libgui: Add a test for SRGB surfaces

Add SRGBTest.RenderToSRGBSurface, which validates that passing the
SRGB colorspace attributes to eglCreateWindowSurface actually
results in an SRGB surface by comparing the output values to those
of a standard RGB surface.

Change-Id: I3d5fef8070ed8fa2357ddd1c5fcc849ae3fbd12a
This commit is contained in:
Dan Stoza 2014-01-07 15:25:02 -08:00
parent 524672571f
commit 6a5d35dd5c
3 changed files with 233 additions and 100 deletions

View File

@ -56,13 +56,15 @@ enum {
// real pixel formats supported for rendering -----------------------------
PIXEL_FORMAT_RGBA_8888 = HAL_PIXEL_FORMAT_RGBA_8888, // 4x8-bit RGBA
PIXEL_FORMAT_RGBX_8888 = HAL_PIXEL_FORMAT_RGBX_8888, // 4x8-bit RGB0
PIXEL_FORMAT_RGB_888 = HAL_PIXEL_FORMAT_RGB_888, // 3x8-bit RGB
PIXEL_FORMAT_RGB_565 = HAL_PIXEL_FORMAT_RGB_565, // 16-bit RGB
PIXEL_FORMAT_BGRA_8888 = HAL_PIXEL_FORMAT_BGRA_8888, // 4x8-bit BGRA
PIXEL_FORMAT_RGBA_5551 = 6, // 16-bit ARGB
PIXEL_FORMAT_RGBA_4444 = 7, // 16-bit ARGB
PIXEL_FORMAT_RGBA_8888 = HAL_PIXEL_FORMAT_RGBA_8888, // 4x8-bit RGBA
PIXEL_FORMAT_RGBX_8888 = HAL_PIXEL_FORMAT_RGBX_8888, // 4x8-bit RGB0
PIXEL_FORMAT_RGB_888 = HAL_PIXEL_FORMAT_RGB_888, // 3x8-bit RGB
PIXEL_FORMAT_RGB_565 = HAL_PIXEL_FORMAT_RGB_565, // 16-bit RGB
PIXEL_FORMAT_BGRA_8888 = HAL_PIXEL_FORMAT_BGRA_8888, // 4x8-bit BGRA
PIXEL_FORMAT_RGBA_5551 = 6, // 16-bit ARGB
PIXEL_FORMAT_RGBA_4444 = 7, // 16-bit ARGB
PIXEL_FORMAT_sRGB_A_8888 = HAL_PIXEL_FORMAT_sRGB_A_8888, // 4x8-bit sRGB + A
PIXEL_FORMAT_sRGB_X_8888 = HAL_PIXEL_FORMAT_sRGB_X_8888, // 4x8-bit sRGB, no A
};
typedef int32_t PixelFormat;

