replicant-frameworks_native/libs/gui/tests/SurfaceTexture_test.cpp
Jamie Gennis 185a0a0420 am c2597295: am 53cf2020: Merge changes I37fd43b5,I91eb29db,I0491ce35 into ics-mr1
* commit 'c25972950c2ea62fb085524dbe737c2bf0f08f4a':
  SurfaceTexture: fix a couple tests
  EGL: default to swap interval 1
  SurfaceTexture: clean up some tests
2011-11-21 21:08:21 -08:00

1620 lines
56 KiB
C++

/*
* Copyright (C) 2011 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.
*/
#define LOG_TAG "SurfaceTexture_test"
//#define LOG_NDEBUG 0
#include <gtest/gtest.h>
#include <gui/SurfaceTexture.h>
#include <gui/SurfaceTextureClient.h>
#include <ui/GraphicBuffer.h>
#include <utils/String8.h>
#include <utils/threads.h>
#include <surfaceflinger/ISurfaceComposer.h>
#include <surfaceflinger/Surface.h>
#include <surfaceflinger/SurfaceComposerClient.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <ui/FramebufferNativeWindow.h>
namespace android {
class GLTest : public ::testing::Test {
protected:
GLTest():
mEglDisplay(EGL_NO_DISPLAY),
mEglSurface(EGL_NO_SURFACE),
mEglContext(EGL_NO_CONTEXT) {
}
virtual void SetUp() {
mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_DISPLAY, mEglDisplay);
EGLint majorVersion;
EGLint minorVersion;
EXPECT_TRUE(eglInitialize(mEglDisplay, &majorVersion, &minorVersion));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
RecordProperty("EglVersionMajor", majorVersion);
RecordProperty("EglVersionMajor", minorVersion);
EGLint numConfigs = 0;
EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &mGlConfig,
1, &numConfigs));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
char* displaySecsEnv = getenv("GLTEST_DISPLAY_SECS");
if (displaySecsEnv != NULL) {
mDisplaySecs = atoi(displaySecsEnv);
if (mDisplaySecs < 0) {
mDisplaySecs = 0;
}
} else {
mDisplaySecs = 0;
}
if (mDisplaySecs > 0) {
mComposerClient = new SurfaceComposerClient;
ASSERT_EQ(NO_ERROR, mComposerClient->initCheck());
mSurfaceControl = mComposerClient->createSurface(
String8("Test Surface"), 0,
getSurfaceWidth(), getSurfaceHeight(),
PIXEL_FORMAT_RGB_888, 0);
ASSERT_TRUE(mSurfaceControl != NULL);
ASSERT_TRUE(mSurfaceControl->isValid());
SurfaceComposerClient::openGlobalTransaction();
ASSERT_EQ(NO_ERROR, mSurfaceControl->setLayer(0x7FFFFFFF));
ASSERT_EQ(NO_ERROR, mSurfaceControl->show());
SurfaceComposerClient::closeGlobalTransaction();
sp<ANativeWindow> window = mSurfaceControl->getSurface();
mEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
window.get(), NULL);
} else {
EGLint pbufferAttribs[] = {
EGL_WIDTH, getSurfaceWidth(),
EGL_HEIGHT, getSurfaceHeight(),
EGL_NONE };
mEglSurface = eglCreatePbufferSurface(mEglDisplay, mGlConfig,
pbufferAttribs);
}
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_SURFACE, mEglSurface);
mEglContext = eglCreateContext(mEglDisplay, mGlConfig, EGL_NO_CONTEXT,
getContextAttribs());
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_CONTEXT, mEglContext);
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
EGLint w, h;
EXPECT_TRUE(eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &w));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
EXPECT_TRUE(eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &h));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
RecordProperty("EglSurfaceWidth", w);
RecordProperty("EglSurfaceHeight", h);
glViewport(0, 0, w, h);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
virtual void TearDown() {
// Display the result
if (mDisplaySecs > 0 && mEglSurface != EGL_NO_SURFACE) {
eglSwapBuffers(mEglDisplay, mEglSurface);
sleep(mDisplaySecs);
}
if (mComposerClient != NULL) {
mComposerClient->dispose();
}
if (mEglContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEglDisplay, mEglContext);
}
if (mEglSurface != EGL_NO_SURFACE) {
eglDestroySurface(mEglDisplay, mEglSurface);
}
if (mEglDisplay != EGL_NO_DISPLAY) {
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglTerminate(mEglDisplay);
}
ASSERT_EQ(EGL_SUCCESS, eglGetError());
}
virtual EGLint const* getConfigAttribs() {
static EGLint sDefaultConfigAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 8,
EGL_NONE };
return sDefaultConfigAttribs;
}
virtual EGLint const* getContextAttribs() {
static EGLint sDefaultContextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
return sDefaultContextAttribs;
}
virtual EGLint getSurfaceWidth() {
return 512;
}
virtual EGLint getSurfaceHeight() {
return 512;
}
void loadShader(GLenum shaderType, const char* pSource, GLuint* outShader) {
GLuint shader = glCreateShader(shaderType);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glCompileShader(shader);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
