END_TEST;
}
+int UtcDaliVideoViewCustomShaderForCoverage3(void)
+{
+ ToolkitTestApplication application;
+ VideoView videoView = VideoView::New();
+ DALI_TEST_CHECK( videoView );
+
+ ToolkitApplication::DECODED_IMAGES_SUPPORTED = true;
+
+ videoView.SetProperty( Toolkit::VideoView::Property::UNDERLAY, false );
+ bool isUnderlay = videoView.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( !isUnderlay );
+
+ application.GetScene().Add( videoView );
+ videoView.SetProperty( VideoView::Property::VIDEO, "testvideo" );
+
+ Property::Map customShader;
+ customShader.Insert( "vertexShader", VERTEX_SHADER );
+
+ Property::Map map;
+ map.Insert( "shader", customShader );
+
+ videoView.SetProperty( VideoView::Property::VIDEO, map );
+
+ Property::Map map2;
+ Property::Value value = videoView.GetProperty( VideoView::Property::VIDEO );
+
+ DALI_TEST_CHECK( !value.Get( map2 ) );
+ END_TEST;
+}
+
int UtcDaliVideoViewPropertyUnderlay(void)
{
ToolkitTestApplication application;
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/rendering/texture-devel.h>
#include <cstring>
// INTERNAL INCLUDES
Dali::Shader VideoView::CreateShader()
{
- std::string fragmentShader = "#extension GL_OES_EGL_image_external:require\n";
+ std::string fragmentShader;
std::string vertexShader;
std::string customFragmentShader;
bool checkShader = false;
if(!fragmentShaderValue || !checkShader)
{
- fragmentShader += SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
+ fragmentShader = SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
+ DevelTexture::ApplyNativeFragmentShader(mNativeTexture, fragmentShader);
}
}
else
{
- vertexShader = SHADER_VIDEO_VIEW_TEXTURE_VERT.data();
- fragmentShader += SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
+ vertexShader = SHADER_VIDEO_VIEW_TEXTURE_VERT.data();
+ fragmentShader = SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
+ DevelTexture::ApplyNativeFragmentShader(mNativeTexture, fragmentShader);
}
return Dali::Shader::New(vertexShader, fragmentShader);