#include <dali-toolkit-test-suite-utils.h>
#include <toolkit-event-thread-callback.h>
#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/texture-set.h>
#include <dali/devel-api/rendering/shader.h>
#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
controlRenderer.SetOnStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == expectedSamplers );
application.SendNotification();
application.Render();
application.Render();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- // texture is not added until the rasterization completed.
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 0 );
EventThreadCallback* eventTrigger = EventThreadCallback::Get();
CallbackBase* callback = eventTrigger->GetCallback();
CallbackBase::Execute( *callback );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
-
// waiting for the resource uploading
application.SendNotification();
application.Render();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
// reset the renderer to renderer a svg image
factory.ResetRenderer( controlRenderer, actor, TEST_SVG_FILE_NAME, ImageDimensions( 100, 100 ) );
application.Render();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- // texture is not added until the rasterization completed.
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 0 );
EventThreadCallback* eventTrigger = EventThreadCallback::Get();
CallbackBase* callback = eventTrigger->GetCallback();
eventTrigger->WaitingForTrigger( 1 );// waiting until the svg image is rasterized.
CallbackBase::Execute( *callback );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
-
END_TEST;
}