X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-RenderTask.cpp;h=7e9ad26bf95cbd06010fa85984cd342ebee6214d;hb=462cbee2270984cdca45488f3733d664dcf49187;hp=1bba4c6d73eff68e0e4780d6865573a7f365894d;hpb=736cc7ff419f628b3180762dffd79aa4eabc1f99;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/automated-tests/src/dali/utc-Dali-RenderTask.cpp b/automated-tests/src/dali/utc-Dali-RenderTask.cpp index 1bba4c6..7e9ad26 100644 --- a/automated-tests/src/dali/utc-Dali-RenderTask.cpp +++ b/automated-tests/src/dali/utc-Dali-RenderTask.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -16,10 +16,10 @@ */ #include - #include #include #include +#include #include #include #include @@ -28,6 +28,7 @@ #define BOOLSTR(x) ((x)?"T":"F") +//& set: DaliRenderTask using namespace Dali; @@ -169,56 +170,30 @@ bool TestScreenToFrameBufferFunction( Vector2& coordinates ) return true; } -ImageActor CreateLoadingImageActor(TestApplication& application, std::string filename, ResourceImage::LoadPolicy loadPolicy, Image::ReleasePolicy releasePolicy) +Actor CreateRenderableActorSuccess(TestApplication& application, std::string filename) { - Image image = ResourceImage::New(filename, loadPolicy, releasePolicy); - DALI_TEST_CHECK( image ); - application.SendNotification(); - application.Render(16); - DALI_TEST_CHECK( application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc) ); - ImageActor actor = ImageActor::New(image); + PrepareResourceImage( application, 80u, 80u, Pixel::RGBA8888 ); + Image image = ResourceImage::New(filename); + Actor actor = CreateRenderableActor(image); actor.SetSize( 80, 80 ); - application.SendNotification(); - application.Render(16); return actor; } -Image CreateLoadingImage(TestApplication& application, std::string filename, ResourceImage::LoadPolicy loadPolicy, Image::ReleasePolicy releasePolicy) +Actor CreateRenderableActorFailed(TestApplication& application, std::string filename) { - Image image = ResourceImage::New(filename, loadPolicy, releasePolicy); + Image image = ResourceImage::New(filename); DALI_TEST_CHECK( image ); - application.SendNotification(); - application.Render(16); - DALI_TEST_CHECK( application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc) ); - - return image; -} - -void CompleteImageLoad(TestApplication& application, Integration::ResourceId resourceId, Integration::ResourceTypeId requestType) -{ - std::vector ids; - ids.push_back( 23 ); - application.GetGlAbstraction().SetNextTextureIds( ids ); - - Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD ); - Integration::ResourcePointer resource(bitmap); - bitmap->GetPackedPixelsProfile()->ReserveBuffer(Pixel::RGBA8888, 80, 80, 80, 80); - - application.GetPlatform().SetResourceLoaded(resourceId, requestType, resource); -} - -void FailImageLoad(TestApplication& application, Integration::ResourceId resourceId ) -{ - application.GetPlatform().SetResourceLoadFailed(resourceId, Integration::FailureUnknown); + Actor actor = CreateRenderableActor(image); + actor.SetSize( 80, 80 ); + return actor; } -void ReloadImage(TestApplication& application, ResourceImage image) +Image CreateResourceImage(TestApplication& application, std::string filename) { - application.GetPlatform().ClearReadyResources(); - application.GetPlatform().DiscardRequest(); - application.GetPlatform().ResetTrace(); - application.GetPlatform().SetClosestImageSize(Vector2(80.0f, 80.0f)); // Ensure reload is called. - image.Reload(); + PrepareResourceImage( application, 80u, 80u, Pixel::RGBA8888 ); + Image image = ResourceImage::New(filename); + DALI_TEST_CHECK( image ); + return image; } RenderTask CreateRenderTask(TestApplication& application, @@ -254,13 +229,17 @@ RenderTask CreateRenderTask(TestApplication& application, newTask.SetExclusive( true ); newTask.SetRefreshRate( refreshRate ); newTask.SetTargetFrameBuffer( frameBufferImage ); + newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, glSync ); return newTask; } -bool UpdateRender(TestApplication& application, TraceCallStack& callStack, bool testDrawn, bool& finishedSig, bool testFinished, bool testKeepUpdating ) +bool UpdateRender(TestApplication& application, TraceCallStack& callStack, bool testDrawn, bool& finishedSig, bool testFinished, bool testKeepUpdating, int lineNumber ) { finishedSig = false; callStack.Reset(); + + tet_printf("TestApplication::UpdateRender().\n"); + application.Render(16); application.SendNotification(); @@ -299,10 +278,11 @@ bool UpdateRender(TestApplication& application, TraceCallStack& callStack, bool bool result = (sigPassed && drawPassed && keepUpdatingPassed); - tet_printf("UpdateRender: Expected: Draw:%s Signal:%s Keep Updating: %s Actual: Draw:%s Signal:%s KeepUpdating: %s %s\n", + tet_printf("UpdateRender: Expected: Draw:%s Signal:%s KeepUpdating: %s Actual: Draw:%s Signal:%s KeepUpdating: %s %s, line %d\n", BOOLSTR(testDrawn), BOOLSTR(testFinished), BOOLSTR(testKeepUpdating), BOOLSTR(drawResult), BOOLSTR(finishedSig), BOOLSTR(keepUpdating), - result ? "Passed":"Failed"); + result ? "Passed":"Failed", + lineNumber ); return result; } @@ -411,22 +391,14 @@ int UtcDaliRenderTaskSetSourceActorP01(void) tet_infoline("Testing RenderTask::SetSourceActor() Positive - check that setting a non-renderable actor stops existing source actor being rendered "); Stage stage = Stage::GetCurrent(); - - const std::vector& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 ); - RenderTaskList taskList = stage.GetRenderTaskList(); - RenderTask task = taskList.GetTask( 0u ); Actor actor = task.GetSourceActor(); DALI_TEST_CHECK( actor ); - std::vector ids; - ids.push_back( 7 ); - application.GetGlAbstraction().SetNextTextureIds( ids ); - BufferImage img = BufferImage::New( 1,1 ); - ImageActor newActor = ImageActor::New( img ); + Actor newActor = CreateRenderableActor( img ); newActor.SetSize(1,1); stage.Add( newActor ); @@ -439,13 +411,17 @@ int UtcDaliRenderTaskSetSourceActorP01(void) DALI_TEST_CHECK( task.GetSourceActor() != actor ); DALI_TEST_CHECK( task.GetSourceActor() == nonRenderableActor ); + TestGlAbstraction& gl = application.GetGlAbstraction(); + TraceCallStack& drawTrace = gl.GetDrawTrace(); + drawTrace.Enable(true); + // Update & Render nothing! application.GetGlAbstraction().ClearBoundTextures(); application.SendNotification(); application.Render(); // Check that nothing was rendered - DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION ); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION ); END_TEST; } @@ -459,8 +435,6 @@ int UtcDaliRenderTaskSetSourceActorP02(void) Stage stage = Stage::GetCurrent(); - const std::vector& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 ); - RenderTaskList taskList = stage.GetRenderTaskList(); RenderTask task = taskList.GetTask( 0u ); @@ -468,18 +442,19 @@ int UtcDaliRenderTaskSetSourceActorP02(void) Actor actor = task.GetSourceActor(); DALI_TEST_CHECK( actor ); - std::vector ids; - ids.push_back( 7 ); - application.GetGlAbstraction().SetNextTextureIds( ids ); BufferImage img = BufferImage::New( 1,1 ); - ImageActor newActor = ImageActor::New( img ); + Actor newActor = CreateRenderableActor( img ); newActor.SetSize(1,1); stage.Add( newActor ); Actor nonRenderableActor = Actor::New(); stage.Add( nonRenderableActor ); + TestGlAbstraction& gl = application.GetGlAbstraction(); + TraceCallStack& drawTrace = gl.GetDrawTrace(); + drawTrace.Enable(true); + // Stop the newActor from being rendered by changing the source actor