printf("Shader compile log:\n%s\n", buf);
free(buf);
FAIL();
}
} else {
char* buf = (char*) malloc(0x1000);
if (buf) {
glGetShaderInfoLog(shader, 0x1000, NULL, buf);
printf("Shader compile log:\n%s\n", buf);
free(buf);
FAIL();
}
}
glDeleteShader(shader);
shader = 0;
}
}
ASSERT_TRUE(shader != 0);
*outShader = shader;
}
void createProgram(const char* pVertexSource, const char* pFragmentSource,
GLuint* outPgm) {
GLuint vertexShader, fragmentShader;
{
SCOPED_TRACE("compiling vertex shader");
loadShader(GL_VERTEX_SHADER, pVertexSource, &vertexShader);
if (HasFatalFailure()) {
return;
}
}
{
SCOPED_TRACE("compiling fragment shader");
loadShader(GL_FRAGMENT_SHADER, pFragmentSource, &fragmentShader);
if (HasFatalFailure()) {
return;
}
}
GLuint program = glCreateProgram();
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
if (program) {
glAttachShader(program, vertexShader);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glAttachShader(program, fragmentShader);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
printf("Program link log:\n%s\n", buf);
free(buf);
FAIL();
}
}
glDeleteProgram(program);
program = 0;
}
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
ASSERT_TRUE(program != 0);
*outPgm = program;
}
static int abs(int value) {
return value > 0 ? value : -value;
}
::testing::AssertionResult checkPixel(int x, int y, int r,
int g, int b, int a, int tolerance=2) {
GLubyte pixel[4];
String8 msg;
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
msg += String8::format("error reading pixel: %#x", err);
while ((err = glGetError()) != GL_NO_ERROR) {
msg += String8::format(", %#x", err);
}
fprintf(stderr, "pixel check failure: %s\n", msg.string());
return ::testing::AssertionFailure(
::testing::Message(msg.string()));
}
if (r >= 0 && abs(r - int(pixel[0])) > tolerance) {
msg += String8::format("r(%d isn't %d)", pixel[0], r);
}
if (g >= 0 && abs(g - int(pixel[1])) > tolerance) {
if (!msg.isEmpty()) {
msg += " ";
}
msg += String8::format("g(%d isn't %d)", pixel[1], g);
}
if (b >= 0 && abs(b - int(pixel[2])) > tolerance) {
if (!msg.isEmpty()) {
msg += " ";
}
msg += String8::format("b(%d isn't %d)", pixel[2], b);
}
if (a >= 0 && abs(a - int(pixel[3])) > tolerance) {
if (!msg.isEmpty()) {
msg += " ";
}
msg += String8::format("a(%d isn't %d)", pixel[3], a);
}
if (!msg.isEmpty()) {
fprintf(stderr, "pixel check failure: %s\n", msg.string());
return ::testing::AssertionFailure(
::testing::Message(msg.string()));
} else {
return ::testing::AssertionSuccess();
}
}
int mDisplaySecs;
sp<SurfaceComposerClient> mComposerClient;
sp<SurfaceControl> mSurfaceControl;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLContext mEglContext;
EGLConfig mGlConfig;
};
// XXX: Code above this point should live elsewhere
class SurfaceTextureGLTest : public GLTest {
protected:
enum { TEX_ID = 123 };
virtual void SetUp() {
GLTest::SetUp();
mST = new SurfaceTexture(TEX_ID);
mSTC = new SurfaceTextureClient(mST);
mANW = mSTC;
const char vsrc[] =
"attribute vec4 vPosition;\n"
"varying vec2 texCoords;\n"
"uniform mat4 texMatrix;\n"
"void main() {\n"
" vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
" texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
" gl_Position = vPosition;\n"
"}\n";
const char fsrc[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"uniform samplerExternalOES texSampler;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" gl_FragColor = texture2D(texSampler, texCoords);\n"
"}\n";
{
SCOPED_TRACE("creating shader program");
createProgram(vsrc, fsrc, &mPgm);
if (HasFatalFailure()) {
return;
}
}
mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_NE(-1, mPositionHandle);
mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_NE(-1, mTexSamplerHandle);
mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_NE(-1, mTexMatrixHandle);
}
virtual void TearDown() {
mANW.clear();
mSTC.clear();
mST.clear();
GLTest::TearDown();
}
// drawTexture draws the SurfaceTexture over the entire GL viewport.
void drawTexture() {
const GLfloat triangleVertices[] = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
triangleVertices);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glEnableVertexAttribArray(mPositionHandle);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glUseProgram(mPgm);
glUniform1i(mTexSamplerHandle, 0);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
// XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
// they're setting the defautls for that target, but when hacking things
// to use GL_TEXTURE_2D they are needed to achieve the same behavior.
