END_TEST;
}
+int UtcDaliVisualFactoryGetSvgVisualLarge(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualFactoryGetSvgVisual: Request svg visual with a svg url" );
+
+ VisualFactory factory = VisualFactory::Get();
+ Visual::Base visual = factory.CreateVisual( TEST_SVG_FILE_NAME, ImageDimensions( 2000, 2000 ) );
+ DALI_TEST_CHECK( visual );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+ visual.SetOnStage( actor );
+ application.SendNotification();
+ application.Render();
+
+ // renderer is not added to actor until the rasterization is completed.
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+
+ EventThreadCallback* eventTrigger = EventThreadCallback::Get();
+ CallbackBase* callback = eventTrigger->GetCallback();
+
+ eventTrigger->WaitingForTrigger( 1 );// waiting until the svg image is rasterized.
+ CallbackBase::Execute( *callback );
+
+ // renderer is added to actor
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+
+ // waiting for the resource uploading
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
//Creates a mesh visual from the given propertyMap and tries to load it on stage in the given application.
//This is expected to succeed, which will then pass the test.
void MeshVisualLoadsCorrectlyTest( Property::Map& propertyMap, ToolkitTestApplication& application )
}
else // no atlasing
{
- Atlas texture = Atlas::New( rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
- texture.Upload( rasterizedPixelData, 0, 0 );
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888,
+ rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
+ texture.Upload( rasterizedPixelData );
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
if( mAtlasRect == FULL_TEXTURE_RECT )
if( textureSet )
{
- TextureSetImage( textureSet, 0u, texture );
+ textureSet.SetTexture( 0, texture );
}
}