DALI_TEST_CHECK( nonRenderableActor ); task.SetSourceActor( nonRenderableActor ); @@ -492,7 +467,8 @@ int UtcDaliRenderTaskSetSourceActorP02(void) application.Render(); // Check that nothing was rendered - DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION ); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION ); + drawTrace.Reset(); // Set newActor as the new source Actor task.SetSourceActor( newActor ); @@ -505,11 +481,7 @@ int UtcDaliRenderTaskSetSourceActorP02(void) application.Render(); // Check that the newActor was rendered - DALI_TEST_EQUALS( boundTextures.size(), 1u, TEST_LOCATION ); - if ( boundTextures.size() ) - { - DALI_TEST_EQUALS( boundTextures[0], 7u, TEST_LOCATION ); - } + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION ); END_TEST; } @@ -520,34 +492,28 @@ int UtcDaliRenderTaskSetSourceActorOffStage(void) tet_infoline("Testing RenderTask::SetSourceActor (on/off stage testing)"); Stage stage = Stage::GetCurrent(); - - const std::vector& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 ); - RenderTaskList taskList = stage.GetRenderTaskList(); - RenderTask task = taskList.GetTask( 0u ); Actor actor = task.GetSourceActor(); DALI_TEST_CHECK( actor ); - std::vector ids; - GLuint expectedTextureId( 3 ); - ids.push_back( expectedTextureId ); - application.GetGlAbstraction().SetNextTextureIds( ids ); + TestGlAbstraction& gl = application.GetGlAbstraction(); + TraceCallStack& drawTrace = gl.GetDrawTrace(); + drawTrace.Enable(true); BufferImage img = BufferImage::New( 1,1 ); - ImageActor newActor = ImageActor::New( img ); + Actor newActor = CreateRenderableActor( img ); newActor.SetSize(1,1); task.SetSourceActor( newActor ); // Don't add newActor to stage yet //' // Update & Render with the actor initially off-stage - application.GetGlAbstraction().ClearBoundTextures(); application.SendNotification(); application.Render(); // Check that nothing was rendered - DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION ); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION ); // Now add to stage stage.Add( newActor ); @@ -558,19 +524,17 @@ int UtcDaliRenderTaskSetSourceActorOffStage(void) application.Render(); // Check that the newActor was rendered - DALI_TEST_EQUALS( boundTextures.size(), 1u, TEST_LOCATION ); - if ( boundTextures.size() ) - { - DALI_TEST_EQUALS( boundTextures[0], expectedTextureId, TEST_LOCATION ); - } + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION ); + drawTrace.Reset(); // Now remove from stage stage.Remove( newActor ); // Update & Render with the actor off-stage - application.GetGlAbstraction().ClearBoundTextures(); application.SendNotification(); application.Render(); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION ); + END_TEST; } @@ -581,23 +545,14 @@ int UtcDaliRenderTaskSetSourceActorEmpty(void) tet_infoline("Testing RenderTask::SetSourceActor (empty handle case)"); Stage stage = Stage::GetCurrent(); - - const std::vector& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 ); - RenderTaskList taskList = stage.GetRenderTaskList(); - RenderTask task = taskList.GetTask( 0u ); Actor actor = task.GetSourceActor(); DALI_TEST_CHECK( actor ); - std::vector ids; - GLuint expectedTextureId( 5 ); - ids.push_back( expectedTextureId ); - application.GetGlAbstraction().SetNextTextureIds( ids ); - BufferImage img = BufferImage::New( 1,1 ); - ImageActor newActor = ImageActor::New( img ); + Actor newActor = CreateRenderableActor( img ); newActor.SetSize(1,1); stage.Add( newActor ); @@ -608,13 +563,16 @@ int UtcDaliRenderTaskSetSourceActorEmpty(void) task.SetSourceActor( Actor() ); DALI_TEST_CHECK( ! task.GetSourceActor() ); + TestGlAbstraction& gl = application.GetGlAbstraction(); + TraceCallStack& drawTrace = gl.GetDrawTrace(); + drawTrace.Enable(true); + // Update & Render nothing! - application.GetGlAbstraction().ClearBoundTextures(); application.SendNotification(); application.Render(); // Check that nothing was rendered - DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION ); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION ); // Set with non-empty handle task.SetSourceActor( newActor ); @@ -626,11 +584,7 @@ int UtcDaliRenderTaskSetSourceActorEmpty(void) application.Render(); // Check that the newActor was rendered - DALI_TEST_EQUALS( boundTextures.size(), 1u, TEST_LOCATION ); - if ( boundTextures.size() ) - { - DALI_TEST_EQUALS( boundTextures[0], expectedTextureId, TEST_LOCATION ); - } + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION ); END_TEST; } @@ -681,7 +635,7 @@ int UtcDaliRenderTaskGetSourceActorN(void) { Actor actor = task.GetSourceActor(); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -698,7 +652,7 @@ int UtcDaliRenderTaskSetExclusive(void) RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); - // Manipulate the GenTextures behaviour, to identify different ImageActors + // Manipulate the GenTextures behaviour, to identify different actors std::vector ids; ids.push_back( 8 ); // 8 = actor1 @@ -707,7 +661,7 @@ int UtcDaliRenderTaskSetExclusive(void) application.GetGlAbstraction().SetNextTextureIds( ids ); BufferImage img1 = BufferImage::New( 1,1 ); - ImageActor actor1 = ImageActor::New( img1 ); + Actor actor1 = CreateRenderableActor( img1 ); actor1.SetSize(1,1); Stage::GetCurrent().Add( actor1 ); @@ -725,7 +679,7 @@ int UtcDaliRenderTaskSetExclusive(void) } BufferImage img2 = BufferImage::New( 1,1 ); - ImageActor actor2 = ImageActor::New( img2 ); + Actor actor2 = CreateRenderableActor( img2 ); actor2.SetSize(1,1); // Force actor2 to be rendered before actor1 @@ -749,7 +703,7 @@ int UtcDaliRenderTaskSetExclusive(void) } BufferImage img3 = BufferImage::New( 1,1 ); - ImageActor actor3 = ImageActor::New( img3 ); + Actor actor3 = CreateRenderableActor( img3 ); actor3.SetSize(1,1); // Force actor3 to be rendered before actor2 @@ -838,7 +792,7 @@ int UtcDaliRenderTaskSetExclusive02(void) application.GetGlAbstraction().SetNextTextureIds( ids ); BufferImage img1 = BufferImage::New( 1,1 ); - ImageActor actor1 = ImageActor::New( img1 ); + Actor actor1 = CreateRenderableActor( img1 ); actor1.SetSize(1,1); Stage::GetCurrent().Add( actor1 ); @@ -856,7 +810,7 @@ int UtcDaliRenderTaskSetExclusive02(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 1, TEST_LOCATION ); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION ); // Set task to non-exclusive - actor1 should render twice: drawTrace.Reset(); @@ -864,7 +818,7 @@ int UtcDaliRenderTaskSetExclusive02(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 2, TEST_LOCATION ); + DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 2, TEST_LOCATION ); END_TEST; } @@ -880,7 +834,7 @@ int UtcDaliRenderTaskSetExclusiveN(void) { task.SetExclusive(true); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -933,9 +887,9 @@ int UtcDaliRenderTaskIsExclusiveN(void) try { bool x = task.IsExclusive(); - x=x; + (void) x; } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1057,7 +1011,7 @@ int UtcDaliRenderTaskGetCameraActorN(void) { Actor actor = task.GetCameraActor(); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1129,6 +1083,70 @@ int UtcDaliRenderTaskGetTargetFrameBufferN(void) END_TEST; } +int UtcDaliRenderTaskSetFrameBufferP(void) +{ + TestApplication application; + + tet_infoline("Testing RenderTask::SetFrameBuffer()"); + + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + + RenderTask task = taskList.GetTask( 0u ); + + FrameBuffer newFrameBuffer = FrameBuffer::New( 