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
GLfloat texMatrix[16];
mST->getTransformMatrix(texMatrix);
glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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;
GLuint mPgm;
GLint mPositionHandle;
GLint mTexSamplerHandle;
GLint mTexMatrixHandle;
};
// Fill a YV12 buffer with a multi-colored checkerboard pattern
void fillYV12Buffer(uint8_t* buf, int w, int h, int stride) {
const int blockWidth = w > 16 ? w / 16 : 1;
const int blockHeight = h > 16 ? h / 16 : 1;
const int yuvTexOffsetY = 0;
int yuvTexStrideY = stride;
int yuvTexOffsetV = yuvTexStrideY * h;
int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
int yuvTexStrideU = yuvTexStrideV;
for (int x = 0; x < w; x++) {
for (int y = 0; y < h; y++) {
int parityX = (x / blockWidth) & 1;
int parityY = (y / blockHeight) & 1;
unsigned char intensity = (parityX ^ parityY) ? 63 : 191;
buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = intensity;
if (x < w / 2 && y < h / 2) {
buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = intensity;
if (x * 2 < w / 2 && y * 2 < h / 2) {
buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 0] =
buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 1] =
buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 0] =
buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 1] =
intensity;
}
}
}
}
}
// Fill a YV12 buffer with red outside a given rectangle and green inside it.
void fillYV12BufferRect(uint8_t* buf, int w, int h, int stride,
const android_native_rect_t& rect) {
const int yuvTexOffsetY = 0;
int yuvTexStrideY = stride;
int yuvTexOffsetV = yuvTexStrideY * h;
int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
int yuvTexStrideU = yuvTexStrideV;
for (int x = 0; x < w; x++) {
for (int y = 0; y < h; y++) {
bool inside = rect.left <= x && x < rect.right &&
rect.top <= y && y < rect.bottom;
buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = inside ? 240 : 64;
if (x < w / 2 && y < h / 2) {
bool inside = rect.left <= 2*x && 2*x < rect.right &&
rect.top <= 2*y && 2*y < rect.bottom;
buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = 16;
buf[yuvTexOffsetV + (y * yuvTexStrideV) + x] =
inside ? 16 : 255;
}
}
}
}
void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride) {
const size_t PIXEL_SIZE = 4;
for (int x = 0; x < w; x++) {
for (int y = 0; y < h; y++) {
off_t offset = (y * stride + x) * PIXEL_SIZE;
for (int c = 0; c < 4; c++) {
int parityX = (x / (1 << (c+2))) & 1;
int parityY = (y / (1 << (c+2))) & 1;
buf[offset + c] = (parityX ^ parityY) ? 231 : 35;
}
}
}
}
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferNpot) {
const int texWidth = 64;
const int texHeight = 66;
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_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
ANativeWindowBuffer* anb;
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
ASSERT_TRUE(anb != NULL);
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
// Fill the buffer with the a checkerboard pattern
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
buf->unlock();
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
mST->updateTexImage();
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, texWidth, texHeight);
drawTexture();
EXPECT_TRUE(checkPixel( 0, 0, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(63, 0, 0, 133, 0, 255));
EXPECT_TRUE(checkPixel(63, 65, 0, 133, 0, 255));
EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(52, 51, 98, 255, 73, 255));
EXPECT_TRUE(checkPixel( 7, 31, 155, 0, 118, 255));
EXPECT_TRUE(checkPixel(31, 9, 107, 24, 87, 255));
EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(36, 22, 155, 29, 0, 255));
}
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferPow2) {
const int texWidth = 64;
const int texHeight = 64;
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_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
ANativeWindowBuffer* anb;
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
ASSERT_TRUE(anb != NULL);
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
// Fill the buffer with the a checkerboard pattern
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
buf->unlock();
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
mST->updateTexImage();
