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
76 lines
2.2 KiB
C++
76 lines
2.2 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_FBO_H
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#define ANDROID_SURFACE_TEXTURE_FBO_H
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#include "SurfaceTextureGL.h"
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#include <GLES2/gl2.h>
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namespace android {
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class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
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protected:
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virtual void SetUp() {
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SurfaceTextureGLTest::SetUp();
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glGenFramebuffers(1, &mFbo);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glGenTextures(1, &mFboTex);
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glBindTexture(GL_TEXTURE_2D, mFboTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
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getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, mFboTex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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}
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virtual void TearDown() {
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SurfaceTextureGLTest::TearDown();
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glDeleteTextures(1, &mFboTex);
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glDeleteFramebuffers(1, &mFbo);
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}
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GLuint mFbo;
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GLuint mFboTex;
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};
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void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride,
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uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
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const size_t PIXEL_SIZE = 4;
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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off_t offset = (y * stride + x) * PIXEL_SIZE;
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buf[offset + 0] = r;
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buf[offset + 1] = g;
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buf[offset + 2] = b;
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buf[offset + 3] = a;
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}
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}
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}
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} // namespace android
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#endif
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