replicant-frameworks_native/libs/gui/tests/SurfaceTextureMultiContextGL_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

390 lines
13 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 "SurfaceTextureMultiContextGL_test"
//#define LOG_NDEBUG 0
#include "SurfaceTextureMultiContextGL.h"
#include "FillBuffer.h"
#include <GLES/glext.h>
namespace android {
TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Attempt to latch the texture on the secondary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Check that the GL texture was deleted.
EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
}
TEST_F(SurfaceTextureMultiContextGLTest,
DetachFromContextSucceedsAfterProducerDisconnect) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
ASSERT_EQ(OK, mST->detachFromContext());
// Check that the GL texture was deleted.
EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Attempt to detach from the primary context.
mST->abandon();
ASSERT_EQ(NO_INIT, mST->detachFromContext());
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attempt to detach from the primary context again.
ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Make there be no current display.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Attempt to detach from the primary context.
ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Make current context be incorrect.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Attempt to detach from the primary context.
ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
}
TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attempt to latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the secondary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Verify that the texture object was created and bound.
GLint texBinding = -1;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
EXPECT_EQ(SECOND_TEX_ID, texBinding);
// Try to use the texture from the secondary context.
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 1, 1);
mSecondTextureRenderer->drawTexture();
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextSucceedsAfterProducerDisconnect) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the secondary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Verify that the texture object was created and bound.
GLint texBinding = -1;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
EXPECT_EQ(SECOND_TEX_ID, texBinding);
// Try to use the texture from the secondary context.
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 1, 1);
mSecondTextureRenderer->drawTexture();
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
}
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextSucceedsBeforeUpdateTexImage) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context.
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the secondary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Verify that the texture object was created and bound.
GLint texBinding = -1;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
EXPECT_EQ(SECOND_TEX_ID, texBinding);
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Try to use the texture from the secondary context.
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 1, 1);
mSecondTextureRenderer->drawTexture();
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attempt to attach to the secondary context.
mST->abandon();
// Attempt to attach to the primary context.
ASSERT_EQ(NO_INIT, mST->attachToContext(SECOND_TEX_ID));
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Attempt to attach to the primary context.
ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
}
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Attempt to attach to the primary context.
ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Make there be no current display.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
// Attempt to attach with no context current.
ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the secondary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Detach from the secondary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the tertiary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mThirdEglContext));
ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
// Verify that the texture object was created and bound.
GLint texBinding = -1;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
EXPECT_EQ(THIRD_TEX_ID, texBinding);
// Try to use the texture from the tertiary context.
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 1, 1);
mThirdTextureRenderer->drawTexture();
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
}
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the secondary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Detach from the secondary context.
ASSERT_EQ(OK, mST->detachFromContext());
// Attach to the tertiary context.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mThirdEglContext));
ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
// Verify that the texture object was created and bound.
GLint texBinding = -1;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
EXPECT_EQ(THIRD_TEX_ID, texBinding);
// Latch the texture contents on the tertiary context.
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Try to use the texture from the tertiary context.
glClearColor(0.2, 0.2, 0.2, 0.2);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 1, 1);
mThirdTextureRenderer->drawTexture();
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
}
TEST_F(SurfaceTextureMultiContextGLTest,
UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
// produce two frames and consume them both on the primary context
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// produce one more frame
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context and attach to the secondary context
ASSERT_EQ(OK, mST->detachFromContext());
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Consume final frame on secondary context
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
}
} // namespace android