#include <dali/public-api/dali-core.h>
#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/integration-api/system-overlay.h>
+#include <dali/integration-api/render-task-list-integ.h>
#include <cstdio>
#include <string>
DALI_PROPERTY( "stencilOperationOnZFail", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL )
DALI_PROPERTY( "stencilOperationOnZPass", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_PASS )
DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelRenderer::Property::OPACITY )
+ DALI_PROPERTY( "renderingBehavior", INTEGER, true, false, false, Dali::DevelRenderer::Property::RENDERING_BEHAVIOR )
*/
Geometry geometry = CreateQuadGeometry();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
- DALI_TEST_EQUALS( renderer.GetPropertyCount(), 25, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetPropertyCount(), 26, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "depthIndex", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_INDEX, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "faceCullingMode", Property::INTEGER, true, false, false, Renderer::Property::FACE_CULLING_MODE, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZPass", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "opacity", Property::FLOAT, true, true, true, DevelRenderer::Property::OPACITY, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "renderingBehavior", Property::INTEGER, true, false, false, DevelRenderer::Property::RENDERING_BEHAVIOR, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
+
+int UtcDaliRendererRenderingBehavior(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Test RENDERING_BEHAVIOR property" );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 400, 400 );
+ actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ Stage::GetCurrent().Add( actor );
+
+ Property::Value value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+ int renderingBehavior;
+ DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+ DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::IF_REQUIRED, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ uint32_t updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+ renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
+
+ value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+ DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+ DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+ value = renderer.GetCurrentProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+ DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+ DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+ // Render again and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+ // Change rendering behavior
+ renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+ // For test coverage
+ Dali::Integration::Core& core( application.GetCore() );
+ Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
+
+ Dali::RenderTaskList additionalRenderTaskList = Integration::RenderTaskList::New();
+ Dali::Actor overlayRootActor = systemOverlay.GetDefaultRootActor();
+ Dali::CameraActor overlayCameraActor = systemOverlay.GetDefaultCameraActor();
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}