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, texWidth, texHeight);
drawTexture();
EXPECT_TRUE(checkPixel( 0, 0, 0, 133, 0, 255));
EXPECT_TRUE(checkPixel(63, 0, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(63, 63, 0, 133, 0, 255));
EXPECT_TRUE(checkPixel( 0, 63, 255, 127, 255, 255));
EXPECT_TRUE(checkPixel(22, 19, 100, 255, 74, 255));
EXPECT_TRUE(checkPixel(45, 11, 100, 255, 74, 255));
EXPECT_TRUE(checkPixel(52, 12, 155, 0, 181, 255));
EXPECT_TRUE(checkPixel( 7, 32, 150, 237, 170, 255));
EXPECT_TRUE(checkPixel(31, 54, 0, 71, 117, 255));
EXPECT_TRUE(checkPixel(29, 28, 0, 133, 0, 255));
EXPECT_TRUE(checkPixel(36, 41, 100, 232, 255, 255));
}
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
const int texWidth = 64;
const int texHeight = 66;
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_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
android_native_rect_t crops[] = {
{4, 6, 22, 36},
{0, 6, 22, 36},
{4, 0, 22, 36},
{4, 6, texWidth, 36},
{4, 6, 22, texHeight},
};
for (int i = 0; i < 5; i++) {
const android_native_rect_t& crop(crops[i]);
SCOPED_TRACE(String8::format("rect{ l: %d t: %d r: %d b: %d }",
crop.left, crop.top, crop.right, crop.bottom).string());
ASSERT_EQ(NO_ERROR, native_window_set_crop(mANW.get(), &crop));
ANativeWindowBuffer* anb;
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
ASSERT_TRUE(anb != NULL);
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(),
buf->getNativeBuffer()));
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
fillYV12BufferRect(img, texWidth, texHeight, buf->getStride(), crop);
buf->unlock();
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
buf->getNativeBuffer()));
mST->updateTexImage();
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 64, 64);
drawTexture();
EXPECT_TRUE(checkPixel( 0, 0, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(63, 0, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(63, 63, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel( 0, 63, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(25, 14, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(35, 31, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(57, 6, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel( 5, 42, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(32, 33, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(16, 26, 82, 255, 35, 255));
EXPECT_TRUE(checkPixel(46, 51, 82, 255, 35, 255));
}
}
// 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();
}
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferNpot) {
const int texWidth = 64;
const int texHeight = 66;
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
android_native_buffer_t* anb;
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
ASSERT_TRUE(anb != NULL);
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
// Fill the buffer with the a checkerboard pattern
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
fillRGBA8Buffer(img, texWidth, texHeight, buf->getStride());
buf->unlock();
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
mST->updateTexImage();
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, texWidth, texHeight);
drawTexture();
EXPECT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
EXPECT_TRUE(checkPixel(63, 0, 231, 231, 231, 231));
EXPECT_TRUE(checkPixel(63, 65, 231, 231, 231, 231));
EXPECT_TRUE(checkPixel( 0, 65, 35, 35, 35, 35));
EXPECT_TRUE(checkPixel(15, 10, 35, 231, 231, 231));
EXPECT_TRUE(checkPixel(23, 65, 231, 35, 231, 35));
EXPECT_TRUE(checkPixel(19, 40, 35, 231, 35, 35));
EXPECT_TRUE(checkPixel(38, 30, 231, 35, 35, 35));
EXPECT_TRUE(checkPixel(42, 54, 35, 35, 35, 231));
EXPECT_TRUE(checkPixel(37, 34, 35, 231, 231, 231));
EXPECT_TRUE(checkPixel(31, 8, 231, 35, 35, 231));
EXPECT_TRUE(checkPixel(37, 47, 231, 35, 231, 231));
EXPECT_TRUE(checkPixel(25, 38, 35, 35, 35, 35));
EXPECT_TRUE(checkPixel(49, 6, 35, 231, 35, 35));
EXPECT_TRUE(checkPixel(54, 50, 35, 231, 231, 231));
EXPECT_TRUE(checkPixel(27, 26, 231, 231, 231, 231));
EXPECT_TRUE(checkPixel(10, 6, 35, 35, 231, 231));
EXPECT_TRUE(checkPixel(29, 4, 35, 35, 35, 231));
EXPECT_TRUE(checkPixel(55, 28, 35, 35, 231, 35));
EXPECT_TRUE(checkPixel(58, 55, 35, 35, 231, 231));
}
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferPow2) {
const int texWidth = 64;
const int texHeight = 64;
