SurfaceTexture: add a CPU -> GL sync test.

This change adds a test to verify that proper synchronization is done
when using SurfaceTexture to use CPU generated images as OpenGL ES
textures in 'synchronous mode'.  Synchronous mode is particularly tricky
because SurfaceTexture will allow the buffer that's currently bound to
the GL texture to be dequeued.  We rely on Gralloc's lock function to
block until this buffer is no longer being used by the OpenGL ES.

Change-Id: I1c4e37f3e9d60ab9a0905a90a1f5060fda8e485c
This commit is contained in:
Jamie Gennis 2011-06-17 11:39:18 -07:00
parent 78853b5904
commit dfcff4b4ef

View File

@ -419,6 +419,31 @@ protected:
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
class FrameWaiter : public SurfaceTexture::FrameAvailableListener {
public:
FrameWaiter():
mPendingFrames(0) {
}
void waitForFrame() {
Mutex::Autolock lock(mMutex);
while (mPendingFrames == 0) {
mCondition.wait(mMutex);
}
mPendingFrames--;
}
virtual void onFrameAvailable() {
Mutex::Autolock lock(mMutex);
mPendingFrames++;
mCondition.signal();
}
int mPendingFrames;
Mutex mMutex;
Condition mCondition;
};
sp<SurfaceTexture> mST;
sp<SurfaceTextureClient> mSTC;
sp<ANativeWindow> mANW;
@ -648,6 +673,157 @@ TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
}
}
// This test is intended to catch synchronization bugs between the CPU-written
// and GPU-read buffers.
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BuffersRepeatedly) {
enum { texWidth = 16 };
enum { texHeight = 16 };
enum { numFrames = 1024 };
ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
GRALLOC_USAGE_SW_WRITE_OFTEN));
struct TestPixel {
int x;
int y;
};
const TestPixel testPixels[] = {
{ 4, 11 },
{ 12, 14 },
{ 7, 2 },
};
enum {numTestPixels = sizeof(testPixels) / sizeof(testPixels[0])};
class ProducerThread : public Thread {
public:
ProducerThread(const sp<ANativeWindow>& anw, const TestPixel* testPixels):
mANW(anw),
mTestPixels(testPixels) {
}
virtual ~ProducerThread() {
}
virtual bool threadLoop() {
for (int i = 0; i < numFrames; i++) {
ANativeWindowBuffer* anb;
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
return false;
}
if (anb == NULL) {
return false;
}
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
if (mANW->lockBuffer(mANW.get(), buf->getNativeBuffer())
!= NO_ERROR) {
return false;
}
const int yuvTexOffsetY = 0;
int stride = buf->getStride();
int yuvTexStrideY = stride;
int yuvTexOffsetV = yuvTexStrideY * texHeight;
int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * texHeight/2;
int yuvTexStrideU = yuvTexStrideV;
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
// Gray out all the test pixels first, so we're more likely to
// see a failure if GL is still texturing from the buffer we
// just dequeued.
for (int j = 0; j < numTestPixels; j++) {
int x = mTestPixels[j].x;
int y = mTestPixels[j].y;
uint8_t value = 128;
img[y*stride + x] = value;
}
// Fill the buffer with gray.
for (int y = 0; y < texHeight; y++) {
for (int x = 0; x < texWidth; x++) {
img[yuvTexOffsetY + y*yuvTexStrideY + x] = 128;
img[yuvTexOffsetU + (y/2)*yuvTexStrideU + x/2] = 128;
img[yuvTexOffsetV + (y/2)*yuvTexStrideV + x/2] = 128;
}
}
// Set the test pixels to either white or black.
for (int j = 0; j < numTestPixels; j++) {
int x = mTestPixels[j].x;
int y = mTestPixels[j].y;
uint8_t value = 0;
if (j == (i % numTestPixels)) {
value = 255;
}
img[y*stride + x] = value;
}
buf->unlock();
if (mANW->queueBuffer(mANW.get(), buf->getNativeBuffer())
!= NO_ERROR) {
return false;
}
}
return false;
}
sp<ANativeWindow> mANW;
const TestPixel* mTestPixels;
};
sp<FrameWaiter> fw(new FrameWaiter);
mST->setFrameAvailableListener(fw);
sp<Thread> pt(new ProducerThread(mANW, testPixels));
pt->run();
glViewport(0, 0, texWidth, texHeight);
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
// We wait for the first two frames up front so that the producer will be
// likely to dequeue the buffer that's currently being textured from.
fw->waitForFrame();
fw->waitForFrame();
for (int i = 0; i < numFrames; i++) {
SCOPED_TRACE(String8::format("frame %d", i).string());
// We must wait for each frame to come in because if we ever do an
// updateTexImage call that doesn't consume a newly available buffer
// then the producer and consumer will get out of sync, which will cause
// a deadlock.
if (i > 1) {
fw->waitForFrame();
}
mST->updateTexImage();
drawTexture();
for (int j = 0; j < numTestPixels; j++) {
int x = testPixels[j].x;
int y = testPixels[j].y;
uint8_t value = 0;
if (j == (i % numTestPixels)) {
// We must y-invert the texture coords
EXPECT_TRUE(checkPixel(x, texHeight-y-1, 255, 255, 255, 255));
} else {
// We must y-invert the texture coords
EXPECT_TRUE(checkPixel(x, texHeight-y-1, 0, 0, 0, 255));
}
}
}
pt->requestExitAndWait();
}
// XXX: This test is disabled because there are currently no drivers that can
// handle RGBA textures with the GL_TEXTURE_EXTERNAL_OES target.
TEST_F(SurfaceTextureGLTest, DISABLED_TexturingFromCpuFilledRGBABufferNpot) {