return true;
}
+void TestShaderCodeContainSubstrings(Control control, std::vector<std::pair<std::string, bool>> substringCheckList, const char* location)
+{
+ Renderer renderer = control.GetRendererAt(0);
+ Shader shader = renderer.GetShader();
+ Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK(map);
+
+ Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
+ DALI_TEST_CHECK(fragment);
+ std::string fragmentShader;
+ DALI_TEST_CHECK(fragment->Get(fragmentShader));
+ for(const auto& checkPair : substringCheckList)
+ {
+ const auto& keyword = checkPair.first;
+ const auto& expect = checkPair.second;
+ tet_printf("check [%s] %s exist in fragment shader\n", keyword.c_str(), expect ? "is" : "is not");
+ DALI_TEST_EQUALS((fragmentShader.find(keyword.c_str()) != std::string::npos), expect, location);
+ }
+
+ Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
+ std::string vertexShader;
+ DALI_TEST_CHECK(vertex->Get(vertexShader));
+ for(const auto& checkPair : substringCheckList)
+ {
+ const auto& keyword = checkPair.first;
+ const auto& expect = checkPair.second;
+ tet_printf("check [%s] %s exist in vertex shader\n", keyword.c_str(), expect ? "is" : "is not");
+ DALI_TEST_EQUALS((vertexShader.find(keyword.c_str()) != std::string::npos), expect, location);
+ }
+}
+
} //namespace
void dali_visual_startup(void)
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ // Wait for loading & rasterization
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
+
DALI_TEST_CHECK(actor.GetRendererCount() == 1u);
Renderer renderer = actor.GetRendererAt(0);
auto textures = renderer.GetTextures();
value = resultMap.Find(ImageVisual::Property::BORDER, Property::RECTANGLE);
DALI_TEST_CHECK(value);
- DALI_TEST_CHECK(value->Get<Rect<int> >() == border);
+ DALI_TEST_CHECK(value->Get<Rect<int>>() == border);
value = resultMap.Find(DevelImageVisual::Property::AUXILIARY_IMAGE, Property::STRING);
DALI_TEST_CHECK(value);
value = resultMap.Find(ImageVisual::Property::BORDER, Property::RECTANGLE);
DALI_TEST_CHECK(value);
- DALI_TEST_CHECK(value->Get<Rect<int> >() == border);
+ DALI_TEST_CHECK(value->Get<Rect<int>>() == border);
END_TEST;
}
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ // Wait for loading & rasterization
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
Renderer renderer = dummy.GetRendererAt(0);
Shader shader2 = renderer.GetShader();
int UtcDaliVisualRoundedCorner(void)
{
- ToolkitTestApplication application;
tet_infoline("UtcDaliVisualRoundedCorner");
static std::vector<UniformData> customUniforms =
UniformData("cornerRadiusPolicy", Property::Type::FLOAT),
};
- TestGraphicsController& graphics = application.GetGraphicsController();
- graphics.AddCustomUniforms(customUniforms);
-
// image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float cornerRadius = 30.0f;
// color visual 1
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float cornerRadius = 30.0f;
// color visual 2
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(0.5f, 0.5f, 0.5f, 0.3f);
// color visual 3 - invalid value
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(30.0f, 30.0f, 30.0f, 20.0f);
// gradient visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float cornerRadius = 30.0f;
// animated image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(24.0f, 23.0f, 22.0f, 21.0f);
// vector image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(27.0f, 72.0f, 11.0f, 500.5f);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ // Wait for loading & rasterization
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
application.SendNotification();
application.Render();
// animated vector image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float cornerRadius = 1.3f;
int UtcDaliVisualBorderline(void)
{
- ToolkitTestApplication application;
tet_infoline("UtcDaliVisualBorderline");
static std::vector<UniformData> customUniforms =
UniformData("borderlineOffset", Property::Type::FLOAT),
};
- TestGraphicsController& graphics = application.GetGraphicsController();
- graphics.AddCustomUniforms(customUniforms);
-
// image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float cornerRadius = 5.0f;
// color visual 1
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(23.0f, 2.0f, 3.0f, 2.3f);
// color visual 2, default color, default offset
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float borderlineWidth = 30.0f;
// color visual 3, offset not [-1.0 ~ 1.0], but uniform value is same anyway
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float borderlineWidth = 30.0f;
// gradient visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float borderlineWidth = 30.0f;
// animated image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
float borderlineWidth = 24.0f;
// vector image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(54.0f, 43.0f, 32.0f, 21.0f);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ // Wait for loading & rasterization
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
application.SendNotification();
application.Render();
// animated vector image visual
{
+ ToolkitTestApplication application;
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Vector4 cornerRadius(1.3f, 0.0f, 0.4f, 0.2f);
application.SendNotification();
application.Render();
- // Wait for image loading
- DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ // Wait for loading & rasterization
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
application.SendNotification();
application.Render();
application.SendNotification();
application.Render();
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", false},
+ },
+ TEST_LOCATION);
+
callStack.Reset();
callStack.Enable(true);
DALI_TEST_CHECK(cornerRadiusPolicyValue);
DALI_TEST_EQUALS(cornerRadiusPolicyValue->Get<int>(), static_cast<int>(Toolkit::Visual::Transform::Policy::RELATIVE), TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true},
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
DALI_TEST_CHECK(borderlineOffsetValue);
DALI_TEST_EQUALS(borderlineOffsetValue->Get<float>(), targetBorderlineOffset, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
- // Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
- // Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", true},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true}, // Note : mAlwaysUsingCornerRadius is true.