View File

@ -39,7 +39,7 @@ protected:
enum {
DISPLAY_WIDTH = 512,
DISPLAY_HEIGHT = 512,
PIXEL_SIZE = 4, // bytes
PIXEL_SIZE = 4, // bytes or components
DISPLAY_SIZE = DISPLAY_WIDTH * DISPLAY_HEIGHT * PIXEL_SIZE,
ALPHA_VALUE = 223, // should be in [0, 255]
TOLERANCE = 1,
@ -68,13 +68,13 @@ protected:
}
virtual void SetUp() {
sp<BufferQueue> bufferQueue = new BufferQueue();
ASSERT_EQ(NO_ERROR, bufferQueue->setDefaultBufferSize(
mBufferQueue = new BufferQueue();
ASSERT_EQ(NO_ERROR, mBufferQueue->setDefaultBufferSize(
DISPLAY_WIDTH, DISPLAY_HEIGHT));
mCpuConsumer = new CpuConsumer(bufferQueue, 1);
mCpuConsumer = new CpuConsumer(mBufferQueue, 1);
String8 name("CpuConsumer_for_SRGBTest");
mCpuConsumer->setName(name);
mInputSurface = new Surface(bufferQueue);
mInputSurface = new Surface(mBufferQueue);
ASSERT_NO_FATAL_FAILURE(createEGLSurface(mInputSurface.get()));
ASSERT_NO_FATAL_FAILURE(createDebugSurface());
@ -82,7 +82,7 @@ protected:
virtual void TearDown() {
ASSERT_NO_FATAL_FAILURE(copyToDebugSurface());
mCpuConsumer->unlockBuffer(mLockedBuffer);
ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer));
}
static float linearToSRGB(float l) {
@ -93,6 +93,19 @@ protected:
}
}
static float srgbToLinear(float s) {
if (s <= 0.04045) {
return s / 12.92f;
} else {
return pow(((s + 0.055f) / 1.055f), 2.4f);
}
}
static uint8_t srgbToLinear(uint8_t u) {
float f = u / 255.0f;
return static_cast<uint8_t>(srgbToLinear(f) * 255.0f + 0.5f);
}
void fillTexture(bool writeAsSRGB) {
uint8_t* textureData = new uint8_t[DISPLAY_SIZE];
@ -122,12 +135,93 @@ protected:
delete[] textureData;
}
void initShaders() {
static const char vertexSource[] =
"attribute vec4 vPosition;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
" gl_Position = vPosition;\n"
"}\n";
static const char fragmentSource[] =
"precision mediump float;\n"
"uniform sampler2D texSampler;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" gl_FragColor = texture2D(texSampler, texCoords);\n"
"}\n";
GLuint program;
{
SCOPED_TRACE("Creating shader program");
ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(
vertexSource, fragmentSource, &program));
}
GLint positionHandle = glGetAttribLocation(program, "vPosition");
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NE(-1, positionHandle);
GLint samplerHandle = glGetUniformLocation(program, "texSampler");
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NE(-1, samplerHandle);
static const GLfloat vertices[] = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glEnableVertexAttribArray(positionHandle);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glUseProgram(program);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glUniform1i(samplerHandle, 0);
ASSERT_EQ(GL_NO_ERROR, glGetError());
GLuint textureHandle;
glGenTextures(1, &textureHandle);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glBindTexture(GL_TEXTURE_2D, textureHandle);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ASSERT_EQ(GL_NO_ERROR, glGetError());
}
void drawTexture(bool asSRGB, GLint x, GLint y, GLsizei width,
GLsizei height) {
ASSERT_NO_FATAL_FAILURE(fillTexture(asSRGB));
glViewport(x, y, width, height);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
ASSERT_EQ(GL_NO_ERROR, glGetError());
}
void checkLockedBuffer(PixelFormat format) {
ASSERT_EQ(mLockedBuffer.format, format);
ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH);
ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT);
}
static bool withinTolerance(int a, int b) {
int diff = a - b;
return diff >= 0 ? diff <= TOLERANCE : -diff <= TOLERANCE;
}
// Primary producer and consumer
sp<BufferQueue> mBufferQueue;
sp<Surface> mInputSurface;
sp<CpuConsumer> mCpuConsumer;
CpuConsumer::LockedBuffer mLockedBuffer;
@ -206,14 +300,13 @@ private:
ARect inOutDirtyBounds;
mOutputSurface = mSurfaceControl->getSurface();
mOutputSurface->lock(&outBuffer, &inOutDirtyBounds);
uint8_t* bytePointer = reinterpret_cast<uint8_t*>(outBuffer.bits);
for (int y = 0; y < outBuffer.height; ++y) {
int rowOffset = y * outBuffer.stride;
int rowOffset = y * outBuffer.stride; // pixels
for (int x = 0; x < outBuffer.width; ++x) {
int colOffset = rowOffset + x;
for (int c = 0; c < 4; ++c) {
int offset = colOffset * PIXEL_SIZE + c;
uint8_t* bytePointer =
reinterpret_cast<uint8_t*>(outBuffer.bits);
int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes
for (int c = 0; c < PIXEL_SIZE; ++c) {
int offset = colOffset + c;
bytePointer[offset] = ((c + 1) * 56) - 1;
}
}
@ -230,10 +323,33 @@ private:
ANativeWindow_Buffer outBuffer;
ARect outBufferBounds;
mOutputSurface->lock(&outBuffer, &outBufferBounds);
ASSERT_EQ(mLockedBuffer.width, outBuffer.width);
ASSERT_EQ(mLockedBuffer.height, outBuffer.height);
ASSERT_EQ(mLockedBuffer.stride, outBuffer.stride);
ASSERT_EQ(mLockedBuffer.format, outBuffer.format);
memcpy(outBuffer.bits, mLockedBuffer.data, bufferSize);
if (mLockedBuffer.format == outBuffer.format) {
memcpy(outBuffer.bits, mLockedBuffer.data, bufferSize);
} else {
ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_sRGB_A_8888);
ASSERT_EQ(outBuffer.format, PIXEL_FORMAT_RGBA_8888);
uint8_t* outPointer = reinterpret_cast<uint8_t*>(outBuffer.bits);
for (int y = 0; y < outBuffer.height; ++y) {
int rowOffset = y * outBuffer.stride; // pixels
for (int x = 0; x < outBuffer.width; ++x) {
int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes
// RGB are converted
for (int c = 0; c < (PIXEL_SIZE - 1); ++c) {
outPointer[colOffset + c] = srgbToLinear(
mLockedBuffer.data[colOffset + c]);
}
// Alpha isn't converted
outPointer[colOffset + 3] =
mLockedBuffer.data[colOffset + 3];
}
}
}
mOutputSurface->unlockAndPost();
int sleepSeconds = atoi(getenv(SHOW_DEBUG_STRING));
@ -244,100 +360,113 @@ private:
const char SRGBTest::SHOW_DEBUG_STRING[] = "DEBUG_OUTPUT_SECONDS";
TEST_F(SRGBTest, GLRenderFromSRGBTexture) {
static const char vertexSource[] =
"attribute vec4 vPosition;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
" gl_Position = vPosition;\n"
"}\n";
static const char fragmentSource[] =
"precision mediump float;\n"
"uniform sampler2D texSampler;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" gl_FragColor = texture2D(texSampler, texCoords);\n"
"}\n";
GLuint program;
{
SCOPED_TRACE("Creating shader program");
ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(
vertexSource, fragmentSource, &program));
}
GLint positionHandle = glGetAttribLocation(program, "vPosition");
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NE(-1, positionHandle);
GLint samplerHandle = glGetUniformLocation(program, "texSampler");
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NE(-1, samplerHandle);
static const GLfloat vertices[] = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glEnableVertexAttribArray(positionHandle);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glUseProgram(program);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glUniform1i(samplerHandle, 0);
ASSERT_EQ(GL_NO_ERROR, glGetError());
GLuint textureHandle;
glGenTextures(1, &textureHandle);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glBindTexture(GL_TEXTURE_2D, textureHandle);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NO_FATAL_FAILURE(initShaders());
// The RGB texture is displayed in the top half
ASSERT_NO_FATAL_FAILURE(fillTexture(false));
glViewport(0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, DISPLAY_HEIGHT / 2,
DISPLAY_WIDTH, DISPLAY_HEIGHT / 2));
// The SRGB texture is displayed in the bottom half
ASSERT_NO_FATAL_FAILURE(fillTexture(true));
glViewport(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2);
ASSERT_EQ(GL_NO_ERROR, glGetError());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
ASSERT_EQ(GL_NO_ERROR, glGetError());
ASSERT_NO_FATAL_FAILURE(drawTexture(true, 0, 0,
DISPLAY_WIDTH, DISPLAY_HEIGHT / 2));
eglSwapBuffers(mEglDisplay, mEglSurface);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Lock
ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_RGBA_8888);
ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH);
ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT);
ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888));
// Compare a pixel in the middle of each texture
int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride *
PIXEL_SIZE;
int midRGBOffset = midSRGBOffset * 3;
midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
for (int c = 0; c < 4; ++c) {
ASSERT_PRED2(withinTolerance,
static_cast<int>(mLockedBuffer.data[midRGBOffset]),
static_cast<int>(mLockedBuffer.data[midSRGBOffset]));
for (int c = 0; c < PIXEL_SIZE; ++c) {
int expectedValue = mLockedBuffer.data[midRGBOffset + c];
int actualValue = mLockedBuffer.data[midSRGBOffset + c];
ASSERT_PRED2(withinTolerance, expectedValue, actualValue);
}
// mLockedBuffer is unlocked in TearDown so we can copy data from it to
// the debug surface if necessary
}
TEST_F(SRGBTest, RenderToSRGBSurface) {
ASSERT_NO_FATAL_FAILURE(initShaders());
// By default, the first buffer we write into will be RGB
// Render an RGB texture across the whole surface
ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0,
DISPLAY_WIDTH, DISPLAY_HEIGHT));
eglSwapBuffers(mEglDisplay, mEglSurface);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Lock
ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888));
// Save the values of the middle pixel for later comparison against SRGB
uint8_t values[PIXEL_SIZE] = {};
int middleOffset = (DISPLAY_HEIGHT / 2) * mLockedBuffer.stride *
PIXEL_SIZE;
middleOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
for (int c = 0; c < PIXEL_SIZE; ++c) {
values[c] = mLockedBuffer.data[middleOffset + c];
}
// Unlock
ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer));
// Switch to SRGB window surface
#define EGL_GL_COLORSPACE_KHR EGL_VG_COLORSPACE
#define EGL_GL_COLORSPACE_SRGB_KHR EGL_VG_COLORSPACE_sRGB
static const int srgbAttribs[] = {
EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR,
EGL_NONE,
};
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
EXPECT_TRUE(eglDestroySurface(mEglDisplay, mEglSurface));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig,
mInputSurface.get(), srgbAttribs);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_SURFACE, mEglSurface);
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Render the texture again
ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0,
DISPLAY_WIDTH, DISPLAY_HEIGHT));
eglSwapBuffers(mEglDisplay, mEglSurface);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Lock
ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
// Make sure we actually got the SRGB buffer on the consumer side
ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_sRGB_A_8888));
// Verify that the stored value is the same, accounting for RGB/SRGB
for (int c = 0; c < PIXEL_SIZE; ++c) {
// The alpha value should be equivalent before linear->SRGB
float rgbAsSRGB = (c == 3) ? values[c] / 255.0f :
linearToSRGB(values[c] / 255.0f);
int expectedValue = rgbAsSRGB * 255.0f + 0.5f;
int actualValue = mLockedBuffer.data[middleOffset + c];
ASSERT_PRED2(withinTolerance, expectedValue, actualValue);
}
// mLockedBuffer is unlocked in TearDown so we can copy data from it to
// the debug surface if necessary
}

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@ -26,6 +26,8 @@ ssize_t bytesPerPixel(PixelFormat format) {
case PIXEL_FORMAT_RGBA_8888:
case PIXEL_FORMAT_RGBX_8888:
case PIXEL_FORMAT_BGRA_8888:
case PIXEL_FORMAT_sRGB_A_8888:
case PIXEL_FORMAT_sRGB_X_8888:
return 4;
case PIXEL_FORMAT_RGB_888:
return 3;