/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
*/
#include "test-gl-abstraction.h"
+#include "test-trace-call-stack.h"
+
+static const bool TRACE{
+ false};
namespace Dali
{
TestGlAbstraction::TestGlAbstraction()
+: mBufferTrace(TRACE, std::string("gl")),
+ mCullFaceTrace(TRACE, "gl"),
+ mEnableDisableTrace(TRACE, "gl"),
+ mShaderTrace(TRACE, "gl"),
+ mTextureTrace(TRACE, std::string("gl")),
+ mTexParameterTrace(TRACE, "gl"),
+ mDrawTrace(TRACE, "gl"),
+ mDepthFunctionTrace(TRACE, "gl"),
+ mStencilFunctionTrace(TRACE, "gl"),
+ mScissorTrace(TRACE, "gl"),
+ mSetUniformTrace(TRACE, "Uniform "),
+ mViewportTrace(TRACE, "gl")
{
Initialize();
}
mCurrentProgram = 0;
mCompileStatus = GL_TRUE;
mLinkStatus = GL_TRUE;
- mNumberOfActiveUniforms = 0;
- mGetAttribLocationResult = 0;
mGetErrorResult = 0;
mGetStringResult = NULL;
mIsBufferResult = 0;
mProgramUniforms3f.clear();
mProgramUniforms4f.clear();
+ mAttribLocs.clear();
+ mAttribLocs.push_back("aPosition");
+ mAttribLocs.push_back("aTexCoord");
mCullFaceTrace.Reset();
mDepthFunctionTrace.Reset();
mEnableDisableTrace.Reset();
mStencilFunctionTrace.Reset();
mScissorTrace.Reset();
mTextureTrace.Reset();
- mTexParamaterTrace.Reset();
+ mTexParameterTrace.Reset();
mDrawTrace.Reset();
for(unsigned int i = 0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i)
{
mVertexAttribArrayState[i] = false;
}
+
+ mActiveUniforms = std::vector<ActiveUniform>{
+ {"uRendererColor", GL_FLOAT, 1},
+ {"uCustom", GL_FLOAT_VEC3, 1},
+ {"uCustom3", GL_FLOAT_VEC3, 1},
+ {"uFadeColor", GL_FLOAT_VEC4, 1},
+ {"uUniform1", GL_FLOAT_VEC4, 1},
+ {"uUniform2", GL_FLOAT_VEC4, 1},
+ {"uUniform3", GL_FLOAT_VEC4, 1},
+ {"uFadeProgress", GL_FLOAT, 1},
+ {"uANormalMatrix", GL_FLOAT_MAT3, 1},
+ {"sEffect", GL_SAMPLER_2D, 1},
+ {"sTexture", GL_SAMPLER_2D, 1},
+ {"sTextureRect", GL_SAMPLER_2D, 1},
+ {"sGloss", GL_SAMPLER_2D, 1},
+ {"uColor", GL_FLOAT_VEC4, 1},
+ {"uModelMatrix", GL_FLOAT_MAT4, 1},
+ {"uModelView", GL_FLOAT_MAT4, 1},
+ {"uMvpMatrix", GL_FLOAT_MAT4, 1},
+ {"uNormalMatrix", GL_FLOAT_MAT4, 1},
+ {"uProjection", GL_FLOAT_MAT4, 1},
+ {"uSize", GL_FLOAT_VEC3, 1},
+ {"uViewMatrix", GL_FLOAT_MAT4, 1},
+ {"uLightCameraProjectionMatrix", GL_FLOAT_MAT4, 1},
+ {"uLightCameraViewMatrix", GL_FLOAT_MAT4, 1}};
}
void TestGlAbstraction::PreRender()