replicant-frameworks_native/libs/gui/tests/SurfaceTextureMultiContextGL.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

85 lines
2.9 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_MULTI_CONTEXT_GL_H
#define ANDROID_SURFACE_TEXTURE_MULTI_CONTEXT_GL_H
#include "SurfaceTextureGL.h"
namespace android {
class SurfaceTextureMultiContextGLTest : public SurfaceTextureGLTest {
protected:
enum { SECOND_TEX_ID = 123 };
enum { THIRD_TEX_ID = 456 };
SurfaceTextureMultiContextGLTest():
mSecondEglContext(EGL_NO_CONTEXT) {
}
virtual void SetUp() {
SurfaceTextureGLTest::SetUp();
// Set up the secondary context and texture renderer.
mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig,
EGL_NO_CONTEXT, getContextAttribs());
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext);
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
mSecondTextureRenderer = new TextureRenderer(SECOND_TEX_ID, mST);
ASSERT_NO_FATAL_FAILURE(mSecondTextureRenderer->SetUp());
// Set up the tertiary context and texture renderer.
mThirdEglContext = eglCreateContext(mEglDisplay, mGlConfig,
EGL_NO_CONTEXT, getContextAttribs());
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_CONTEXT, mThirdEglContext);
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mThirdEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
mThirdTextureRenderer = new TextureRenderer(THIRD_TEX_ID, mST);
ASSERT_NO_FATAL_FAILURE(mThirdTextureRenderer->SetUp());
// Switch back to the primary context to start the tests.
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
}
virtual void TearDown() {
if (mThirdEglContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEglDisplay, mThirdEglContext);
}
if (mSecondEglContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEglDisplay, mSecondEglContext);
}
SurfaceTextureGLTest::TearDown();
}
EGLContext mSecondEglContext;
sp<TextureRenderer> mSecondTextureRenderer;
EGLContext mThirdEglContext;
sp<TextureRenderer> mThirdTextureRenderer;
};
}
#endif