Fixing up test cases following render pass changes 47/256547/4
authorDavid Steele <david.steele@samsung.com>
Tue, 6 Apr 2021 17:09:59 +0000 (18:09 +0100)
committerAdam Bialogonski <adam.b@samsung.com>
Tue, 13 Apr 2021 10:58:17 +0000 (11:58 +0100)
Change-Id: I899839a1b007efbcae4f24ab9c6cfdff7bd394d4

automated-tests/src/dali/dali-test-suite-utils/test-gl-abstraction.cpp
automated-tests/src/dali/dali-test-suite-utils/test-graphics-controller.cpp
automated-tests/src/dali/utc-Dali-RenderTask.cpp
dali/internal/render/common/render-manager.cpp

index f2086d6..ddeb1d9 100644 (file)
 #include "test-gl-abstraction.h"
 #include "test-trace-call-stack.h"
 
+static const bool TRACE{
+  false};
+
 namespace Dali
 {
 TestGlAbstraction::TestGlAbstraction()
-: mBufferTrace(true, std::string("gl")),
-  mCullFaceTrace(true, "gl"),
-  mEnableDisableTrace(true, "gl"),
-  mShaderTrace(true, "gl"),
-  mTextureTrace(true, std::string("gl")),
-  mTexParameterTrace(true, "gl"),
-  mDrawTrace(true, "gl"),
-  mDepthFunctionTrace(true, "gl"),
-  mStencilFunctionTrace(true, "gl"),
-  mScissorTrace(true, "gl"),
-  mSetUniformTrace(true, "Uniform "),
-  mViewportTrace(true, "gl")
+: mBufferTrace(TRACE, std::string("gl")),
+  mCullFaceTrace(TRACE, "gl"),
+  mEnableDisableTrace(TRACE, "gl"),
+  mShaderTrace(TRACE, "gl"),
+  mTextureTrace(TRACE, std::string("gl")),
+  mTexParameterTrace(TRACE, "gl"),
+  mDrawTrace(TRACE, "gl"),
+  mDepthFunctionTrace(TRACE, "gl"),
+  mStencilFunctionTrace(TRACE, "gl"),
+  mScissorTrace(TRACE, "gl"),
+  mSetUniformTrace(TRACE, "Uniform "),
+  mViewportTrace(TRACE, "gl")
 {
   Initialize();
 }
index 1ac1c72..c42d372 100644 (file)
@@ -689,7 +689,10 @@ void TestGraphicsController::ProcessCommandBuffer(TestGraphicsCommandBuffer& com
               }
             }
 
-            mGl.Clear(mask);
+            if(mask != 0)
+            {
+              mGl.Clear(mask);
+            }
           }
           else
           {
index c071c22..7fe384b 100644 (file)
@@ -636,6 +636,14 @@ int UtcDaliRenderTaskSetExclusive(void)
 
   RenderTaskList taskList = application.GetScene().GetRenderTaskList();
 
+  // Creates:
+  //           Root
+  //  Actor1   Layer    Layer
+  //           Actor2  Actor3
+
+  // Task 1 is the default render task, should render from Root, incl Actor2
+  // Task 2 uses Actor2 as a source actor (texture id 9)
+
   // Manipulate the GenTextures behaviour, to identify different actors
 
   std::vector<GLuint> ids;
index 7b09ac4..a699135 100644 (file)
@@ -1161,8 +1161,8 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     // End render pass
     mainCommandBuffer->EndRenderPass();
-    mImpl->renderAlgorithms.SubmitCommandBuffer();
   }
+  mImpl->renderAlgorithms.SubmitCommandBuffer();
 
   GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
   mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);