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
android_native_buffer_t* anb;
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
ASSERT_TRUE(anb != NULL);
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
// Fill the buffer with the a checkerboard pattern
uint8_t* img = NULL;
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
fillRGBA8Buffer(img, texWidth, texHeight, buf->getStride());
buf->unlock();
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
mST->updateTexImage();
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, texWidth, texHeight);
drawTexture();
EXPECT_TRUE(checkPixel( 0, 0, 231, 231, 231, 231));
EXPECT_TRUE(checkPixel(63, 0, 35, 35, 35, 35));
EXPECT_TRUE(checkPixel(63, 63, 231, 231, 231, 231));
EXPECT_TRUE(checkPixel( 0, 63, 35, 35, 35, 35));
EXPECT_TRUE(checkPixel(12, 46, 231, 231, 231, 35));
EXPECT_TRUE(checkPixel(16, 1, 231, 231, 35, 231));
EXPECT_TRUE(checkPixel(21, 12, 231, 35, 35, 231));
EXPECT_TRUE(checkPixel(26, 51, 231, 35, 231, 35));
EXPECT_TRUE(checkPixel( 5, 32, 35, 231, 231, 35));
EXPECT_TRUE(checkPixel(13, 8, 35, 231, 231, 231));
EXPECT_TRUE(checkPixel(46, 3, 35, 35, 231, 35));
EXPECT_TRUE(checkPixel(30, 33, 35, 35, 35, 35));
EXPECT_TRUE(checkPixel( 6, 52, 231, 231, 35, 35));
EXPECT_TRUE(checkPixel(55, 33, 35, 231, 35, 231));
EXPECT_TRUE(checkPixel(16, 29, 35, 35, 231, 231));
EXPECT_TRUE(checkPixel( 1, 30, 35, 35, 35, 231));
EXPECT_TRUE(checkPixel(41, 37, 35, 35, 231, 231));
EXPECT_TRUE(checkPixel(46, 29, 231, 231, 35, 35));
EXPECT_TRUE(checkPixel(15, 25, 35, 231, 35, 231));
EXPECT_TRUE(checkPixel( 3, 52, 35, 231, 35, 35));
}
TEST_F(SurfaceTextureGLTest, AbandonUnblocksDequeueBuffer) {
class ProducerThread : public Thread {
public:
ProducerThread(const sp<ANativeWindow>& anw):
mANW(anw),
mDequeueError(NO_ERROR) {
}
virtual ~ProducerThread() {
}
virtual bool threadLoop() {
Mutex::Autolock lock(mMutex);
ANativeWindowBuffer* anb;
// Frame 1
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
return false;
}
if (anb == NULL) {
return false;
}
if (mANW->queueBuffer(mANW.get(), anb)
!= NO_ERROR) {
return false;
}
// Frame 2
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
return false;
}
if (anb == NULL) {
return false;
}
if (mANW->queueBuffer(mANW.get(), anb)
!= NO_ERROR) {
return false;
}
// Frame 3 - error expected
mDequeueError = mANW->dequeueBuffer(mANW.get(), &anb);
return false;
}
status_t getDequeueError() {
Mutex::Autolock lock(mMutex);
return mDequeueError;
}
private:
sp<ANativeWindow> mANW;
status_t mDequeueError;
Mutex mMutex;
};
sp<FrameWaiter> fw(new FrameWaiter);
mST->setFrameAvailableListener(fw);
ASSERT_EQ(OK, mST->setSynchronousMode(true));
ASSERT_EQ(OK, mST->setBufferCountServer(2));
sp<Thread> pt(new ProducerThread(mANW));
pt->run();
fw->waitForFrame();
fw->waitForFrame();
// Sleep for 100ms to allow the producer thread's dequeueBuffer call to
// block waiting for a buffer to become available.
usleep(100000);
mST->abandon();
pt->requestExitAndWait();
ASSERT_EQ(NO_INIT,
reinterpret_cast<ProducerThread*>(pt.get())->getDequeueError());
}
TEST_F(SurfaceTextureGLTest, InvalidWidthOrHeightFails) {
int texHeight = 16;
ANativeWindowBuffer* anb;
GLint maxTextureSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
// make sure it works with small textures
mST->setDefaultBufferSize(16, texHeight);
EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(16, anb->width);
EXPECT_EQ(texHeight, anb->height);
EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
EXPECT_EQ(NO_ERROR, mST->updateTexImage());
// make sure it works with GL_MAX_TEXTURE_SIZE
mST->setDefaultBufferSize(maxTextureSize, texHeight);
EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(maxTextureSize, anb->width);
EXPECT_EQ(texHeight, anb->height);
EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
EXPECT_EQ(NO_ERROR, mST->updateTexImage());
// make sure it fails with GL_MAX_TEXTURE_SIZE+1
mST->setDefaultBufferSize(maxTextureSize+1, texHeight);
EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(maxTextureSize+1, anb->width);
EXPECT_EQ(texHeight, anb->height);
EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
ASSERT_NE(NO_ERROR, mST->updateTexImage());
}
/*
* This test fixture is for testing GL -> GL texture streaming. It creates an
* EGLSurface and an EGLContext for the image producer to use.