128u, 128u, FrameBuffer::Attachment::NONE ); + task.SetFrameBuffer( newFrameBuffer ); + DALI_TEST_CHECK( task.GetFrameBuffer() == newFrameBuffer ); + END_TEST; +} + +int UtcDaliRenderTaskSetFrameBufferN(void) +{ + TestApplication application; + + tet_infoline("Testing RenderTask::SetFrameBuffer()"); + + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + + RenderTask task = taskList.GetTask( 0u ); + FrameBuffer newFrameBuffer; // Empty handle + task.SetFrameBuffer( newFrameBuffer ); + DALI_TEST_EQUALS( (bool)task.GetFrameBuffer(), false, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliRenderTaskGetFrameBufferP(void) +{ + TestApplication application; + + tet_infoline("Testing RenderTask::GetFrameBuffer()"); + + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + + RenderTask task = taskList.GetTask( 0u ); + + FrameBuffer newFrameBuffer = FrameBuffer::New( 1u, 1u, FrameBuffer::Attachment::NONE ); + task.SetFrameBuffer( newFrameBuffer ); + DALI_TEST_CHECK( task.GetFrameBuffer() == newFrameBuffer ); + END_TEST; +} + +int UtcDaliRenderTaskGetFrameBufferN(void) +{ + TestApplication application; + + tet_infoline("Testing RenderTask::GetFrameBuffer()"); + + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + + RenderTask task = taskList.GetTask( 0u ); + + // By default render-tasks do not render off-screen + FrameBuffer frameBuffer = task.GetFrameBuffer(); + DALI_TEST_CHECK( !frameBuffer ); + + END_TEST; +} + int UtcDaliRenderTaskSetScreenToFrameBufferFunctionP(void) { TestApplication application; @@ -1169,7 +1187,7 @@ int UtcDaliRenderTaskSetScreenToFrameBufferFunctionN(void) { task.SetScreenToFrameBufferFunction( TestScreenToFrameBufferFunction ); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1206,9 +1224,9 @@ int UtcDaliRenderTaskGetScreenToFrameBufferFunctionN(void) try { RenderTask::ScreenToFrameBufferFunction func = task.GetScreenToFrameBufferFunction(); - func=func; + (void) func; } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1243,7 +1261,7 @@ int UtcDaliRenderTaskGetScreenToFrameBufferMappingActorN(void) Actor mappingActor; task.SetScreenToFrameBufferMappingActor(mappingActor); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1309,9 +1327,9 @@ int UtcDaliRenderTaskGetViewportN(void) try { Viewport viewport = task.GetViewport(); - viewport = viewport; + (void) viewport; } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1356,7 +1374,7 @@ int UtcDaliRenderTaskSetViewportN(void) Viewport newViewport( 0, 0, stageSize.width * 0.5f, stageSize.height * 0.5f ); task.SetViewport( newViewport ); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1397,21 +1415,30 @@ int UtcDaliRenderTaskSetViewportPosition(void) // Set by Property test Vector2 newPosition2(32.0f, 32.0f); task.SetProperty( RenderTask::Property::VIEWPORT_POSITION, newPosition2 ); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition, TEST_LOCATION ); // still the old position // Update application.SendNotification(); application.Render(); DALI_TEST_EQUALS( task.GetCurrentViewportPosition(), newPosition2, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION ); Vector2 newPosition3(64.0f, 0.0f); Animation animation = Animation::New(1.0f); animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, AlphaFunction::LINEAR ); animation.Play(); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION ); + // Perform 1000ms worth of updates at which point animation should have completed. Wait(application, 1000); DALI_TEST_EQUALS( task.GetCurrentViewportPosition(), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); END_TEST; } @@ -1445,21 +1472,30 @@ int UtcDaliRenderTaskSetViewportSize(void) // Set by Property test Vector2 newSize2(50.0f, 50.0f); task.SetProperty( RenderTask::Property::VIEWPORT_SIZE, newSize2 ); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize, TEST_LOCATION ); // still the old position // Update application.SendNotification(); application.Render(); DALI_TEST_EQUALS( task.GetCurrentViewportSize(), newSize2, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION ); Vector2 newSize3(10.0f, 10.0f); Animation animation = Animation::New(1.0f); animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, AlphaFunction::LINEAR ); animation.Play(); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION ); + // Perform 1000ms worth of updates at which point animation should have completed. Wait(application, 1000); DALI_TEST_EQUALS( task.GetCurrentViewportSize(), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); END_TEST; } @@ -1486,11 +1522,29 @@ int UtcDaliRenderTaskSetClearColorP(void) DALI_TEST_EQUALS( task.GetClearColor(), testColor, TEST_LOCATION ); task.SetProperty( RenderTask::Property::CLEAR_COLOR, testColor2 ); + DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor, TEST_LOCATION ); // still the old color // Wait a frame. Wait(application); DALI_TEST_EQUALS( task.GetClearColor(), testColor2, TEST_LOCATION ); + DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION ); + + Vector4 newColor3(10.0f, 10.0f, 20.0f, 30.0f); + Animation animation = Animation::New(1.0f); + animation.AnimateTo( Property( task, RenderTask::Property::CLEAR_COLOR ), newColor3, AlphaFunction::LINEAR ); + animation.Play(); + + DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION ); + + // Perform 1000ms worth of updates at which point animation should have completed. + Wait(application, 1000); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION ); + END_TEST; } @@ -1505,7 +1559,7 @@ int UtcDaliRenderTaskSetClearColorN(void) { task.SetClearColor( Vector4::ZERO ); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1535,9 +1589,9 @@ int UtcDaliRenderTaskGetClearColorN(void) try { Vector4 color = task.GetClearColor(); - color = color; + (void) color; } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1575,7 +1629,7 @@ int UtcDaliRenderTaskSetClearEnabledN(void) { task.SetClearEnabled(true); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1607,9 +1661,9 @@ int UtcDaliRenderTaskGetClearEnabledN(void) try { bool x = task.GetClearEnabled(); - x=x; + (void) x; } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1645,7 +1699,7 @@ int UtcDaliRenderTaskSetCullModeN(void) { task.SetCullMode( false ); } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1675,9 +1729,9 @@ int UtcDaliRenderTaskGetCullModeN(void) try { bool x = task.GetCullMode(); - x=x; + (void) x; } - catch (Dali::DaliException(e)) + catch (Dali::DaliException& e) { DALI_TEST_PRINT_ASSERT( e ); DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION); @@ -1737,7 +1791,8 @@ int UtcDaliRenderTaskSignalFinished(void) Stage::GetCurrent().Add( offscreenCameraActor ); BufferImage image = BufferImage::New( 10, 10 ); - ImageActor rootActor = ImageActor::New( image ); + image.Update(); + Actor rootActor = CreateRenderableActor( image ); rootActor.SetSize( 10, 10 ); Stage::GetCurrent().Add( rootActor ); @@ -1745,10 +1800,6 @@ int UtcDaliRenderTaskSignalFinished(void) NativeImageInterfacePtr testNativeImagePtr = TestNativeImage::New(10, 10); FrameBufferImage frameBufferImage = FrameBufferImage::New( *testNativeImagePtr.Get() ); - // Flush all outstanding messages - application.SendNotification(); - application.Render(); - RenderTask newTask = taskList.CreateTask(); newTask.SetCameraActor( offscreenCameraActor ); newTask.SetSourceActor( rootActor ); @@ -1758,8 +1809,7 @@ int UtcDaliRenderTaskSignalFinished(void) newTask.SetExclusive( true ); newTask.SetRefreshRate( RenderTask::REFRESH_ONCE ); newTask.SetTargetFrameBuffer( frameBufferImage ); - - // Framebuffer doesn't actually get created until Connected, i.e. by previous line + newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, true ); bool finished = false; RenderTaskFinished renderTaskFinished( finished ); @@ -1779,12 +1829,12 @@ int UtcDaliRenderTaskSignalFinished(void) DALI_TEST_CHECK( lastSyncObj != NULL ); application.Render(); - DALI_TEST_EQUALS( (application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); + DALI_TEST_EQUALS( (Integration::KeepUpdating::Reasons)(application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); application.SendNotification(); DALI_TEST_CHECK( !finished ); application.Render(); - DALI_TEST_EQUALS( (application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); + DALI_TEST_EQUALS( (Integration::KeepUpdating::Reasons)(application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); application.SendNotification(); DALI_TEST_CHECK( ! finished ); @@ -1797,11 +1847,8 @@ int UtcDaliRenderTaskSignalFinished(void) application.Render(); application.SendNotification(); DALI_TEST_CHECK( finished ); - finished = false; - application.Render(); // Double check no more finished signal - application.SendNotification(); - DALI_TEST_CHECK( ! finished ); + DALI_TEST_EQUALS( application.GetUpdateStatus(), 0, TEST_LOCATION ); END_TEST; } @@ -1823,20 +1870,15 @@ int UtcDaliRenderTaskContinuous01(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); bool finished = false; RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete application.SendNotification(); // START PROCESS/RENDER Input, Expected Input, Expected, KeepUpdating - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, false, __LINE__ ) ); application.GetPlatform().ClearReadyResources(); // ADD SOURCE ACTOR TO STAGE - expect continuous renders to start, no finished signal @@ -1844,7 +1886,7 @@ int UtcDaliRenderTaskContinuous01(void) application.SendNotification(); // CONTINUE PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); END_TEST; } @@ -1866,10 +1908,7 @@ int UtcDaliRenderTaskContinuous02(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); secondRootActor.SetVisible(false); @@ -1877,11 +1916,10 @@ int UtcDaliRenderTaskContinuous02(void) bool finished = false; RenderTaskFinished renderTaskFinished( finished ); newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete application.SendNotification(); // START PROCESS/RENDER Input, Expected Input, Expected, KeepUpdating - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, false, __LINE__ ) ); application.GetPlatform().ClearReadyResources(); // MAKE SOURCE ACTOR VISIBLE - expect continuous renders to start, no finished signal @@ -1889,7 +1927,7 @@ int UtcDaliRenderTaskContinuous02(void) application.SendNotification(); // CONTINUE PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); END_TEST; } @@ -1908,21 +1946,17 @@ int UtcDaliRenderTaskContinuous03(void) Stage::GetCurrent().Add( rootActor ); CameraActor offscreenCameraActor = CameraActor::New(); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); bool finished = false; RenderTaskFinished renderTaskFinished( finished ); newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete application.SendNotification(); // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, false, __LINE__ ) ); application.GetPlatform().ClearReadyResources(); // ADD CAMERA ACTOR TO STAGE - expect continuous renders to start, no finished signal @@ -1930,7 +1964,7 @@ int UtcDaliRenderTaskContinuous03(void) application.SendNotification(); // CONTINUE PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); END_TEST; } @@ -1939,46 +1973,7 @@ int UtcDaliRenderTaskContinuous04(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Continuous using loading image\nPRE: Resource not ready\nPOST:continuous renders, no Finished signal"); - - // SETUP AN OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - expect 'continuous' renders to start, no finished signal - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - END_TEST; -} - -int UtcDaliRenderTaskContinous05(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Continuous using Mesh which accesses texture through sampler with loading image\n" - "PRE: Resource not ready\nPOST:continuous renders, no Finished signal"); + tet_infoline("Testing RenderTask Render Continuous using loaded image"); // SETUP AN OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -1990,19 +1985,7 @@ int UtcDaliRenderTaskContinous05(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - - Material material = CreateMaterial(); - Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - material.AddTexture( image, "sTexture" ); - - Geometry geometry = CreateQuadGeometry(); - Renderer renderer = Renderer::New(geometry, material); - Actor secondRootActor = Actor::New(); - secondRootActor.AddRenderer(renderer); - secondRootActor.SetSize(100, 100); + Actor secondRootActor = CreateRenderableActorFailed(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); @@ -2012,22 +1995,15 @@ int UtcDaliRenderTaskContinous05(void) application.SendNotification(); // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - expect 'continuous' renders to start, no finished signal - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); END_TEST; } - int UtcDaliRenderTaskOnce01(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once GlSync, using loading image\nPRE: Resources not ready, Source not visible\nPOST: Finished signal sent once only"); + tet_infoline("Testing RenderTask Render Once GlSync, using loaded image"); // SETUP AN OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -2040,10 +2016,7 @@ int UtcDaliRenderTaskOnce01(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); @@ -2053,27 +2026,14 @@ int UtcDaliRenderTaskOnce01(void) newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // MAKE SOURCE VISIBLE - secondRootActor.SetVisible(true); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); - // FINISH RESOURCE LOADING - expect no rendering yet - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - application.GetPlatform().ClearReadyResources(); sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); + + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); END_TEST; } @@ -2081,8 +2041,7 @@ int UtcDaliRenderTaskOnce02(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loading image.\n" - "PRE: Resources not ready\nPOST: Finished signal sent once only"); + tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loaded image.