const BlendFactor::Type DEFAULT_BLEND_FACTOR_SRC_ALPHA( BlendFactor::ONE );
const BlendFactor::Type DEFAULT_BLEND_FACTOR_DEST_ALPHA( BlendFactor::ONE_MINUS_SRC_ALPHA );
-const BlendEquation::Type DEFAULT_BLEND_EQUATION_RGB( BlendEquation::ADD );
-const BlendEquation::Type DEFAULT_BLEND_EQUATION_ALPHA( BlendEquation::ADD );
+const BlendEquation::Type DEFAULT_BLEND_EQUATION_RGB( BlendEquation::ADD );
+const BlendEquation::Type DEFAULT_BLEND_EQUATION_ALPHA( BlendEquation::ADD );
/**
* @brief Get GL stencil test enumeration value as a string.
return stream.str();
}
-/**
- * @brief Get GL depth test enumeration value as a string.
- * @return The string representation of the value of GL_DEPTH_TEST
- */
-std::string GetDepthTestString(void)
-{
- std::stringstream stream;
- stream << GL_DEPTH_TEST;
- return stream.str();
-}
-
void ResetDebugAndFlush( TestApplication& application, TraceCallStack& glEnableDisableStack, TraceCallStack& glStencilFunctionStack )
{
glEnableDisableStack.Reset();
END_TEST;
}
+
+
int UtcDaliRendererAnimatedProperty01(void)
{
TestApplication application;
END_TEST;
}
+
int UtcDaliRendererRenderOrder2DLayer(void)
{
TestApplication application;
END_TEST;
}
-Renderer RendererTestFixture( TestApplication& application )
+Renderer StencilTestFixture( TestApplication& application )
{
Geometry geometry = CreateQuadGeometry();
Shader shader = CreateShader();
return renderer;
}
-int UtcDaliRendererSetDepthTestMode(void)
-{
- TestApplication application;
- tet_infoline("Test setting the DepthTestMode");
-
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableEnableDisableCallTrace( true );
- TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
-
- glEnableDisableStack.Reset();
- application.SendNotification();
- application.Render();
-
- // Check depth-test is enabled by default.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
- DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
-
- // Turn off depth-testing. We want to check if the depth buffer has been disabled, so we need to turn off depth-write as well for this case.
- renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF );
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
-
- glEnableDisableStack.Reset();
- application.SendNotification();
- application.Render();
-
- // Check the depth buffer was disabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
-
- // Turn on automatic mode depth-testing.
- // Layer behavior is currently set to LAYER_3D so AUTO should enable depth-testing.
- renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO );
-
- glEnableDisableStack.Reset();
- application.SendNotification();
- application.Render();
-
- // Check depth-test is now enabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
- DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
-
- // Change the layer behavior to LAYER_2D.
- // Note this will also disable depth testing for the layer by default, we test this first.
- Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
-
- glEnableDisableStack.Reset();
- application.SendNotification();
- application.Render();
-
- // Check depth-test is disabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
-
- // Turn the layer depth-test flag back on, and confirm that depth testing is *still* off.
- // This is because our renderer has DepthTestMode::AUTO and our layer behavior is LAYER_2D.
- Stage::GetCurrent().GetRootLayer().SetDepthTestDisabled( false );
-
- glEnableDisableStack.Reset();
- application.SendNotification();
- application.Render();
-
- // Check depth-test is *still* disabled.
- DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
-
- END_TEST;
-}
-
-int UtcDaliRendererSetDepthWriteMode(void)
-{
- TestApplication application;
- tet_infoline("Test setting the DepthWriteMode");
-
- Renderer renderer = RendererTestFixture( application );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-
- application.SendNotification();
- application.Render();
-
- // Check the default depth-write status first.
- DALI_TEST_CHECK( glAbstraction.GetLastDepthMask() );
-
- // Turn off depth-writing.
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
-
- application.SendNotification();
- application.Render();
-
- // Check depth-write is now disabled.
- DALI_TEST_CHECK( !glAbstraction.GetLastDepthMask() );
-
- // Test the AUTO mode for depth-writing.
- // As our renderer is opaque, depth-testing should be enabled.
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO );
-
- application.SendNotification();
- application.Render();
-
- // Check depth-write is now enabled.
- DALI_TEST_CHECK( glAbstraction.GetLastDepthMask() );
-
- // Now make the renderer be treated as translucent by enabling blending.
- // The AUTO depth-write mode should turn depth-write off in this scenario.
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
-
- application.SendNotification();
- application.Render();
-
- // Check depth-write is now disabled.
- DALI_TEST_CHECK( !glAbstraction.GetLastDepthMask() );
-
- END_TEST;
-}
-
int UtcDaliRendererCheckStencilDefaults(void)
{
TestApplication application;
tet_infoline("Test the stencil defaults");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = StencilTestFixture( application );
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace( true );
glAbstraction.EnableStencilFunctionCallTrace( true );
TestApplication application;
tet_infoline("Test setting the StencilMode");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = StencilTestFixture( application );
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace( true );
glAbstraction.EnableStencilFunctionCallTrace( true );
TestApplication application;
tet_infoline("Test setting the StencilFunction");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = StencilTestFixture( application );
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace( true );
glAbstraction.EnableStencilFunctionCallTrace( true );
TestApplication application;
tet_infoline("Test setting the StencilOperation");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = StencilTestFixture( application );
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace( true );
glAbstraction.EnableStencilFunctionCallTrace( true );
TestApplication application;
tet_infoline("Test setting the StencilMask");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = StencilTestFixture( application );
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace( true );
glAbstraction.EnableStencilFunctionCallTrace( true );
TestApplication application;
tet_infoline("Test setting the WriteToColorBuffer flag");
- Renderer renderer = RendererTestFixture( application );
+ Renderer renderer = StencilTestFixture( application );
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
// Set the StencilMask property to a value.