cb1fcdedaa
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
74 lines
1.8 KiB
C++
74 lines
1.8 KiB
C++
/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_SURFACE_TEXTURE_GL_H
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#define ANDROID_SURFACE_TEXTURE_GL_H
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#include "GLTest.h"
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#include "FrameWaiter.h"
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#include "TextureRenderer.h"
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#include <gui/GLConsumer.h>
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#include <gui/Surface.h>
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namespace android {
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class FrameWaiter;
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class GLConsumer;
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class TextureRenderer;
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class SurfaceTextureGLTest : public GLTest {
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protected:
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enum { TEX_ID = 123 };
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void SetUp() {
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GLTest::SetUp();
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sp<BufferQueue> bq = new BufferQueue();
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mBQ = bq;
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mST = new GLConsumer(bq, TEX_ID);
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mSTC = new Surface(bq);
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mANW = mSTC;
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mTextureRenderer = new TextureRenderer(TEX_ID, mST);
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ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp());
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mFW = new FrameWaiter;
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mST->setFrameAvailableListener(mFW);
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}
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void TearDown() {
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mTextureRenderer.clear();
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mANW.clear();
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mSTC.clear();
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mST.clear();
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GLTest::TearDown();
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}
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void drawTexture() {
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mTextureRenderer->drawTexture();
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}
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sp<BufferQueue> mBQ;
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sp<GLConsumer> mST;
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sp<Surface> mSTC;
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sp<ANativeWindow> mANW;
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sp<TextureRenderer> mTextureRenderer;
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sp<FrameWaiter> mFW;
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};
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} // namespace android
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#endif
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