\n"); // SETUP AN OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -2096,15 +2055,13 @@ int UtcDaliRenderTaskOnce02(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - Material material = CreateMaterial(); - Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - material.AddTexture( image, "sTexture" ); + Shader shader = CreateShader(); + Image image = CreateResourceImage(application, "aFile.jpg"); + TextureSet textureSet = CreateTextureSet( image ); Geometry geometry = CreateQuadGeometry(); - Renderer renderer = Renderer::New(geometry, material); + Renderer renderer = Renderer::New(geometry, shader); + renderer.SetTextures( textureSet ); Actor secondRootActor = Actor::New(); secondRootActor.AddRenderer(renderer); secondRootActor.SetSize(100, 100); @@ -2116,21 +2073,14 @@ int UtcDaliRenderTaskOnce02(void) newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); - // FINISH RESOURCE LOADING - expect no rendering yet - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); + Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); + DALI_TEST_CHECK( lastSyncObj != NULL ); + sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - application.GetPlatform().ClearReadyResources(); - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); END_TEST; } @@ -2139,9 +2089,7 @@ int UtcDaliRenderTaskOnce03(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once GlSync, using loading image. Switch from render always after ready to render once\n" - "PRE: Render task ready, Image not loaded\n" - "POST: Finished signal sent only once"); + tet_infoline("Testing RenderTask Render Once GlSync, using loaded image. Switch from render always after ready to render once\n"); // SETUP A CONTINUOUS OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -2154,10 +2102,7 @@ int UtcDaliRenderTaskOnce03(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); @@ -2166,28 +2111,19 @@ int UtcDaliRenderTaskOnce03(void) newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); // Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); + application.SendNotification(); + + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); + Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); + + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); END_TEST; } @@ -2196,10 +2132,9 @@ int UtcDaliRenderTaskOnce03(void) int UtcDaliRenderTaskOnce04(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loading image.\n" + tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loaded image.\n" "Switch from render always after ready to render once\n" - "PRE: Render task ready, Image not loaded\n" - "POST: Finished signal sent only once"); + ); // SETUP AN OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -2213,15 +2148,13 @@ int UtcDaliRenderTaskOnce04(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - Material material = CreateMaterial(); - Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - material.AddTexture( image, "sTexture" ); + Shader shader = CreateShader(); + Image image = CreateResourceImage(application, "aFile.jpg"); + TextureSet textureSet = CreateTextureSet( image ); Geometry geometry = CreateQuadGeometry(); - Renderer renderer = Renderer::New(geometry, material); + Renderer renderer = Renderer::New(geometry, shader); + renderer.SetTextures( textureSet ); Actor secondRootActor = Actor::New(); secondRootActor.AddRenderer(renderer); secondRootActor.SetSize(100, 100); @@ -2233,44 +2166,31 @@ int UtcDaliRenderTaskOnce04(void) newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); // Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); + application.SendNotification(); + + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); + Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); + + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); END_TEST; } -int UtcDaliRenderTaskOnce05(void) +int UtcDaliRenderTaskOnceNoSync01(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once GlSync\n" - "Switch from Render always after ready to render once with resources unready\n" - "PRE: Everything ready to render\n" - "POST: Finished signal sent once"); + tet_infoline("Testing RenderTask Render Once, \nPRE: Resources ready\nPOST: Finished signal sent once only"); - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK + // SETUP AN OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); drawTrace.Enable(true); @@ -2279,64 +2199,28 @@ int UtcDaliRenderTaskOnce05(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); + RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false); bool finished = false; RenderTaskFinished renderTaskFinished( finished ); newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // CHANGE TO RENDER ONCE - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); // Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - application.GetPlatform().ClearReadyResources(); - - sync.SetObjectSynced( lastSyncObj, true ); - - // Expect: No draw - we've just drawn our render task once, above. No finished signal - - // we won't read the gl sync until the next frame. Continue rendering - we're waiting for - // the sync - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // Expect: 1 final draw - this Update doesn't update the scene, hence render instructions - // from last frame but 1 are still present. - // Finished signal should be true - we've just done the sync. - // Should now stop rendering and updating - nothing left to do. - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, true, false ) ); - + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); END_TEST; } -#if 0 -//int UtcDaliRenderTaskOnce06(void) +int UtcDaliRenderTaskOnceNoSync02(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once GlSync\n" - "During RenderOnce, make ready resources unready before sending first finished signal\n" - "PRE: Everything ready.\n" - "POST: Finished signal sent only once"); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK + tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loaded image.\n" + "PRE: Resources ready\nPOST: Finished signal sent once only"); + // SETUP AN OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); drawTrace.Enable(true); @@ -2345,576 +2229,38 @@ int UtcDaliRenderTaskOnce05(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); + Shader shader = CreateShader(); + Image image = CreateResourceImage(application, "aFile.jpg"); + TextureSet textureSet = CreateTextureSet( image ); + + Geometry geometry = CreateQuadGeometry(); + Renderer renderer = Renderer::New(geometry, shader); + renderer.SetTextures( textureSet ); + Actor secondRootActor = Actor::New(); + secondRootActor.AddRenderer(renderer); + secondRootActor.SetSize(100, 100); Stage::GetCurrent().Add(secondRootActor); - application.GetPlatform().ClearReadyResources(); - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); + RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false); bool finished = false; RenderTaskFinished renderTaskFinished( finished ); newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); + application.GetPlatform().ClearReadyResources(); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); - // CHANGE TO RENDER ONCE, RESOURCES BECOME NOT READY - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - - // Doesn't work... - ReloadImage(application, secondRootActor.GetImage()); - application.SendNotification(); // Input, Expected Input, Expected - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_EQUALS( secondRootActor.GetImage().GetLoadingState(), Dali::ResourceLoading, TEST_LOCATION); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - application.GetPlatform().ClearReadyResources(); - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, true ) ); - - // Finished rendering - expect no more renders, no more signals: - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - END_TEST; -} -#endif - -int UtcDaliRenderTaskOnce07(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once GLSync\n" - "Render once, Second call to SetRefreshRate(ONCE) triggers only one more finished signal\n" - "PRE: Everything ready\n" - "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)"); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); - - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - - // CHANGE TO RENDER ONCE, - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - -int UtcDaliRenderTaskOnce08(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once GLSync\n" - "Render once, Call to SetRefreshRate(ONCE) in Finished signal callback triggers " - "another render & another finished signal\n" - "PRE: Everything ready\n" - "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)"); - - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); - - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); - bool finished = false; - - ConnectionTracker connectionTracker; - RenderTaskFinishedRenderAgain renderTaskFinishedRenderAgain( finished ); - newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinishedRenderAgain ); - - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj == NULL ); - - // CHANGE TO RENDER ONCE, - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - application.SendNotification(); - - // Expect SetRefreshRate to have been called again - // Prevent next finished signal calling refresh once again - RenderTaskFinished renderTaskFinished( finished ); - connectionTracker.DisconnectAll(); - newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinished ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - - -int UtcDaliRenderTaskOnce09(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once GlSync\n" - "SetRefreshRate(ONCE) again before first finished signal has been sent.\n" - "PRE: resources ready\n" - "POST: Only 1 finished signal sent."); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); - - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - - // CHANGE TO RENDER ONCE, - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - sync.SetObjectSynced( lastSyncObj, true ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - - END_TEST; -} - -int UtcDaliRenderTaskOnce10(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once GlSync\n" - "SetRefreshRate(ONCE), resource load failed completes render task.\n" - "PRE: resources not ready\n" - "POST: Only 1 finished signal sent."); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // CHANGE TO RENDER ONCE, - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - tet_printf(" FailImageLoad\n"); - - FailImageLoad(application, imageRequestId); // Need to run Update again for this to complete - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); // nothing to draw - application.SendNotification(); - - // Drawing empty framebuffer, so will still get a GL sync - Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); - DALI_TEST_CHECK( lastSyncObj != NULL ); - - sync.SetObjectSynced( lastSyncObj, true ); - - // Expect finished signal, as all resources are complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - - END_TEST; -} - -int UtcDaliRenderTaskOnceNoSync01(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once, using loading image\nPRE: Resources not ready, Source not visible\nPOST: Finished signal sent once only"); - - // SETUP AN OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - expect immediate rendering yet - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - -int UtcDaliRenderTaskOnceNoSync02(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loading image.\n" - "PRE: Resources not ready\nPOST: Finished signal sent once only"); - // SETUP AN OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - - Material material = CreateMaterial(); - Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - material.AddTexture(image, "sTexture" ); - - Geometry geometry = CreateQuadGeometry(); - Renderer renderer = Renderer::New(geometry, material); - Actor secondRootActor = Actor::New(); - secondRootActor.AddRenderer(renderer); - secondRootActor.SetSize(100, 100); - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - expect immediate rendering yet - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - - END_TEST; -} - -int UtcDaliRenderTaskOnceNoSync03(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once, using loading image. Switch from render always after ready to render once\n" - "PRE: Render task ready, Image not loaded\n" - "POST: Finished signal sent only once"); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - application.GetPlatform().ClearReadyResources(); - - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); // Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - -int UtcDaliRenderTaskOnceNoSync04(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loading image.\n" - "Switch from render always after ready to render once\n" - "PRE: Render task ready, Image not loaded\n" - "POST: Finished signal sent only once"); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - - Material material = CreateMaterial(); - Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - material.AddTexture( image, "sTexture" ); - - Geometry geometry = CreateQuadGeometry(); - Renderer renderer = Renderer::New(geometry, material); - Actor secondRootActor = Actor::New(); - secondRootActor.AddRenderer(renderer); - secondRootActor.SetSize(100, 100); - Stage::GetCurrent().Add(secondRootActor); - - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - application.GetPlatform().ClearReadyResources(); - - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); // Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - -int UtcDaliRenderTaskOnceNoSync05(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once\n" - "Switch from Render always after ready to render once with resources unready\n" - "PRE: Everything ready to render\n" - "POST: Finished signal sent once"); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // CHANGE TO RENDER ONCE - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); // Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); END_TEST; } -#if 0 -//int UtcDaliRenderTaskOnceNoSync06(void) +int UtcDaliRenderTaskOnceNoSync03(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once\n" - "During RenderOnce, make ready resources unready before sending first finished signal\n" - "PRE: Everything ready.\n" + tet_infoline("Testing RenderTask Render Once, using loaded image. Switch from render always after ready to render once\n" + "PRE: Render task ready, Image loaded\n" "POST: Finished signal sent only once"); // SETUP A CONTINUOUS OFFSCREEN RENDER TASK @@ -2927,14 +2273,7 @@ int UtcDaliRenderTaskOnceNoSync05(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); - + Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); @@ -2943,41 +2282,23 @@ int UtcDaliRenderTaskOnceNoSync05(void) newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); - // CHANGE TO RENDER ONCE, RESOURCES BECOME NOT READY newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - - // Doesn't work... - ReloadImage(application, secondRootActor.GetImage()); application.SendNotification(); // Input, Expected Input, Expected - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_EQUALS( secondRootActor.GetImage().GetLoadingState(), Dali::ResourceLoading, TEST_LOCATION); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - // FINISH RESOURCE LOADING - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, true, true ) ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); END_TEST; } -#endif -int UtcDaliRenderTaskOnceNoSync07(void) +int UtcDaliRenderTaskOnceNoSync04(void) { TestApplication application; - tet_infoline("Testing RenderTask Render Once\n" - "Render once, Second call to SetRefreshRate(ONCE) triggers only one more finished signal\n" - "PRE: Everything ready\n" - "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)"); + tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loading image.