X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Futc-Dali-ShaderEffects.cpp;h=01926d461fa3a180590951e34eb5e2d77ff66954;hb=f871dce5373ce3d4f414963a68505eefc0d49cd2;hp=fde3088b8226e3c640408070058be828bcfe9c2e;hpb=2da985674b8a2344bc07ea3cf02f05d86d512249;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp b/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp index fde3088..01926d4 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 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. @@ -35,7 +35,6 @@ #include #include #include -#include #include #include #include @@ -47,13 +46,39 @@ #include using namespace Dali; +using namespace Dali::Toolkit; int UtcDaliCreateAlphaDiscardEffect(void) { ToolkitTestApplication application; - ShaderEffect effect = Toolkit::CreateAlphaDiscardEffect(); - DALI_TEST_CHECK( effect ); + Property::Map effect = Toolkit::CreateAlphaDiscardEffect(); + DALI_TEST_CHECK( !effect.Empty() ); + + Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER ); + DALI_TEST_CHECK( customShaderValue ); + + Property::Map customShader; + DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + + Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); + DALI_TEST_CHECK( !vertexShaderValue ); + + Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); + DALI_TEST_CHECK( fragmentShaderValue ); + + std::string fragmentShader; + DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); + DALI_TEST_CHECK( !fragmentShader.empty() ); + + Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); + DALI_TEST_CHECK( !gridXValue ); + + Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); + DALI_TEST_CHECK( !gridYValue ); + + Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); + DALI_TEST_CHECK( !hintsValue ); END_TEST; } @@ -130,46 +155,46 @@ int UtcDaliCreateDissolveEffect( bool highPrecision ) Property::Map effect = Toolkit::CreateDissolveEffect( highPrecision ); DALI_TEST_CHECK( !effect.Empty() ); - Property::Value* customShaderValue = effect.Find( "shader" ); + Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER ); DALI_TEST_CHECK( customShaderValue ); Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); DALI_TEST_CHECK( vertexShaderValue ); std::string vertexShader; DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); DALI_TEST_CHECK( !vertexShader.empty() ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); DALI_TEST_CHECK( gridXValue ); int gridX = 0; DALI_TEST_CHECK( gridXValue->Get( gridX ) ); DALI_TEST_CHECK( gridX > 1 ); - Property::Value* gridYValue = customShader.Find( "subdivide-grid-y" ); + Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); DALI_TEST_CHECK( gridYValue ); int gridY = 0; DALI_TEST_CHECK( gridYValue->Get( gridY ) ); DALI_TEST_CHECK( gridY > 1 ); - Property::Value* hintsValue = customShader.Find( "hints" ); + Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); DALI_TEST_CHECK( hintsValue ); - std::string hints; + int hints;; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); Actor actor = Actor::New(); Toolkit::DissolveEffectSetCentralLine( actor, Vector2::ONE, Vector2::ONE, 0.0f ); @@ -205,31 +230,31 @@ int UtcDaliCreateDissolveEffect(void) Property::Map effect = Toolkit::CreateDistanceFieldEffect(); DALI_TEST_CHECK( !effect.Empty() ); - Property::Value* customShaderValue = effect.Find( "shader" ); + Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER ); DALI_TEST_CHECK( customShaderValue ); Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); DALI_TEST_CHECK( !vertexShaderValue ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); DALI_TEST_CHECK( !gridXValue ); - Property::Value* hintsValue = customShader.Find( "hints" ); + Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); DALI_TEST_CHECK( hintsValue ); - std::string hints; + int hints;; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); END_TEST; } @@ -238,8 +263,33 @@ int UtcDaliCreateImageRegionEffect(void) { ToolkitTestApplication application; - ShaderEffect effect = Toolkit::CreateImageRegionEffect(); - DALI_TEST_CHECK( effect ); + Property::Map effect = Toolkit::CreateImageRegionEffect(); + DALI_TEST_CHECK( !effect.Empty() ); + + Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER ); + DALI_TEST_CHECK( customShaderValue ); + + Property::Map customShader; + DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + + Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); + DALI_TEST_CHECK( vertexShaderValue ); + + std::string vertexShader; + DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); + DALI_TEST_CHECK( !vertexShader.empty() ); + + Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); + DALI_TEST_CHECK( !fragmentShaderValue ); + + Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); + DALI_TEST_CHECK( !gridXValue ); + + Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); + DALI_TEST_CHECK( !gridYValue ); + + Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); + DALI_TEST_CHECK( !hintsValue ); END_TEST; } @@ -283,46 +333,46 @@ int UtcDaliCreateMotionBlurEffect(void) Property::Map effect = Toolkit::CreateMotionBlurEffect(); DALI_TEST_CHECK( !effect.Empty() ); - Property::Value* customShaderValue = effect.Find( "shader" ); + Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER ); DALI_TEST_CHECK( customShaderValue ); Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); DALI_TEST_CHECK( vertexShaderValue ); std::string vertexShader; DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); DALI_TEST_CHECK( !vertexShader.empty() ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); DALI_TEST_CHECK( gridXValue ); int gridX = 0; DALI_TEST_CHECK( gridXValue->Get( gridX ) ); DALI_TEST_CHECK( gridX > 1 ); - Property::Value* gridYValue = customShader.Find( "subdivide-grid-y" ); + Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); DALI_TEST_CHECK( gridYValue ); int gridY = 0; DALI_TEST_CHECK( gridYValue->Get( gridY ) ); DALI_TEST_CHECK( gridY > 1 ); - Property::Value* hintsValue = customShader.Find( "hints" ); + Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); DALI_TEST_CHECK( hintsValue ); - std::string hints; + int hints;; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); unsigned int sampleCount( 4 ); Actor actor = Actor::New(); @@ -346,46 +396,46 @@ int UtcDaliCreateMotionStretchEffect(void) Property::Map effect = Toolkit::CreateMotionStretchEffect(); DALI_TEST_CHECK( !effect.Empty() ); - Property::Value* customShaderValue = effect.Find( "shader" ); + Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER ); DALI_TEST_CHECK( customShaderValue ); Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); DALI_TEST_CHECK( vertexShaderValue ); std::string vertexShader; DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); DALI_TEST_CHECK( !vertexShader.empty() ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); DALI_TEST_CHECK( gridXValue ); int gridX = 0; DALI_TEST_CHECK( gridXValue->Get( gridX ) ); DALI_TEST_CHECK( gridX > 1 ); - Property::Value* gridYValue = customShader.Find( "subdivide-grid-y" ); + Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); DALI_TEST_CHECK( gridYValue ); int gridY = 0; DALI_TEST_CHECK( gridYValue->Get( gridY ) ); DALI_TEST_CHECK( gridY > 1 ); - Property::Value* hintsValue = customShader.Find( "hints" ); + Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); DALI_TEST_CHECK( hintsValue ); - std::string hints; + int hints;; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); Actor actor = Actor::New(); Toolkit::SetMotionStretchProperties( actor );