2013-12-03 20:37:36 +00:00
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/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H
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#define ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H
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#include "SurfaceTextureGLToGL.h"
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namespace android {
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/*
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* This test fixture is for testing GL -> GL texture streaming from one thread
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* to another. It contains functionality to create a producer thread that will
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* perform GL rendering to an ANativeWindow that feeds frames to a
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* GLConsumer. Additionally it supports interlocking the producer and
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* consumer threads so that a specific sequence of calls can be
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* deterministically created by the test.
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*
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* The intended usage is as follows:
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*
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* TEST_F(...) {
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* class PT : public ProducerThread {
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* virtual void render() {
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* ...
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* swapBuffers();
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* }
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* };
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*
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* runProducerThread(new PT());
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*
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* // The order of these calls will vary from test to test and may include
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* // multiple frames and additional operations (e.g. GL rendering from the
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* // texture).
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* fc->waitForFrame();
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* mST->updateTexImage();
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* fc->finishFrame();
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* }
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*
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*/
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class SurfaceTextureGLThreadToGLTest : public SurfaceTextureGLToGLTest {
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protected:
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// ProducerThread is an abstract base class to simplify the creation of
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// OpenGL ES frame producer threads.
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class ProducerThread : public Thread {
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public:
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virtual ~ProducerThread() {
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}
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void setEglObjects(EGLDisplay producerEglDisplay,
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EGLSurface producerEglSurface,
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EGLContext producerEglContext) {
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mProducerEglDisplay = producerEglDisplay;
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mProducerEglSurface = producerEglSurface;
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mProducerEglContext = producerEglContext;
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}
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virtual bool threadLoop() {
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eglMakeCurrent(mProducerEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext);
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render();
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eglMakeCurrent(mProducerEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
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EGL_NO_CONTEXT);
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return false;
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}
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protected:
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virtual void render() = 0;
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void swapBuffers() {
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eglSwapBuffers(mProducerEglDisplay, mProducerEglSurface);
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}
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EGLDisplay mProducerEglDisplay;
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EGLSurface mProducerEglSurface;
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EGLContext mProducerEglContext;
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};
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// FrameCondition is a utility class for interlocking between the producer
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// and consumer threads. The FrameCondition object should be created and
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// destroyed in the consumer thread only. The consumer thread should set
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// the FrameCondition as the FrameAvailableListener of the GLConsumer,
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// and should call both waitForFrame and finishFrame once for each expected
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// frame.
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//
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// This interlocking relies on the fact that onFrameAvailable gets called
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// synchronously from GLConsumer::queueBuffer.
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class FrameCondition : public GLConsumer::FrameAvailableListener {
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public:
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FrameCondition():
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mFrameAvailable(false),
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mFrameFinished(false) {
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}
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// waitForFrame waits for the next frame to arrive. This should be
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// called from the consumer thread once for every frame expected by the
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// test.
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void waitForFrame() {
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Mutex::Autolock lock(mMutex);
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ALOGV("+waitForFrame");
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while (!mFrameAvailable) {
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mFrameAvailableCondition.wait(mMutex);
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}
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mFrameAvailable = false;
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ALOGV("-waitForFrame");
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}
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// Allow the producer to return from its swapBuffers call and continue
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// on to produce the next frame. This should be called by the consumer
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// thread once for every frame expected by the test.
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void finishFrame() {
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Mutex::Autolock lock(mMutex);
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ALOGV("+finishFrame");
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mFrameFinished = true;
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mFrameFinishCondition.signal();
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ALOGV("-finishFrame");
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}
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// This should be called by GLConsumer on the producer thread.
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2014-11-04 19:37:46 +00:00
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virtual void onFrameAvailable(const BufferItem& /* item */) {
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2013-12-03 20:37:36 +00:00
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Mutex::Autolock lock(mMutex);
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ALOGV("+onFrameAvailable");
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mFrameAvailable = true;
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mFrameAvailableCondition.signal();
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while (!mFrameFinished) {
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mFrameFinishCondition.wait(mMutex);
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}
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mFrameFinished = false;
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ALOGV("-onFrameAvailable");
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}
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protected:
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bool mFrameAvailable;
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bool mFrameFinished;
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Mutex mMutex;
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Condition mFrameAvailableCondition;
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Condition mFrameFinishCondition;
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};
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virtual void SetUp() {
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SurfaceTextureGLToGLTest::SetUp();
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mFC = new FrameCondition();
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mST->setFrameAvailableListener(mFC);
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}
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virtual void TearDown() {
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if (mProducerThread != NULL) {
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mProducerThread->requestExitAndWait();
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}
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mProducerThread.clear();
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mFC.clear();
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SurfaceTextureGLToGLTest::TearDown();
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}
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void runProducerThread(const sp<ProducerThread> producerThread) {
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ASSERT_TRUE(mProducerThread == NULL);
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mProducerThread = producerThread;
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producerThread->setEglObjects(mEglDisplay, mProducerEglSurface,
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mProducerEglContext);
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producerThread->run();
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}
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sp<ProducerThread> mProducerThread;
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sp<FrameCondition> mFC;
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};
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} // namespace android
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#endif
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