#define TEST_GL_ABSTRACTION_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
"aBoneIndices" // ATTRIB_BONE_INDICES
};
-class DALI_IMPORT_API TestGlAbstraction: public Dali::Integration::GlAbstraction
+class DALI_CORE_API TestGlAbstraction: public Dali::Integration::GlAbstraction
{
public:
TestGlAbstraction();
void PreRender();
void PostRender();
+ bool IsSurfacelessContextSupported() const;
+
+ bool TextureRequiresConverting( const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage ) const;
+
/* OpenGL ES 2.0 */
inline void ActiveTexture( GLenum textureUnit )
mScissorParams.y = y;
mScissorParams.width = width;
mScissorParams.height = height;
+
+ std::stringstream out;
+ out << x << ", " << y << ", " << width << ", " << height;
+ TraceCallStack::NamedParams namedParams;
+ namedParams["x"] = ToString( x );
+ namedParams["y"] = ToString( y );
+ namedParams["width"] = ToString( width );
+ namedParams["height"] = ToString( height );
+ mScissorTrace.PushCall( "Scissor", out.str(), namedParams );
}
inline void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
inline void ResetStencilFunctionCallStack() { mStencilFunctionTrace.Reset(); }
inline TraceCallStack& GetStencilFunctionTrace() { return mStencilFunctionTrace; }
+ //Methods for Scissor verification
+ inline void EnableScissorCallTrace(bool enable) { mScissorTrace.Enable(enable); }
+ inline void ResetScissorCallStack() { mScissorTrace.Reset(); }
+ inline TraceCallStack& GetScissorTrace() { return mScissorTrace; }
+
//Methods for Uniform function verification
inline void EnableSetUniformCallTrace(bool enable) { mSetUniformTrace.Enable(enable); }
inline void ResetSetUniformCallStack() { mSetUniformTrace.Reset(); }
TraceCallStack mDrawTrace;
TraceCallStack mDepthFunctionTrace;
TraceCallStack mStencilFunctionTrace;
+ TraceCallStack mScissorTrace;
TraceCallStack mSetUniformTrace;
// Shaders & Uniforms