Split some tests into SECTIONs based on their type.
This improves the readability of TC.
And developer can run test in SECTION unit.
ex)
./build/test/tvgUnitTests "Pushing Paints Into Scene" -c "Pushing Null Pointer"
Catch2 is a multi-paradigm test framework for C++.
It is primarily distributed as a single header file,
very easy and simple to adopt this to thorvg project.
This patch introduces catch2 infrastsructure and one prototype as a sample.
You can refer "testInitializer.cpp", how to add unit test!
while ignoring else files such as "catch2.hpp", "testMain.cpp"
Also, enable Unit-tests with meson option when you change any thorvg code.
$meson build -Dtests=true.
launch tvgUnitTest in the build result then verify 100% coverage
before submitting any patches.
tests is now officially placed in src/examples,
default is turned off, only necessaries turn it on.
ex) meson . build -Dexamples=true
+ this examples are required efl 'elementary' package.
Changes:
1. New shape->duplicate(Shape) api.
2. New example: testDuplicate
3. Added capi binding for duploicate api
4. Added capi duplication test in testCapi.c
Description:
Added implementation of duplicate api. For now it supports stroke
properties and shape properties (fill color, path) duplication.
TODO:
Implement gradient properties duplication
put missing const parameter and correct set/get naming.
attention, these two apis are changed!
tvg_gradient_color_stops() => tvg_gradient_set_color_stops()
tvg_gradient_spread() = tvg_gradient_set_spread()
tvg canvas must draw retained shapes for every draw call
even though user missed call update() for shapes.
that case canvs must draw shapes without update,
it means drawing them within previous condition.
previous implementation didn't consider multiple canvases,
multiple canvas shared one renderer engine that brought corrupted contexts.
Thus, each canvas instances should have designated renderer engine instances.
Now fixed.
initialization interfaces has been changed for threads count.
if you want to set concrete threads count by system, please specify thread count with it.
std threads:
tvg::Initializer::init(tvg::CanvasEngine::Sw, std:🧵:hardware_concurrency());
if your system provides designed threads info, you can use it.
efl:
tvg_engine_init(TVG_ENGINE_SW, eina_cpu_count());
I recommend to avoid max threads usage for better performance.
Change-Id: I22cfa315768f73fa941be136956cdbb2cf837c20
We can use RGBA colorspace rather ARGB for pixel data.
This would be better for many rendering system,
since it's more widely preferred than ARGB including opengl.
Change-Id: Ibbfe6a511d77bf0ef30ce261995467c11164d306
picture now affords the memory data as input source so that
user can pass svg data memory directly.
Change-Id: I246c09b682a2d60e53ad556ce0c90337142ee4f1