*/
class SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
protected:
SurfaceTextureGLToGLTest():
mProducerEglSurface(EGL_NO_SURFACE),
mProducerEglContext(EGL_NO_CONTEXT) {
}
virtual void SetUp() {
SurfaceTextureGLTest::SetUp();
EGLConfig myConfig = {0};
EGLint numConfigs = 0;
EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &myConfig,
1, &numConfigs));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, myConfig,
mANW.get(), NULL);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
mProducerEglContext = eglCreateContext(mEglDisplay, myConfig,
EGL_NO_CONTEXT, getContextAttribs());
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
}
virtual void TearDown() {
if (mProducerEglContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEglDisplay, mProducerEglContext);
}
if (mProducerEglSurface != EGL_NO_SURFACE) {
eglDestroySurface(mEglDisplay, mProducerEglSurface);
}
SurfaceTextureGLTest::TearDown();
}
EGLSurface mProducerEglSurface;
EGLContext mProducerEglContext;
};
TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) {
const int texWidth = 64;
const int texHeight = 64;
mST->setDefaultBufferSize(texWidth, texHeight);
// Do the producer side of things
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// This is needed to ensure we pick up a buffer of the correct size.
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
glClearColor(0.6, 0.6, 0.6, 0.6);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(4, 4, 4, 4);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(24, 48, 4, 4);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(37, 17, 4, 4);
glClearColor(0.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
// Do the consumer side of things
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
glDisable(GL_SCISSOR_TEST);
mST->updateTexImage(); // Skip the first frame, which was empty
mST->updateTexImage();
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, texWidth, texHeight);
drawTexture();
EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel( 4, 7, 255, 0, 0, 255));
EXPECT_TRUE(checkPixel(25, 51, 0, 255, 0, 255));
EXPECT_TRUE(checkPixel(40, 19, 0, 0, 255, 255));
EXPECT_TRUE(checkPixel(29, 51, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel( 5, 32, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(13, 8, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(46, 3, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(30, 33, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel( 6, 52, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(55, 33, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(16, 29, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel( 1, 30, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(41, 37, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(46, 29, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel(15, 25, 153, 153, 153, 153));
EXPECT_TRUE(checkPixel( 3, 52, 153, 153, 153, 153));
}
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
sp<GraphicBuffer> buffers[3];
// This test requires async mode to run on a single thread.
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
for (int i = 0; i < 3; i++) {
// Produce a frame
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
// Consume a frame
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
mST->updateTexImage();
buffers[i] = mST->getCurrentBuffer();
}
// Destroy the GL texture object to release its ref on buffers[2].
GLuint texID = TEX_ID;
glDeleteTextures(1, &texID);
// Destroy the EGLSurface
EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Release the ref that the SurfaceTexture has on buffers[2].
mST->abandon();
EXPECT_EQ(1, buffers[0]->getStrongCount());
EXPECT_EQ(1, buffers[1]->getStrongCount());
// Depending on how lazily the GL driver dequeues buffers, we may end up
// with either two or three total buffers. If there are three, make sure
// the last one was properly down-ref'd.
if (buffers[2] != buffers[0]) {
EXPECT_EQ(1, buffers[2]->getStrongCount());
}
}
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
sp<GraphicBuffer> buffers[3];
// This test requires async mode to run on a single thread.
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
for (int i = 0; i < 3; i++) {
// Produce a frame
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Consume a frame
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
buffers[i] = mST->getCurrentBuffer();
}
// Abandon the SurfaceTexture, releasing the ref that the SurfaceTexture has
// on buffers[2].
mST->abandon();
// Destroy the GL texture object to release its ref on buffers[2].
GLuint texID = TEX_ID;
glDeleteTextures(1, &texID);
// Destroy the EGLSurface.
EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
EXPECT_EQ(1, buffers[0]->getStrongCount());
EXPECT_EQ(1, buffers[1]->getStrongCount());
// Depending on how lazily the GL driver dequeues buffers, we may end up
// with either two or three total buffers. If there are three, make sure
// the last one was properly down-ref'd.
if (buffers[2] != buffers[0]) {
EXPECT_EQ(1, buffers[2]->getStrongCount());
}
}
TEST_F(SurfaceTextureGLToGLTest, EglSurfaceDefaultsToSynchronousMode) {
// This test requires 3 buffers to run on a single thread.
mST->setBufferCountServer(3);
ASSERT_TRUE(mST->isSynchronousMode());
for (int i = 0; i < 10; i++) {
// Produce a frame
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Consume a frame
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
}
ASSERT_TRUE(mST->isSynchronousMode());
}
/*
* This test fixture is for testing GL -> GL texture streaming from one thread
* to another. It contains functionality to create a producer thread that will
* perform GL rendering to an ANativeWindow that feeds frames to a
* SurfaceTexture. Additionally it supports interlocking the producer and
* consumer threads so that a specific sequence of calls can be
* deterministically created by the test.
*
* The intended usage is as follows:
*
* TEST_F(...) {
* class PT : public ProducerThread {
* virtual void render() {
* ...
* swapBuffers();
* }
* };
*
* runProducerThread(new PT());
*
* // The order of these calls will vary from test to test and may include
* // multiple frames and additional operations (e.g. GL rendering from the
* // texture).
* fc->waitForFrame();
* mST->updateTexImage();
* fc->finishFrame();
* }
*
*/
class SurfaceTextureGLThreadToGLTest : public SurfaceTextureGLToGLTest {
protected:
// ProducerThread is an abstract base class to simplify the creation of
// OpenGL ES frame producer threads.
class ProducerThread : public Thread {
public:
virtual ~ProducerThread() {
}
void setEglObjects(EGLDisplay producerEglDisplay,
EGLSurface producerEglSurface,
EGLContext producerEglContext) {
mProducerEglDisplay = producerEglDisplay;
mProducerEglSurface = producerEglSurface;
mProducerEglContext = producerEglContext;
}
virtual bool threadLoop() {
eglMakeCurrent(mProducerEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext);
render();
eglMakeCurrent(mProducerEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
return false;
}
protected:
virtual void render() = 0;
void swapBuffers() {
eglSwapBuffers(mProducerEglDisplay, mProducerEglSurface);
}
EGLDisplay mProducerEglDisplay;
EGLSurface mProducerEglSurface;
EGLContext mProducerEglContext;
};
// FrameCondition is a utility class for interlocking between the producer
// and consumer threads. The FrameCondition object should be created and
// destroyed in the consumer thread only. The consumer thread should set
// the FrameCondition as the FrameAvailableListener of the SurfaceTexture,
// and should call both waitForFrame and finishFrame once for each expected
// frame.
//
// This interlocking relies on the fact that onFrameAvailable gets called
// synchronously from SurfaceTexture::queueBuffer.
class FrameCondition : public SurfaceTexture::FrameAvailableListener {
public:
FrameCondition():
mFrameAvailable(false),
mFrameFinished(false) {
}
// waitForFrame waits for the next frame to arrive. This should be
// called from the consumer thread once for every frame expected by the
// test.
void waitForFrame() {
Mutex::Autolock lock(mMutex);
ALOGV("+waitForFrame");
while (!mFrameAvailable) {
mFrameAvailableCondition.wait(mMutex);
}
mFrameAvailable = false;
ALOGV("-waitForFrame");
}
// Allow the producer to return from its swapBuffers call and continue
// on to produce the next frame. This should be called by the consumer
// thread once for every frame expected by the test.
void finishFrame() {
Mutex::Autolock lock(mMutex);
ALOGV("+finishFrame");
mFrameFinished = true;
mFrameFinishCondition.signal();
ALOGV("-finishFrame");
}
// This should be called by SurfaceTexture on the producer thread.