\n" + "Switch from render always after ready to render once\n" + "PRE: Render task ready, Image not loaded\n" + "POST: Finished signal sent only once"); // SETUP A CONTINUOUS OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -2989,127 +2310,19 @@ int UtcDaliRenderTaskOnceNoSync07(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); - - Stage::GetCurrent().Add(secondRootActor); - - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); - bool finished = false; - RenderTaskFinished renderTaskFinished( finished ); - newTask.FinishedSignal().Connect( &application, renderTaskFinished ); - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - - // CHANGE TO RENDER ONCE, - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - -int UtcDaliRenderTaskOnceNoSync08(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once\n" - "Render once, Call to SetRefreshRate(ONCE) in Finished signal callback triggers\n" - "another render & another finished signal\n" - "PRE: Everything ready\n" - "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)"); - - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); + Shader shader = CreateShader(); + Image image = CreateResourceImage(application, "aFile.jpg"); + TextureSet textureSet = CreateTextureSet( image ); + Geometry geometry = CreateQuadGeometry(); + Renderer renderer = Renderer::New(geometry, shader); + renderer.SetTextures( textureSet ); + Actor secondRootActor = Actor::New(); + secondRootActor.AddRenderer(renderer); + secondRootActor.SetSize(100, 100); Stage::GetCurrent().Add(secondRootActor); - RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); - bool finished = false; - - ConnectionTracker connectionTracker; - RenderTaskFinishedRenderAgain renderTaskFinishedRenderAgain( finished ); - newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinishedRenderAgain ); - - application.SendNotification(); - - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); - - // CHANGE TO RENDER ONCE, - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - - // Expect SetRefreshRate to have been called again - // Prevent next finished signal calling refresh once again - RenderTaskFinished renderTaskFinished( finished ); - connectionTracker.DisconnectAll(); - newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinished ); - - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); - END_TEST; -} - - -int UtcDaliRenderTaskOnceNoSync09(void) -{ - TestApplication application; - - tet_infoline("Testing RenderTask Render Once\n" - "SetRefreshRate(ONCE) again before first finished signal has been sent.\n" - "PRE: resources ready\n" - "POST: Only 1 finished signal sent."); - - // SETUP A CONTINUOUS OFFSCREEN RENDER TASK - application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); - TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace(); - drawTrace.Enable(true); - - Actor rootActor = Actor::New(); - Stage::GetCurrent().Add( rootActor ); - - CameraActor offscreenCameraActor = CameraActor::New(); - Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - application.Render(); - application.GetPlatform().ClearReadyResources(); - - Stage::GetCurrent().Add(secondRootActor); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); bool finished = false; @@ -3117,30 +2330,30 @@ int UtcDaliRenderTaskOnceNoSync09(void) newTask.FinishedSignal().Connect( &application, renderTaskFinished ); application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); + TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); + Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject(); + DALI_TEST_CHECK( lastSyncObj == NULL ); - // CHANGE TO RENDER ONCE, newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); + application.SendNotification(); // Input, Expected Input, Expected + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false, __LINE__ ) ); + + lastSyncObj = sync.GetLastSyncObject(); + DALI_TEST_CHECK( lastSyncObj == NULL ); - newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); END_TEST; } -int UtcDaliRenderTaskOnceNoSync10(void) +int UtcDaliRenderTaskOnceNoSync05(void) { TestApplication application; tet_infoline("Testing RenderTask Render Once\n" "SetRefreshRate(ONCE), resource load failed, completes render task.\n" - "PRE: resources not ready\n" - "POST: Only 1 finished signal sent."); + "PRE: resources failed to load\n" + "POST: No finished signal sent."); // SETUP A CONTINUOUS OFFSCREEN RENDER TASK application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); @@ -3152,9 +2365,7 @@ int UtcDaliRenderTaskOnceNoSync10(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); + Actor secondRootActor = CreateRenderableActorFailed(application, "aFile.jpg"); Stage::GetCurrent().Add(secondRootActor); RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false); @@ -3164,19 +2375,11 @@ int UtcDaliRenderTaskOnceNoSync10(void) application.SendNotification(); // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); // CHANGE TO RENDER ONCE, newTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - application.SendNotification(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); - - FailImageLoad(application, imageRequestId); // Need to run Update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, false, true ) ); // nothing to draw - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, finished, true, false ) ); + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, finished, false, false, __LINE__ ) ); END_TEST; } @@ -3189,7 +2392,7 @@ int UtcDaliRenderTaskOnceChain01(void) tet_infoline("Testing RenderTask Render Once Chained render tasks\n" "SetRefreshRate(ONCE), resource load completes, both render tasks render.\n" - "PRE: resources not ready\n" + "PRE: resources ready\n" "POST: 2 finished signals sent."); // SETUP A CONTINUOUS OFFSCREEN RENDER TASK @@ -3202,10 +2405,7 @@ int UtcDaliRenderTaskOnceChain01(void) CameraActor offscreenCameraActor = CameraActor::New(); Stage::GetCurrent().Add( offscreenCameraActor ); - ImageActor firstRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED); - Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest(); - Integration::ResourceId imageRequestId = imageRequest->GetId(); - Integration::ResourceTypeId imageType = imageRequest->GetType()->id; + Actor firstRootActor = CreateRenderableActorSuccess(application, "aFile.jpg"); Stage::GetCurrent().Add(firstRootActor); // first render task @@ -3216,7 +2416,7 @@ int UtcDaliRenderTaskOnceChain01(void) // Second render task FrameBufferImage fbo = firstTask.GetTargetFrameBuffer(); - ImageActor secondRootActor = ImageActor::New( fbo ); + Actor secondRootActor = CreateRenderableActor( fbo ); Stage::GetCurrent().Add(secondRootActor); RenderTask secondTask = CreateRenderTask(application, offscreenCameraActor, defaultRootActor, secondRootActor, RenderTask::REFRESH_ONCE, false); bool secondFinished = false; @@ -3225,18 +2425,14 @@ int UtcDaliRenderTaskOnceChain01(void) application.SendNotification(); - // START PROCESS/RENDER Input, Expected Input, Expected - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, firstFinished, false, true ) ); - DALI_TEST_CHECK( secondFinished == false ); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, firstFinished, false, true ) ); - DALI_TEST_CHECK( secondFinished == false ); - - CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete - DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, firstFinished, false, true ) ); + //Both render tasks are executed. + DALI_TEST_CHECK( UpdateRender(application, drawTrace, true, firstFinished, false, true, __LINE__ ) ); + DALI_TEST_CHECK( firstFinished == false ); DALI_TEST_CHECK( secondFinished == false ); - application.GetPlatform().ClearReadyResources(); - DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, firstFinished, true, false ) ); + //Nothing else to render and both render task should have finished now + DALI_TEST_CHECK( UpdateRender(application, drawTrace, false, firstFinished, true, false, __LINE__ ) ); + DALI_TEST_CHECK( firstFinished == true ); DALI_TEST_CHECK( secondFinished == true ); END_TEST; @@ -3277,7 +2473,7 @@ int UtcDaliRenderTaskSetScreenToFrameBufferMappingActor(void) RenderTaskList taskList = stage.GetRenderTaskList(); RenderTask renderTask = taskList.CreateTask(); - FrameBufferImage frameBufferImage = FrameBufferImage::New(stageSize.width*scale.x, stageSize.height*scale.y, Pixel::A8, Image::NEVER); + FrameBufferImage frameBufferImage = FrameBufferImage::New(stageSize.width*scale.x, stageSize.height*scale.y, Pixel::A8); renderTask.SetSourceActor( offscreenActor ); renderTask.SetExclusive( true ); renderTask.SetInputEnabled( true ); @@ -3331,7 +2527,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void) { TestApplication application; - tet_infoline("Testing RenderTask::SignalFinished()"); + tet_infoline("Testing RenderTask::FinishInvisibleSourceActor()"); application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction(); @@ -3341,7 +2537,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void) Stage::GetCurrent().Add( offscreenCameraActor ); BufferImage image = BufferImage::New( 10, 10 ); - ImageActor rootActor = ImageActor::New( image ); + Actor rootActor = CreateRenderableActor( image ); rootActor.SetSize( 10, 10 ); rootActor.SetVisible(false); Stage::GetCurrent().Add( rootActor ); @@ -3363,6 +2559,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void) newTask.SetExclusive( true ); newTask.SetRefreshRate( RenderTask::REFRESH_ONCE ); newTask.SetTargetFrameBuffer( frameBufferImage ); + newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, true ); // Framebuffer doesn't actually get created until Connected, i.e. by previous line @@ -3384,12 +2581,12 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void) DALI_TEST_CHECK( lastSyncObj != NULL ); application.Render(); - DALI_TEST_EQUALS( (application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); + DALI_TEST_EQUALS( (Integration::KeepUpdating::Reasons)(application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); application.SendNotification(); DALI_TEST_CHECK( !finished ); application.Render(); - DALI_TEST_EQUALS( (application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); + DALI_TEST_EQUALS( (Integration::KeepUpdating::Reasons)(application.GetUpdateStatus() & Integration::KeepUpdating::RENDER_TASK_SYNC), Integration::KeepUpdating::RENDER_TASK_SYNC, TEST_LOCATION ); application.SendNotification(); DALI_TEST_CHECK( ! finished ); @@ -3416,16 +2613,16 @@ int UtcDaliRenderTaskFinishMissingImage(void) TestApplication application; // Previously we had bugs where not having a resource ID would cause render-tasks to wait forever - tet_infoline("Testing RenderTask::SignalFinished() when an ImageActor has no Image set"); + tet_infoline("Testing RenderTask::SignalFinished() when an Actor has no Image set"); Stage stage = Stage::GetCurrent(); BufferImage image = BufferImage::New( 10, 10 ); - ImageActor rootActor = ImageActor::New( image ); + Actor rootActor = CreateRenderableActor( image ); rootActor.SetSize( 10, 10 ); stage.Add( rootActor ); - ImageActor actorWithMissingImage = ImageActor::New( Image() ); + Actor actorWithMissingImage = CreateRenderableActor( Image() ); actorWithMissingImage.SetSize( 10, 10 ); stage.Add( actorWithMissingImage ); @@ -3451,3 +2648,118 @@ int UtcDaliRenderTaskFinishMissingImage(void) END_TEST; } + +int UtcDaliRenderTaskWorldToViewport(void) +{ + TestApplication application( static_cast(400), static_cast(400) ); // square surface + + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + + Actor actor = Actor::New(); + actor.SetSize(100.0f, 100.0f); + actor.SetPosition( Vector3(0.0, 0.0, 0.0) ); + + actor.SetParentOrigin( Vector3(0.5, 0.5, 0.5) ); + actor.SetAnchorPoint( Vector3(0.5, 0.5, 0.5) ); + + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(); + application.SendNotification(); + + RenderTask task = taskList.GetTask( 0u ); + + CameraActor camera = task.GetCameraActor(); + + Vector2 screenSize = task.GetCurrentViewportSize(); + + float screenX = 0.0; + float screenY = 0.0; + + bool ok = task.WorldToViewport(actor.GetCurrentWorldPosition(), screenX, screenY); + DALI_TEST_CHECK(ok == true); + + DALI_TEST_EQUALS(screenX, screenSize.x/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION); + DALI_TEST_EQUALS(screenY, screenSize.y/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION); + + Actor actor2 = Actor::New(); + float actor2Size = 100.f; + actor2.SetSize( actor2Size, actor2Size ); + actor2.SetPosition( Vector3(0.0, 0.0, 0.0) ); + actor2.SetParentOrigin( Vector3(0.5, 0.5, 0.0) ); + actor2.SetAnchorPoint( Vector3(0.5, 0.5, 0.0) ); + Stage::GetCurrent().Add( actor2 ); + actor2.Add(actor); + actor.SetParentOrigin( Vector3(0,0,0) ); + + application.SendNotification(); + application.Render(); + application.SendNotification(); + + ok = task.WorldToViewport(actor.GetCurrentWorldPosition(), screenX, screenY); + DALI_TEST_CHECK(ok == true); + + DALI_TEST_EQUALS(screenX, screenSize.x/2 - actor2Size/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION); + DALI_TEST_EQUALS(screenY, screenSize.y/2 - actor2Size/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION); + + END_TEST; +} + + +int UtcDaliRenderTaskViewportToLocal(void) +{ + TestApplication application; + Actor actor = Actor::New(); + actor.SetAnchorPoint(AnchorPoint::TOP_LEFT); + actor.SetSize(100.0f, 100.0f); + actor.SetPosition(10.0f, 10.0f); + Stage::GetCurrent().Add(actor); + + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + RenderTask task = taskList.GetTask( 0u ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + application.SendNotification(); + application.Render(); + + float localX; + float localY; + + float rtLocalX; + float rtLocalY; + + float screenX = 50.0f; + float screenY = 50.0f; + + DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, screenX, screenY) ); + + DALI_TEST_CHECK( task.ViewportToLocal(actor, screenX, screenY, rtLocalX, rtLocalY ) ); + + DALI_TEST_EQUALS(localX, rtLocalX, 0.01f, TEST_LOCATION); + DALI_TEST_EQUALS(localY, rtLocalY, 0.01f, TEST_LOCATION); + + END_TEST; + +} + +int UtcDaliRenderTaskRequiresSync(void) +{ + TestApplication application; + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); + + RenderTask newTask = taskList.CreateTask(); + newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, false ); + + DALI_TEST_EQUALS( newTask.GetProperty< bool >( RenderTask::Property::REQUIRES_SYNC ), false, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( newTask, RenderTask::Property::REQUIRES_SYNC ), false, TEST_LOCATION ); + + newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, true ); + + DALI_TEST_EQUALS( newTask.GetProperty< bool >( RenderTask::Property::REQUIRES_SYNC ), true, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( newTask, RenderTask::Property::REQUIRES_SYNC ), true, TEST_LOCATION ); + + END_TEST; +}