X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Futc-Dali-ShaderEffects.cpp;h=5c2d497eac08b23fb9fa6b380256a9dd25444319;hp=fde3088b8226e3c640408070058be828bcfe9c2e;hb=18644a10e91e667563734dfa9fa8be6b85ffdc51;hpb=c727344220d82d216d98f511ee0e9dca33b866a8 diff --git a/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp b/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp index fde3088..5c2d497 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp @@ -35,7 +35,6 @@ #include #include #include -#include #include #include #include @@ -52,8 +51,33 @@ int UtcDaliCreateAlphaDiscardEffect(void) { ToolkitTestApplication application; - ShaderEffect effect = Toolkit::CreateAlphaDiscardEffect(); - DALI_TEST_CHECK( effect ); + Property::Map effect = Toolkit::CreateAlphaDiscardEffect(); + DALI_TEST_CHECK( !effect.Empty() ); + + Property::Value* customShaderValue = effect.Find( "shader" ); + DALI_TEST_CHECK( customShaderValue ); + + Property::Map customShader; + DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + + Property::Value* vertexShaderValue = customShader.Find( "vertexShader" ); + DALI_TEST_CHECK( !vertexShaderValue ); + + Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" ); + DALI_TEST_CHECK( fragmentShaderValue ); + + std::string fragmentShader; + DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); + DALI_TEST_CHECK( !fragmentShader.empty() ); + + Property::Value* gridXValue = customShader.Find( "subdivideGridX" ); + DALI_TEST_CHECK( !gridXValue ); + + Property::Value* gridYValue = customShader.Find( "subdivideGridY" ); + DALI_TEST_CHECK( !gridYValue ); + + Property::Value* hintsValue = customShader.Find( "hints" ); + DALI_TEST_CHECK( !hintsValue ); END_TEST; } @@ -136,28 +160,28 @@ int UtcDaliCreateDissolveEffect( bool highPrecision ) Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( "vertexShader" ); DALI_TEST_CHECK( vertexShaderValue ); std::string vertexShader; DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); DALI_TEST_CHECK( !vertexShader.empty() ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( "subdivideGridX" ); DALI_TEST_CHECK( gridXValue ); int gridX = 0; DALI_TEST_CHECK( gridXValue->Get( gridX ) ); DALI_TEST_CHECK( gridX > 1 ); - Property::Value* gridYValue = customShader.Find( "subdivide-grid-y" ); + Property::Value* gridYValue = customShader.Find( "subdivideGridY" ); DALI_TEST_CHECK( gridYValue ); int gridY = 0; @@ -169,7 +193,7 @@ int UtcDaliCreateDissolveEffect( bool highPrecision ) std::string hints; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == "outputIsTransparent" ); Actor actor = Actor::New(); Toolkit::DissolveEffectSetCentralLine( actor, Vector2::ONE, Vector2::ONE, 0.0f ); @@ -211,17 +235,17 @@ int UtcDaliCreateDissolveEffect(void) Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( "vertexShader" ); DALI_TEST_CHECK( !vertexShaderValue ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( "subdivideGridX" ); DALI_TEST_CHECK( !gridXValue ); Property::Value* hintsValue = customShader.Find( "hints" ); @@ -229,7 +253,7 @@ int UtcDaliCreateDissolveEffect(void) std::string hints; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == "outputIsTransparent" ); END_TEST; } @@ -238,8 +262,33 @@ int UtcDaliCreateImageRegionEffect(void) { ToolkitTestApplication application; - ShaderEffect effect = Toolkit::CreateImageRegionEffect(); - DALI_TEST_CHECK( effect ); + Property::Map effect = Toolkit::CreateImageRegionEffect(); + DALI_TEST_CHECK( !effect.Empty() ); + + Property::Value* customShaderValue = effect.Find( "shader" ); + DALI_TEST_CHECK( customShaderValue ); + + Property::Map customShader; + DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + + Property::Value* vertexShaderValue = customShader.Find( "vertexShader" ); + DALI_TEST_CHECK( vertexShaderValue ); + + std::string vertexShader; + DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); + DALI_TEST_CHECK( !vertexShader.empty() ); + + Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" ); + DALI_TEST_CHECK( !fragmentShaderValue ); + + Property::Value* gridXValue = customShader.Find( "subdivideGridX" ); + DALI_TEST_CHECK( !gridXValue ); + + Property::Value* gridYValue = customShader.Find( "subdivideGridY" ); + DALI_TEST_CHECK( !gridYValue ); + + Property::Value* hintsValue = customShader.Find( "hints" ); + DALI_TEST_CHECK( !hintsValue ); END_TEST; } @@ -289,28 +338,28 @@ int UtcDaliCreateMotionBlurEffect(void) Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( "vertexShader" ); DALI_TEST_CHECK( vertexShaderValue ); std::string vertexShader; DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); DALI_TEST_CHECK( !vertexShader.empty() ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( "subdivideGridX" ); DALI_TEST_CHECK( gridXValue ); int gridX = 0; DALI_TEST_CHECK( gridXValue->Get( gridX ) ); DALI_TEST_CHECK( gridX > 1 ); - Property::Value* gridYValue = customShader.Find( "subdivide-grid-y" ); + Property::Value* gridYValue = customShader.Find( "subdivideGridY" ); DALI_TEST_CHECK( gridYValue ); int gridY = 0; @@ -322,7 +371,7 @@ int UtcDaliCreateMotionBlurEffect(void) std::string hints; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == "outputIsTransparent" ); unsigned int sampleCount( 4 ); Actor actor = Actor::New(); @@ -352,28 +401,28 @@ int UtcDaliCreateMotionStretchEffect(void) Property::Map customShader; DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); - Property::Value* vertexShaderValue = customShader.Find( "vertex-shader" ); + Property::Value* vertexShaderValue = customShader.Find( "vertexShader" ); DALI_TEST_CHECK( vertexShaderValue ); std::string vertexShader; DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); DALI_TEST_CHECK( !vertexShader.empty() ); - Property::Value* fragmentShaderValue = customShader.Find( "fragment-shader" ); + Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" ); DALI_TEST_CHECK( fragmentShaderValue ); std::string fragmentShader; DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); DALI_TEST_CHECK( !fragmentShader.empty() ); - Property::Value* gridXValue = customShader.Find( "subdivide-grid-x" ); + Property::Value* gridXValue = customShader.Find( "subdivideGridX" ); DALI_TEST_CHECK( gridXValue ); int gridX = 0; DALI_TEST_CHECK( gridXValue->Get( gridX ) ); DALI_TEST_CHECK( gridX > 1 ); - Property::Value* gridYValue = customShader.Find( "subdivide-grid-y" ); + Property::Value* gridYValue = customShader.Find( "subdivideGridY" ); DALI_TEST_CHECK( gridYValue ); int gridY = 0; @@ -385,7 +434,7 @@ int UtcDaliCreateMotionStretchEffect(void) std::string hints; DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == "output-is-transparent" ); + DALI_TEST_CHECK( hints == "outputIsTransparent" ); Actor actor = Actor::New(); Toolkit::SetMotionStretchProperties( actor );