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
88 lines
2.8 KiB
C++
88 lines
2.8 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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#define LOG_TAG "SurfaceTextureFBO_test"
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//#define LOG_NDEBUG 0
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#include "SurfaceTextureFBO.h"
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namespace android {
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// This test is intended to verify that proper synchronization is done when
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// rendering into an FBO.
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TEST_F(SurfaceTextureFBOTest, BlitFromCpuFilledBufferToFbo) {
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const int texWidth = 64;
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const int texHeight = 64;
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ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
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texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
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ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
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GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
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android_native_buffer_t* anb;
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ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
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&anb));
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ASSERT_TRUE(anb != NULL);
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sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
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// Fill the buffer with green
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uint8_t* img = NULL;
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buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
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fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 0, 255,
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0, 255);
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buf->unlock();
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ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
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-1));
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
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drawTexture();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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for (int i = 0; i < 4; i++) {
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SCOPED_TRACE(String8::format("frame %d", i).string());
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ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
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&anb));
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ASSERT_TRUE(anb != NULL);
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buf = new GraphicBuffer(anb, false);
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// Fill the buffer with red
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ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
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(void**)(&img)));
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fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 255, 0,
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0, 255);
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ASSERT_EQ(NO_ERROR, buf->unlock());
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ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
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buf->getNativeBuffer(), -1));
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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drawTexture();
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EXPECT_TRUE(checkPixel( 24, 39, 255, 0, 0, 255));
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}
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glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
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EXPECT_TRUE(checkPixel( 24, 39, 0, 255, 0, 255));
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}
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} // namespace android
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