replicant-frameworks_native/libs/gui/tests/MultiTextureConsumer_test.cpp
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

124 lines
4.0 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.
*/
#define LOG_TAG "MultiTextureConsumer_test"
//#define LOG_NDEBUG 0
#include "GLTest.h"
#include <gui/GLConsumer.h>
#include <gui/Surface.h>
#include <android/native_window.h>
#include <GLES/glext.h>
namespace android {
class MultiTextureConsumerTest : public GLTest {
protected:
enum { TEX_ID = 123 };
virtual void SetUp() {
GLTest::SetUp();
sp<BufferQueue> bq = new BufferQueue();
mGlConsumer = new GLConsumer(bq, TEX_ID);
mSurface = new Surface(bq);
mANW = mSurface.get();
}
virtual void TearDown() {
GLTest::TearDown();
}
virtual EGLint const* getContextAttribs() {
return NULL;
}
virtual EGLint const* getConfigAttribs() {
static EGLint sDefaultConfigAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_NONE };
return sDefaultConfigAttribs;
}
sp<GLConsumer> mGlConsumer;
sp<Surface> mSurface;
ANativeWindow* mANW;
};
TEST_F(MultiTextureConsumerTest, EGLImageTargetWorks) {
ANativeWindow_Buffer buffer;
ASSERT_EQ(native_window_set_usage(mANW, GRALLOC_USAGE_SW_WRITE_OFTEN), NO_ERROR);
ASSERT_EQ(native_window_set_buffers_format(mANW, HAL_PIXEL_FORMAT_RGBA_8888), NO_ERROR);
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_CULL_FACE);
glViewport(0, 0, getSurfaceWidth(), getSurfaceHeight());
glOrthof(0, getSurfaceWidth(), 0, getSurfaceHeight(), 0, 1);
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f(1, 1, 1, 1);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
uint32_t texel = 0x80808080;
glBindTexture(GL_TEXTURE_2D, TEX_ID+1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texel);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, TEX_ID+1);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
glEnable(GL_TEXTURE_EXTERNAL_OES);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glClear(GL_COLOR_BUFFER_BIT);
for (int i=0 ; i<8 ; i++) {
mSurface->lock(&buffer, NULL);
memset(buffer.bits, (i&7) * 0x20, buffer.stride * buffer.height * 4);
mSurface->unlockAndPost();
mGlConsumer->updateTexImage();
GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} };
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
for (int i=0 ; i<8 ; i++) {
EXPECT_TRUE(checkPixel(i*16 + 8, 8, i*16, i*16, i*16, i*16, 0));
}
}
} // namespace android