES_GEOMETRY";
+ hintSet = "OUTPUT_IS_TRANSPARENT,MODIFIES_GEOMETRY";
map["hints"] = hintSet;
- shader.SetProperty( Shader::Property::PROGRAM, Property::Value(map) );
- value = shader.GetProperty(Shader::Property::PROGRAM);
+ shader.SetProperty(Shader::Property::PROGRAM, Property::Value(map));
+ value = shader.GetProperty(Shader::Property::PROGRAM);
hintGot = (*value.GetMap())["hints"].Get<std::string>();
- DALI_TEST_CHECK( hintGot == hintSet );
+ DALI_TEST_CHECK(hintGot == hintSet);
- hintSet = "OUTPUT_IS_TRANSPARENT";
+ hintSet = "OUTPUT_IS_TRANSPARENT";
map["hints"] = hintSet;
- shader.SetProperty( Shader::Property::PROGRAM, Property::Value(map) );
- value = shader.GetProperty(Shader::Property::PROGRAM);
+ shader.SetProperty(Shader::Property::PROGRAM, Property::Value(map));
+ value = shader.GetProperty(Shader::Property::PROGRAM);
hintGot = (*value.GetMap())["hints"].Get<std::string>();
- DALI_TEST_CHECK( hintGot == hintSet );
+ DALI_TEST_CHECK(hintGot == hintSet);
- hintSet = "NONE";
+ hintSet = "NONE";
map["hints"] = hintSet;
- shader.SetProperty( Shader::Property::PROGRAM, Property::Value(map) );
- value = shader.GetProperty(Shader::Property::PROGRAM);
+ shader.SetProperty(Shader::Property::PROGRAM, Property::Value(map));
+ value = shader.GetProperty(Shader::Property::PROGRAM);
hintGot = (*value.GetMap())["hints"].Get<std::string>();
- DALI_TEST_CHECK( hintGot == hintSet );
+ DALI_TEST_CHECK(hintGot == hintSet);
- hintSet = "";
+ hintSet = "";
map["hints"] = hintSet;
- shader.SetProperty( Shader::Property::PROGRAM, Property::Value(map) );
- value = shader.GetProperty(Shader::Property::PROGRAM);
+ shader.SetProperty(Shader::Property::PROGRAM, Property::Value(map));
+ value = shader.GetProperty(Shader::Property::PROGRAM);
hintGot = (*value.GetMap())["hints"].Get<std::string>();
- DALI_TEST_CHECK( hintGot == "NONE" );
+ DALI_TEST_CHECK(hintGot == "NONE");
END_TEST;
}