virtual void onFrameAvailable() {
Mutex::Autolock lock(mMutex);
ALOGV("+onFrameAvailable");
mFrameAvailable = true;
mFrameAvailableCondition.signal();
while (!mFrameFinished) {
mFrameFinishCondition.wait(mMutex);
}
mFrameFinished = false;
ALOGV("-onFrameAvailable");
}
protected:
bool mFrameAvailable;
bool mFrameFinished;
Mutex mMutex;
Condition mFrameAvailableCondition;
Condition mFrameFinishCondition;
};
virtual void SetUp() {
SurfaceTextureGLToGLTest::SetUp();
mFC = new FrameCondition();
mST->setFrameAvailableListener(mFC);
}
virtual void TearDown() {
if (mProducerThread != NULL) {
mProducerThread->requestExitAndWait();
}
mProducerThread.clear();
mFC.clear();
SurfaceTextureGLToGLTest::TearDown();
}
void runProducerThread(const sp<ProducerThread> producerThread) {
ASSERT_TRUE(mProducerThread == NULL);
mProducerThread = producerThread;
producerThread->setEglObjects(mEglDisplay, mProducerEglSurface,
mProducerEglContext);
producerThread->run();
}
sp<ProducerThread> mProducerThread;
sp<FrameCondition> mFC;
};
TEST_F(SurfaceTextureGLThreadToGLTest,
UpdateTexImageBeforeFrameFinishedCompletes) {
class PT : public ProducerThread {
virtual void render() {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
swapBuffers();
}
};
runProducerThread(new PT());
mFC->waitForFrame();
mST->updateTexImage();
mFC->finishFrame();
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
}
TEST_F(SurfaceTextureGLThreadToGLTest,
UpdateTexImageAfterFrameFinishedCompletes) {
class PT : public ProducerThread {
virtual void render() {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
swapBuffers();
}
};
runProducerThread(new PT());
mFC->waitForFrame();
mFC->finishFrame();
mST->updateTexImage();
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
}
TEST_F(SurfaceTextureGLThreadToGLTest,
RepeatedUpdateTexImageBeforeFrameFinishedCompletes) {
enum { NUM_ITERATIONS = 1024 };
class PT : public ProducerThread {
virtual void render() {
for (int i = 0; i < NUM_ITERATIONS; i++) {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ALOGV("+swapBuffers");
swapBuffers();
ALOGV("-swapBuffers");
}
}
};
runProducerThread(new PT());
for (int i = 0; i < NUM_ITERATIONS; i++) {
mFC->waitForFrame();
ALOGV("+updateTexImage");
mST->updateTexImage();
ALOGV("-updateTexImage");
mFC->finishFrame();
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
}
}
TEST_F(SurfaceTextureGLThreadToGLTest,
RepeatedUpdateTexImageAfterFrameFinishedCompletes) {
enum { NUM_ITERATIONS = 1024 };
class PT : public ProducerThread {
virtual void render() {
for (int i = 0; i < NUM_ITERATIONS; i++) {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ALOGV("+swapBuffers");
swapBuffers();
ALOGV("-swapBuffers");
}
}
};
runProducerThread(new PT());
for (int i = 0; i < NUM_ITERATIONS; i++) {
mFC->waitForFrame();
mFC->finishFrame();
ALOGV("+updateTexImage");
mST->updateTexImage();
ALOGV("-updateTexImage");
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
}
}
// XXX: This test is disabled because it is currently hanging on some devices.
TEST_F(SurfaceTextureGLThreadToGLTest,
DISABLED_RepeatedSwapBuffersWhileDequeueStalledCompletes) {
enum { NUM_ITERATIONS = 64 };
class PT : public ProducerThread {
virtual void render() {
for (int i = 0; i < NUM_ITERATIONS; i++) {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ALOGV("+swapBuffers");
swapBuffers();
ALOGV("-swapBuffers");
}
}
};
ASSERT_EQ(OK, mST->setSynchronousMode(true));
ASSERT_EQ(OK, mST->setBufferCountServer(2));
runProducerThread(new PT());
// Allow three frames to be rendered and queued before starting the
// rendering in this thread. For the latter two frames we don't call
// updateTexImage so the next dequeue from the producer thread will block
// waiting for a frame to become available.
mFC->waitForFrame();
mFC->finishFrame();
// We must call updateTexImage to consume the first frame so that the
// SurfaceTexture is able to reduce the buffer count to 2. This is because
// the GL driver may dequeue a buffer when the EGLSurface is created, and
// that happens before we call setBufferCountServer. It's possible that the
// driver does not dequeue a buffer at EGLSurface creation time, so we
// cannot rely on this to cause the second dequeueBuffer call to block.
mST->updateTexImage();
mFC->waitForFrame();
mFC->finishFrame();
mFC->waitForFrame();
mFC->finishFrame();
// Sleep for 100ms to allow the producer thread's dequeueBuffer call to
// block waiting for a buffer to become available.
usleep(100000);
// Render and present a number of images. This thread should not be blocked
// by the fact that the producer thread is blocking in dequeue.
for (int i = 0; i < NUM_ITERATIONS; i++) {
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mEglDisplay, mEglSurface);
}
// Consume the two pending buffers to unblock the producer thread.
mST->updateTexImage();
mST->updateTexImage();
// Consume the remaining buffers from the producer thread.
for (int i = 0; i < NUM_ITERATIONS-3; i++) {
mFC->waitForFrame();
mFC->finishFrame();
ALOGV("+updateTexImage");
mST->updateTexImage();
ALOGV("-updateTexImage");
}
}
} // namespace android