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
184 lines
6.0 KiB
C++
184 lines
6.0 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.
|
|
*/
|
|
|
|
#ifndef ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H
|
|
#define ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H
|
|
|
|
#include "SurfaceTextureGLToGL.h"
|
|
|
|
namespace android {
|
|
|
|
/*
|
|
* 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
|
|
* GLConsumer. 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 GLConsumer,
|
|
// and should call both waitForFrame and finishFrame once for each expected
|
|
// frame.
|
|
//
|
|
// This interlocking relies on the fact that onFrameAvailable gets called
|
|
// synchronously from GLConsumer::queueBuffer.
|
|
class FrameCondition : public GLConsumer::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 GLConsumer 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;
|
|
};
|
|
|
|
} // namespace android
|
|
|
|
#endif
|