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Fix tests by delaying get render engine calls #535
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Signed-off-by: Ian Chen <[email protected]>
Codecov Report
@@ Coverage Diff @@
## fix_tests #535 +/- ##
=============================================
- Coverage 69.19% 69.13% -0.07%
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Files 44 44
Lines 4938 4938
=============================================
- Hits 3417 3414 -3
- Misses 1521 1524 +3
... and 1 file with indirect coverage changes Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here. |
hmm tests are fixed on focal but still failing on jammy |
Signed-off-by: Ian Chen <[email protected]>
Looking at https://doc.qt.io/qt-5/qthread.html, it says
But our |
the implementation is based on an Qt example showing how to integrate opengl apps into QML. In that example, it also uses a QThread with slots. I can't seem to find the example any more so it could be outdated. There is this new example: https://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-example.html. The approach is different. It maybe worth investigating the new approach later, e.g if we decide to upgrade to Qt6. |
Okay, I took a closer look and I see that our |
* Break scene3d test apart into component tests Signed-off-by: Michael Carroll <[email protected]> * Fix include paths Signed-off-by: Michael Carroll <[email protected]> * Remove scene3d as it is deprecated Signed-off-by: Michael Carroll <[email protected]> * Remove message header Signed-off-by: Michael Carroll <[email protected]> * Bump everything to ogre2 by default Signed-off-by: Michael Carroll <[email protected]> * line order Signed-off-by: Louise Poubel <[email protected]> * Fix tests by delaying get render engine calls (#535) --------- Signed-off-by: Ian Chen <[email protected]> * revert default engine Signed-off-by: Ian Chen <[email protected]> * Fix rendering tests (#561) * debugging Signed-off-by: Ian Chen <[email protected]> * reset cam Signed-off-by: Ian Chen <[email protected]> * more testing Signed-off-by: Ian Chen <[email protected]> * no unload Signed-off-by: Ian Chen <[email protected]> * more testing with no unload Signed-off-by: Ian Chen <[email protected]> * unload engine in gzrenderer Signed-off-by: Ian Chen <[email protected]> * unload engine in gzrenderer debugging Signed-off-by: Ian Chen <[email protected]> * unload engine in gzrenderer reset scene Signed-off-by: Ian Chen <[email protected]> * comment out unload Signed-off-by: Ian Chen <[email protected]> * increase timeout Signed-off-by: Ian Chen <[email protected]> * test timing Signed-off-by: Ian Chen <[email protected]> * cleanup Signed-off-by: Ian Chen <[email protected]> * cleanup Signed-off-by: Ian Chen <[email protected]> * more cleanup Signed-off-by: Ian Chen <[email protected]> --------- Signed-off-by: Ian Chen <[email protected]> * Suppress warnings in metal Signed-off-by: Michael Carroll <[email protected]> * Incorrect args Signed-off-by: Michael Carroll <[email protected]> --------- Signed-off-by: Michael Carroll <[email protected]> Signed-off-by: Louise Poubel <[email protected]> Signed-off-by: Ian Chen <[email protected]> Signed-off-by: Michael Carroll <[email protected]> Co-authored-by: Louise Poubel <[email protected]> Co-authored-by: Addisu Z. Taddese <[email protected]> Co-authored-by: Ian Chen <[email protected]>
🦟 Bug fix
Targets #429
Summary
Changes:
rendering::engine
calls to after the window had a chance to load the engine in tests. Otherwise the engine will be loaded in the main test thread and subsequent render calls will fail.This does not fix the
INTEGRATION_camera_tracking
test as it could be a different issue. I haven't been able to reproduce that locally yet.Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-by
messages.