actor.AddRenderer(renderer);
actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
application.GetScene().Add(actor);
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::MAX))
{
{
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::MULTIPLY);
DALI_TEST_EQUALS((int)DevelBlendEquation::MULTIPLY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_MULTIPLY, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SCREEN);
DALI_TEST_EQUALS((int)DevelBlendEquation::SCREEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_SCREEN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::OVERLAY);
DALI_TEST_EQUALS((int)DevelBlendEquation::OVERLAY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_OVERLAY, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::DARKEN);
DALI_TEST_EQUALS((int)DevelBlendEquation::DARKEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_DARKEN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::LIGHTEN);
DALI_TEST_EQUALS((int)DevelBlendEquation::LIGHTEN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_LIGHTEN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR_DODGE);
DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR_DODGE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_COLORDODGE, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR_BURN);
DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR_BURN, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_COLORBURN, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::HARD_LIGHT);
DALI_TEST_EQUALS((int)DevelBlendEquation::HARD_LIGHT, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HARDLIGHT, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SOFT_LIGHT);
DALI_TEST_EQUALS((int)DevelBlendEquation::SOFT_LIGHT, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_SOFTLIGHT, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::DIFFERENCE);
DALI_TEST_EQUALS((int)DevelBlendEquation::DIFFERENCE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_DIFFERENCE, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::EXCLUSION);
DALI_TEST_EQUALS((int)DevelBlendEquation::EXCLUSION, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_EXCLUSION, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::HUE);
DALI_TEST_EQUALS((int)DevelBlendEquation::HUE, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_HUE, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::SATURATION);
DALI_TEST_EQUALS((int)DevelBlendEquation::SATURATION, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_SATURATION, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::COLOR);
DALI_TEST_EQUALS((int)DevelBlendEquation::COLOR, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_COLOR, TEST_LOCATION);
renderer.SetProperty(DevelRenderer::Property::BLEND_EQUATION, DevelBlendEquation::LUMINOSITY);
DALI_TEST_EQUALS((int)DevelBlendEquation::LUMINOSITY, renderer.GetProperty<int>(DevelRenderer::Property::BLEND_EQUATION), TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(glAbstraction.GetLastBlendEquationRgb(), GL_HSL_LUMINOSITY, TEST_LOCATION);
}
END_TEST;
case DevelBlendEquation::REVERSE_SUBTRACT:
return Graphics::BlendOp::REVERSE_SUBTRACT;
case DevelBlendEquation::COLOR:
+ return Graphics::BlendOp::COLOR;
case DevelBlendEquation::COLOR_BURN:
+ return Graphics::BlendOp::COLOR_BURN;
case DevelBlendEquation::COLOR_DODGE:
+ return Graphics::BlendOp::COLOR_DODGE;
case DevelBlendEquation::DARKEN:
+ return Graphics::BlendOp::DARKEN;
case DevelBlendEquation::DIFFERENCE:
+ return Graphics::BlendOp::DIFFERENCE;
case DevelBlendEquation::EXCLUSION:
+ return Graphics::BlendOp::EXCLUSION;
case DevelBlendEquation::HARD_LIGHT:
+ return Graphics::BlendOp::HARD_LIGHT;
case DevelBlendEquation::HUE:
+ return Graphics::BlendOp::HUE;
case DevelBlendEquation::LIGHTEN:
+ return Graphics::BlendOp::LIGHTEN;
case DevelBlendEquation::LUMINOSITY:
+ return Graphics::BlendOp::LUMINOSITY;
case DevelBlendEquation::MAX:
+ return Graphics::BlendOp::MAX;
case DevelBlendEquation::MIN:
+ return Graphics::BlendOp::MIN;
case DevelBlendEquation::MULTIPLY:
+ return Graphics::BlendOp::MULTIPLY;
case DevelBlendEquation::OVERLAY:
+ return Graphics::BlendOp::OVERLAY;
case DevelBlendEquation::SATURATION:
+ return Graphics::BlendOp::SATURATION;
case DevelBlendEquation::SCREEN:
+ return Graphics::BlendOp::SCREEN;
case DevelBlendEquation::SOFT_LIGHT:
- return Graphics::BlendOp{};
+ return Graphics::BlendOp::SOFT_LIGHT;
}
return Graphics::BlendOp{};
}
// Store a pipeline per renderer per render (renderer can be owned by multiple nodes,
// and re-drawn in multiple instructions).
- // @todo This is only needed because ColorBlend state can change. Fixme!
- // This is ameliorated by the fact that implementation caches pipelines, and we're only storing
- // handles.
level2->pipeline = graphicsController->CreatePipeline(createInfo, nullptr);
}