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
117 lines
3.9 KiB
C++
117 lines
3.9 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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#include "TextureRenderer.h"
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#include "GLTest.h"
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#include <gui/GLConsumer.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <gtest/gtest.h>
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namespace android {
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TextureRenderer::TextureRenderer(GLuint texName,
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const sp<GLConsumer>& st) : mTexName(texName), mST(st) {
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}
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void TextureRenderer::SetUp() {
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const char vsrc[] =
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"attribute vec4 vPosition;\n"
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"varying vec2 texCoords;\n"
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"uniform mat4 texMatrix;\n"
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"void main() {\n"
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" vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
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" texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
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" gl_Position = vPosition;\n"
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"}\n";
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const char fsrc[] =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float;\n"
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"uniform samplerExternalOES texSampler;\n"
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"varying vec2 texCoords;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texSampler, texCoords);\n"
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"}\n";
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{
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SCOPED_TRACE("creating shader program");
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ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
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}
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mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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ASSERT_NE(-1, mPositionHandle);
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mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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ASSERT_NE(-1, mTexSamplerHandle);
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mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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ASSERT_NE(-1, mTexMatrixHandle);
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}
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// drawTexture draws the GLConsumer over the entire GL viewport.
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void TextureRenderer::drawTexture() {
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static const GLfloat triangleVertices[] = {
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f,
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};
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glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
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triangleVertices);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glEnableVertexAttribArray(mPositionHandle);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glUseProgram(mPgm);
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glUniform1i(mTexSamplerHandle, 0);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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// XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
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// they're setting the defautls for that target, but when hacking
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// things to use GL_TEXTURE_2D they are needed to achieve the same
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// behavior.
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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GLfloat texMatrix[16];
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mST->getTransformMatrix(texMatrix);
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glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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}
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} // namespace android
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