replicant-frameworks_native/libs/gui/tests/SurfaceTextureGLThreadToGL.h
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

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