SurfaceTexture: add some GL->GL tests.
This change adds some tests to verify streaming images from one GL thread to another via SurfaceTexture. Currently the tests do not validate the correctness of the streamed images, but rather simply verify that this streaming does not cause a deadlock. 3 of the 4 tests are currently disabled because they do cause deadlocks on some devices. Change-Id: I5677942053190063b97f370dba96c116711bc3bb
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@ -14,11 +14,14 @@
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* limitations under the License.
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* limitations under the License.
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*/
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*/
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//#define LOG_NDEBUG 0
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#include <gtest/gtest.h>
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#include <gtest/gtest.h>
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#include <gui/SurfaceTexture.h>
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#include <gui/SurfaceTexture.h>
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#include <gui/SurfaceTextureClient.h>
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#include <gui/SurfaceTextureClient.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/GraphicBuffer.h>
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#include <utils/String8.h>
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#include <utils/String8.h>
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#include <utils/threads.h>
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#include <surfaceflinger/ISurfaceComposer.h>
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#include <surfaceflinger/ISurfaceComposer.h>
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#include <surfaceflinger/Surface.h>
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#include <surfaceflinger/Surface.h>
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@ -618,4 +621,269 @@ TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
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}
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}
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}
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}
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/*
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* This test is for testing GL -> GL texture streaming via SurfaceTexture. It
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* contains functionality to create a producer thread that will perform GL
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* rendering to an ANativeWindow that feeds frames to a SurfaceTexture.
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* Additionally it supports interlocking the producer and consumer threads so
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* that a specific sequence of calls can be deterministically created by the
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* 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 SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
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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 SurfaceTexture,
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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 SurfaceTexture::queueBuffer.
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class FrameCondition : public SurfaceTexture::FrameAvailableListener {
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public:
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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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LOGV("+waitForFrame");
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Mutex::Autolock lock(mMutex);
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status_t result = mFrameAvailableCondition.wait(mMutex);
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LOGV("-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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LOGV("+finishFrame");
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Mutex::Autolock lock(mMutex);
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mFrameFinishCondition.signal();
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LOGV("-finishFrame");
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}
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// This should be called by SurfaceTexture on the producer thread.
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virtual void onFrameAvailable() {
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LOGV("+onFrameAvailable");
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Mutex::Autolock lock(mMutex);
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mFrameAvailableCondition.signal();
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mFrameFinishCondition.wait(mMutex);
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LOGV("-onFrameAvailable");
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}
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protected:
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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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SurfaceTextureGLToGLTest():
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mProducerEglSurface(EGL_NO_SURFACE),
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mProducerEglContext(EGL_NO_CONTEXT) {
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}
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virtual void SetUp() {
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SurfaceTextureGLTest::SetUp();
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EGLConfig myConfig = {0};
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EGLint numConfigs = 0;
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EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &myConfig,
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1, &numConfigs));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, myConfig,
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mANW.get(), NULL);
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
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mProducerEglContext = eglCreateContext(mEglDisplay, myConfig,
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EGL_NO_CONTEXT, getContextAttribs());
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
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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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if (mProducerEglContext != EGL_NO_CONTEXT) {
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eglDestroyContext(mEglDisplay, mProducerEglContext);
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}
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if (mProducerEglSurface != EGL_NO_SURFACE) {
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eglDestroySurface(mEglDisplay, mProducerEglSurface);
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}
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mProducerThread.clear();
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mFC.clear();
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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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EGLSurface mProducerEglSurface;
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EGLContext mProducerEglContext;
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sp<ProducerThread> mProducerThread;
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sp<FrameCondition> mFC;
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};
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// XXX: This test is disabled because it causes hangs on some devices.
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TEST_F(SurfaceTextureGLToGLTest, DISABLED_UpdateTexImageBeforeFrameFinishedWorks) {
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class PT : public ProducerThread {
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virtual void render() {
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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swapBuffers();
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}
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};
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runProducerThread(new PT());
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mFC->waitForFrame();
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mST->updateTexImage();
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mFC->finishFrame();
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// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
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}
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}
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TEST_F(SurfaceTextureGLToGLTest, UpdateTexImageAfterFrameFinishedWorks) {
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class PT : public ProducerThread {
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virtual void render() {
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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swapBuffers();
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}
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};
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runProducerThread(new PT());
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mFC->waitForFrame();
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mFC->finishFrame();
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mST->updateTexImage();
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// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
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}
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// XXX: This test is disabled because it causes hangs on some devices.
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TEST_F(SurfaceTextureGLToGLTest, DISABLED_RepeatedUpdateTexImageBeforeFrameFinishedWorks) {
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enum { NUM_ITERATIONS = 1024 };
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class PT : public ProducerThread {
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virtual void render() {
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for (int i = 0; i < NUM_ITERATIONS; i++) {
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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LOGV("+swapBuffers");
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swapBuffers();
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LOGV("-swapBuffers");
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}
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}
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};
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runProducerThread(new PT());
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for (int i = 0; i < NUM_ITERATIONS; i++) {
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mFC->waitForFrame();
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LOGV("+updateTexImage");
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mST->updateTexImage();
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LOGV("-updateTexImage");
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mFC->finishFrame();
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// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
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}
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}
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// XXX: This test is disabled because it causes hangs on some devices.
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TEST_F(SurfaceTextureGLToGLTest, DISABLED_RepeatedUpdateTexImageAfterFrameFinishedWorks) {
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enum { NUM_ITERATIONS = 1024 };
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class PT : public ProducerThread {
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virtual void render() {
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for (int i = 0; i < NUM_ITERATIONS; i++) {
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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LOGV("+swapBuffers");
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swapBuffers();
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LOGV("-swapBuffers");
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}
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}
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};
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runProducerThread(new PT());
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for (int i = 0; i < NUM_ITERATIONS; i++) {
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mFC->waitForFrame();
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mFC->finishFrame();
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LOGV("+updateTexImage");
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mST->updateTexImage();
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LOGV("-updateTexImage");
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// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
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}
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}
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} // namespace android
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