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
DALI_TEST_CHECK(borderlineOffsetValue);
DALI_TEST_EQUALS(borderlineOffsetValue->Get<float>(), 0.0f, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- // Note : mAlwaysUsingBorderline and mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- // Note : mAlwaysUsingBorderline and mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", true}, // Note : mAlwaysUsingBorderline is true.
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true}, // Note : mAlwaysUsingCornerRadius is true.
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
application.SendNotification();
application.Render();
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", false},
+ },
+ TEST_LOCATION);
Vector4 targetCornerRadius = Vector4(0.0f, 0.0f, 0.0f, 0.0f);
DALI_TEST_CHECK(cornerRadiusValue);
DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), targetCornerRadius, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- // Note : corner radius is zero. so we don't change shader!
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- // Note : corner radius is zero. so we don't change shader!
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", false}, // Note : corner radius is zero. so we don't change shader!
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
DALI_TEST_CHECK(borderlineOffsetValue);
DALI_TEST_EQUALS(borderlineOffsetValue->Get<float>(), targetBorderlineOffset, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- // Note : borderline width is zero. so we don't change shader!
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- // Note : borderline width is zero. so we don't change shader!
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false}, // Note : borderline width is zero. so we don't change shader!
+ {"#define IS_REQUIRED_ROUNDED_CORNER", false},
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
application.SendNotification();
application.Render();
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BLUR 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BLUR 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BLUR", false},
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", false},
+ },
+ TEST_LOCATION);
float targetBlurRadius = 15.0f;
Vector4 targetCornerRadius = Vector4(1.0f, 0.1f, 1.1f, 0.0f);
DALI_TEST_CHECK(cornerRadiusValue);
DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), targetCornerRadius, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos);
- // Note : We ignore borderline when blur radius occured
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos);
- // Note : We ignore borderline when blur radius occured
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BLUR", true},
+ {"#define IS_REQUIRED_BORDERLINE", false}, // Note : We ignore borderline when blur radius occured
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true},
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
DALI_TEST_CHECK(cornerRadiusValue);
DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), Vector4::ZERO, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- // Note : mAlwaysUsingBlurRadius and mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos);
- // Note : We ignore borderline when blur radius occured
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- // Note : mAlwaysUsingBlurRadius and mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos);
- // Note : We ignore borderline when blur radius occured
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BLUR", true}, // Note : mAlwaysUsingBlurRadius is true.
+ {"#define IS_REQUIRED_BORDERLINE", false}, // Note : We ignore borderline when blur radius occured
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true}, // Note : mAlwaysUsingCornerRadius is true.
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();
application.SendNotification();
application.Render();
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true},
+ },
+ TEST_LOCATION);
+
callStack.Reset();
callStack.Enable(true);
application.Render();
application.Render(1001u); // End of animation
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- // Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
- // Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", false},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true}, // Note : mAlwaysUsingCornerRadius is true.
+ },
+ TEST_LOCATION);
+
callStack.Enable(false);
// Shader not changed
DALI_TEST_CHECK(!callStack.FindMethod("CreateShader"));
DALI_TEST_CHECK(borderlineWidthValue);
DALI_TEST_EQUALS(borderlineWidthValue->Get<float>(), targetBorderlineWidth, TEST_LOCATION);
- // Get shader
- {
- Renderer renderer = dummyControl.GetRendererAt(0);
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK(map);
-
- Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK(fragment);
- std::string fragmentShader;
- DALI_TEST_CHECK(fragment->Get(fragmentShader));
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
- // Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
-
- Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK(vertex->Get(vertexShader));
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
- // Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- }
+ TestShaderCodeContainSubstrings(
+ dummyControl,
+ {
+ {"#define IS_REQUIRED_BORDERLINE", true},
+ {"#define IS_REQUIRED_ROUNDED_CORNER", true}, // Note : mAlwaysUsingCornerRadius is true.
+ },
+ TEST_LOCATION);
// Send shader compile signal
application.SendNotification();