namespace Dali
{
+std::ostream& operator<<(std::ostream& o, const Graphics::BufferCreateInfo& bufferCreateInfo);
+std::ostream& operator<<(std::ostream& o, const Graphics::CommandBufferCreateInfo& commandBufferCreateInfo);
+std::ostream& operator<<(std::ostream& o, const Graphics::TextureType& textureType);
+std::ostream& operator<<(std::ostream& o, const Graphics::Extent2D extent);
+std::ostream& operator<<(std::ostream& o, const Graphics::TextureCreateInfo& createInfo);
+std::ostream& operator<<(std::ostream& o, Graphics::SamplerAddressMode addressMode);
+std::ostream& operator<<(std::ostream& o, Graphics::SamplerFilter filterMode);
+std::ostream& operator<<(std::ostream& o, Graphics::SamplerMipmapMode mipmapMode);
+std::ostream& operator<<(std::ostream& o, const Graphics::SamplerCreateInfo& createInfo);
+
class TestGraphicsController : public Dali::Graphics::Controller
{
public:
- TestGraphicsController() = default;
+ TestGraphicsController()
+ {
+ }
+
virtual ~TestGraphicsController() = default;
void Initialize()
return mGlContextHelperAbstraction;
}
-private:
+ void SubmitCommandBuffers(const Graphics::SubmitInfo& submitInfo) override
+ {
+ }
+
+ /**
+ * @brief Presents render target
+ * @param renderTarget render target to present
+ */
+ void PresentRenderTarget(Graphics::RenderTarget* renderTarget) override
+ {
+ }
+
+ /**
+ * @brief Waits until the GPU is idle
+ */
+ void WaitIdle() override
+ {
+ }
+
+ /**
+ * @brief Lifecycle pause event
+ */
+ void Pause() override
+ {
+ }
+
+ /**
+ * @brief Lifecycle resume event
+ */
+ void Resume() override
+ {
+ }
+
+ /**
+ * @brief Executes batch update of textures
+ *
+ * This function may perform full or partial update of many textures.
+ * The data source may come from:
+ * - CPU memory (client side)
+ * - GPU memory (another Texture or Buffer)
+ *
+ * UpdateTextures() is the only way to update unmappable Texture objects.
+ * It is recommended to batch updates as it may help with optimizing
+ * memory transfers based on dependencies.
+ *
+ */
+ void UpdateTextures(const std::vector<Graphics::TextureUpdateInfo>& updateInfoList,
+ const std::vector<Graphics::TextureUpdateSourceInfo>& sourceList) override
+ {
+ }
+
+ /**
+ * TBD: do we need those functions in the new implementation?
+ */
+ bool EnableDepthStencilBuffer(bool enableDepth, bool enableStencil) override
+ {
+ return {};
+ }
+
+ void RunGarbageCollector(size_t numberOfDiscardedRenderers) override
+ {
+ }
+
+ void DiscardUnusedResources() override
+ {
+ }
+
+ bool IsDiscardQueueEmpty() override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Test if the graphics subsystem has resumed & should force a draw
+ *
+ * @return true if the graphics subsystem requires a re-draw
+ */
+ bool IsDrawOnResumeRequired() override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new Buffer object
+ *
+ * The Buffer object is created with underlying memory. The Buffer
+ * specification is immutable. Based on the BufferCreateInfo::usage,
+ * the memory may be client-side mappable or not.
+ *
+ * The old buffer may be passed as BufferCreateInfo::oldbuffer, however,
+ * it's up to the implementation whether the object will be reused or
+ * discarded and replaced by the new one.
+ *
+ * @param[in] bufferCreateInfo The valid BufferCreateInfo structure
+ * @return pointer to the Buffer object
+ */
+ std::unique_ptr<Graphics::Buffer> CreateBuffer(const Graphics::BufferCreateInfo& bufferCreateInfo, std::unique_ptr<Graphics::Buffer>&& oldBuffer) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new CommandBuffer object
+ *
+ * @param[in] bufferCreateInfo The valid BufferCreateInfo structure
+ * @return pointer to the CommandBuffer object
+ */
+ std::unique_ptr<Graphics::CommandBuffer> CreateCommandBuffer(const Graphics::CommandBufferCreateInfo& commandBufferCreateInfo, std::unique_ptr<Graphics::CommandBuffer>&& oldCommandBuffer) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new RenderPass object
+ *
+ * @param[in] renderPassCreateInfo The valid RenderPassCreateInfo structure
+ * @return pointer to the RenderPass object
+ */
+ std::unique_ptr<Graphics::RenderPass> CreateRenderPass(const Graphics::RenderPassCreateInfo& renderPassCreateInfo, std::unique_ptr<Graphics::RenderPass>&& oldRenderPass) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new Texture object
+ *
+ * @param[in] textureCreateInfo The valid TextureCreateInfo structure
+ * @return pointer to the TextureCreateInfo object
+ */
+ std::unique_ptr<Graphics::Texture> CreateTexture(const Graphics::TextureCreateInfo& textureCreateInfo, std::unique_ptr<Graphics::Texture>&& oldTexture) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new Framebuffer object
+ *
+ * @param[in] framebufferCreateInfo The valid FramebufferCreateInfo structure
+ * @return pointer to the Framebuffer object
+ */
