replicant-frameworks_native/libs/gui/tests/SurfaceTextureFBO.h
Dan Stoza cb1fcdedaa libgui: Split SurfaceTexture tests into more files
Extract the many different test fixtures and suites in SurfaceTexture_test.cpp
into separate files. No real functional changes, just tweaking headers to keep
things building (and adding a few copyright headers I forgot last time).

Change-Id: Id801bd5d617f0cc61d22508fb9b71b41694bdecf
2013-12-09 09:52:02 -08:00

76 lines
2.2 KiB
C++

/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_SURFACE_TEXTURE_FBO_H
#define ANDROID_SURFACE_TEXTURE_FBO_H
#include "SurfaceTextureGL.h"
#include <GLES2/gl2.h>
namespace android {
class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
protected:
virtual void SetUp() {
SurfaceTextureGLTest::SetUp();
glGenFramebuffers(1, &mFbo);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glGenTextures(1, &mFboTex);
glBindTexture(GL_TEXTURE_2D, mFboTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, mFboTex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
virtual void TearDown() {
SurfaceTextureGLTest::TearDown();
glDeleteTextures(1, &mFboTex);
glDeleteFramebuffers(1, &mFbo);
}
GLuint mFbo;
GLuint mFboTex;
};
void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride,
uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
const size_t PIXEL_SIZE = 4;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
off_t offset = (y * stride + x) * PIXEL_SIZE;
buf[offset + 0] = r;
buf[offset + 1] = g;
buf[offset + 2] = b;
buf[offset + 3] = a;
}
}
}
} // namespace android
#endif