END_TEST;
}
-int UtcDaliShaderEffectMethodNew03(void)
-{
- TestApplication application;
-
- ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource, VertexSource, FragmentSource, ShaderEffect::HINT_NONE );
- DALI_TEST_CHECK(effect);
- END_TEST;
-}
-
int UtcDaliShaderEffectMethodNew04(void)
{
TestApplication application;
END_TEST;
}
-int UtcDaliShaderEffectMethodNew06(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::ShaderEffect::New() with shader sources for different geometry types");
-
- ShaderEffect effect = ShaderEffect::New( "imageVertexShader", "imageFragmentShader",
- "textVertexShader", "textFragmentShader",
- "texturedMeshVertexShader", "texturedMeshFragmentShader",
- "meshVertexShader", "meshFragmentShader",
- ShaderEffect::HINT_NONE );
- DALI_TEST_CHECK(effect);
- END_TEST;
-}
-
-
int UtcDaliShaderEffectMethodDownCast(void)
{
TestApplication application;
Property::IndexContainer indices;
effect.GetPropertyIndices( indices );
- DALI_TEST_CHECK( ! indices.empty() );
- DALI_TEST_EQUALS( indices.size(), effect.GetPropertyCount(), TEST_LOCATION );
+ DALI_TEST_CHECK( indices.Size() );
+ DALI_TEST_EQUALS( indices.Size(), effect.GetPropertyCount(), TEST_LOCATION );
END_TEST;
}
END_TEST;
}
-int UtcDaliShaderEffectFromProperties01(void)
+int UtcDaliShaderEffectFromPropertiesP(void)
{
TestApplication application;
tet_infoline("UtcDaliShaderEffectFromProperties01()");
ShaderEffect effect = ShaderEffect::DownCast( typeInfo.CreateInstance() );
DALI_TEST_CHECK( effect );
- Property::Value programMap = Property::Value(Property::MAP);
+ Property::Value programValue = Property::Value(Property::MAP);
+ Property::Map* programMap = programValue.GetMap();
+ DALI_TEST_CHECK( programMap );
- programMap.SetValue("vertex", vertexShader);
- programMap.SetValue("fragment", fragmentShader);
+ programMap->Insert("vertex", vertexShader);
+ programMap->Insert("fragment", fragmentShader);
- programMap.SetValue("vertex-prefix", vertexShaderPrefix);
- programMap.SetValue("fragment-prefix", fragmentShaderPrefix);
+ programMap->Insert("vertex-prefix", vertexShaderPrefix);
+ programMap->Insert("fragment-prefix", fragmentShaderPrefix);
- programMap.SetValue("geometry-type", "GEOMETRY_TYPE_IMAGE");
+ programMap->Insert("geometry-type", "GEOMETRY_TYPE_IMAGE");
- effect.SetProperty(effect.GetPropertyIndex("program"), programMap);
+ effect.SetProperty(effect.GetPropertyIndex("program"), programValue);
- Property::Value imageMap = Property::Value(Property::MAP);
- imageMap.SetValue("filename", Property::Value(TestImageFilename));
- effect.SetProperty(effect.GetPropertyIndex("image"), imageMap);
+ Property::Value imageValue = Property::Value(Property::MAP);
+ Property::Map* imageMap = imageValue.GetMap();
+ DALI_TEST_CHECK( imageMap );
+ imageMap->Insert("filename", Property::Value(TestImageFilename));
+ effect.SetProperty(effect.GetPropertyIndex("image"), imageValue);
// do a update & render to get the image request
application.SendNotification();
END_TEST;
}
-int UtcDaliShaderEffectFromProperties02(void)
+int UtcDaliShaderEffectFromPropertiesN(void)
{
try
{
// Call render to compile default shaders.
application.SendNotification();
application.Render();
- application.Render();
- application.Render();
// create from type registry (currently only way to get ShaderEffect with no shader setup in constructor
TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( "ShaderEffect" );
ShaderEffect effect = ShaderEffect::DownCast( typeInfo.CreateInstance() );
DALI_TEST_CHECK( effect );
- Property::Value programMap = Property::Value(Property::MAP);
-
- programMap.SetValue("vertex", std::string(VertexSource));
- programMap.SetValue("fragment", std::string(FragmentSource));
+ Property::Value programValue = Property::Value(Property::MAP);
+ Property::Map* programMap = programValue.GetMap();
+ DALI_TEST_CHECK( programMap );
- // programMap.SetValue("geometry-type", "GEOMETRY_TYPE_IMAGE");
- // dont set by value
- programMap.SetValue("geometry-type", GeometryType( GEOMETRY_TYPE_IMAGE ));
+ programMap->Insert("vertex", std::string(VertexSource));
+ programMap->Insert("fragment", std::string(FragmentSource));
- effect.SetProperty(effect.GetPropertyIndex("program"), programMap);
+ // use wrong index on purpose
+ effect.SetProperty(effect.GetPropertyIndex("program") + 1, programValue );
tet_result( TET_FAIL );
}
END_TEST;
}
-int UtcDaliShaderEffectFromProperties03(void)
+int UtcDaliShaderEffectFromProperties2N(void)
{
try
{
// Call render to compile default shaders.
application.SendNotification();
application.Render();
- application.Render();
- application.Render();
// create from type registry (currently only way to get ShaderEffect with no shader setup in constructor
TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( "ShaderEffect" );