+ std::unique_ptr<Graphics::Framebuffer> CreateFramebuffer(const Graphics::FramebufferCreateInfo& framebufferCreateInfo, std::unique_ptr<Graphics::Framebuffer>&& oldFramebuffer) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new Pipeline object
+ *
+ * @param[in] pipelineCreateInfo The valid PipelineCreateInfo structure
+ * @return pointer to the Pipeline object
+ */
+ std::unique_ptr<Graphics::Pipeline> CreatePipeline(const Graphics::PipelineCreateInfo& pipelineCreateInfo, std::unique_ptr<Graphics::Pipeline>&& oldPipeline) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new Shader object
+ *
+ * @param[in] shaderCreateInfo The valid ShaderCreateInfo structure
+ * @return pointer to the Shader object
+ */
+ std::unique_ptr<Graphics::Shader> CreateShader(const Graphics::ShaderCreateInfo& shaderCreateInfo, std::unique_ptr<Graphics::Shader>&& oldShader) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new Sampler object
+ *
+ * @param[in] samplerCreateInfo The valid SamplerCreateInfo structure
+ * @return pointer to the Sampler object
+ */
+ std::unique_ptr<Graphics::Sampler> CreateSampler(const Graphics::SamplerCreateInfo& samplerCreateInfo, std::unique_ptr<Graphics::Sampler>&& oldSampler) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Creates new RenderTarget object
+ *
+ * @param[in] renderTargetCreateInfo The valid RenderTargetCreateInfo structure
+ * @return pointer to the RenderTarget object
+ */
+ std::unique_ptr<Graphics::RenderTarget> CreateRenderTarget(const Graphics::RenderTargetCreateInfo& renderTargetCreateInfo, std::unique_ptr<Graphics::RenderTarget>&& oldRenderTarget) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Maps memory associated with Buffer object
+ *
+ * @param[in] mapInfo Filled details of mapped resource
+ *
+ * @return Returns pointer to Memory object or Graphicsnullptr on error
+ */
+ std::unique_ptr<Graphics::Memory> MapBufferRange(const Graphics::MapBufferInfo& mapInfo) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Maps memory associated with the texture.
+ *
+ * Only Texture objects that are backed with linear memory (staging memory) can be mapped.
+ * Example:
+ * 1) GLES implementation may create PBO object as staging memory and couple it
+ * with the texture. Texture can be mapped and the memory can be read/write on demand.
+ *
+ * 2) Vulkan implementation may allocate DeviceMemory and use linear layout.
+ *
+ * @param[in] mapInfo Filled details of mapped resource
+ *
+ * @return Valid Memory object or nullptr on error
+ */
+ std::unique_ptr<Graphics::Memory> MapTextureRange(const Graphics::MapTextureInfo& mapInfo) override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Unmaps memory and discards Memory object
+ *
+ * This function automatically removes lock if Memory has been
+ * previously locked.
+ *
+ * @param[in] memory Valid and previously mapped Memory object
+ */
+ void UnmapMemory(std::unique_ptr<Graphics::Memory> memory) override
+ {
+ }
+
+ /**
+ * @brief Returns memory requirements of the Texture object.
+ *
+ * Call this function whenever it's necessary to know how much memory
+ * is needed to store all the texture data and what memory alignment
+ * the data should follow.
+ *
+ * @return Returns memory requirements of Texture
+ */
+ Graphics::MemoryRequirements GetTextureMemoryRequirements(Graphics::Texture& texture) const override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Returns memory requirements of the Buffer object.
+ *
+ * Call this function whenever it's necessary to know how much memory
+ * is needed to store all the buffer data and what memory alignment
+ * the data should follow.
+ *
+ * @return Returns memory requirements of Buffer
+ */
+ Graphics::MemoryRequirements GetBufferMemoryRequirements(Graphics::Buffer& buffer) const override
+ {
+ return {};
+ }
+
+ /**
+ * @brief Returns specification of the Texture object
+ *
+ * Function obtains specification of the Texture object. It may retrieve
+ * implementation dependent details like ie. whether the texture is
+ * emulated (for example, RGB emulated on RGBA), compressed etc.
+ *
+ * @return Returns the TextureProperties object
+ */
+ const Graphics::TextureProperties& GetTextureProperties(const Graphics::Texture& texture) override
+ {
+ static Graphics::TextureProperties properties{};
+ return properties;
+ }
+
+ /**
+ * @brief Tests whether two Pipelines are the same.
+ *
+ * On the higher level, this function may help wit creating pipeline cache.
+ *
+ * @return true if pipeline objects match
+ */
+ bool PipelineEquals(const Graphics::Pipeline& pipeline0, const Graphics::Pipeline& pipeline1) const override
+ {
+ return {};
+ }
+
+public:
+
TestGlAbstraction mGlAbstraction;
TestGlSyncAbstraction mGlSyncAbstraction;
TestGlContextHelperAbstraction mGlContextHelperAbstraction;
+
+ bool isDiscardQueueEmptyResult{true};
+ bool isDrawOnResumeRequiredResult{true};
};
} // namespace Dali